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Tools/ Obstacles/ Consequences/ Rewards Lists



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2.8Tools/ Obstacles/ Consequences/ Rewards Lists


These four lists show the the basic primitives from which game scenarios can be rapidly created.


  • Tools – The game elements that the player can directly or indirectly control

  • Obstacles - The building blocks used in creating the scenario that form a challenge to the player.

  • Consequences – The outcome of the player’s actions on the game world

  • Rewards – The benefit and feedback given to the player for completion of a scenario

Each scenario will consist of a Reward (which is the player’s objective), and the Obstacles in the player’s way. They get past these Obstacles through the use of any Tools at their disposal. Sometimes, use of a certain tool can trigger a Consequence, which could be positive or negative from the player’s point of view.


These building blocks will be used to create hundreds of outlines for non-code-specific Scenarios that can be fleshed out using the assets from each zone of the game.


2.8.1.Tools

“Tools” refers to anything that a player can access to help them in any Scenario. Many of these are unavailable at the start of the game, so as a player progresses, their Toolset increases, and their options widen.


As often as possible, the player may choose which of their resources they want to use to solve a particular problem. However, in order to make interesting situations, Scenarios must be designed that preclude the use of certain Tools and force the player to think of alternate solutions.


The Enslaver

This section lists the abilities of the Enslaver himself, including the orders that the player can give to their horde.



  • Movement:

    • Walk

    • Run

    • Climb

    • Jump (Enslaver Stage 1)

    • Jump (Enslaver Stage 2)

    • Jump (Enslaver Stage 3)

    • Jump (Enslaver Stage 4)

    • Drop Large Distances

  • Angry Cam

    • Exploration

    • Possession

  • Can Reach Great Heights (useful for planning, and for seeing enemy deployment.)

  • Attack – [List attacks as you come across them]

  • Instant Kill Attacks

  • Mutate Level 1

  • Mutate Level 2

  • Mutate Level 3

  • Mutate Level 4

  • Infect Rate – High (kills enemy and creates Shambler, so long as horde space permits the addition of new members)

  • Fear Rating – Low-Medium to Very High (this is determined by player actions, so that the player can manipulate the Fear/Confidence levels of their enemies)

  • Regenerate Health

  • Command:

    • Attack and Infect

    • Attack but Don’t Infect

    • Guard

    • Mutate

  • Alternate Command:

    • Use/Fire Weapon (replaces Attack But Don’t Infect when using Shamblers with weapons)

    • Attack (replaces Attack and Infect for Monsters, who can’t infect)

    • Pick Up/Throw Object/Character (replaces Attack but Don’t Infect for Monsters – used to access Zombie Trebuchet feature)

  • Alpha Alternate Command (used during pre-credits intro level, when controlling Alpha):

    • Attack and Kill (replaces Attack but Don’t Infect)

    • Attack and Incapacitate (replaces Attack and Infect – either knocks enemies out, or ties them up depending on situation)

    • Perform Context-Sensitive Action (replaces Mutate)


Zombies

This section lists the abilities of each unit type (excluding those with weapons, which are handled separately.) It includes the use of these units through general commands and also through first person possession, if relevant.



Shambler

  • Movement – Shamble (a fast walking speed, as if constantly falling forwards)

  • Attack – Grapple

  • Attack – Bite (infection attack)

  • Medium Health Points

  • Hard to Kill – only headshots or severing of the head can kill them

  • Can Wear Armour

  • Can Use Weapons – though only the weapons they had when alive

  • 1st Person Weapons – player can possess Shamblers and use their weapons in first person mode. This offers greater direction of where shots are aimed, though the physical degradation of the Shamblers means that the aim will not be perfectly steady

  • Fear Rating – Low

  • Intelligence – Low/Medium

  • Infect Rate – Average
Runner

  • Movement – Run (full pelt charge)

  • Ignore Small Terrain Obstacles

  • Attack – Grapple

  • Attack – Bite (infection attack)

  • Medium Health Points (can be killed by normal attacks, they don’t require headshots like Shamblers do)

