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Threshold Journal

Hello all,

My name's Sander Kammeraat. Junior game designer. This is not my first design, but is hopefully going to be my first finished game project proper. Feel free to read this journal as you please. If you have any input, ideas, comments, critiques or more, feel free to e-mail me or message me on here.

The game, broken down in a few points:

1) Game Summary:

Two parallel worlds have been connected where before they were separate. This event has caused a huge instability in both worlds, as both are not meant to be connected. All the players know is that only one world can exist. Players are part of an agency or group trying to investigate what caused this, how to close the rifts causing 'essence' of the world to be erased and how to save what they can of that essence/people and more.

The players will decide what elements from both worlds will be saved and what the new world will look like whilst trying to survive, battle other groups and investigate everything. To do this they will be in charge of operating a base, their squadron and performing missions to gain clues and further the goals of the group they are a part of.

2) Design Goals:

The game is first and foremost an exercise in consequence and choice. Players will have to make tough decisions on where to spend resources, what to save and what to sacrifice. Their actions will have a big impact on the outcome of the game. This will be a board game, naturally, but its goals are far less about winning and more about creating a personal experience. Therefore I will heavily adapt role-playing features into a board game format. Add a couple of ideas here and there that are just fun and also elements that add to the 'game' part of it and what you end up with is a sort of board game/role-playing game hybrid.

As far as the role-playing goes, expect story to play a part, dialogue between players, development of characters and more. As far as the game aspect goes, expect a strategy level experience where players manage their task force and base and oversee the entire project. In addition to this, players go on missions which range from investigations of anomalies, fights with other groups, exploring and negotiation with other groups. Players will have global and personal objectives and the game is played versus the game itself and the main antagonist. The game is therefore a one versus many design. The antagonist's role has yet to be determined, but will include elements such as manipulation of the missions and players. Add a couple of more ideas here and there in the mix and you have the game as it stands.

3) Influences:

It draws from things such as X-COM, Lacuna Part 1., Dictionary of Mu, Delta Green, Arkham Horror, Mass Effect, Uncharted and more. To be honest, most of the ideas are my own, it's just that if I look back at what I love as a person and what I found cool and exciting, these influences pop up. So I guess indirectly they attributed to certain elements of the game.

X-COM: base management sim.
Mass Effect: (moral) choices.
Lacuna Part 1.: surrealism.
Dictionary Of Mu: player input in the story/game.
Delta Green: secret agencies, supernatural threats, etc.
Arkham Horror/Cthulhu: insanity/stress, coop, etc.
Uncharted: cinematics, platforming, events, etc.

4) Design Plan:

Threshold is a hybrid game mixing a lot of elements, influences and ideas. It's ambitious and I feel it might fall into the trap of being too complex or out-there. Yet, I don't want to sacrifice things at the get-go. I know this won't be a Ticket To Ride level game. This will be a gamers' game. I do want to streamline it, but, in time. First, I want to add everything that adds to the theme, the fun and the main design goals of this game.

The way I want to design this is by loosely following these steps:

1. Make game structure and main elements to include.
2. Add mechanics to each major game structure and link them together thematically.
3. Make necessary bits and pieces, such as cards, story, abilities, avatars- all that is needed to play in rough form.
4. Test game and make adjustments, removing/changing parts that don't work, add elements missing.
5. Playtest with family/friends and make adjustments, streamline game and add elements missing.
6. Blind playtest and make adjustments, streamline further until game feels done.
And finally-
7. Play and enjoy. Publish if realistic and able.

This is naturally a personal journal for myself, but thanks for reading if you do.

Ciao,

Sander

-4.6.2013

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