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Narrative Design Document for:

Decadence
Episode 1: Home, Sweet Home

Written By
Carlos Ramírez

All content in this document, such as text, graphics, logos, button icons and images is the
exclusive property of Revolution System Games, Inc.
All information must be treated as confidential.

Version # 4.00

September 2012 - April 2013


Decadence: Home, Sweet Home - Narrative Design Document

Backstory
The year is 2152. Nearly a century ago, all natural resources were definitely exhausted. Humanity
is going through hard times of technological standstill, where the former illusion of progress has
been overshadowed by the concern about surviving another day on Earth.
When scientists discovered a deposit of crystals under the disappeared Aral Sea in 2098,
mankind recovered their hope. These mysterious crystals became the source for the most
powerful energy known to date. However, everything has a price to pay. Once the power was
removed from the crystals, the liquid residues dumped into rivers and lakes started to cause a
series of mutations in the DNA of living forms nearby. Animals turned into macabre beasts and
humans were contaminated by insanity, violence and addiction to crystals, while others simply
perished because of the infection known as Calamity. Once again, greed had led humans to
chaos.
Oblivious to the decadence of the world, there is a settlement in South East England
called Hoppelin where two siblings, Max and Zoe, live peacefully. Their quiet life is interrupted
by the discovery of their missing father's diary. Due to the valuable information within, this diary
will catch the attention of dangerous societies and organizations involved in the exploitation of
crystals. Max and Zoe will then leave Hoppelin in search of their missing father. Each one will
start the journey for different reasons, but together they will understand that the interests of
humanity are much more important than any personal cause.
Decadence: Home, Sweet Home is the first of a four-installment series on the adventures
of Max and Zoe across the post-apocalyptic world of the 22nd century England.
Decadence: Home, Sweet Home - Narrative Design Document

Settings
The first episode of Decadence takes place within a three-location map. Travel is facilitated
through the narrative. The first two locations, Hoppelin and Southern Forest, are available since
the beginning. The third location, Cross Forest, is unlocked by the story halfway through the
game. The game world draws inspiration from works such as Fallout, Mad Max, Enslaved:
Odyssey to the West, Rage, The Road, Fullmetal Alchemist, Dishonored and Gorky 17.

Type Known Estimated Climate Situation


population population
Hoppelin Small village 80 inhabitants 500 Warm South East
inhabitants England
Southern Big Forest Robbers, 40 inhabitants Temperate South East
Forest River Nihoras, (Mist Hill England
Graks, Vermin village)
Foxes, Elkos
Cross Forest Medium Elkos, 2 inhabitants Humid South East
Forest Wulvers, England
Nailer Bears,
Swamp
Nihoras

Hoppelin

Hoppelin is a small village on the southern coast of England. It consists of two zones divided by
a river, with metal bridges connecting them. The main occupation of the villagers revolves
around small businesses engaged in the service industry: repair shops, bars, markets and a series
of basic public services like the clinic, the city hall and the school. The main source of energy is
Decadence: Home, Sweet Home - Narrative Design Document

obtained from the windmills. In that aspect, Hoppelin stands out for its reconciliation between
renewable and non-renewable energies (a power line that helps supplying electricity to the
homes). Outside the village there is a big cabin in the trees where the forest warden Alan
Keeper guards against attacks by Robbers, Nihoras and other awful creatures.
There is also a tower in the middle of the village with a huge crystal at the top. This is
called Zois Crystal and it was donated by Frank Lambd (Max and Zoe's father) and biomedical
scientist Charles Parks sixteen years ago, when Zoe was born. Zois crystals are the only ones that
can protect uninfected humans against the infection caused by other crystals. However, they
aren't a real cure for Calamity. It's thanks to the Zois Crystal that people can live in Hoppelin.