  • Can Wear Armour

  • Fear Rating – Medium

  • Intelligence - Medium

  • Infect Rate – Average
Bloater

  • Movement – Slow

  • Attack – Punch/Bash

  • Area Attacks:

    • Explode Normal (releases gas and sends nearby characters flying, doing damage)

    • Explode Large and Infect (when dropped from great heights they explode with a larger radius of blast damage and infection)

    • Explode Large But Don’t Infect (when they die through Fire damage, the explosion is larger than normal, but the gas ignites, spreading like napalm, burning but not infecting)

    • Gas (released during an Explode Normal or Explode Large And Infect event)

  • Medium/High Health Points

  • Very Weak Against Fire Stimulus

  • Continuing Damage After Death (when exploded through Fire Stimulus, their remains acts as napalm)

  • Stimulus – Gas can be carried by wind currents

  • Fear Rating – Medium to High (Bloaters move slowly, so are less likely to induce immediate panic. However, as they swell up to explode, humans who see them get a greater Fear increase)

  • Intelligence - Low

  • Infect Rate – Fast, through gas


Shredder

  • Movement – Fast Run

  • Movement – Climb

  • Ignore Small Obstacles

  • Can Reach Great Heights (but only within Enslaver’s radius of effect)

  • Attack – Slashes and Shreds

  • Instant Kill Attack (from ambush)

  • Ranged Attack (leaping grapple)

  • Very Low Health

  • Stealth – move quietly and can hide in shadows

  • Fear Rating – High

  • Intelligence – Very High (will intelligently approach enemies based on numbers of friends/foes and environment)

  • Special Vision (during possession)

  • Infect Rate – Slow

  • Interact With Monster (several Shredders can attach themselves to a Monster, which offers them some protection as the Monster carries them into battle)
Monster

  • Movement – Fast (through size and stride length)

  • Attack – very strong attacks

  • Instant Kill Attacks

  • Ranged Attacks:

    • Pick Up/Throw Object

    • Pick Up/Throw Enemy

    • Pick Up/Throw Shambler/Runner

    • Pick Up/Throw Bloater

    • Pick Up/Throw Shredder

  • High Health

  • Transporter (can carry multiple Shredders, shielding them with its body as it does)

  • Fear Rating – Very High

  • Berserk Capable (when near death, in close proximity to fire or when electrocuted, Monsters go berserk, attacking friend and foe alike)

  • Intelligence – Low (child-like)
Activist Members (Introductory Level)

  • Attack – Punch

  • Ranged Attack – Tazer

  • Incapacitate (neutralises enemies without killing them)

  • Context Sensitive Actions, e.g. Unlock Doors (with keycards, codes, hacking consoles etc.)

Weapons

This section lists the abilities of any weapons that the player’s Shamblers can be equipped with, by infecting a human carrying the appropriate weapon.


NOTE: The Enslaver himself never uses weapons of any kind – his zombies are his ranged weapons and his hand-to-hand attacks are so powerful that he needs no mêlée weapons.
The efficacy of weapons used by the player’s troops is determined by the type of character the zombie was when it was human, or the player’s own skill during 1st person possession of the Shambler.


Melee Weapons

  • Fists

  • Improvised Weapon

    • Pipe

    • Baseball bat

    • Golf club

    • Severed Limb

    • Chair

    • Etc.

  • Club

  • Baton

  • Knife

  • Axe

  • Tazer

  • Chainsaw

  • Sword
Ranged Weapons

  • Pistol

  • Machine Pistol

  • Assault Rifle

  • SMG

  • Machine Gun

  • Shotgun

  • Sniper Rifle

  • Water/Foam Cannon (vehicle)

  • Cannon (vehicle)

  • Flame Thrower
Area Effect Weapons

  • Grenade

  • Smoke Grenade

  • Molotov Cocktail

  • Mine

  • Rocket Launcher

Stimuli

The player can manipulate events through the use of Stimuli, which affect objects, characters, fear and confidence levels, and the ERL.


The creation or spread of a Stimulus can be used as a Tool, but the cessation of a Stimulus is a Tool too – disabling the supply to an electric fence will open up a pathway for the player (see Consequences).


