You are on page 1of 17

Games Concepts Games Pitch

Dokkodo The Way of Walking Alone


Games Pitch
Elevator Pitch Loosely based on the legendary life of the Japanese Sword-Saint Miyamoto Musashi and set in the feudal era of Edo Japan; Hiro must find the kidnapped Princess ranks of Chiharu, the his rise through the lands peers to Daimyos, take achieve place

greatness in battle and prove his worth amongst his amongst the lords of the land-perhaps even to the exalted height of Shogun.

Player Motivation As a lowly samurai with little income, no prospects but an eagle eye with his sword and bow, Hiro must work hard to promote himself to his lord and friends while still keeping his honour intact. With Japan

fractured by constant internecine wars, Hiro will have opportunities aplenty to keep his eye in. The player must find the missing Princess, gain experience, increase their various skills and widen their sphere of influence to become a candidate for fame. The game contains battle elements, political intrigue, and moral quests that will challenge Tony Murphy & Nicholas Murray

Games Concepts Games Pitch the players choices of duty and loyalty over their greed and personal ambition. Target Customer The game is designed for all ages but is 25. ultimately geared for the male market within the age range of 16 As the game primarily deals with that this to mostly has appeal the to male become target that elements players, audience. the future lend would

The game may be adapted in contain itself elements to a female

audience. Target hardware. The game is designed to be played across the three main console markets; Xbox 360, Playstation 3 and the Nintendo Wii. Smaller, more basic packages will be offered to the Cross play between the devices Sony PSP and the Nintendo DS with an app also available for Android and Apple devices. will be encouraged as any upgrades or changes the player makes in the app versions will be updated to their game on the Consoles to extend the games playability and lifespan.

Tony Murphy & Nicholas Murray

Games Concepts Games Pitch Game Genre. The games genre is third person shooter. will consist of his archery skills, (throwing star and throwing knife) and his CQC (Close-Quarter-Combat) strikes. Competition. Other games of this type exist but they are for the most part past their prime. is Probably Shinobi the but most as well-known Hiros attacks shuriken/kunai

this is set in the modern age and has a ninja as its protagonist, it has reached its zenith in terms of competition. Unique Selling Points While many games are set in the feudal era of Japan, none will have the authenticity and original flavour Dokkodo contains. The ingame dialogue begins in Japanese and as the player progresses and discerns people, objects, the English places and equivalent The game will

becomes revealed.

The players decisions will be based on

the language he has learned through play.

also contain historically accurate political change as well as legendary and political figures of their time.

Tony Murphy & Nicholas Murray

Games Concepts Games Pitch

Back Story Born in 1584 and raised by his Father after his Mother died in childbirth, Hiro was taught the warrior arts until his Fathers death in a dual with the Ashioka sword school at the age of seven. His uncles, both warrior monks took in Hiro and raised and taught him as best they could but Hiros natural ability and inner rage at the loss of his Father was quickly only beat a outstripped When he ronin him. 13, their faculties of patience. Hiro still and for challenged senseless

insulting

Finally, his uncles decided that a life in the services of the local Lord might temper his fire. The Daimyo, Lord Akibo hearing of Hiros natural talents decided to make him a ward of the court and employed him as a playmate and last protector of his daughter, Chiharu. Growing torturous ire until up to in of the the Hiro but he constricting court was his a Chiharus found

atmosphere

patience and grace ameliorated finally workable compromise. sentinel. Tony Murphy & Nicholas Murray

Hiro became a

constant companion and her fiercest

Games Concepts Games Pitch When Chiharu reached 16, she was betrothed to another Lord to strengthen Lord Akibos various alliances. his tongue as she left the castle. Left without his charge, Hiro was moved into the soldiers quarters and expected to become just another part of his Lords retinue. After a few weeks, the his position started grate Hiro to into again; fights, drunkenness and duels became to and began lapse bad habits commonplace around him. answer when Lord Akibo, who had come to like and respect messengers brought him the news that his drudgery of Hiro was heart-broken but had learnt enough self-discipline to hold

Hiro, was at a loss as to what to do with him but found an daughter had been kidnapped and her new husband and his men had been slaughtered on the road. When Hiro was summoned After he had unnecessarily and told, he went berserk, needing to be restrained by the guards to stop him rushing after Chiharu. calmed down, Lord Akibo sent for him and requested that he find his daughter. The next morning, with the sun rising at his back, Hiro set out to find Chiharu and bring bloody vengeance to her kidnappers.

