Beruflich Dokumente
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1. Executive Summary
2. Features
3. Story
4. What’s it Like?
5. Character Development
6. Relationship Management
7. Cliques and Quests
8. Weekly Calendar
9. User Interface
10. Multiplayer Support
11. Complexity
12. Walk-Through: Making Laura
13. Walk-Through: Laura’s Bedroom
14. Walk-Through: Gatekeeper Mom
15. Walk-Through: Homeroom
16. Walk-Through: Betty’s True Colors
17. Walk-Through: Sarah’s Weakness
18. Walk-Through: Awkward First Date
19. Combined Team Credits
20. Exile Interactive
21. Special Thanks
In Grace, the player raises a girl through the harrowing trials of womanhood, from the
beginning of middle school through the end of high school. Grace does not pull punches
with female behavior. Incorporating research from girl bullying books Odd Girl Out and
Queen Bees and Wannabes in addition to numerous interviews with girls and their
experiences particularly in middle school and high school, Grace digs into the dark
corners of being a girl: the power plays, the teasing, the manipulation, the slander, and
the ruthless competition for popularity and beauty.
Which isn’t to say the player can’t take the higher ground. Intermediate to advanced
players will realize the game characters are all attached by a surprisingly effective
network and will quickly learn what goes around, comes around. Matchmaking a couple,
finding a best friend, tutoring someone, writing poetry and giving gifts to friends and
dates are all examples of positive relationship building techniques. Each of the 40
characters in the game responds differently to stimuli, so playing good girl with lead the
player to a certain crowd, and playing bad girl will lead the player to another.
In her adventures, she’ll go through a number of issues and trials, including coping with
the development breasts, getting her first period, finding a prom date, a best friend, a
good clique, a steady, and of course, she’ll have to deal with rival girls. In the process,
The Grace eye-candy will be elaborate, high detail backgrounds in a Resident Evil style
presentation, featuring beautifully modeled and animated women, with particular
attention paid to the details of clothing, fat, muscle, hair, facial expressions, and eyes.
The user interface is old-school adventure game with highlighted aspects of the world,
which can be triggered to bring up menus of context-sensitive actions.
A nice side-benefit of appealing to the world of women is that brands matter. Because
Grace takes place in schools and malls amongst other settings, it offers an excellent
opportunity to co-market large retail and clothing store brands without sacrificing the
artistic integrity of the game.
Because the game is populated by characters who live in different houses, multiplayer is
surprisingly straightforward. Other players have their own bedrooms, their own
schedules, and their own lives. However, the state of the world is consistent for
everyone. This means that quests become a more precious resource that must be shared
between players, but more importantly, it means players can collaborate to help each
other. For instance, if one character plays a smart poor girl, she can tutor her companion,
playing a slow wealthy girl, while her companion buys enough clothes for the both of
them. However, a big difference in interacting with human players is that the strength of
the relationship is implied, not measured, and of course they do not assign goals to each
other.
Game-play is similar to a sinister, zoomed-in Sims: Hot Date without the house building
and a much stronger focus on style and navigating social hierarchies.
Character Creation
Like a rich game of Dungeons & Dragons, creating your
character is an extremely personal process of deciding how
exactly to spend resource points on your player’s charisma,
intelligence, fitness, artistry, health, and wealth. How you
proceed with this will dramatically shape the character of the
game. Though the player can quick-start the game so that
these characteristics are all chosen at average values, playing
with extremes will generally be more interesting. These are
the character attributes:
Even when not maxed out, mood can alter the effectiveness of any other attribute by up
to +-20%.
This is pivotal, because when the player successfully exercises an attribute, that attribute
will eventually level up. For instance, intelligence will increase in the process of
studying, charisma will increase when complimenting, and both will increase when
successfully fibbing.
Some girls will actually be drawn to bad moods, such as the Goth clique and girls that are
pre-disposed to abusive friendships. Depending on the intelligence score, the player will
receive hints during conversations tipping off behavioral patterns in the people she talks
to. See the walkthrough for examples.
Each NPC has a relationship map to every other as they come in contact as well, and
changes in a single relationship can have dramatic repercussions throughout the
relationship network. For instance, if the player backstabs a popular NPC and that NPC
spreads a malicious rumor about the player to all of her friends, several of the player’s
important relationships could be sabotaged in a single day. On the flip side of that coin, a
popular player could decide to take out the competition for her love interest by spreading
a malicious rumor about her competition.