  • Fire

  • Heat

  • Fuel (not really a Stimulus, but a Receptor. It is listed here since it is a Tool that the player can use)

  • Electricity

  • Poison

  • Infection

  • Radiation

  • Energy Field

  • Water

  • CO2

  • Acid

  • Wind


Tactical Tools

This section refers to things that a player can do earlier in the game that affect their current situation, e.g. taking out a Police Station to lower the numbers of cops through the rest of a district.




  • Clear Zone (completely empty a Zone of human life – allows more straightforward passage if the horde needs to return later)

  • Destroy Tactical Building (reduces the enemy resources created by that building):

    • Destroy HQ (reduces or stops deployment of unit types related to that HQ) e.g.

      • Police Station

      • Army Base

      • National Guard Base

      • Survivor Base

      • Fire Station

      • Hotel (Civilian “HQ”)

    • Destroy Supplies (lowers the technology level of weapons held by appropriate unit types) e.g.

    • Destroy Vehicle Support (lowers the reaction rate of units deployed to other areas by Tactical Building) e.g.

      • Destroy Helipad

      • Destroy Fuel Supply

      • Destroy Hospital Garage Facilities

      • Destroy Army Depot

      • Destroy National Guard Garage

      • Destroy Fire Station

  • Disrupt Enemy Communications e.g.

    • Destroy Communications Relay (reduces effectiveness on a local scale)

    • Destroy Communications Centre (reduces effectiveness of all relevant unit types)

    • Destroy Leader (reduces effectiveness of a unit, or units in area)

    • Destroy Light Source (all enemies not equipped with night vision goggles are much less accurate with their weapons in the dark, and cannot see visual behaviour triggers)

  • Distract Enemy e.g.

    • Instance-based (through Shredder shrieks, or actions of Activist members during intro level, applies to enemies already deployed in the world)

    • Location-based (through activities elsewhere, lower the spawnable resources available to a location; e.g. causing a disturbance at a strip mall attracts police backup, leaving the Police Station undermanned.)

  • Manipulate ERL:

    • Increase ERL

    • Conserve ERL (i.e. trying hard to keep the ERL low to make a section easier)

    • Circumvent ERL (by causing a disturbance to the local ERL, making people elsewhere think you’re nowhere near them, and then stealthily moving to an area where you aren’t expected, e.g. by a subway system)

    • Remove ERL Threat (by removing a resource that an ERL specifically summons)

  • Manipulate Enemy Emotions

    • Increase Fear Level

    • Increase Confidence Level

    • Create Over-Confidence

  • Break Object:

    • To open a pathway (including creating bridges between rooftops etc.)

    • To block pursuit

Mission Specific Tools

This section refers to Tools specifically set up for a single mission, and which are therefore not game-wide, generic concepts. These are triggered at certain points during a Scenario dependant on previous player actions, or through a context sensitive action performed by the player.


For Scenarios that aren’t crucial, story-driving missions, these Tools are kept to a minimum, unless they are designed to appear in more than one location, or to have a set of properties that can create different situations in different places.
The list below contains examples taken from the game level designs, but is not exhaustive. Please refer to the level designs for complete details.


  • Hack Security Door (an Activist logs his laptop into a wall socket and runs his hacking algorhythm. It takes time to perform this action, during which the Activist is vulnerable and must be protected.)

  • Activate Crane (the Enslaver uses a crane in the construction site to manoeuvre himself up onto the roof of the hospital.)

  • Push Oil Tanker (the Enslaver and some nearby Shamblers push an abandoned oil truck, which gains momentum and explodes against the side of a building, causing huge explosive damage and opening a new path through the building.)

  • Rip Up Fire Hydrant (the Enslaver wraps his arms around a Fire Hydrant and tears it out of the ground, discharging a column of water into the sky.) (The same Enslaver animation could be used when he rips up communication dishes at the District 3 Media Centre and Air Traffic Control Tower.)

  • Increase Reactor Power (the Enslaver pulls at levers on a control board in the power station, increasing the reaction speed inside. A panel bursts loose, and radiation leaks out into the building, critically damaging any humans still alive in the area.)

  • Disable Power Line (the Enslaver grabs a power cable, and tears it apart, switching off any connected machine or electrical hazard.)