Tony Murphy & Nicholas Murray

Games Concepts Games Pitch

Tony Murphy & Nicholas Murray

Games Concepts Games Pitch Games Concept Design Character Definition Sheet v1
Name: Hiro

Species: Human Gender: Male Current Occupation: Ashigaru (Spear carrier - lowest echelon of Samurai hierarchy. Personal and occupational goals:

Appearance: Japanese samurai circa1600 (Twin Swords, Enamel Armour, Longbow) Previous Occupation (s) Student

Avenge the death of his father, discover the kidnappers of the princess Chiharu and rescue same. Become greatest living sword-saint of the age and a legend in his own lifetime. Skills: Excellent skills within warrior class, hand to hand combat, close quarter combat, thrown weapons, bow, sword and equine combat. Likes: Swordsmanship, Princess Chiharu, freedom and the mountains. Friends, family & relationships (present) Ward of Lord Akibo and fostered to his two Warrior-Monk Uncles. Best Friends with Lord Akibo missing daughter, Princess Akibo. Friends, family & relationships (past) Mother (deceased) Father (killed in a duel with the Ashioka Sword School) Hiro grew up without peers his own age, which was perfectly fine with Hiro as his Father encompassed all he needed as far as he was concerned. (See below) Key childhood or early experiences While Hiro grew up never knowing his Mother, his Father became his whole world. A respected Sword teacher, he lost his life in a duel with the Ashioka Sword-School. While the duel was considered fair, Hiro will never accept it. With the death of his beloved Father, Hiro lost his guiding light in the world and rebelled. It was only the patience of Lord Akibo and the grace of Princess Chiharu that allowed Hiro to attempt to come to terms with his inner turmoil. Dislikes: Rules, Restrictions, Ashioka Sword School, Bad Manners.

Tony Murphy & Nicholas Murray

Games Concepts Games Pitch Games Concept Design Character Definition Sheet v1
Name: Princess Akibo Chiharu

Species: Human Gender: Female Current Occupation: Princess Betrothed to Lord Gunbei (deceased). Personal and occupational goals:

Appearance: Japanese royalty. (Fine silk Kaori, Coiffured Hair, Jewels) Previous Occupation (s) None

Honour her family name above all else, help Hiro find himself. A personal wish she would never voice is to marry Hiro but her station would never allow it. Skills: Cha-no-Yu, (Tea Ceremony) Koto, (Stringed Instrument) Throwing knife a skill she secretly learned from Hiro. Likes: The first chrysanthemums of Spring, Noh theatre, watching Hiro train. Friends, family & relationships (present) Father Lord Akibo, Hiro, castle retainers. Chiharu does not have many friends as a Princess. It was this loneliness they prompted Lord Akibo to find a companion for her in Hiro. Friends, family & relationships (past) Mother (deceased) Father Lord Akibo, Castle retainers. Key childhood or early experiences Like Hiro, Chiharu too lost her Mother at an early age; this loss is primarily the common ground the two shared that they built their relationship on Dislikes: Bad manners, Marriage, getting angry.

