dokkodo games pitch
TRANSCRIPT
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Dokkodo The Way of Walking Alone
Games Pitch
Elevator Pitch
Loosely based on the legendary life of
the Japanese Sword-Saint Miyamoto
Musashi and set in the feudal era of
Edo Japan; Hiro must find the kidnapped
Princess Chiharu, rise through the
ranks of the lands Daimyos, achieve
greatness in battle and prove his worth
amongst his peers to take his place
amongst the lords of the land-perhaps
even to the exalted height of Shogun.
Player Motivation
As a lowly samurai with little income, no prospects but an
eagle eye with his sword and bow, Hiro
must work hard to promote himself to
his lord and friends while still
keeping his honour intact. With Japan
fractured by constant internecine wars,
Hiro will have opportunities aplenty to
keep his eye in. The player must find
the missing Princess, gain experience,
increase their various skills and widen
their sphere of influence to become a
candidate for fame. The game contains battle elements,
political intrigue, and moral quests that will challenge
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the players choices of duty and loyalty over their greed
and personal ambition.Target Customer
The game is designed for all ages but
is ultimately geared for the male
market within the age range of 16
25. As the game primarily deals with
elements that mostly appeal to male
players, this has become the target
audience. The game may be adapted in
the future to contain elements that
would lend itself to a female
audience.
Target hardware.
The game is designed to be played across the three main
console markets; Xbox 360, Playstation 3 and the Nintendo
Wii. Smaller, more basic packages will be offered to the
Sony PSP and the Nintendo DS with an app also available for
Android and Apple devices. Cross play between the devices
will be encouraged as any upgrades or changes the player
makes in the app versions will be updated to their game on
the Consoles to extend the games playability and lifespan.
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Game Genre.
The games genre is third person shooter. Hiros attacks
will consist of his archery skills, shuriken/kunai
(throwing star and throwing knife)
and his CQC (Close-Quarter-Combat)
strikes.
Competition.
Other games of this type exist but
they are for the most part past
their prime. Probably the most
well-known is Shinobi but as
this is set in the modern age and
has a ninja as its protagonist, it
has reached its zenith in terms of
competition.
Unique Selling Points
While many games are set in the
feudal era of Japan, none will
have the authenticity and original
flavour Dokkodo contains. The in-
game dialogue begins in Japanese
and as the player progresses and
discerns objects, places and
people, the English equivalent
becomes revealed. The players decisions will be based on
the language he has learned through play. The game will
also contain historically accurate political change as well
as legendary and political figures of their time.
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Back Story
Born in 1584 and raised by his Father after his Mother died
in childbirth, Hiro was taught the warrior arts until his
Fathers death in a dual with the
Ashioka sword school at the age of
seven.
His uncles, both warrior monks took
in Hiro and raised and taught him as
best they could but Hiros natural
ability and inner rage at the loss
of his Father quickly outstripped
their faculties of patience. When
Hiro was still only 13, he
challenged and beat a ronin
senseless for insulting him.
Finally, his uncles decided that a life in the services of
the local Lord might temper his fire.
The Daimyo, Lord Akibo hearing of Hiros natural talents
decided to make him a ward of the court and employed him as
a playmate and last protector of his
daughter, Chiharu.
Growing up in the constricting
atmosphere of the court was
torturous to Hiro but Chiharus
patience and grace ameliorated his
ire until finally he found a
workable compromise. Hiro became a
constant companion and her fiercest
sentinel.
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When Chiharu reached 16, she was betrothed to another Lord
to strengthen Lord Akibos various alliances. Hiro was
heart-broken but had learnt enough self-discipline to hold
his tongue as she left the castle.
Left without his charge, Hiro was moved into the soldiers
quarters and expected to become just another part of his
Lords retinue.
After a few
weeks, the
drudgery of
his
position
started to
grate and
Hiro began
to lapse
into bad
habits
again; fights, drunkenness and duels became commonplace
around him. Lord Akibo, who had come to like and respect
Hiro, was at a loss as to what to do with him but found an
answer when messengers brought him the news that his
daughter had been kidnapped and her new husband and his men
had been slaughtered on the road. When Hiro was summoned
and told, he went berserk, needing to be restrained by the
guards to stop him rushing after Chiharu. After he had
calmed down, Lord Akibo sent for him and unnecessarily
requested that he find his daughter.
The next morning, with the sun rising at his back, Hiro set
out to find Chiharu and bring bloody vengeance to her
kidnappers.
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Games Concept Design
Character Definition Sheet v1Name: Hiro
Species: Human
Gender: Male
Appearance: Japanese samurai circa1600
(Twin Swords, Enamel Armour, Longbow)
Current Occupation:
Ashigaru (Spear carrier - lowest echelon ofSamurai hierarchy.