Each NPC is programmed differently and can have very simple or complex internal state
and AI. For instance, Luke might be warm to a dumb player at first but cool the
relationship over time because of her low intelligence. Sarah’s relationship can be
artificially improved by spending money around her, because she’s easily impressed.
Betty’s behavior is manipulative, and she will always react very negatively in situations
where she’s uncomfortable, such as being in a store where she cannot afford the clothes.
Beth might be extremely easy to become good friends with, but after “timing out” over
30 interactions, she will suddenly use her close relationship with the player (or NPC) to
her advantage, for instance by sharing secrets with someone in a clique she wants to
enter.
Relationship management is so pivotal to the game that every person in the game displays
his/her relationship on his sleeve so that the player knows the current state of her
relationship with that person. However, the NPC’s relationship with other NPCs is
always hidden, and the NPC’s internal state might well be a ticking time-bomb, waiting
to melt-down the relationship at a moment’s notice. However, if the player has a friend
whose relationship is stronger than 9, the player will be able to see the exact strength of
all of her friend’s relationships, which makes friends powerful sources of information,
like having scouts in the field of an RTS to dispel the fog of war.
Goths: These dark characters are into misery. To enter this clique, a bad mood and
specific wardrobe and make-up is required. Advanced tiers of the clique require that the
player have a high intelligence, low charisma, and that she get tattoos and complete
quests which destabilize the Populars. The Goths are friends with the Geeks and Thugs.
Members of the Goth clique have the power to infect bad mood, which will hurt the
target’s relationship with all other girls.
Preppies: These power-hungry girls are focused on finding the right guy and fighting
every other girl off, tooth and nail. Like the Goths, they require a strict dress code, and
they require high wealth to enter. Higher tiers requires high charisma, and that they
complete intelligence gathering missions on the Populars. Preppies are friends with the
Populars. Once a week, members of the Preppie clique can offer a free makeover to
anyone.
Jocks: These powerful women in basketball and track require shear height and high
fitness in order to join. The Jocks, because of their affection for sports, have extensive
relationships with boys, particularly the jocks. Ascending in rank is a matter of making it
onto the varsity team (lots of daily exercise/training) and having a vast number of
relationships with men. The Jocks are friendly with the Cheerleaders and Thugs. Once a
week, Jocks can offer free training in any physical activity.
Skaters: The Skaters are grungy and require a specific wardrobe. Make-up is strictly
forbidden. Skaters require moderate levels of fitness, charisma, and artistry. Impressive
physique must be countered with excessively baggy clothing. Ascending the ranks
requires massive skate practice, getting tattoos, and making relationships with girls in the
Geek clique. Skaters are friends with the Geeks and Hippies. Once a week, Skaters can
imbue coolness that for two days artificially accelerates relationship progress in any
interactions.
Geeks: The Geeks have no dress code or make-up code. High intelligence is required to
enter this group. The Geeks know the smarter boys, and to raise in rank, the player must
get the highest grades in the class and perform elaborate practical jokes on the Populars.
Geeks are friends with the Skaters, Goths, and Outcasts. Once a week, Geeks can tutor
someone to temporarily improve their intelligence rating for a week.
Cheerleaders: The Cheerleaders require high fitness and a 9 physique to join. Advanced
Cheerleaders require constant cheerleading training and campaigning for class officers in
addition to plastic surgery. They are friends with the Jocks and Populars. Once a week,
Cheerleaders can arrange a date with any boy in school.
Populars: The Populars are an incredibly hard clique to penetrate and extremely difficult
to stay in. These are the most popular girls in school. They require high physique, high
charisma, and expensive make-up and clothing. Wealth helps compensate for
deficiencies. To advance to the top of the Populars, the girl must be voted class royalty
each year, and she must go on several difficult relationship destabilization missions to
prevent dangerously charismatic girls in rival cliques from gaining popularity. Populars
are friends with the Cheerleaders and Preppies. Once a week, Populars can command
any girl with a charisma or physique below her own to do the next action requested.
Thugs: The Thugs are the tough girls, the future biker chicks. Make-up is disallowed,
and leather clothing is required. Charisma cannot be above 6. Higher ranks require
seducing girls into kissing the player, making relationships with the Goths, getting a
tattoo, and sabotaging the Cheerleaders. The Thugs are friends with the Goths and Jocks.