Southern Forest

Southern Forest is the most extensive location in the game. It is subdivided into three parts
which are progressively unlocked by the story. The atmosphere draws inspiration from the UK
forest landscapes, with a mood that feels both idyllic and uneasy at the same time. Its
atmosphere is more friendly than Cross Forest's, but it's still a dangerous place because of the
high amount of enemies.
The most interesting aspect of the forests in Decadence is how they wickedly combine
natural and unnatural elements, stressing the game's idea of how humans try to control nature.

Cross Forest

The Cross Forest is like a stronghold for the Cross family. Access to this dark forest area remains
closed to the inhabitants of Hoppelin. Its atmosphere gives you a feeling of constant threat and
terror. Unlike Southern forest, it is really easy to get lost here, given the lack of delimited paths
and wooden signs. The reason is that almost nobody has gone through it for decades. Cross
Forest atmosphere draws inspiration from the classic short story The Legend of Sleepy Hollow
and its 1949 animated adaptation by Walt Disney. You often find it difficult to breathe due to the
Decadence: Home, Sweet Home - Narrative Design Document

heavy and oppressive atmosphere and the thick trees, which barely let the sunlight go through
the foliage. While walking through the woods you hear weird noises coming from everywhere.
You have the constant feeling that something will pop up out of the bushes to attack you. There
are even signs at certain spots warning of danger to those who dare to enter. It is certainly not a
pleasant place to get lost in.

Like Southern Forest, Cross Forest reveals traces of pre-apocalyptic civilization at various
locations, such as the abandoned petrol station and factory, a musty and run-down cabin
apparently uninhabited, and Emily Parks' house, the last bastion of human resistance.
Decadence: Home, Sweet Home - Narrative Design Document

Main Character Bible


Max Lambd

Occupation: Amateur Fighter, Temporary Farmer


Age: 25
Alignment: Ally

Biography

Following the deal with his sister Zoe, Max leaves Hoppelin to find his missing father, who might
be the clue to bring an end to the Calamity that's devastating the Earth. Due to the poor
relationship with his father, who abandoned him when he was fifteen, Max only cares about
Zoe's well-being outside Hoppelin. He's capable and brave, but also very proud.

Archetype

Reluctant Hero / Soldier

Character Traits

• Insightful
• Lucid
• Capable
• Brave
• Witty
• Sarcastic
• Over-protective
Decadence: Home, Sweet Home - Narrative Design Document

• Prudent
• Sceptic
• Proud

Casting Sheet

NAME: Max
GENDER: Male
AGE: 25
HEIGHT: 185cm
BUILD: Solid
HAIR: Short, spiky; black
FACE: Challenging, with a scar in the eye; brown eyes
VOICE PRINT: Calm, generic, British accent
CLOTHES: Sleeveless leather jacket, military cargo pants, pendant
Decadence: Home, Sweet Home - Narrative Design Document

Zoe Lambd

Occupation: Adventurer, Mechanic Assistant


Age: 16
Alignment: Ally

Biography

Zoe has spent the last three years searching for her father Frank. Unlike her brother, she doesn't
like to stay in Hoppelin with her uncle and aunt. She usually travels to other villages looking
forward to finding a clue about Frank's whereabouts. Villages like Pembrok, where she has found
an old diary that belonged to her father. She's restless and determined, but also a bit naive.

Archetype

Willing Hero / Tough Girl

Character Traits

• Restless
• Idealistic
• Dreamy
• Naive
• Optimistic
• Immature
• Unwary
• Brave
Decadence: Home, Sweet Home - Narrative Design Document

• Determined
• Resolute

Casting Sheet

NAME: Zoe
GENDER: Female
AGE: 16
HEIGHT: 163cm
BUILD: Solid
HAIR: Long braid, side swept bangs; black
FACE: Angular face, challenging, masculine shape; violet eyes
VOICE PRINT: Emphatic, British accent
CLOTHES: Mini sleeveless leather jacket, fingerless gloves, denim shorts
Decadence: Home, Sweet Home - Narrative Design Document

Harry "Handyman" Bell

Occupation: Mechanic, Secret Agent


Age: Mid 30s
Alignment: Ally

Biography

Harry settled in Hoppelin six months ago and now he runs his own repair shop with the
assistance of Zoe. He left the United States to become a traveling nomad fifteen years ago.
Despite his courtesy, Max suspects that he's somehow related to Ada, a mysterious lady that's
also eager to nab Frank's diary.