Tony Murphy & Nicholas Murray

Games Concepts Games Pitch Games Concept Design Character Definition Sheet v1
Name: Lord Akibo Itto

Species: Human Gender: Male Current Occupation: Daimyo Fuedal Lord of Harima province (150,000,000 koku fief [koku - amount of rice required by one person per year.]) Personal and occupational goals:

Appearance: Daimyo Fuedal Lord (Overmantle, Kaori, Twin Swords, War Fan) Previous Occupation (s) None

Preserve the peace of the land. Honour the Emperor. Skills: Lord Akibo is an exceptional politician and a skilled orator. His disposition has kept warfare away from his lands for many years. Likes: Peace, solitude. His daughter Princess Chiharu and Hiro. Friends, family & relationships (present) Princess Chiharu, Hiro, various castle retainers. Friends, family & relationships (past) Wife (deceased) Key childhood or early experiences As the son of the noted general, Akibo Daigoro, Lord Akibo had very large geta to fill. While he loved and revered his Father, Lord Akibo had always preferred the political method to counter conflict rather than a military one. That being the case, Lord Akibo has never shied away from decisive action if the need requires it. Dislikes: War, conflict. Anything that causes problems for his people or his realm.

Tony Murphy & Nicholas Murray

Games Concepts Games Pitch Games Concept Design Character Definition Sheet v1
Name: Daitengu Sojobo of Mount Kurama Appearance: A white bearded mountain hermit with an enormously long nose. Previous Occupation (s) None

Species: Tengu - Deity Gender: Male Current Occupation: King of the Tengu Tengu Mythical mountain/Forest deities Personal and occupational goals:

Defeat all challengers who appear on his mountain, maintain the peace amongst the various kami (nature spirits) in the land. Teach his combat techniques to the worthy. Skills: Unequalled in combat. Excels in all forms of warfare, martial arts and weaponry. Likes: Personal combat Friends, family & relationships (present) Other Tengus from the mountains of Japan, Kami Friends, family & relationships (past) None Key childhood or early experiences The Tengu, formed from the heavenly spear stirring the void, are ageless. They have always worshipped the mountains and forests and the peace that is found there. With the arrival of man, they have only tightened their hold in the wilderness and dislike mans disturbance of those areas. While not openly antagonistic, they will attack and destroy anyone who disrespects their lands or the denizens that dwell within. Very few humans meet the Tengu and walk away. Daitengu Sojobo is no exception but will turn a blind eye to brave and honourable warriors who trespass upon his mountain providing they meet his challenge. Dislikes: Cowardice

10

Tony Murphy & Nicholas Murray

Games Concepts Games Pitch

Game Play and key features


The forests dark path

unrolled towards the blood red moon that had slowly risen just above the pine trees. Something dark and ancient was roots. awakening amid the

Hiro dropped to his haunches and glanced ahead, his view through the twisted trunks dim and unclear but his sharp senses detected movement against the wind; where a branch moved with the breeze, the limbs he could see did not. He breathed deeply but silently. His hand went to his waist, feigning the action of climbing to his feet again. In one motion he twisted on one foot, ripped his sword from the scabbard and leapt into the undergrowth, his sword outstretched, his body like a knife

This is the opening sequence of the game proper with the backstory played out as a cut sequence when the game first loads; starting from Hiro being trained by his Father up to the decision by Lord Akibo to send Hiro to rescue Princess Chiharu. The opening menu will only allow the player to the control change various options in the game such as settings, sound etc. After the start button is pressed, the above forest

sequence will play out.

Hiro will come face to face with

11

Tony Murphy & Nicholas Murray

Games Concepts Games Pitch the Tengu King who defeats Hiro but respects his courage enough to hear will his have story. English The dialogue, while all in Japanese, (or whatever appropriate

language) subtitles. The Tengu King will then start the tutorial in the for game. gameplay He tells and also to teach Hiro a new technique to use Hiro start his search in a nearby bandit campsite which allows the player to try out the combat methods in the game. As the game is a third person shooter this is mostly bow and throwing knives but to make a more unique game, swordplay is included for close quarter combat. As Hiro infiltrates the camp, the moral options become

available to the player; does Hiro stealthily steal his way to the bandit chief, question him and kill him or does he bellow his war cry and wade in a on a tide of rage? wishes to become. blur this line. Both options will weigh towards what kind of hero the player Other options later in the game further An Honour/Dishonour Bar will be part of

the players HUD and will dictate what actions a player can take later in the game. Whatever the player decides, the bandit chief is the first levels Boss character. The end of level challenges are always played out using the sword as the primary weapon and only the successful use of the techniques learnt through Tony Murphy & Nicholas Murray