Once a week, Thugs can threaten any girl with a fitness below 7 to accept the next action.
Hippies: The hippies ban make-up and require a great deal of time hanging out together
and going on camping trips. Advancing in rank requires smoking a joint, converting a
Preppie to a Hippie, and befriending a Skater. Hippies are friends with the Skaters.
Hippies have an intrinsically higher mood.
In addition, if the player simply stops controlling the character, she will begin to follow
the schedule after a certain timeout.
The camera angle is very much like the cinematic camera angles in Resident Evil,
however unlike Resident Evil, Grace does not let the player directly control the
character’s movement. Instead, several objects in every scene are highlighted in yellow
by an object cursor as it tabs over them using the DPAD. Objects can include radios,
phones, computers, doors, hallways, people, amongst many others. Selecting an object
with BUTTON.x zooms into that object, or if a door, zooms into the next room. Pressing
BUTTON.triangle will take the camera back to its last position.
As a general rule, DPAD tabs the cursor between different interface selections. In the
Character Creation screen, these interfaces are character attributes. In the world,
interfaces can be her radio, phone, computer, closet, hallway door, another person, a
conversation tree or one of many other interfaces. BUTTON.x either goes to a new room
or a new interface layer, and BUTTON.triangle backs up one level in the interface. On
the character selection screen, BUTTON.x increases an attribute and BUTTON.o
decreases the attribute.
Interfaces for each object vary depending on the most efficient and natural interface for
that object. For instance, selecting the radio will zoom into the radio and let the player
Confidential Page 15 6/5/2010
select two objects, the volume and tuning knobs using the DPAD, and will let the player
rotate these knobs with the BUTTON.o and BUTTON.x. However, selecting the
telephone will let the player choose from a list of friends in her class to call which she
can navigate with the DPAD and select with BUTTON.x. Pressing BUTTON.triangle
in either of these interfaces would pull the camera back to her bedroom.
When the player selects on a new room to enter, her character will walk to that room
following a path laid out by artists in each room. The walk animations are affected by
her mood. Wherever possible, interfaces will try to integrate the player. For instance, the
closet interface is most effective if the player sees the proposed clothing modeled on the
girl instead of just selecting clothing. However, some interfaces, due to time constraints,
will be limited to seeing the object change. For instance, changing the station on the
radio doesn’t merit carefully animated hands in the scene turning the tuning and volume
knobs.
An object on every screen is the player’s watch, which can be selected like other objects
on the screen using the DPAD to change the time-warp rate from minutes to days, weeks,
or months by tapping on BUTTON.x and BUTTON.o. Daily, Weekly, and Monthly
time-warp can be cancelled by pressing BUTTON.triangle at any time. In daily time-
warp, the game plays at an accelerated rate through the girl’s automated tasks in the
weekly calendar. In weekly time-warp, the scene stays on her bedroom and only shows
brief animations of the player while she’s in her bedroom. In monthly time-warp, the
camera is outside the house watching the sun and moon spin wildly through the sky as the
player’s bedroom window lights up and dims each day. There is a fourth option on the
watch, Reverse. This will play the game backwards at exactly the same time-warp as it
was played forward, allowing the player a handy UNDO.
Another object on every screen is the Main Menu icon. Like all other objects, this is
selected by tabbing to it with the DPAD and selecting it with BUTTON.x. This takes the
player to game options, sound options, save-game, and load-game. The main menu can
also be accessed by START.
Each human player has her own bedroom, so they really are like different characters in
the game. However, the main differences in interface and behavior are as follows:
1. Human players do not have a number representing the strength of the player’s
relationship with them.
2. Human players may not stick around in the room waiting for the player to talk
to them.
3. Time-warping must be agreed upon by all players in the game or can
optionally be pre-configured to time-warp at intervals.
4. Human players have optimized interfaces for sharing clothes, jewelry, make-
up, and money in addition to a shortcut interface for chatting.
The multiplayer aspect of the game is not geared towards twitch response time when two
players are in the room together. Because the player interfaces with the environment, and
her character carries out those actions, the only serious fairness/race-condition issues are
addressed by the user interface improvements detailed above.