Archetype

Best Friend / Tough Guy

Character Traits

• Calm
• Quiet
• Confident
• Respectable
• Courteous
Decadence: Home, Sweet Home - Narrative Design Document

• Charismatic
• Brave
• Warm-hearted

Casting Sheet

NAME: Harry
GENDER: Male
AGE: Mid 30s
HEIGHT: 192cm
BUILD: Strong
HAIR: Very short, military; black
FACE: Chiselled features, confident look, beard; dark skin
VOICE PRINT: Deep, American accent
CLOTHES: Overalls, aviator goggles
Decadence: Home, Sweet Home - Narrative Design Document

Alan Keeper

Occupation: Forest Warden, Hoppelin's Lookout


Age: Early 40s
Alignment: Ally/Enemy

Biography

Alan is a solitary and unfriendly person who lives in a cabin in the trees outside Hoppelin. He's in
charge of alerting everyone about incoming attacks by Robbers, Nihoras and other creatures.
However, Alan has been actually bought off by the Robbers to help them siege Hoppelin. He's a
survival expert and a very well-read man.
Robbers want Alan to help them free Dugald to regain total control of the woods. They
know they can't achieve that without Dugald's guidance.

Archetype

Bad Guy

Character Traits

• Unfriendly
• Solitary
Decadence: Home, Sweet Home - Narrative Design Document

• Reserved
• Wise
• Thoughtful
• Proud
• Well-read

Casting Sheet

NAME: Alan
GENDER: Male
AGE: Early 40s
HEIGHT: 182cm
BUILD: Solid
HAIR: Shaved head
FACE: Unfriendly, full of scars, beard; amber eyes
VOICE PRINT: Deep, British accent
CLOTHES: Hood, explorer clothes
Decadence: Home, Sweet Home - Narrative Design Document

Dugald Cross

Occupation: Criminal
Age: Early 40s
Alignment: Enemy

Biography

Dugald is the eldest of the Cross siblings. He was thrown in jail three months ago after having
been pursued over the past decade, blamed for Charles Parks' death. He's now waiting to be
moved to Greedland, the capital of the country, where he'll be executed. He doesn't look
worried, though. Actually, he seems to know more about Max's real feelings towards his father
than anyone else.

Archetype

Creepy Guy

Character Traits

• Disturbed
• Lunatic
• Vengeful
• Irritating
• Sly
• Smart
• Manipulative
• Disgusting

Casting Sheet

NAME: Dugald
GENDER: Male
AGE: Early 40s
HEIGHT: 183cm
BUILD: Bony
HAIR: Long oily hair; grey
FACE: Ratlike, skinny; grey eyes
VOICE PRINT: High-pitched, unpleasant, British accent
CLOTHES: Sleeveless T-Shirt, dirty trousers, tattoo on his back that says "Home,
Sweet Home"
Decadence: Home, Sweet Home - Narrative Design Document

Emily Parks

Occupation: Lonely Inhabitant of the Cross Forest


Age: Early 60s
Alignment: Neutral

Biography

Emily has been living in a fortress-like house in the Cross Forest for the last ten years. Prior to
that, she and Charles used to live happily in Hoppelin. She has had no contact with anyone since
her husband's death. She's the only one who knows that there's another diary that belonged to
Charles and where it is kept. She hates Dugald Cross and his bloody family more than anyone.

