Gameplay

What can the players do?

Even when the story is a significant and essential part of the game, I wanted to design a game that everyone can enjoy and that the players could make theirs. For that reason, I want to add several types of gameplay, allow them to decide how to live the experience:

Levels · The Use of the XP

The XP will allow players to level up, and those levels will mark the difficulty of the enemies. The enemies always will have between 2 and 4 levels above the players’ level (depending on if they are playing in solo or coop), always maintaining the right difficulty.

The levels also will unlock new weapons, upgrades for the partners and PPS, and new abilities for Jacob.

The XP will be like a currency that the players can spend on the build of the Outskirts.

Movement

Because of the nature of the environment, players need to have free movement, and these moves need to feel realistic. The main movements are:

·· Walk (normal speed) · Sprint · Stealth ··


The main speed for the players will be like a slow-running so that they will move fast through the map. However, they can change the speed when they need, sprinting to move faster or walking slower to move with stealth and reduce the noise.

·· Jump Over Obstacles ··


Players will not be able to jump freely, this means to sacrifice a part of the realism, but will help to improve the gameplay making it more fluid, avoiding bugs and problems, like getting caught between two obstacles. However, players will be able to jump over any obstacle, like walls, boxes, or stones. When they are walking (normal speed) or sprinting, they will automatically jump over any obstacle. I designed this way to make it coherent with the lack of HUD. When they are walking with stealth, they can use the obstacles as a cover or jump over with a determined key (like SPACE key on PC).

·· Climb & Descend ··


Players will be able to climb and descend with and without ropes in the determinate places to do it. To mark those places, we can use colors, lights, and decorations, like cloths, so when the players see it, they know that they can interact with the area.

Without Ropes: When they don’t use ropes, they will need to jump to edge from the edge (like in Tomb Raider), and they can fail and fall.

With Ropes and Gadgets: Ropes and gadgets are safer, but they only can use them in determinate places, like elevators or caves (The Division 2 and Far Cry 5).

·· Slide ··


When they found a downhill, they can descend it sliding it (like in Ghost Recon Breakpoint), and also they can use the mechanic to dodge enemies’ attacks (like in COD Modern Warfare)

·· Roll ··


To dodge an enemy attack, they can roll in any direction.

Parkour

(I used as reference Assassins Creed Franchise and Tomb Raider because they are a little bit slower than other games like Mirrors Edge and I want that the player can have great control over their movements)

I wanted to add the parkour mechanic because of add dynamism to the gameplay and lots of intensity. This game is full of enemies that will chase the players, and they will not always have a weapon to fight. So sometimes it will be better to run away than face an enemy that is too powerful for the players. They can use the parkour mechanic even if they have low health, but if the players are bleeding and they push their bodies, they will bleed double. And if they are under a status effect, like poison, the camera will be blurred, which can make the players fail the jump.

The parkour mechanic is a combination of all basic movements and uses them to move faster through the map.

However, they need to be careful to don’t fail the jumps. If they fail, they will fall, and they will receive damage and even can die.

Health · Damage · Death

·· Health ··


Players will have a determinate HP that they will lose when they receive any type of damage. When they receive damage their screen will lose color, when they rest, they recover their health.

Bleeding and Poisoning

Players can bleed and be poisoned. When this happens, they will need to use Med Kits and Antidotes (more in the Equipment section). Both can be crafted.

When they bleed, the screen will remain grey until they heal and also a little red on the corners of the screen. How much more time they expend without a Med Kit, the worse Jacob will feel, coughing blood more and more. This is what will mark the players that they are dying and need a Med Kit with urgency.

They will know when they are poisoned because Jacob will have problems to breathe and he will feel dizzy, so the camera will be blurred and will have some from one side to the other movement. How much more time they expend without an antidote, the worse Jacob will feel. To mark this, Jacob will puke after some determinate time, and this will mark the players that they need an antidote with urgency.

·· Damage ··


Players can inflict damage with their fists, as base damage. Their damage will be improved with the weapons that they use and with the new abilities that they unlock.

·· Resistance to Damage ··


Players will have little resistance to damage from the beginning. The resistance that they will have will be relate with the source of the damage.

Damage from:

  • Melee without a weapon: High resistance.
  • Melee with a weapon: Medium resistance.
  • Falling: High – medium resistance.
  • Androids: Low resistance.
  • Firearms: Low resistance.
  • Environment: Medium – Low resistance.

The Resistance can be improved with the equipment, like with a Bulletproof Vest.

·· Death ··


There is not an actual “death” because players are in Jacob’s memories, and I think that it can be cool that when they “die” the transform into a smoke cloud and come back to the last checkpoint. I think that this could give uniqueness and cohesion to the game. Also, because in the first two first years players will play with a kid (Jacob have 12 and 15 respectively), I think it will be less traumatic for the players if Jacob can die really.

