Thought/Process: Runaway Hit

Can an explosive topic in the real world serve as a catalyst for a compelling game?
9/24/2008 6:36 PM | 6 Comments | Page 2 of 4

Evan Narcisse
Evan Narcisse
Status: Trapped in a world he never made!
So what would the game's other features be? In the case of a game like Runaway, historical anecdotes can actually fuel gameplay ideas. Here are a few examples of how that might look:

For sale flyer
Runaway's protagonist could have arrived in a shipment just like the one detailed in this advertisement from 1769.
Character classes
According to color, temperament and illicit family ties (where members of the plantation household produced offspring with the slaves they owned), workers would have different skill sets and responsibilities that could be taken advantage of.

  • High-yellow house slave: can read and write, trusted on the plantation, can sometimes pass as white, not as much stamina, not much of a fighter

  • Field slave: can't read or write -- though you can learn at great risk -- great stamina, pretty good fighter, pretty good stealth

  • Skilled laborer: can read a little, trusted a little, okay stamina, access to weapons

Context-based trust mechanic
The player would have to talk to non-player characters to progress, but would also be rolling the dice on his or her continued safety any time he/she did so. It's not just the random Caucasian encounter you'd need to be wary of, either. As history shows, white Americans were crucial in helping fugitive servants find their way to freedom, so such characters would be in the game, too. Conversely, other slaves, Native Americans on reservations through which you pass, or even freedmen could rat our lead character out, too, depending on how he acts in their presence.

Upgradeable skills with a level of risk/reward built in
  • Reading
    risks: higher profile, increased suspicion and aggression towards hero; rewards: awareness of surroundings, navigation during daytime

  • Mechanical skills
    risks: physical injury while repairing items, higher profile, increased suspicion and aggression; reward: ability to earn money, barter for travel, increased ability to navigate

Caution flyer
The origins of Runaway's context-based trust mechanic can be seen here. Massachusetts was a free state, but police officers could kidnap and detain anyone they thought was on the run.
Travel/Locomotion/Combat
You'd only be able to travel at night by following the North Star, until your reading ability reaches a certain level or until you built or acquired a compass. Even with those measures, daytime travel is still the game's riskiest proposition. You'd have to implement stealth during the daytime, staying indoors or within the boundaries of a safe haven. Our protagonist would only be able to fight at night, making use of a capoiera fighting style. You'd have to mask your scent, crossing water where possible or using strong-smelling roots or herbs to stymie dogs used for tracking. A penalty for poor play could be that you are sold deeper south the more times you're captured. Maybe you start in Virginia, but get caught running away a few times and you're sold to South Carolina; get caught a few more times, and you're sold to Mississippi, etc.

Primary goal:
  • Rescue your family: Our protagonist would have to liberate one by one family members who are scattered across the game world, and make it to Canada. The timing and manner of your initial escape could be important, too. Do you wait on the plantation to improve your reading skills, and possibly get caught planning an escape? Do you increase your odds by recruiting other slaves to run with you, and risk having them betray you? Do you hide in the swamp, where it's harder for the pursuers to find you, but more likely that you would be attacked by an alligator? Do you give yourself a bigger head start by killing the master and the overseer, though the punishment will be much harsher if you're caught? Do you flee straight north, or do you go searching for family members who've been sold away? Do you try to buy your family members back, either by amassing money or befriending a benefactor? Runaway could incorporate educational landmarks like stops along the Underground Railroad, or the St. Augustine Church in New Orleans: An important American symbol, this church was the first place where slaves, free blacks and whites worshipped side by side.
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Comments

  • chiasypee
    chiasypee

    9/27/2008 11:51:00 AM

    Whoa! I'd totally play this! Fantastic idea!

    I can see Jack Thompon irrationally railing about 'influencing kids towards racism' already.

    Then again, I have friends who play games more for the action and violence than for the compelling/thought-provoking storylines...
    And GTA:SA DID kind of get me looking up the meanings of spanish insults like 'puta' and 'pendejo' and using them... Maybe having the slavers insulting the slaves with the... insults of the time wouldn't be such a good idea.

    Reply »
  • DavidThomas

    9/25/2008 5:56:35 PM

    You know why no big publisher will make this game? Because it actually is about something important.

    Now, add an ATV easter egg to the mix and maybe you'll have something viable;)

    Seriously, great idea. I want to play this game.

    Reply »
  • TroyGoodfellow
    TroyGoodfellow

    9/25/2008 12:29:13 PM

    No need to thank me for reading, Evan. This is the sort of thing I've been arguing for in strategy gaming for a while - stuff that uses design forms we are familiar with but taking gamers to new and interesting places, daring to be a little educational, as well.

    I'd even settle for a Wild West GTA thing: gunfights, cattle rustling, smallpox.

    Reply »
  • EvanNarcisse

    9/25/2008 12:14:37 PM

    @TroyGoodfellow: Thanks for reading. I agree with you on the design possibilities. If the resources exist to create massive virtual environments, then surely more can be done than making city after city in action games with a tiny bit of differentiation between them.

    @jerryku: Your classroom example doesn't quite mesh, because, ideally, I think you could build a combo of cunning and emotional punch in Runaway that would be hard to do in a classroom. Modspace would be a great place to try.

    Reply »
  • jerryku
    jerryku

    9/25/2008 3:38:27 AM

    I swear there was some "border fence jumping" mod being developed for Half-Life 1 at some point. One team played as the border patrol, and the other as people trying to get through. I'm pretty sure the primary setting was the US-Mexico border.

    Anyway, this is a cool idea, but I think it will be difficult to make it both fun and significant. Teachers don't teach slavery while dividing the class into "slave" and "slaver" and have the kids run out onto the playground this way, you know. :-P

    Reply »
  • TroyGoodfellow
    TroyGoodfellow

    9/24/2008 8:57:57 PM

    Great concept, Evan. Well organized, too. These "living world" designs could be put to much more diverse use than they have been to this point.

    Reply »

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