Archetype

Crazy Old Woman

Character Traits

• Suspicious
• Wary
• Cautious
• Insecure
• Resentful

Casting Sheet

NAME: Emily
GENDER: Female
AGE: Early 60s
HEIGHT: 160cm
BUILD: Thin
HAIR: Short; grey
FACE: Wrinkled; blue eyes
VOICE PRINT: Scary, wary, British accent
CLOTHES: Headscarf, red plaid shirt, mountaineering boots
Decadence: Home, Sweet Home - Narrative Design Document

Frank Lambd

Occupation: Researcher
Age: Early 50s
Alignment: Unknown

Biography

In this episode, Frank is depicted as a researcher who worked along with Charles Parks to
discover a cure for the Calamity. He moved to Hoppelin when Max was a child. There he met his
future wife Violet, and together they had a daughter, Zoe, named after the Zois Crystal. He
disappeared soon after Charles' death, but only a few people (including Max) know the real
reason for this.

Archetype

Missing Father

Casting Sheet

NAME: Frank
GENDER: Male
AGE: Early 50s
HEIGHT: 188cm
BUILD: Solid
HAIR: Long, ponytail; black
FACE: Angular face, glasses; blue eyes
VOICE PRINT: Deep, British accent
CLOTHES: Scarf, formal shirt, long coat
Decadence: Home, Sweet Home - Narrative Design Document

Ada

Occupation: Mysterious Businesswoman


Age: Mid 40s
Alignment: Unknown

Biography

Little is known about Ada and her true intentions, since she's not seen in the first episode. We
can only hear her voice when she calls Max to offer him a mission: to recover something that has
been stolen from her. This turns out to be Frank's diary. And who was the person who stole it?
That's right, Zoe!

Archetype

Mysterious character we don't know much about

Casting Sheet

NAME: Ada
GENDER: Female
AGE: Mid 40s
HEIGHT: Unknown
BUILD: Unknown
HAIR: Unknown
FACE: Unknown
VOICE PRINT: Confident, British accent
CLOTHES: Unknown
Decadence: Home, Sweet Home - Narrative Design Document

Narrative Outline
The narrative of the whole story is supposed to be conveyed over four episodes, the first one
being Home, Sweet Home. The game has a structure of quests à la role-playing game, always
determined by the needs of the story. There are two types of quests, main and side ones, all of
them related to the story that's being told. Decadence: Home, Sweet Home is a linear game in
terms of plot, but not in terms of gameplay, where players are allowed to make multiple
decisions regarding character customization and skill trees.

First Act & Inciting Incident

It all begins with Max receiving a mission assignment from a mysterious lady called Ada. She
needs someone to catch a thief that has stolen something from her, a small package. The only
clue she can provide is that the thief is a girl who ran away 36 hours ago, headed towards the
Southern Forest. Max is stopped by one of the security guards before leaving Hoppelin. He can't
go into such a dangerous place without a decent equipment. Therefore, he needs a weapon, a
first aid kit and a fragment of a Zois Crystal to protect him from the Calamity. This part of the
game serves as a tutorial. It also helps the player to become comfortable with the village and its
inhabitants.

Once inside the Southern Forest, Max can either find the thief by himself or give aid to a
merchant that's being attacked by a Nihora. If he opts for helping, the merchant will in return tell
him that he saw a girl heading to an old warehouse. Inside the warehouse he runs into his sister
Zoe, and together they fight a bunch of Robbers who had been chasing her. Back in Hoppelin,
Zoe shows Max the diary she found in Pembrok's street market. Judging by the hand-written
Decadence: Home, Sweet Home - Narrative Design Document

notes about Zois crystals inside, it could be Frank's old research diary. Unfortunately, there's no
way Zoe will give it to Ada, so Max will have to persuade her.
For now, Max helps Zoe repair her robot Blender, trusting that she will give him the diary
afterwards. However, Zoe still wants Max to join her in searching for Frank. Max tries to get that
idea out of Zoe's head, which leads to an argument between the two siblings. Zoe then leaves
Hoppelin at night to set forth on her journey alone. Later on, Max runs into Blender, who comes
back to Hoppelin to warn him that Zoe's in danger. They go to the Southern Forest to save her
from being devoured by Vermin Foxes. However, the Robbers have already snatched the diary
from her.
The following day, Max tries to figure out the reasons behind the ambush while aunt Sarah
treats Zoe's wounds. He interrogates Harry, Alan and Dugald. As soon as he discovers that the
Robbers are connected to the dangerous Cross family, he agrees to join Zoe in searching for
Frank.

