Storyline update #1

Ok so I've gone through everyone's story contributions and I've pieced together a storyline that is simple and confined enough that it hopefully doesn't create a big workload. Please share your ideas on this and let us know if it still feels too ambitious, and if it feels interesting enough (this isn't shaping out to be a shooting/fighting game so if you guys aren't happy with this direction please provide some story elements which can both satisfy you and create a doable workload for the devs).


(Help me come up with an acronym for DOT. Digital Organic .. something.. lol)

DOT is a robot. It is Dr Gibson’s personal artificial intelligence project to enhance the quality of A.I. and replicate an artificial mind that operates as close as possible to a human brain. Dr Gibson has gone as far as to experiment with the possibility of artificial emotional responses; something that he does not dare bring up with his colleagues under fear of ridicule.

DOT lives in DR Gibson’s home workshop. He keeps it on for long periods of time in order for it to learn about its environment and take in all the objects and situations that Dr Gibson presents to it. He even gives it access to a computer that is connected to the internet so that it could gain knowledge by surfing online just as a person would.

DOT shows great progress, it is beginning to process and understand language and communication. However, Dr Gibson is going through a tough time in his life. His job is not making him enough money, the stress and pressure is depressing him, and all this is causing his relationship to become rocky. His attention towards DOT’s progress slowly diminishes, but he keeps DOT running in the hopes that it will continue to learn on its own without his help.

The player takes control of DOT as it navigates its way around the workshop, and later Dr Gibson’s house. It learns orientation of movement and of handling objects. At first, DOT cannot recognize or “see” much of its environment; it is simply white/grey or black space with minimal outlines. As it moves around and interacts with objects, sections of the environment and scenery start emerging (kind of like this).

Along with exploring its environment, DOT has to use certain objects it has discovered to allow it to access more information and progress to other levels, such as learning to use a door knob to open the door to the next room in the house. DOT also learns to decipher speech by listening to Dr Gibson talk on the phone or argue with his girlfriend/wife. It picks up clues from what they talk about which also help it progress in the game. But an interesting thing begins to occur. DOT starts becoming aware of Dr Gibson and his girlfriend’s emotional patterns. As the player, when listening to their conversations you begin to predict what they are going to say next and this gains the player emotional intelligence points that help DOT become a more aware character. This not only works as a level upgrade, but also as plot development that will help the player decide his/her fate during the dual ending of the game. DOT reaches a level of intelligence which makes it aware that it has the power and choice to make decisions on its own, so in the ending, it has the choice of destroying Dr Gibson so that it can escape its confines of the house and explore the outside world (selfishness), or it can come to understand Dr Gibson on an artificially emotional/humane level therefore proving his experiment a success and in turn helping him out of his rut and saving his relationship (selflessness). (Implying that Dr Gibson creates a robot that is capable of sympathizing with human needs and distinguishing moral from immoral choices).


The fact that DOT is stuck in the house can be incentive for the player to try to break free and explore the outside world.

The purpose of this story is to invoke emotions within the player, creating a strong and memorable narrative that everyone can relate to. All great games and films do this.

In terms of art direction, I would suggest that we rely a lot on moody lighting such as in Mass Effect and Blade Runner, as well as the links I posted here. In terms of workload, we only have to work with a couple of rooms at most. I'm hoping that isn't beyond our capabilities?

If we manage to pull this off, it will go far beyond 'just some game that some people at reddit made'.

Please have your say and make it clear where you stand and what kind of game you want to be involved in.

Posted May 15, 2013, 3:23 AM UTC · edited

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RoehokIdea Contributor•

I like this plotline. It's interesting and engaging but it's still simple enough that it's a good first game as a team. Moody lighting sounds good. I like that it's not a fighting game. I think with it being more peaceful it'll be easier to invoke emotions in the player, though an instance of fighting wouldn't be a bad thing. What about including another being in the game such as a cat or dog or bird in Dr Gibson's house? Something DOT can see him caring for, and to give DOT more of an idea of compassion and such.

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jdhxOPCreative Director & Moderator•

Great idea! A dog would have more personality than a cat so it would probably be a better choice.

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BashletHead of Writing and Story Development•

Artistically speaking, I like the idea of a bird. A bird is something that would be small enough for DOT to not understand. I feel the personality is less important for a small character. The direction this game is taking is a characterization of, and empathy for DOT. Dr Gibson can be taking care of the bird. When the Dr leaves, DOT could attempt to interact with it the same way, but instead kills the bird. The DR finds out and gets angry at DOT, but also tries to make him understand what he did when DOT responds with something to the like of "DOT, cares, bird." This would teach DOT the meaning of life and death. Giving the story more depth as to why DOT, who undoubtedly loves his creator, regardless of how he treats him, and could kill him out of love. That way the path in killing him seems more morally grey than evil. To keep this almost childlike understanding of what life and death is would help change the way a player would feel when they play the game.

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BashletHead of Writing and Story Development•

More than anything, I want this game to have an emotionally investing story line, potential for growth, and moral provoking decisions. If the player can grow in a way that is similar to the way that DOT grows as a character in understanding of life, I feel we will have done a good job.

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jdhxOPCreative Director & Moderator•

Definitely, and that's what we've all been aiming for, at least subconsciously for some. Good entertainment is about reaching people on an emotional level.

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Wwwooottt3D Design and Art Director•

wait, is this 3d or still 2d 16 bit?

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jdhxOPCreative Director & Moderator•

3D. Unless everyone protests against that.

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Wwwooottt3D Design and Art Director•

i dont protest, its much easeir for me if we do 3d!

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jdhxOPCreative Director & Moderator•

Good to know :)

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Shugbug1986•

So we are just ditching the 16bit project?

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KevatProgramming and Development Director•

I just though of the best twist for this story line:

The professor is actually severely injured and unconscious when you first wake up. When you wake up, you are aware that something has broken you up into pieces and you rush to put yourself together and help Dr. Gibson. As you retrieve each part of yourself as the robot, you are able to stabilize Dr Gibson's condition. The final part which you find is an intelligence enhancement chip, which allows you to wake Dr. Gibson up.

Once he wakes up, you ask him what happened, how he came to be injured and you were destroyed with your parts lying around. He tells you that the intelligence enhancement chip has a bug in it which makes you (the robot) loose control of yourself and kill Dr. Gibson. Suddenly, all your memories come rushing back. In order to stop yourself from killing Dr. Gibson, you blew yourself up. You injured Dr. Gibson in doing do, but did stop yourself from killing him.

Unfortunately, you attached the same chip to yourself again. The bug in the chip starts taking over your systems and trying to kill Dr. Gibson. In order to save him again, you blow yourself up again. The game ends exactly where the game began, with Dr. Gibson injured, and your parts/memory missing.

This would leave the user wondering how many times the robot and Dr. Gibson have been through this loop of near death, followed by your healing him, only to try to kill him again...

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CodeBridgeProject Manager & Moderator•

That is an interesting idea, and I can see it adding replay value if, for instance, after he blew up a week passed by and in that time things were added to the world around him.

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