Daily Design: Day 105
Daily Design is a series of game concepts devised daily through all of 2016. These are just basic concepts, designed based on three randomly generated words. Today, they are;
Stone, Best and Empire.
As such, the game I’ve designed today is…
In Chiseled, players take the role of the “Record Keeper”, someone tasked with tracking and recording the history of a great empire.
After a great military campaign, the Emperor comes to you and orders a historical record of the war. The problem is, you weren’t really paying attention, since wars are boring and you had professional chiseling to do.
As such, you’ll need to figure out what happened while finding the time to actually make the record.
The game is split into two main areas – ‘Free Time’ and ‘Chiseling’. In free time, the player is free to wonder the city and speak to people, which is the best way to gather information. By talking to citizens, you can start to piece together what triggered the war, the major shifts and turns and how it ended. The real problem, of course, is that everybody has their own agenda and will attempt to alter history in their favour.
As such, the player has to decide who to trust (or at least how much to trust them), what to embellish, what to hide, and so on. Some of the losers of the war are held captive in the city and can also be talked to, though of course they have a very different recollection of events from most.
After the player has spoken to a certain amount of people, they go home and enter the chiseling phase. Here, players decide what to record, what to embellish and what to ignore in the form of a multiple-choice questionnaire. For example, the game may ask “What triggered the war?” to which the player has several answers. Each answer engraves a unique image on the stone, meaning that every player will end up with a different record of history by the end of the game.
In the end, players present their record to the public. If it’s too sympathetic to the enemy, the Emperor will almost definitely take exception. It’s possible to exaggerate the Emperor’s accomplishments, which while safer for the protagonist also defeats the point of recording history at all. Ideally, the game would have several endings depending on player choices.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.