Previous Occupation (s)
Student
Personal and occupational goals:
Avenge the death of his father, discover the kidnappers of the princess Chiharu and rescue same.
Become greatest living sword-saint of the age and a legend in his own lifetime.
Skills:
Excellent skills within warrior class, hand to hand combat, close quarter combat, thrown weapons,bow, sword and equine combat.
Likes:
Swordsmanship, Princess Chiharu, freedom andthe mountains.
Dislikes:
Rules, Restrictions, Ashioka Sword School,Bad Manners.
Friends, family & relationships (present)
Ward of Lord Akibo and fostered to his two Warrior-Monk Uncles. Best Friends with Lord Akibomissing daughter, Princess Akibo.
Friends, family & relationships (past)
Mother (deceased) Father (killed in a duel with the Ashioka Sword School) Hiro grew up withoutpeers his own age, which was perfectly fine with Hiro as his Father encompassed all he needed asfar as he was concerned. (See below)
Key childhood or early experiences
While Hiro grew up never knowing his Mother, his Father became his whole world. A respectedSword teacher, he lost his life in a duel with the Ashioka Sword-School. While the duel wasconsidered fair, Hiro will never accept it. With the death of his beloved Father, Hiro lost hisguiding light in the world and rebelled. It was only the patience of Lord Akibo and the grace ofPrincess Chiharu that allowed Hiro to attempt to come to terms with his inner turmoil.
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Games Concept Design
Character Definition Sheet v1Name: Lord Akibo Itto
Species: Human
Gender: Male
Appearance: Daimyo Fuedal Lord
(Overmantle, Kaori, Twin Swords, War Fan)
Current Occupation:
Daimyo Fuedal Lord of Harima province(150,000,000 koku fief [koku - amount ofrice required by one person per year.])
Previous Occupation (s)
None
Personal and occupational goals:
Preserve the peace of the land. Honour the Emperor.Skills:
Lord Akibo is an exceptional politician and a skilled orator. His disposition has kept warfare awayfrom his lands for many years.
Likes:
Peace, solitude. His daughter Princess Chiharuand Hiro.
Dislikes:
War, conflict. Anything that causesproblems for his people or his realm.
Friends, family & relationships (present)
Princess Chiharu, Hiro, various castle retainers.
Friends, family & relationships (past)
Wife (deceased)
Key childhood or early experiences
As the son of the noted general, Akibo Daigoro, Lord Akibo had very large geta to fill. While he
loved and revered his Father, Lord Akibo had always preferred the political method to counterconflict rather than a military one. That being the case, Lord Akibo has never shied away fromdecisive action if the need requires it.
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Games Concept Design
Character Definition Sheet v1Name: Daitengu Sojobo of MountKurama
Species: Tengu - Deity
Gender: Male
Appearance:
A white bearded mountain hermit with anenormously long nose.
Current Occupation:
King of the TenguTengu Mythical mountain/Forest deities
Previous Occupation (s)
None
Personal and occupational goals:
Defeat all challengers who appear on his mountain, maintain the peace amongst the various kami
(nature spirits) in the land. Teach his combat techniques to the worthy.
Skills:
Unequalled in combat. Excels in all forms of warfare, martial arts and weaponry.
Likes:
Personal combat
Dislikes:
Cowardice
Friends, family & relationships (present)
Other Tengus from the mountains of Japan, Kami
Friends, family & relationships (past)
None
Key childhood or early experiences
The Tengu, formed from the heavenly spear stirring the void, are ageless. They have alwaysworshipped the mountains and forests and the peace that is found there. With the arrival of man,
they have only tightened their hold in the wilderness and dislike mans disturbance of those areas.
While not openly antagonistic, they will attack and destroy anyone who disrespects their lands orthe denizens that dwell within. Very few humans meet the Tengu and walk away. DaitenguSojobo is no exception but will turn a blind eye to brave and honourable warriors who trespassupon his mountain providing they meet his challenge.
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Game Play and key features
The forests dark path
unrolled towards the blood
red moon that had slowly
risen just above the pine trees.
Something dark and ancient
was awakening amid the
roots.
Hiro dropped to his haunchesand glanced ahead, his view
through the twisted trunks dim and unclear but his sharp senses detected movement
against the wind; where a branch moved with the breeze, the limbs he could see did
not. He breathed deeply but silently. His hand went to his waist, feigning the action
of climbing to his feet again. In one motion he twisted on one foot, ripped his sword
from the scabbard and leapt into the undergrowth, his sword outstretched, his body
like a knife
This is the opening sequence of the game proper with the
backstory played out as a cut sequence when the game first
loads; starting from Hiro being trained by his Father up to
the decision by Lord Akibo to send Hiro to rescue Princess
Chiharu. The opening menu will only allow the player to
change various options in the game such as the control
settings, sound etc.