Parkour

(I used as reference Assassins Creed Franchise and Tomb Raider because they are a little bit slower than other games like Mirrors Edge and I want that the player can have great control over their movements)

I wanted to add the parkour mechanic because of add dynamism to the gameplay and lots of intensity. This game is full of enemies that will chase the players, and they will not always have a weapon to fight. So sometimes it will be better to run away than face an enemy that is too powerful for the players. They can use the parkour mechanic even if they have low health, but if the players are bleeding and they push their bodies, they will bleed double. And if they are under a status effect, like poison, the camera will be blurred, which can make the players fail the jump.

The parkour mechanic is a combination of all basic movements and uses them to move faster through the map.

However, they need to be careful to don’t fail the jumps. If they fail, they will fall, and they will receive damage and even can die.

Combat

Combat is the main mechanic, the one that will be married to the story, making it shine.

There will be different types of combat that will allow the players to choose how they want to play, making the game theirs. This is part of the Personality Build.

The combat in the game is a little bit complex. I used for the design several references from different games, but I think that the closest one will be the Fallout Franchise, where players can choose their type of combat and improve it with leveling up their abilities. However, in this case, it is the type of combat that they choose what will improve their skills and personality. So, the talents and weapons that the players will receive will go in accordance with the type of combat that they choose.

General notes about the combat:

  • I want the intensity of Dark Souls, that epic fights against enemies that are clearly stronger than the player. This will give realism to the game because Jacob is not a soldier, he is an engineer, and he learns while the player is learning, but the enemies already have experience.
  • Also, I wanted to add some of the intensity from Silent Hill where players don’t have a lot of ammunition, and lots of times they need to run away from the enemies or kill them with melee weapons. This type of combat gives even more realism to the game and cohesion with the story.
  • However, I love shooters, and I want to add it to the game, so players will also have different types of weapons like snipers, submachines, assault rifles, etc. All based on the WW1, like the ones on Battlefield 1.
  • To keep the cyber part of the story, Clean Future has electric weapons which design is more futuristic and abstract.
  • Players will unlock the pocket knife in 1963, and after that, they will always have it with them. They will unlock skins for the knife, but the weapon will be the same. This weapon will allow players to realize attacks during the Adrenaline Time and make stealth kills. Besides this weapon, players will also have several other melee weapons, like bats or swords.
  • The Adrenaline Time, Quick Time Events, and the Parkour mechanics will allow players to kill easily, making the game a little bit easier and reachable for all types of players.
  • To keep the game realistic, players can attack en even kill all the NPCs. It´s their decision and will affect their Personality Build.
  • Players will have some throwable weapons too, like grenades and Molotov.

Melee Combat

The melee combat is one of the features that will make this game unique. I want that the players have intense combats in which they need to use the Adrenaline Time to set strategies to defeat the enemies and bosses. My idea is that each type of faction “requires” a different kind of combat. The fight against GCP or Elite Androids needs to be done with fire weapons, but the Rites are meant to be defeat with melee weapons. They will use melee weapons like blades against the players, they will be fast, and the hits can make players lose the fire weapons. Their use of strategy and smoke grenades will make it impossible for the players to fight if it is not with Rites’ rules. The combats need to be brutal, make players hold breath, and live intense moments.

The Diary & PPS

The Diary is a multirole tool, regarding combat, players will need to use it with PPS to see all the information that PPS will collect. Also, they need the Diary to control PPS, like a console control.

TERRAIN RECON

There will be two types of terrain recon:

  • Sonar

The sonar will allow players to see the terrain and discover all the nooks, obstacles, and NPCs. However, they will only see silhouettes so they will not know the type of NPC that they have in front of them.

  • Camera

(Like in Rainbow Six Siege)
The camera that PPS has will allow players to have a clear image of the terrain. PPS can run, pass-thru nooks, go up and downstairs, jump over obstacles and climb deploying its legs to reach the different rooms. The problem with the camera feature is that the players put in risk PPS. If an enemy discovers PPS will kick it and will damage it showing a damaged image to the players, the camera will be useless, but they still can use its other features. However, if the players put it in danger many times or use it with the broken lens, it can be angry and turns off. Also, enemies can shoot it, damage it completely.

HACK

Players can use PPS to hack androids or security systems. To hack, they will need to resolve a puzzle (something like in Bioshock, but a little more complicated, maybe a mathematical problem or a memory puzzle). Again they can do it in two different ways:

  • Plugin

Players can put PPS in a security console and plug into it to access to the console and hack it.

  • Distance

Players can use the camera to look for an android and then give to PPS the order to hack it. PPS has long legs that allow it to climb over an enemy and other obstacles.

