Pre-Production
A Pocketful of Nuyen - UGC Campaign built using the Shadowrun Returns Editor
A Pocketful of Nuyen - A Vertical Slice Shadowrun Returns Campaign
By Derek Sinex
Gametype
This map
will be created using the Shadowrun Returns editor, for Shadowrun Returns. As
such, the map is a single player Action RPG map. With the target audience being
the Shadowrun Returns core market.
Story
The three
family heads (bosses) of Tureen Industries, one of Seattle 's leading tech corporations, suspects
a mole inside of their organization. The player is called in as a favor by the
head of the elven family to conduct an independent investigation since all
three families suspect the other of being the mole. The player then goes on an
adventure gathering clues and as they get closer to uncovering the mole's true
identity, the family boss' private dealings lands the player in the middle of a
much larger corporate scheme where they must use their wits and skills to
escape with their lives.
The player
is put into the shoes of a retired corporate security officer that is
reluctantly brought out of retirement for one last consultant job. They must
use both their character skills during conversation trees and their character's
combat prowess in order to be successful through the map.
The player
will experience the beginning of the story arch and follow the critical path to
uncover the mole. If there is enough time once the critical path story arch is
complete, alternative routes/branching paths will be built into the level.
Regardless, the map will end on a cliff-hanger once the player gathers enough
evidence to confront the boss who is most likely to be the corporations mole.
As
corporations started to take over the landscape of future Seattle , three former crime syndicate
families agreed to join together to form a legit corporation as their only
means of survival in the new world. Thus, Tureen Industries was born from the
cooperation of the Wiley, Kiev ,
and Shepherd crime families. In present day (future) Seattle , profit shares have suddenly
plummeted for Tureen Industries as their largest competitor has released
Tureen's latest and greatest prototype ahead of them. This turn in the
corporate atmosphere has made the corporate bosses to become suspicious of one
another. The head's of the company: Terrance Wiley - the Human family head,
Jazon Kiev - the Elven family head, and Leoric Shepherd - the Dwarven family
head, have agreed that the only course of action due to an oversight in their
Information Governance policies is to hire an outside contractor.
Kiev sends
a message to the player, a retired security expert who has helped and been
helped by the Kiev family on several occasions over the years, requesting they
be the outside contractor as they are the only one he can trust. The player
reluctantly accepts on behest of repaying a final favor for Kiev 's recently deceased father; and a boat
load of Nuyen. The player ventures to Tureen Industries to meet with the three
heads to get a first impression of the situation as all three bosses seem to
have ulterior motives and are untrusting of one another due to racial bias and
a long history of violence between the families in the olden days.
Once the
meeting is over the bosses grant the player the highest level of access in
order to get to the bottle of the leak. The player progresses after the meeting
by going down to the security office, gaining intel from either the security
office or hacking into the company's server via security terminal. They also
receive some combat training and equipment from the chief security officer. The
intel they gain leads them to the R&D department where they again critical
information from the head of R&D, Sheila, and Dr. Jonas - the corporation's
lead developer which leads the player to smooth talking the three bosses
secretaries. The player gains sensitive information on Wiley, the Human boss
and Leoric, the Dwarf boss which could lead to either one being guilty at this
point. However, for the critical path and to limit scope the player can only
pursue the Wiley route (unless time permits) because his regular secretary,
Abby, is mysteriously home sick from work. The player travels to her apartment
to find her physically injured and packing a "go back" to leave Seattle . Upon further inquiry the player discovers that
Wiley has deferred his immense gambling debt to Abby and she is skipping town
to avoid the mafia run casino in town. At this point the player is alerted to a
strange noise in the back of her apartment. The player can pursue the noise
further which reveals gangsters hiding in the back of her apartment which
initiates combat, or the player can leave. Leaving results in the secretary
being killed by the gangsters.
With this
new information in hand (Wiley's gambling troubles) the player travels to The
Little Gamblino Casino. Upon turning in the information about Wiley to a pit
boss, the player is escorted to a back room where Wiley is conversing with the
mob boss-owner of the casino. Wiley has sold prototypes off to their competitor
and reveals that he used some extra Nuyen to have the mafia
"relocate" the player as they are the only person left that knows the
truth about the information leak. Wiley leaves to grab the last of his things
from the office before leaving Seattle and
working for their competitor. The player can attempt to talk their way out of
the situation depending on their skills or take on the mafia in combat.
Upon
complete this section the player races back to the corporate headquarters to
confront Wiley in front of the other bosses. However, Wiley has put in a
contingency plan and the player, along with the other two family heads must
fight for their lives in order to stop Wiley.
Gameplay
For the
critical path the player will start by going through the map's initial dialog
which introduces the setting and goal for the player (discover who the
corporate mole is and turn them into your employer). In order to play through
the map, the player will have options to complete tasks through either dialog
options or combat depending on their play style/character build.
For the
critical path, there will be 7 total map locations; the majority of which will
be fairly small as they serve as either CQB, dialog modular set pieces, or
tutorial sets. Ideally it will take the player half an hour to complete the
"full campaign" if they take their time to explore the dialog trees
and each modular area, but if the player breezes through each modular set
following the critical path they will complete the campaign in a lot less time.
The map will not contain outright puzzles; however, the player will need to
collect objective pieces to open up the next section which involves exploration
and talking with NPCs. Furthermore, the player will be rewarded for using
non-violent (dialog choices) routes to solving combative situations as the
combat in Shadowrun Returns can be extremely unforgiving. However, the
difficulty of the map will be predicated around the player creating a new
character from scratch.
Since the
map is set in the Shadowrun universe, the maps will be a combination of dreary
futuristic dystopia and clean, surgical, corporate settings.
Paper Map

Visuals/Effects/Audio
References

Derek holds a Bachelor's Degree in Game Design and has two and a half years of game development experience. To view his other work please visit www.dereksinex.com or his YouTube channel: https://www.youtube.com/user/JDKevlar
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