12

Games Concepts Games Pitch each level will ensure victory. integrate techniques together This challenge becomes for successful strike

progressively harder with each level as the player has to combinations or combos. The battle will always end with a new clue to Princess Chiharus location as well as a monetary award and a new weapon. With the end of the first level, the map opens showing the four Islands Japanese and

showing the player the locations they have knowledge of and clues to new and Duels as other locations missions. well as and challenges

mystical creatures who can teach Hiro new techniques will also be available from the map screen. Villages and towns can be visited and items, resources and even services can be purchased such as blacksmiths, swordmakers and farms. influence which The services increase Hiros sphere of be used to increase his money and can

social standing, raising him through the ranks in the land. As new ranks are awarded, more political options are opened where Hiro has to contend with dealing with the people under his control and the jealous, power-hungry Lords Tony Murphy & Nicholas Murray

13

Games Concepts Games Pitch around the borders of his land. will develop slowly to allow aspects the game has to offer. The conclusion to the game will see Hiro, now a Daimyo, reunited and allied with Lord Akibo on the field of battle, both racing to the Demons Keep to rescue Chiharu. All this the Princess Lord Akibo will die in the final fight with the is of course dependent on a morally good This element of the game the player to enjoy all

Demon, his final request for Hiro to marry his daughter. character. Hiros end game will play out according to the The good ending will

players choices through the game.

see Hiro as a high ranking Lord of the land, an unbeaten warrior, with the realm at his feet and his childhood love by his side. The bad ending will be variations on this theme; Chiharu dies or is possessed, Lord Akibo goes to war against Hiro, Hiro is feared as a force of evil through the land instead of respected, Hiro ends his days as a wandering ronin. The choices are many and varied.

14

Tony Murphy & Nicholas Murray

Games Concepts Games Pitch

Why Play? The story will span the life of Hiro, from his early childhood to a respected Sword-Saint. While there are numerous enemies, from lowly ronin to mighty samurai and ninja, there are also the demons of Meifumado, the Oni and the Tengus from the mountains that Hiro must defeat to obtain new techniques. The end of level (or end of Era bosses) will all be characters from Japanese mythology or historical enemies from the life of Musashi. Over 80 hours of exploration, interaction and combat! History, legends, battles, people and weapons all

painstakingly researched and brought to life! Experience the Japan of history and legend. Graphically created to reflect the artwork from Japanese history, the environments are sumptuous feasts for the eye, based on the artwork of Hokusai and Ikegema. Past masters unified with modern illustrators will create a Japan that will appeal to all who wish to experience the Japan of imagination. As the player has multiple choices within the game, there are a variety of plot routes that can only be played once

15

Tony Murphy & Nicholas Murray

Games Concepts Games Pitch per game. For the player to experience all the

possibilities that Dokkodo offers, they must play through the game a number of times. time playing a new occurrence. Use the Wii remote, the Playstation Move or the Xbox Kinect for full interactive warfare experience! Solo play or join in the Skirmish mode online. Dueling and survival modes. Are you going to be a respected Sword-Saint feted across the length and breadth of Japan or a demon on the road to Meifumado, DECIDE! merciless to all who cross your path, YOU The game will offer unique challenges and rewards with each play that will make each

16

Tony Murphy & Nicholas Murray

Games Concepts Games Pitch

Appendix

17

Tony Murphy & Nicholas Murray

You might also like