Second Act
In order to get into the Cross Forest, Max and Zoe need to apply for two entry permits at the
town hall. They cost 50,000 mokens each, but there's a man called Trevor Jones who can get
hold of them for 25,000 mokens instead. Max and Zoe have to do several side quests to collect
that money. There's a noticeboard at the main square where players can search for available
quests and their rewards. Once they have collected all the money and given it to Trevor, they
are asked to meet him at Donny's at 10 pm.

Max is woken up at night by the sound of fireworks. Hoppelin is celebrating the first day of
summer with an open-air dance at the main square. The village is full of colours and music. Max
is late for his appointment with Trevor. Donny the bartender tells Max that Trevor is waiting for
him at the Southern Forest. He's supposed to meet there with the man who's going to get them
Decadence: Home, Sweet Home - Narrative Design Document

the entry permits. However, it's all a trap set up by Alan to distract Max from his real intentions:
to help the Robbers siege Hoppelin while he releases Dugald from prison.
Max has to defend the village against the siege together with Zoe, Blender and
Hoppelin's security guards. At the same time, Harry tries to stop Alan from leading Dugald to
the Cross Forest. They start a fight, Harry having a clear advantage over Alan, but Alan draws his
axe and seriously hurts Harry, causing him a deep wound in the chest. Harry manages to turn the
tables on Alan by stopping the axe with his bare hands, leaving Alan defenceless. Unfortunately,
Dugald threatens to kill a little girl if Harry doesn't surrender. He can't put up with the pain in the
chest and ends up fainting. At that very moment, Max and Zoe show up. Zoe wants them to take
care of Harry, while Max is looking forward to confronting Alan. Zoe begs Max to take Harry to
the surgery. He finally agrees, letting Alan and Dugald get away.

In appreciation for their help during the siege, mayor Thompson gives Max and Zoe two entry
permits to the Cross Forest. Anyway, Trevor fled with their money. The only hint they have now
is a name Harry has been repeating unconsciously: Emily Parks. She doesn't seem very friendly
at first, but as soon as Max tells her about Frank, she agrees to receive them. Emily tells them
that her husband had another research diary like Frank's. However, to make sure that nobody
gets it, she buried it along with his body.
There's a cemetery in the farthest area of the Southern Forest. Max and Zoe dig out
Charles grave only to find that the diary is gone. Then, they go to a small village nearby called
Mist Hill. People there are afraid of the Robbers, who have kidnapped their children. They've
been taken to a prison camp. Here comes a stealth mission. Max must infiltrate into the Robbers
headquarters, save the children and find the diary without being spotted.

Third Act
Looking over Charles' research diary, Max finds a name he hadn't heard of before: Cedric
Moreau. The only way to find out about him is to access a database on an old computer inside
Decadence: Home, Sweet Home - Narrative Design Document

the town hall. This is how they discover a newspaper clipping from 2142 on an expedition
planned by Lambd, Parks and Moreau. Cedric Moreau was a war correspondent and
cartographer from Greedland. Max and Zoe must travel to Greedland to find out whether Cedric
is still alive, and if he knows something about the crystals, the Calamity, Ada and Frank's
whereabouts.
On their way to Greedland, Max and Zoe run into Alan at the abandoned factory of the
Cross Forest. He will try to stop them, so give it your all to defeat him and bring this exciting first
episode to a close!
Decadence: Home, Sweet Home - Narrative Design Document

I.U.Q. (Intentionally Unanswered Questions)