  • Cut Bridge Support (A Shredder, ordered to attack the support cables for the suspension bridge, hangs from the bridge pillar and slashes rapidly at the cable until it severs, whipping away at high speed. Cutting enough cables tips the bridge, destroying many enemy units.)

  • Ground Helicopter (A Monster, ordered to attack a refuelling helicopter, grabs the chopper by its landing skids while it tries to escape. The Monster strains, and smashes the helicopter back onto the ground where it is overwhelmed and torn to pieces by nearby Shamblers.)



2.8.2.Obstacles

Obstacles are the things standing between a player and their Reward. Obviously, the two main Obstacles are enemies and the terrain. However, just making it difficult to physically reach an objective, or throwing hundreds of enemies at the player, will not make for interesting Scenarios. The better missions will involve more obscure Obstacles, that force a player to think their way past.




Terrain Obstacles





  • Walls (includes walls of buildings, and various types of barricade)

    • Indestructible, Non-Climbable Wall, e.g.

      • Bulletproof, shatterproof glass

      • Thick metal crate side

      • Metallic surface

      • Etc.

    • Indestructible, Climbable Wall, e.g.

    • Destructible, Non-Climbable Wall, e.g.

      • Glass window

      • Thin metal barricade

      • Etc.

    • Destructible, Climbable Wall, e.g.

      • Chain link fence

      • Concrete wall

      • Wooden barricade

      • Etc.

  • Small Obstacle (stops Shamblers and Bloaters; may be thrown by Monsters; may not be attached to ground, so can be pushed around) , e.g.

    • Saloon car

    • Wooden crate

    • Golf Cart

    • Newspaper Dispenser

    • Hospital Gurney

    • Shopping Trolley

    • Trash Can (may have Fire Stimulus)

    • Communications Antenna

    • Etc.

  • Medium Obstacle (stops Shamblers, Runners, Bloaters) , e.g.

    • Van

    • SUV

    • Ambulance

    • Humvee

    • Large wooden crate

    • Dumpster

    • Etc.

  • Large Obstacle (stops all, unless it can be Climbed over or destroyed) , e.g.

    • Delivery truck

    • Train carriage

    • Large Tank

    • Helicopter

    • APC

    • Water Tank

    • Etc.

  • Pit/Chasm, e.g.

    • Runoff Drain (as in Terminator 2 motorbike/truck chase)

    • Haha (in ornamental gardens)

    • In between rooftops of similar height

    • Etc.

  • River/Body of Water, e.g.

  • Locked Door, e.g.

    • Requires Hacking skills of Activist)

    • Requires Hacking by The Voice

    • Requires opening from other side

    • Requires possession (player infects and then possesses a certain human character, such as a Corporation Scientist, whose handprint is needed to open a door. This doesn’t occur in places that the player must go, in case they kill the appropriate character – unless they can drag the body/limb from where it fell…)

    • Etc.

  • Raised Bridge (Enslaver or possessed character must use a switch to lower)


Enemies

Rather than listing every enemy in the game, this section refers more to enemy behaviour types, since these are the elements that we will use to piece Scenarios together. The exact enemy type is determined by whereabouts in the game the Scenario is used, so at this stage it is more important to list behavioural traits such as the ability to work together in formations, or to intelligently utilise Stimuli against the player.


This section doesn’t describe every type of NPC behaviour either, only those that could prove to be an Obstacle to the player. Running away in panic is a valid enemy behaviour, but not much of an Obstacle.


  • Immune To Fear (Omega Troops/Survivors)

  • Immune to Infection (Omega Troops, Corporation Scientists in later labs – a very important obstacle later in the game, since Infection is the only way for a player to increase their horde, i.e. gain ammunition)

  • Immune To Gas (i.e. wears breathing apparatus)

  • Immune To Poison

  • Immune To Fire (e.g. Fire Crew)

  • Hand-to-Hand Weapon – Unarmed Attacks

  • Hand-to-Hand Weapon – Blunt

  • Hand-to-Hand Weapon – Bladed (slashing/cutting damage)

  • Hand-to-Hand Weapon – Sharp (stabbing damage)