Players can also enter the game with a pre-existing character, potentially putting them at
different stages of development. The player’s attributes, possessions, and relationships
are all left in tact, but all of the missions are reset at the creation of the game, and each
player’s age is accelerated to the greatest common age, with the younger player receiving
resource points to improve her character stats to compensate.
1. Only the main character can change her height and proportions.
2. All NPC’s, except for Mom who has one model, have only two models, a middle
school model and a high school model.
5. There are no issues with following the character or finding the camera in a tight spot
or behind a wall because all paths are explicitly laid out by the set designers. This
falls out as a benefit of making the objects in the room the interface instead of
controlling the player directly.
6. To limit complexity, each of the 40 characters has a separate AI script. This script
contains a set of triggered responses, quests, rewards, starting relationships, and
special likes and dislikes. The AI is not designed to handle unforeseen situations,
generate sentences on the fly, or demonstrate learned behaviors, and many facets of
the AI are inherited from higher classes for cliques and types. The AI is there
primarily to bring life to each character, highlighting quality dialogue, offering
specific goals to the player, and allowing the player to interact with each NPC as a
node in a delicate network of friends.
1. 1. Player is allocated 30
resource points to spend
on 6 attributes. Using
the DPAD.up and
DPAD.down, the
player selects with the
BUTTON.x a
predisposition to acne
for an additional 2
resource points and a
predisposition to heart
disease to get an
additional 2 resource
points, giving her 34
points to start with.
2. 2. Again using the DPAD.down and DPAD.up, the player allocates 3 on
intelligence by pressing BUTTON.x 3 times, and does likewise to allocate
7 on charisma, 5 on artistry, 4 on fitness, and 8 on wealth.
3. Next, the player selects Physique just as she selects the other attributes,
only now a tape measure will appear by the girl, and will be highlighted.
By pressing BUTTON.x and BUTTON.o, she changes her height up and
down. Once satisfied, she uses DPAD.up and DPAD.down then uses the
exact same process to set her bust, waist, and hip size, each of which
highlights a tape measure when selected. The player sees the changes in
her figure as these measurements change. 2.5 RP’s are removed for her
very small waist, only 1 RP for her small bust, 2 RP for her small height,
and 2.5 RP for her very narrow hips. Her overall physique score is 8.
4. The last two selections are for her hair and race, and using the same
DPAD/BUTTON.x interface, the player picks brown, wavy hair and
Caucasian for her race. These traits will make a difference later when
dating and making friends, but they do not have a direct effect on her core
attributes and don’t cost any resource points.
5. Lastly, using the DPAD, she tabs to the NAME box and presses
BUTTON.x. Using a separate screen with a keypad (classic coin-op high
score entry style) that is controlled with the DPAD and BUTTON.x, she
enters the name “Laura.”
6. Laura has fairly middle-of-the-road art skill and is mildly uncoordinated,
and she’s not the sharpest tool in the shed, but she is rather charming,
Confidential Page 19 6/5/2010
quite wealthy, and very pretty. The player selects the DONE box with the
DPAD and presses BUTTON.x to start the game.
1. The screen goes black, and we start hearing birds chirping followed by a radio
alarm going off playing a tune similar to Fiona Apple’s “Criminal.” The camera goes
first person to Laura, and as she wakes up and her eyes crack open like shutters on the
screen, the camera pulls away from first-
person for a full shot of Laura’s bedroom.
Laura automatically heads for the bathroom
and starts a shower while the camera and
cursor are left in the bedroom. The closet is
glowing yellow to indicate that the cursor is
resting on it.
2. The player presses BUTTON.x
to select the closet, which causes Laura to
emerge from the shower with a towel on if she hasn’t already. It walks her to the closet
and zooms the view to a clothing selection interface. Because Laura’s wealthy, her few
clothes are expensive and conservative. She picks brown pumps, red socks, pink panties,
designer jeans, a brown belt, a B-cup silk red bra, and a smart red blouse by browsing
through them with the DPAD and pressing BUTTON.x to select them. Normally, each
brand of clothes will state which clique it’s compatible with, but because she hasn’t met
anyone yet, this information isn’t displayed. She presses BUTTON.triangle to emerge
from the closet interface changed into her new clothes.
3. Laura selects her computer with the DPAD and BUTTON.x which zooms the
view to her class web site that can be browsed with the DPAD. She spots Luke, who is
clearly wealthy from the description of his summer vacation in Nice, selects him with
BUTTON.x and has only one option at this time, Introduce, which she selects. She does
the same with Betty on the cheerleader team. She exits the computer back to the
bedroom interface with BUTTON.triangle.