• What happens to Harry? Harry remains unconscious in the clinic for the rest of the
game. He will join Max and Zoe in future episodes.
• Who is Ada? She is a former employee of OtherSide, the largest energy company in
the world and the monopoly supplier of crystal energy.
• Why does Ada want to find Frank? She wants to protect him from OtherSide.
• Who really killed Charles Parks? Frank Lambd.
• Why did Frank murder his colleague Charles? By the time Frank moved to
Hoppelin he was working as a hit man. He had been hired by OtherSide to pass himself
off as a researcher and assist Charles in finding a cure for the Calamity. When the time
came to murder Charles, he changed his mind, but Charles tried to snatch his gun and
Frank ended up shooting him by accident.
• Why did OtherSide hire Frank to assassinate Charles? They wanted to get the
cure for the Calamity to make a profit out of it.
• Why did Frank disappear ten years ago? He didn't want to involve his family. He
lied to OtherSide and told them that Charles had run away with the formula. Actually,
he's been trying to go back to the Zois crystals deposits Charles, Cedric and he
discovered, as well as to crack down on OtherSide.
• Does Max know the truth about his father? Yes, he witnessed the murder when
he was fifteen. He doesn't know the reasons, though.
Decadence: Home, Sweet Home - Narrative Design Document

Narrative Elements
In-game Dialogue

In-game dialogue serves two main purposes: advancing story and conveying information. This is
an example of dialogue between Max and a merchant:

MERCHANT

Damn! Did you see those teeth? Where the heck are those beasts coming
from?

MAX

I believe the crystals are involved. Living organisms started to mutate


into those... chimeras long time ago.

MERCHANT

Wonderful! Now the Southern Forest is crowded with creepy monsters!


Great news for us traders. Thanks for saving me, by the way.

MAX

You're welcome. Have you seen anyone suspicious-looking around here


lately?

MERCHANT

That's the good thing about this place. So few people dare to cross that
anyone looks suspicious. Yesterday I saw someone who looked as if they
were running away, heading to the old warehouse following that path.

MAX

Thank you.
Decadence: Home, Sweet Home - Narrative Design Document

Printed Text

Printed text is meant to be read by the player after they have picked up certain items. These
media are employed to situate gameplay in narrative context and to imply past or future
narrative events (newspaper articles, lab reports, photographs, diaries, audio cassettes, painted
portraits and computer logs).

Newspaper article
Decadence: Home, Sweet Home - Narrative Design Document

Charles Parks' research diary page


Decadence: Home, Sweet Home - Narrative Design Document

Cinematics

These can be pre-rendered or in-game cinematics. In this case, I completely avoid payoffs, which
are the narrative equivalent of a slap on the back. These are commonly used as a way to reaffirm
to the player that he is accomplishing the challenges of the game. Rather than that, cinematics in
Decadence are used only to set up the challenges that the hero will face, to establish new
characters and to help the story progress. I make sure that only essential cinematics are used.
Therefore, cinematics in Decadence always include turning points in the plot. The following is a
sample pre-rendered cut scene from my script for Decadence: Home, Sweet Home:
EXT. HOPPELIN - NIGHT

Max beats a robber up and he falls down next to a bunch of other


defeated robbers. They whine and crawl pathetically.

MAX
Alright, enough with these pinheads. We
have a score to settle with Alan. Let’s
go!

ZOE
Wait Max! Look...

Zoe points at a LITTLE GIRL [11, broken glasses, tattered floral dress]
who timidly appears behind a bench. She is in squatting position.

LITTLE GIRL
(scared)
Are... they gone already?

Zoe approaches her, trying to calm her down.

ZOE
(affectionately)
Hey, it’s OK now. You can get out of
there. Here, hold my hand.

The little girl gets out from behind the bench.

ZOE (CONT’D)
What a pretty little dress you have. It’s
a shame it got dirty.

Zoe shakes the dust out of her dress in a motherly way. The little girl
smiles.

ZOE (CONT’D)
There you go.

