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 3 of 4

Evan Narcisse
Evan Narcisse
Status: Trapped in a world he never made!
Side-missions:
  • Examples: Our hero could join a slave rebellion, work as a blacksmith, relay messages between other slaves' family members on different plantations, or help other runaways reach their destinations (which may be off-route for him/her).

Multiplayer:
  • Co-operative options: Control a pair of siblings as they try to accomplish the game's primary goal.

  • Competitive options:
  • Play as the runaway in a variety of modes: as a Harriet Tubman-type and free as many slaves as you can before getting caught, or as a Nat Turner-type and destroy as many plantations as you can before getting caught. Or, in the tradition of games that let you control avatars on both sides of the conflict, play as the pursuing federal marshals or the slave-catcher.

Underground railroad map
This map showing Underground Railroad routes and regional dispositions toward slavery could play a part in helping create the game world in Runaway, with the possibility of naval travel presenting different set of challenges.
Endgame:
Your play style determines your character's legacy. Do you become a famous freedman and abolitionist advocate, like Frederick Douglass? Do you become a fighter who incites slave rebellions, like Nat Turner? Do you disappear quietly into Canada, trying to leave the memories of forced labor and inhumane treatment behind?

These features may not exactly sound groundbreaking, but innovation in the feature set is not the point. The overarching idea of Runaway is to map these mechanics to the way that day-to-day concerns of our lead character would unfold. And, in Runaway, fighting and killing would truly be last-resort measures, since our lead character couldn't afford to have a trail of blood leading back to him.

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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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