4. Laura, selects the bathroom door with the DPAD and presses BUTTON.x
which changes the scene to the bathroom. Here, she selects her jewelry case with the
DPAD and BUTTON.x, which zooms into a browsing selection of her jewelry box with
a reflection in the mirror of just the body part she’s adorning. With the DPAD, she
selects a fine silver chain necklace and a single star earring and puts them on by pressing
BUTTON.x then returns to the bathroom interface with BUTTON.triangle. She then
DPAD’s to the toilet paper and presses BUTTON.x to pad her bra to fill out the B-cup.
Laura selects the make-up box with the DPAD but gets a warning that her mother forbids
she wear it until she’s older, but she ignores the warning and applies red lip-stick, blush,
and eyeliner using BUTTON.x. After selecting each one, she can rotate through one of
several application styles with the DPAD, and she exits this interface with
BUTTON.triangle. She doesn’t do a very good job because Laura’s artistry is only 5,
and this is her first time putting on make-up, but her artistry skill will get better with time
and practice.
Confidential Page 21 6/5/2010
Walk-Through: Gatekeeper Mom
1. Laura selects the bedroom door with the DPAD and presses BUTTON.x, which
leads down a hall to the living room, where Mom’s classical music, Schuler’s Ave
Maria, is playing.
2. In the living room, Laura sees Wealthy Mom, who is essentially the house
gatekeeper.
3. Without having to select anything, Wealthy Mom immediately gets angry about
the make-up and up pops the overlay text What did I tell you about make-up,
young lady? Laura gets pop-up choices appearing around Mom to either Take
the make-up off, Charm Mom, or Reason with Mom. As Laura has a high
charisma, she chooses to charm Mom with the DPAD and presses BUTTON.x.
4. The game illustrates a bar demonstrating how easy it will be to charm the target.
Laura’s charisma is high and their relationship is healthy, the bar easily falls in
the green area, indicating success as Laura goes through an extremely charming
animation. However, Wealthy Mom is individually programmed to get upset
every time she’s charmed. Overlay text says, “OK, just this once, Laura,” and
the player gets two more lines of overlay text, the first a hint: Does charming
Mom make her angry?, and the second a result: Relationship with Mom -1. The
–1 relationship cancels out the +1 successful charm, so Laura’s mood does not
change. Laura can attempt this again tomorrow morning, but will have more
trouble because of her decreased relationship with Mom.
5. Laura has three new pop-up selections, Could you drive me to school?, Seeya-
I’m biking to school, and Bye, I’m taking the bus! Laura picks taking the bus,
and loses the last hour of her morning.
6. The game transitions to Laura’s homeroom class.
1. Homeroom in school, half the kids have arrived, sounds of kids talking, laughing,
screeching, and shuffling their feet. Laura is standing at the door and starts
browsing seats using the DPAD to see who is sitting where.
2. Laura spies Betty, the cheerleader, and sits next to her by selecting the nearby seat
with the DPAD and pressing BUTTON.x.
3. Before class starts, Laura has only a few minutes to have conversations. She
selects Betty with the DPAD, presses BUTTON.x, and has the conversation
options Introduce myself, Did you get my e-mail?, and Compliment her outfit.
She selects the second option with the DPAD and presses BUTTON.x to ask
Betty if she got the e-mail.
4. Overlay text comes up with Betty saying “Yes!” and she follows up with “I love
your make-up!” The overlay message comes up, “Relationship with Betty +1,”
then “Mood +1”. If Laura were more intelligent, an overlay hint would have also
come up after the make-up comment, “She’s making fun of you,” and Laura
would have been given the conversation option to call Betty on it.
5. The bell rings and class starts. Betty’s conversation is prematurely cut off.
Selecting neighboring classmates now passes notes instead of starting
conversations. Betty passes a note to Sarah making fun of Laura’s make-up.
Betty’s and Sarah’s relationship improves. Sarah’s and Laura’s relationship gets
worse, but Laura hasn’t met her yet, so she doesn’t know this.