MAX
She’s fine. Hurry up, we need to find
Alan and Dugald before they reach the
Cross Forest.

ZOE
And leave her all alone? We can’t do
that.

LITTLE GIRL
(shy)
It’s OK. I can go home by myself.

MAX
See?

ZOE
(to the little girl)
Don’t listen to him. Tell us where you
live and we’ll take you there, honey.

Max takes Zoe by the arm a couple of feet away from the girl.

MAX
(in a low voice)
We’ve no time for this.
(MORE)
2.
MAX (CONT'D)
Look, the girl is safe, there are no
robbers left and most likely she lives
nearby.

Before Zoe can react:

MAX (CONT’D)
(continuing)
If we don’t catch them all of this will
go unpunished. This is our best chance to
figure out what’s going on. Or don’t you
want to find Frank anymore?

ZOE
(not entirely convinced)
I guess so...

She turns her head as the little girl starts running.

ZOE (CONT’D)
Hey!

MAX
Let her go. Come on, we may still be in
time.

Max breaks into a run. Zoe takes a look for the last time to the girl,
far already. Then she breaks into a run too.

EXT. CROSS FOREST EXIT (HOPPELIN) - NIGHT

A couple of security guards. Their armors look damaged and slightly


stained with blood. One of them sits on a rock and takes off his
helmet. It’s a girl. She throws the helmet away.

SECURITY GUARD (W/ HELMET)


You think it’s all clear now?

SECURITY GUARD GIRL


I don’t know and I don’t care. Wanna go
and check? I’ll catch up with you later.

SECURITY GUARD (W/ HELMET)


I’ll look for lieutenant Stan. Don’t take
too long.

As the security guard moves away, she lights a cigarette. She takes a
deep drag and exhales pleasingly.

SECURITY GUARD GIRL


Maybe I do.

Two figures emerge from out of the shadows. We can’t see their faces.

SECURITY GUARD GIRL (CONT’D)


(alerted)
Who’s there?!

Before the girl can grab her nightstick, one of the strangers throws a
knife. It gets stabbed in her shoulder. A SHRIEK of pain. The other
security guard turns his head, alerted by the scream.

SECURITY GUARD (W/ HELMET)


What the--? Brett! Brett!
3.

He runs back to where the girl is. We reveal Alan and DUGALD, who pulls
the knife out of Brett’s shoulder. She falls down. Dugald picks up the
cigarette from the ground and takes a deep drag.

DUGALD
The taste of freedom...

SECURITY GUARD (W/ HELMET)


(enraged)
You bastard!

The security guard pounces on Dugald, nightstick in hand. Alan steps


in, swift as an arrow, and knocks him out. Dugald laughs and dances
like a maniac.

DUGALD
Oh my, this is so fun! Look, there comes
another one! May I? Puh-leeze?

We reveal Harry B. walking towards them.

ALAN
This is mine. You stay back.

They stand facing each other in a defiant attitude, like in an Old West
gun battle.

ALAN (CONT’D)
Robbers are certainly cheap, but not very
effective. I knew from the beginning that
this encounter was inevitable.

HARRY B.
How much did they offer you, Alan? Was it
worth it to see these poor people
suffering?

ALAN
Please, don't insult me. What OtherSide
offers me is something much bigger than
money.

HARRY B.
(stunned, then concealing his
surprise)
So you’ve finally led them to the diary.
Is that what they’re after, right? But
why this? Why setting Dugald free?

ALAN
Robbers wouldn’t get rid of the diary in
exchange for nothing. But with the king
back in his throne, they would get back
what they’ve ever wanted... total control
of the woods.

Harry B. clenches his fists, noticeably furious.

ALAN (CONT’D)
Say goodbye to your lovely Hoppelin.

HARRY B.
(cracking his neck)
Shut your face and come over here. I’m
gonna beat the hell out of you.
4.

Alan attacks Harry B. A frantic exchange of punches, dodges and holds


begins. The forces are balanced. After a mighty round, they both take a
break.