  • Ranged Weapon – Pistol

  • Ranged Weapon– Rifle

  • Ranged Weapon – Sniper Rifle

  • Ranged Weapon - Antimaterial Rifle

  • Ranged Weapon – Submachine Gun

  • Ranged Weapon – Shotgun

  • Ranged Weapon – Machine Gun

  • Ranged Weapon – Grenade Launcher

  • Ranged Weapon – Flamethrower

  • Ranged Weapon – Thrown Object (inc. Grenades)

  • Ranged Weapon – Unique (held by Survivors)

  • Enemy Behaviour – Fall Back (intelligently fall back in formation, making destroying them very damaging to the player’s horde)

  • Enemy Behaviour – Surround (confuses less intelligent zombies, makes player’s area attacks less effective)

  • Enemy Behaviour – Repel (uses water hoses etc. to repel the horde)

  • Enemy Behaviour – Summon Backup

  • Enemy Behaviour – Inform Media/Superiors (increases overall ERL, which the player may want to avoid)

  • Enemy Behaviour – Use Weapon Emplacements

  • Enemy Behaviour – Target Enslaver

  • Enemy Behaviour – Target Most Immediate Perceived Threat

  • Enemy Behaviour – Use Headshots (against Shamblers)

  • Enemy Behaviour – Protect Objective (so they can’t be drawn away from a strategic point etc.)

  • Enemy Behaviour – Create Cover/Barricade

  • Enemy Behaviour – Reduce Potential Player Resources (i.e. Omega Troops may choose to gun down civilians to prevent them from adding to the player’s horde.)

  • Enemy Behaviour – Use Environmental Objects (e.g. targeting explosive gas canisters to create area damage)

  • Enemy Behaviour – Summon Airstrike

  • Mobile Vehicle – Civilian (can run zombies over, during attempted evacuation there could be lots of these)

  • Mobile Vehicle – Police (deploy police in hot zones, not used offensively)

  • Mobile Vehicle – Ambulance (try to rescue civilians, not used offensively)

  • Mobile Vehicle – Military (deliberately aim for zombies, are armed)

  • Mobile Vehicle – Fire Engine

  • Aerial Vehicle – Helicopter (may airlift in reinforcements or launch air-strikes)

Stimulus Obstacles

Any Stimulus (see list above) can act as an Obstacle as well as a Tool – a player can use Fire against their enemies, but it is also a hazard to zombies.




2.8.3.Consequences

This section lists possible Consequences of using Tools – these can be positive or negative. Negative Consequences can be used to make certain approaches to a Scenario less desirable. For example:-




  • Example Positive Consequence: A wall collapses, creating a new path for the player to explore.




  • Example Negative Consequence: An overpass collapses, blocking a street and preventing the player from progressing down it.

The player is free to try any approach they choose, but some methods will be better than others, thanks to the balance of positive and negative Consequences.


NOTE: Consequences differ from Rewards in that Consequences are actual changes to the game world and systems that result from the player’s actions, whereas Rewards are physical and emotional benefits to the player’s on-going experience.


  • Open Player Route (e.g. destroying a barricade allows the horde to progress)

  • Close Player Route (destroying a raised highway can block the street below, forcing the player to go around; destroying an object might stop it being a stepping stone up to a higher area)

  • Damage Player Resource – Human (e.g. chopping limbs off humans means they will be less effective as a zombie too)

  • Destroy Player Resource - Human(e.g. a Monster cannot infect, so humans killed by Monsters can’t be recruited. Also, dead humans can’t be infected, so killing them with weapons or environmental damage destroys them as a potential resource)

  • Destroy Player Resource – Weapon

  • Destroy Player Resource – Stimulus

  • Cause Damage – Self (e.g. shooting your zombies, causing an explosion)

  • Cause Damage – Enemy

  • Destroy Critical Enemy (e.g. killing a group’s leader, or killing a cop within sight of civilians)