6. Laura’s relationship with Betty isn’t strong enough to pass notes to Betty’s
neighbors. So Laura selects Betty with the DPAD and presses BUTTON.x. She
can Share a secret, Compliment her outfit, or Compliment her hair, but there are
no other options
because their
relationship is still too
weak. She
compliments Betty’s
hair, and Betty sends a
thank you note back
to Laura. Betty is
programmed to be
very sensitive about
her hair, so the
overlay text informs
the player,
“Relationship with
Betty +2” and “Mood +2”.
1. Laura selects her watch with the DPAD, which is a selectable object that is always on-
screen. She presses BUTTON.x, and uses the DPAD to select daily time-warp then
presses BUTTON.x again. This takes her high-speed through three classes and when it’s
time for recess, she hits BUTTON.triangle to pull back to normal time.
2. Recess is outside, and the laughing, giggling, whispering, and screeching is everywhere.
Starting recess automatically gives Laura +2 Mood, maxing her out at Mood=10. The
player can see her happiness in her animations, and she’s actually glowing because her
mood is powered-up.
3. Luke comes on screen and hangs out by the jungle gym. Laura selects him with the
DPAD and presses BUTTON.x. She can Wave, Make eyes at him, or Introduce
herself. Laura decides to go for the gold and selects Make eyes at him with the DPAD
and presses BUTTON.x.
4. Laura’s 7 charisma, small height (Luke is programmed to prefer short girls), and high
spirits close the deal. Laura’s mood does not go up because it’s already maxed out. Luke
walks to her and introduces himself with overlay text, “Are you Laura? I think you sent
me e-mail!”
5. Laura now has the options, “Nope, not me.”, “Hi, I’m Laura. I just wanted to introduce
myself,” and “Wow, you’re cuter than your picture!” She selects the third option with
the DPAD and presses BUTTON.x. The game introduces a pop-up giving her the option
to use her Mood power-up. She selects OK with the DPAD and presses BUTTON.x.
This assures that the compliment will work and multiplies the relationship/mood effect of
the compliment by 2X. The compliment is already extremely flattering and would grant
+2 if it worked, so she gets the message “Relationship with Luke +4”, and her mood,
instead of returning to a neutral 5, shoots up to 7 again because she would have gotten
Mood +1 for the compliment but now reads “Mood +2”.
6. Luke is bowled over by the last compliment because of her maxed-out mood, so after
blushing and saying “Thank you! You are, too!”, the player spasmodically presses the
DPAD to get the cursor on the “Ask Luke out!” conversation option and mashes
BUTTON.x. Luke agrees, and they have a date set for dinner tonight at MacDonnald’s.
7. Absolutely disinterested in the rest of the school day, the player goes back to her watch
and time-warps to the end of the school day. The bus drives Laura home, and Mom is
there asking “How was your day, honey?” The player selects Mom with the DPAD and
presses BUTTON.x where she is offered the replies, “OK,” “I met a guy!” and “I made a
friend!”. Not yet confident about discussing boys with Mom after this morning’s make-
up confrontation, the player opts for “OK,” which garners the reply, “That’s nice,
sweetie! Don’t forget to do your homework.” No change in relationship unless Mom
picks up on the lie, which she doesn’t, in this case, because Laura’s charisma is too high.
8. Laura selects the hallway that leads to her bedroom using the DPAD and presses
BUTTON.x.
1. Laura’s PC is flashing. She selects it with the DPAD and presses BUTTON.x.
She now has three options, Class Website, Relationship Tree, and Check e-mail.
The Check e-mail option is flashing. Laura selects this with the DPAD and
presses BUTTON.x. She has an e-mail from Betty waiting for her. “Hey,
Laura! Meet me and my friend Sarah at Johnny Rockets in the mall for ice
cream floats at 6pm?”
2. She presses BUTTON.triangle to go back to the bedroom interface, selects the
hallway door with the DPAD, presses BUTTON.x and faces Mom.
3. Because it’s after school, Laura’s conversation options with Mom are now more
varied and general, “Can you take me to a friend’s house?,” “Can you drive me
to the mall?,” “I’m getting teased at school!,” and “Can I have a bigger
allowance?” Laura selects the mall with the DPAD and presses BUTTON.x.
Their relationship isn’t great from this morning, but Laura’s mood is high, so
Mom replies, “Sure,
honey,” no charm needed.
4. She selects the Johnny
Rockets entrance with the
DPAD and presses
BUTTON.x to enter the
restaurant and automatically
sit next to Betty and Sarah.