After the start button is pressed, the above forest
sequence will play out. Hiro will come face to face with
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the Tengu King who defeats Hiro but respects his courage
enough to hear his story. The dialogue, while all in
Japanese, will have English (or whatever appropriate
language) subtitles.
The Tengu King will then start the
tutorial for gameplay and also
teach Hiro a new technique to use
in the game. He tells Hiro to
start his search in a nearby bandit
campsite which allows the player to
try out the combat methods in the
game. As the game is a third
person shooter this is mostly bow
and throwing knives but to make a
more unique game, swordplay is
included for close quarter combat.
As Hiro infiltrates the camp, the moral options become
available to the player; does Hiro stealthily steal his way
to the bandit chief, question him and kill him or does he
bellow his war cry and wade in a on a tide of rage? Both
options will weigh towards what kind of hero the player
wishes to become. Other options later in the game further
blur this line. An Honour/Dishonour Bar will be part of
the players HUD and will dictate what actions a player can
take later in the game.Whatever the player decides, the bandit chief is the first
levels Boss character. The end of level challenges are
always played out using the sword as the primary weapon and
only the successful use of the techniques learnt through
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each level will ensure victory. This challenge becomes
progressively harder with each level as the player has to
integrate techniques together for successful strike
combinations or combos.
The battle will always end with a new clue to Princess
Chiharus location as well as a monetary award and a new
weapon.
With the end of the first level, the map opens showing the
four Japanese
Islands and
showing the player
the locations they
have knowledge of
and clues to new
locations and
missions. Duels
and challenges as
well as other
mystical creatures
who can teach Hiro
new techniques
will also be available from the map screen.
Villages and towns can be visited and items, resources and
even services can be purchased such as blacksmiths, sword-
makers and farms. The services increase Hiros sphere of
influence which can be used to increase his money and
social standing, raising him through the ranks in the land.
As new ranks are awarded, more political options are opened
where Hiro has to contend with dealing with the people
under his control and the jealous, power-hungry Lords
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around the borders of his land. This element of the game
will develop slowly to allow the player to enjoy all
aspects the game has to offer.
The conclusion to the game will see Hiro, now a Daimyo,
reunited and allied with Lord Akibo on the field of battle,
both racing to the Demons Keep to rescue the Princess
Chiharu. Lord Akibo will die in the final fight with the
Demon, his final request for Hiro to marry his daughter.
All this is of course dependent on a morally good
character. Hiros end game will play out according to the
players choices through the game. The good ending will
see Hiro as a high ranking Lord of the land, an unbeaten
warrior, with the realm at his feet and his childhood love
by his side. The bad ending will be variations on this
theme; Chiharu dies or is possessed, Lord Akibo goes to war
against Hiro, Hiro is feared as a force of evil through the
land instead of respected, Hiro ends his days as a
wandering ronin. The choices are many and varied.
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Why Play?
The story will span the life of Hiro, from his early
childhood to a respected Sword-Saint.
While there are numerous enemies, from lowly ronin to
mighty samurai and ninja, there are also the demons of
Meifumado, the Oni and the Tengus from the mountains that
Hiro must defeat to obtain new techniques. The end of
level (or end of Era bosses) will all be characters from
Japanese mythology or historical enemies from the life of
Musashi.
Over 80 hours of exploration, interaction and combat!
History, legends, battles, people and weapons all
painstakingly researched and brought to life!
Experience the Japan of history and legend.
Graphically created to reflect the artwork from Japanese
history, the environments are sumptuous feasts for the
eye, based on the artwork of Hokusai and Ikegema. Past
masters unified with modern illustrators will create a
Japan that will appeal to all who wish to experience the
Japan of imagination.
As the player has multiple choices within the game, there
are a variety of plot routes that can only be played once
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per game. For the player to experience all the
possibilities that Dokkodo offers, they must play through
the game a number of times. The game will offer unique
challenges and rewards with each play that will make each
time playing a new occurrence.
Use the Wii remote, the Playstation Move or the Xbox
Kinect for full interactive warfare experience!
Solo play or join in the Skirmish mode online.
Dueling and survival modes.
Are you going to be a respected Sword-Saint feted across
the length and breadth of Japan or a demon on the road to
Meifumado, merciless to all who cross your path, YOU
DECIDE!
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Appendix