Sour Security Prototype
Prototype of a game concept where you hack the environment and navigate the world through security cameras in 2nd person to achieve your goals.
The prototype was used as starting point in a game project, which can be found here.
Key Takeaway The importance of systems interconnectivity
Just adding a number of systems where one system picks up where another ends up creating a flat and un-engaging gameplay. Designing them to complement and reinforce each other instead creates opportunities for emergent gameplay that feels alive and unique.
EngineUnreal Engine 5.4
Team sizeSolo
Timeline1,5 week - Q4 2024
Overview
Main challenges
Movement & navigation in a CCTV-themed game
Crowd control from static point of views
Highlights
System interconnection designed to enables roaming distractions by combining gameplay systems
Project
Design Goal
Explore the concept of a systemic game where you play as a security guard whose goal is to secretly eliminate coworkers in an office by manipulating the office environment through CCTV cameras
Result - High Level
A prototype consisting of a number of independent systems to be combined to achieve the player's goals. They were designed to complement each other and the concept's limitations.
Core gameplay loop
Gameplay design
Challenge Movement & navigation
Narrative limitations due to the main character not being present physically where gameplay is taking place
Risk of stale gameplay if the game consists of only timing-based actions
Solution #1 FPS camera navigation
The cameras are controlled with the mouse as a FPS game, shifting perspective by interacting with another camera
Increased engagement in comparison to static cameras
Keeps immersion by avoiding jumping between interfaces to change perspective
Solution #2 Hackable Robot
Hackable robot that the player can control to interact with objects in the level
Increased immersion - by adding player presence to the game
Adds dynamic interactions - expanding the possibilities for interacting with other systems
Crowd control - allows moving unconscious NPCs to prevent non-targets from detecting them
Challenge Crowd Control
Get target NPCs into desired position to execute eliminations
Prevent non-target NPCs from detecting eliminations to keep the concept's aspect of secrecy
Solution #1 Distraction - static object
Makes NPCs go to the source of the distraction
Gives players a basic way to control NPCs while keeping the aspect of hacking and secrecy
Solution #2 Distraction - squeaky shoes
Moving distraction fron an NPC after it steps in a puddle, making other NPCs in range look towards the noise
Increased player agency by adding another way of distracting NPCs
Adds depth to the gameplay by allowing players to combine multiple systems to achieve their goals
Solution #3 Line of sight - doors
Use doors to close off line of sight between target and non-targets
Tool for breaking down levels into smaller chunks, making eliminations more manageable
Challenge Elimination
Gameplay variation - multiple ways of eliminating targets should be available to the player
Narrative consistency - the different ways should be reasonable for a spectrum of narratives
Solution #1 Electric shock
Creates an electric shockwave around an object, knocking out any nearby NPCs
Fits a wide spectrum of objects making it easy to find fitting assets
Easy to execute - making it agood entry-point to learn the game's mechanics
Risk of being too simplistic - if not combined with other systems
Solution #2 Door slam
Opens or closes a door with great force, sending a hit NPC flying
Slapstick humor - playing around with ragdolls was appreciated by playtesters and observers