When players hack an android, this will attack the other androids and any other NPC that attack the player. When they hack a security system, they can control the cameras with their Diaries that way they can see where the enemies are.

Combat Abilities

More the players use a combat ability more probabilities they will have to find related weapons and gadgets in the loot boxes and upgrades in the Personality Build. This will allow the players to have a unique experience.

Stealth

Players can walk with stealth, reducing the noise, when they get closed to an enemy Jacob will crouch a little bit to also reduce the visibility and to help the players to know when an enemy is nearby without HUD.

TAKE COVER

When the players walk with stealth, and they pass close a wall or an obstacle, they will be automatically attached to it to use it as a cover. Then they can move from cover to cover rolling towards it.
If the players are sprinting and do slide towards a cover, they will be attached to it.

Knock Down

Players can knock down enemies or NPCs when they are moving with stealth and make the attack by behind. So, if they don’t want to kill the NPC they can use this option.

Adrenaline Time & QuickTime Events

Players will have the Adrenaline time, which will allow them to escape and do melee fight easily. This mode is activated when the players are in a fight or run for a long time, their health is low and have enemies close (in the attack range). In that stress moments, players will have this slow-mo moment where they will see clearly where they can jump, climb, or hide and the weak points of the enemies. Because of the lack of HUD, these points will be highlighted as a heartbeat and with a little more color in the grey screen (that happens when players have low heath). So, for example, they can go beneath the legs of one big enemy and use the knife to cut its ankles.
The QuickTime events will happen in certain moments, like the one that I mentioned before, with players going beneath an enemy’s legs, and will help the players to do amazing things. It is a fun feature, something to wow the players. These events will happen when the players do determinate actions in a determinate order. In the previous example, players are in the adrenaline time, the enemy’s legs will be highlighted, players will slide beneath, and at that moment, the camera will go even slower, highlighting the ankles of the enemy, then is when they need to attack.
The Adrenaline Time will have a determinate duration (like 5 to 10s) and only can happen once 1 minute or less.
I designed this mechanic not only to help players but also to highlight the idea of they are living a dream, (Jacob’s memories) and that is what happens when you have an intense dream, that everything goes in slow-mo.

Takedowns

Like in Far Cry Franchise
The Takedowns are similar to the Knock-Downs. When players move with stealth, they can make a Takedown over an NPC. This mechanic allows players to do fast, concatenate, and stealth melee attacks, allowing players to clean a small area in a few seconds without alarm the rest of the enemies.

Security Systems & Alarms

Some buildings and complex will have security systems and alarms that will force players to be careful and hack those systems.

Players can use the cameras on their advantage. When they hack a security system, they will have access to the security cameras on their Diaries, so they will able to see where the enemies are and other features of the level, like hostages or traps.

Traps

Enemies can put traps in their hideouts, like time or proximity bombs. Players can set traps to and use the enemies’ traps on their favor.

Status Effects

Players can be under or produce Status Effects like be dizzy after breath smoke or be couth on fire. These effects are dangerous because they last in time and producing damage or making it more difficult the combat.

Firearms Combat

Because of the lack of HUD, players will not have a sight in the middle of the screen or an indicator to know how much ammunition they left. Will give this information with additional sights that the players will put on their weapons and with an electronic screen or with a hologram that will show the ammunition.

Players will know that they made a hit for the blood or the animations on the enemies. (Like in PUBG)

Explore

This is part of the base of the game. I love urban exploration, and I want that the players can explore the map and discover all the interesting places.
The Secret Missions are specially meant for this mechanic. When the players investigate these missions and discover the different areas, they will have really cool rewards, like charms or unique weapons.

Crafting

This mechanic will allow players to craft and upgrade their equipment.

I decided to add this mechanic because in my story nobody uses money anymore and I thought that it will easier for the players to just craft whatever they need than design a currency that could work in all the years.

To craft the players need to have the materials, the right level and the must do it in a Base. There are upgrades and crafts that will depend completely on the level.

GETTING THE MATERIALS


Players will find the materials in loot boxes and when dismantling old equipment. However, there is another way to get the materials and that is stealing from shops and other places. Steal will affect their personality build but could be a good way to get the resources that they need.

The Partners

The players that want to play in single will have partners that help them to fight. When the players level up they will be able to upgrade the partners, unlocking upgrades.

In coop players can use the partners too, to give an extra depth to the gameplay.

Each partner will have their own abilities and upgrades.

I designed two partners (AN-1331B and Judas Saint Miller), but I would like that the game has more, like animal pets, which will be more interesting and funny to use in coop.

·· DEATH ··

When a partner dies, they will show animation and then will be blocked for 30 minutes.