  • Destroy Critical Tactical Point

  • Destroy Critical Tactical Building

  • Disrupt Enemy Communications – Local

  • Disrupt Enemy Communications – Zone

  • Disrupt Enemy Communications - District

  • Increase ERL - Local

  • Increase ERL - Zone

  • Increase ERL - District

  • Increase Fear

  • Decrease Fear

  • Inspire Over-Confidence

  • Inspire Hysteria

  • Create Stimulus - Fire

  • Create Stimulus - Heat

  • Create Stimulus - Electricity

  • Create Stimulus - Poison

  • Create Stimulus - Radiation

  • Create Stimulus - Energy Field

  • Create Stimulus - Water

  • Create Stimulus - CO2

  • Create Stimulus - Acid

  • Destroy Stimulus - Fire

  • Destroy Stimulus - Heat

  • Destroy Stimulus - Electricity

  • Destroy Stimulus - Poison

  • Destroy Stimulus - Radiation

  • Destroy Stimulus - Energy Field

  • Destroy Stimulus - Water

  • Destroy Stimulus - CO2

  • Destroy Stimulus – Acid

  • Change Wind Currents

2.8.4.Rewards

Rewards are the things that a player is aiming for, and what they get when a Scenario is completed. Rewards should always be in proportion to the difficulty of achieving them.


The Rewards of Scenarios can be extremely varied, from simply opening up a new route, to finding a new Genetic Upgrade and therefore new zombie type, to unlocking multiplayer content and improving the player’s online profile.


  • The Primary reward is always for the player’s own actions – an immediate feeling of work well done when an objective is achieved. The player is free to choose their own approach, and therefore feels clever when their tactics succeed. This way, the clever player achieves the rewards they deserve!

  • Complete the game! With multiple endings based on player morality throughout the game, this offers great replay value. This is secondary to rewards for the player’s actions; in-game rewards are crucial to drive the player towards completing the game and gaining the ultimate reward.

  • Get 100% complete Zones and Districts to unlock extra modes. Complete all Districts 100% to unlock Power Enslaver Mode, in which a Stage IV Enslaver is available right from the start.

  • Unlock Genetic Upgrades that grant:

    • Enhanced Enslaver Powers

      • Increased jump height and distance

      • Stronger attack strength

      • Greater resistance to damage

      • Faster Health regeneration

      • Greater Fear characteristic

      • Increased Maximum Health

      • Increased Maximum Mutation Energy

      • Increased Zombie Influence Range

    • Evolving Enslaver models

      • Immediate visual reward

      • New animations for attacks and Instant Kills

    • New zombie types

      • Grants major gameplay additions up the game with each new upgrade

      • New individual zombie abilities

      • New tactics through endless horde diversity

      • New experiences through 1st person possession of new character type

  • Story/Character Development Cutscenes alter based on the path towards the multiple endings that the player is following. At the end of the game, the player can view all of the cutscenes that occurred during the game in a movie sequence, telling their own story.

  • Unlock Area (e.g. when moving from one district to another)

    • Visual Reward – each Zone features unique buildings and architecture

    • Visual Reward - each District has entirely different atmosphere and appearance than previous areas

    • New Enemies – each District features brand new enemies, that look very different from one another, and use brand new behaviours and tactics to continuously offer entertaining challenges to the player

    • New Gameplay – architectural design of each District offers new challenges related to horde control and deployment

  • Non-Story/Character Development Cutscene (usually a short cutscene giving a visual Reward for the player’s efforts)

  • View Media Event, showing the deterioration of the city as a result of the player’s own actions

  • Unlock Multiplayer Elements (such as new parts for Weapons Workshop mode)

  • Unlock Multiplayer Characters (any character killed or zombie created becomes available in Multiplayer Mode. This includes unique Survivor avatars that have distinct personalities, abilities and weapons.)

  • Unlock Multiplayer Maps (unless Multiplayer reuses in-game areas.)

  • Unlock Making-Of Content/Blooper Reels etc.

  • Unlock Statistics: A huge list of statistics is constantly updated throughout the game – no. of civilians killed, no. of Omega Troops killed, no. of NPCs infected, no. of Runners/Bloaters etc. created, no. of cars destroyed, no. of tanks destroyed, time spent in Angry Cam mode, time spent possessing zombies, NPCs killed personally by Enslaver and so on. These statistics are used to give the player a final statistical evaluation and rank/rating.




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