ALAN
(fatigued)
This fight runs the risk of going on
forever, so I’m gonna speed it up a bit.

Alan grabs an axe from his back and starts a series of unstoppable
attacks. Harry B. only dodges and steps back. He is finally slashed
across the chest. A SCREAM of agony. He tries to stop the bleeding with
his hand.

HARRY B. (V.O.)
(exhausted)
I’m sorry Max, I’ve tried my best...
There’s no way I can get close when he
attacks...
(a beat, then)
Unless...

ALAN
Don’t worry. That won’t hurt much longer.

Alan attacks again. Instead of dodging, Harry B. stands still and stops
the edge of the axe with his bare hand. Blood gushes, quickly covering
his entire arm.

ALAN (CONT’D)
(astonished)
What the--?!

HARRY B.
Gotcha!

Harry B. knocks Alan out with a devastating punch. He complains about


the wound in his chest. It bleeds uncontrollably. He picks up the axe
and walks with effort towards Alan, who lies on the ground.

HARRY B. (CONT’D)
You cocky scoundrel. You don’t even
deserve to die, but I’ll do whatever is
necessary to save as many lives as
possible.

Harry B. lifts the axe, ready to administer the coup de grâce.

DUGALD (O.S.)
You sure of that?

We reveal Dugald holding his knife to the throat of the little girl
from before. She struggles, pointlessly trying to escape. Harry B.
looks at the girl, then at Alan. He finally drops the axe. The wound in
his chest bleeds again. He can barely stand up. Alan gets up and walks
towards Dugald.

ALAN
Let her go.

DUGALD
Where’s the fire? We could have a good
time. It’s been ages since I skinned
somebody.
5.

ALAN
(intimidating)
Let. Her. Go.

Dugald clicks his tongue, noticeably annoyed, then releases the little
girl. She runs away.

ALAN (CONT’D)
Don't you dare help me in a fight again.
Ever. Now let’s move, we’ve wasted enough
time already.

ZOE (O.S.)
Harry!!!

Zoe runs towards Harry. He lies face down on the ground over a pool of
blood. She kneels down next to him. Max passes him by, straight towards
Alan.

ZOE (CONT’D)
He’s still breathing. Might be
unconscious.

MAX
Good news then, ‘cause I only need one
minute to knock that backstabber down.

ZOE
Max, don’t! I need you to help me with
Harry. I can’t move him by myself.
Please, he-- he’s dying!

Alan and Max stare at each other. After a few seconds, Alan turns
around and walks towards the Cross Forest followed by Dugald.

ZOE (O.S.) (CONT’D)


Max!!!

Max clenches his fists in anger, watching Alan and Dugald move away,
then he goes back with his sister.

MAX
Don’t worry Zoe, we’ll take care of
Harry.

FADE TO BLACK.
Decadence: Home, Sweet Home - Narrative Design Document

Other Resources

Storyboards
Decadence: Home, Sweet Home - Narrative Design Document
Decadence: Home, Sweet Home - Narrative Design Document

Puzzle Design
Decadence: Home, Sweet Home - Narrative Design Document

Level Design
Decadence: Home, Sweet Home - Narrative Design Document

Trailer Copywriting
Decadence: Home, Sweet Home - Narrative Design Document

Job Summary
• 70-page script with dialogues and cutscenes, main storyline only.
• Over 20 main quests and 30 side quests designed.
• Stock text for more than 60 non-player characters.
• 500 lines of dialogue, main storyline only.
• All in-game text (loading screen tips, quest goals and rewards, in-game signs and
posters, and so on).
• Detailed voice over scripts.
• Needed materials for the dedicated voice over director.
• Collaboration with cinematic and sound teams to create and maintain consistent
narrative execution.
• Backstories and personalities for all the characters.
• Lore and tone of the world of the game, plus creative and efficient ways to effectively
present this world to the player.
• Creative copywriting for trailers, announcements, blog posts, social media, and so on.

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