Build Bases · Liberdade & Outskirts

The XP will be used to build and upgrade the bases. These bases will be a safe area for the players, where:

  • They can change their appearance and their partners’ appearance
  • Craft
  • Have their inventory, armory, and collections
  • See their partners
  • Have fun
  • See their missions
  • Enter on PVP
  • See their stats and their Personality Build

Players need to:

  1. Build establishments and houses · With XP
  2. Bring people to the bases · With missions.

Liberdade will be easier to build and also will be smaller, working as a tutorial. I want that the player lives the experience of losing their home and fight to recover it.

There are a couple of years that they will not have a proper base:

  • In 1960 and 1963, their base will be Jacob’s room in his apartment.
  • In 1973, before they have Liberdade, it will be Jacob’s room on the Campus.
  • In 1984, after the Red War, it will be Jacob’s bed on the GCP Military Base and the Fast Travel Devices.
  • In 1990, it will be Jacob’s bed on the Military Barrack on BI83.

After the Story Mode, the base will be the Outskirts and the Fast Travel Devices.

All of these bases can be decorated by the players too, not at the same level as the big ones, but they will be able to personalize it a little bit to make them theirs.

THE OUTSKIRTS


Build and decorate this base is optional. They will unlock it in the last Story Mission, but they can decide to don’t work on it. This decision will part of the personality build too. If this happens, The Outskirts will grow alone, with the resources that the NPCs will found by themselves and, of course, will affect how they deal with the players. Even can happen that if the players focus on their home but forget about the rest of the base, the NPCs could attack players’ houses with graffiti with phrases like “selfish” or just break windows or throw paint to the walls.

Fast Travel

In the first years, players only will have Fast Travel Points, places like Jacob’s apartment, that are safe for the players to travel between points.

Then, in 1984, players will unlock the Fast Travel Devices that will allow players to decide where they want to put their Fast Travel Points. I designed this mechanic because the Dark Zones is a dangerous and inhospitable place that I want that the players explore, with these devices, players can put their camps where they want.

Of course, this mechanic has its perils. Players need to be careful where they put their Device because they can put it nearby to an enemies’ spawn.

The Diary System · The Diary As Mechanic

This mechanic is meant for the PVP, players can use it also in the coop, but it will be more useful on the PVP.

The Diary System will allow the players to share information between teammates as we do it in real life with Apps like Whatsapp. The idea is that because the game doesn’t have HUD, players can take a photo of an area and send it to their teammates to mark where an enemy is and have a private chat where they can share the information about the match.

To avoid the toxicity and the inappropriate behavior, the chat will be limited with concise phrases that they can choose to express the information that they need. Also, the chat will have some emoji with the style of the game.

Players will be able to take selfies and normal photos and save them in their Diary.

The Diary in PVP will work similar to the PVE mode, with the Diary they will able to control their PPS, androids, and drones.

The Diary App

My most ambitious idea is to create an App for the players’ Smartphones, so they can have their Diary on their phones. Seeing PPS’s camera and control it, the PPS’ lectures and all the Diary Apps, with the advertisings and their stained glass to unlock it.
Also, I think that it could be cool to have something like social media, a social chat where the players can interact between them, send photos from the game, participate in contests and look for partners for the PVP.

Personality Build · The Decision Making

(Reference: Until Dawn and Fallout New Vegas)

The decisions that the players make will affect the game, the environment, how the Outskirts will turn out, how the NPCs will interact with the players, and how their partners will be. These decisions not will be always obvious, like in Annabelle’s city mission where they need to decide if they will kill the androids or not, the most part of the decisions will be subtle:

  • Which weapons the use
  • How many time they expend on a mission
  • How much they kill and how they kill
  • If they are aggressive or supportive
  • If they play with strategy or are more impulsive

Basically everything that they do and how they do it will affect their personality. In their bases, they can check their personality tree and how their decisions are affecting the different factions.

Their decisions in the gameplay will affect to the loot. If the players are more tactical, they will receive more tactical weapons with perks that are close to their game mode and personality.

Their decisions in the gameplay will affect to the loot. If the players are more tactical, they will receive more tactical weapons with perks that are close to their game mode and personality.

Jacob’s & Partners Appearance · Barber

Even when Jacob is a black male with his physical characteristics, I want to give to the players the opportunity to personalize him. Choosing things like hair, facial hair, scars, and tattoos. Also, players can choose their clothing and accessories and the skins of their weapons and vehicles.

In addition, players will be able to personalize PPS and their Partners. They will choose clothes and skins for them and their weapons. The most customizable will be AN-1331B and PPS because they are an android and a drone, so they will have different skins for the whole body and for the different sections of it.

Players will able to choose the aesthetic. If they want to use CyberArt, DirtyArt, or Abstract Art.

The missions that happen in different years will unlock different styles and clothes.