Louis Armstrong’s “What a
Wonderful World” is
playing in the background.
5. Sarah says, “Got a note from Gloria in class saying that Gloria thinks Luke is
cute.” The relationships between Sarah, Betty, and Laura improve +1 because
Sarah shared a secret, but Laura’s mood dips –2 because of news of the
competition.
6. Laura now has these conversation options with Sarah, “Oh, gross! She dated
Malcolm!” “I’m going on a date with Luke!,” “Let me see the note,” and
“Whatever. Let’s shop.” She chooses the first with the DPAD, which is a lie,
and presses BUTTON.x in hopes of spreading a rumor about Gloria. A lie bar
appears, just as the charm bar did before, only this time she doesn’t pull it off.
Laura’s mood is low, so her charisma and intelligence aren’t enough to pull off
the lie. Laura can no longer attempt this lie with Betty and Sarah.
7. Sarah replies, “Oh come off it, you’re just jealous!” and Betty replies, “You are
SO jealous!” Betty’s and Sarah’s relationship improves +1, but their
relationships with Laura go down -1. Laura’s mood plummets another -2.
8. The player, at a loss, opts to end the conversation and get out. She selects,
“Whatever. Let’s shop.” with the DPAD, presses BUTTON.x and then agrees to
Confidential Page 25 6/5/2010
the pop-up asking whether the player wants to pick up the tab. The player selects
OK and presses BUTTON.x. Curiously, this has no effect on her relationship
with Betty but improves her relationship with Sarah +2.
Carbon6
Exile made the following hard-hitting evaluation of the Grace game concept to determine its
fit within Exile. Following this section is sample concept art by Exile of the player’s
bedroom and several character studies.
Cons:
• There is no concrete market analysis for this product and as such it is unclear what the
real market potential is for this style of game
• Being only a PS2 title seems to be the wrong market for females. Quick internet research
indicates the PC may be a better fit or perhaps even both skews
• Game will require excellent game design to be a success
• There is no female staff involved in either design or execution of this project
• Although a “pro” targeting the untapped market of female gamers is also large risk
• The bullying angle has the potential to be a very negative “vibe” on the game
• Scope needs to be carefully managed throughout the project or it could easily overrun its
schedule.
• Carefully attention must be paid to the design of the AI. Those rules will have a
significant impact on whether the game is fun or not.
• Although aspects of this game can be found in The Sims: Hot Date (relationship
management), Resident Evil (graphics) and Fall Out (AI), there is not a blueprint (FPS,
RTS, etc) for the team to follow, making it a much higher risk project.
• The design team must have a careful understanding of "Teens" evolving culture or the
game might miss its targeted generation. For instance, what is popular in 2002 might not
be popular in 2004 - when the game is to be released.
Cons
• The scope of the game is still wide open which increases risk related to potentially
unclear art asset requirements.
• Not withstanding the previous point the current scope visually requires an extremely large
number of high quality assets required to meet design goals and will be very labour
intensive if a brute force approach is applied
Engineering
Pros:
• Graphics technology requirements are reasonable due to constrained visual style of
game
• Game suited to existing game engine technology available off the shelf such as
Renderware
• Mostly indoor sets and controlled camera give us a lot of flexibility in our graphics
technology
• Flexible in design may reduce risk related to graphics and technology requirements
Cons:
• The scope of the game is still wide open which increases risk related to potentially
unclear technology requirements.
Cons:
• Exile is not free to create a tech demo until the new year (unless paid by a publisher)
• If unsuccessful, this game could put us back at square one
Sweeping changes:
• Consider making this game more appealing to males (a game for boys and girls) to
reduce risk
• Make it more of a high school parallel universe allowing players to experience a life they
don’t get a school (e.g. a geek getting to be a jock)
• Make it an online universe
• Change perspective from adventure type to true 3rd person view like the Sim’s
A very special thank you goes out to the inspiring women who offered tough critiques,
constructive criticism, colorful middle school and high school stories, and warm support to
improve and refine this game design:
Victoria Arch,
Stephanie Carlisi,
Laura DiGirolamo,
Leyna Gravitt,
Natalie Graziano,
Kristi Kontor,
Grace Chapman McCarty,
Suzanna Peters,
Annabelle Ramos,
Dr. Sally Raskoff,
Sherry Taylor