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A Clockwork

Heart
Game Concept Document
by Asher Ely

OVERVIEW
A Clockwork Heart is a story driven action roleplaying game. It is meant to appeal to fans of old
school rpgs such as Baldur's Gate, Planescape: Torment or Fallout. It is presented in an isometric
format with an option for real time or turn based party combat. The game is primarily open-world with
some limitations. The player is able to journey to several different large scale locations whenever they
please, a la Dragon Age, but the world is not entirely open to exploration, a la Skyrim. In terms of
visual style, the look will be mostly dark with inspiration from games such as Diablo or Fallout.

GAMEPLAY
The game has several unique mechanics that are utilized by the player and their party. The first
and most important mechanic is soul attunement. As the player journeys through the world, they will
encounter important characters whose souls they can consume to aid them in one of two ways: first,
they can expend souls to unlock some of their memories, revealing more of the story, lore as well as
secrets and hints towards hidden treasure they probably would not have been able to find elsewhere.
The second option is to use the souls to increase their power, learn new skills, talents or abilities and, in
certain cases, be able to take on the form of that particular soul's body, granting them different sets of
abilities and opportunities for story advancement.
The second important mechanic in the game has to do with the player's alignment towards
technology and magic. Partly inspired by Arcanum's magic/tech system, a player can choose to
specialize in either magic or technology, cutting themselves off from the other, or embrace parts of
both, becoming a jack of all trades, master of none. Magic and technology differ in their design, but
have some similarities. The main trait they share in common is a system called Discovery (Magic)
and Research (Technology). When the player starts down either magic or technology, they will have
access to some base spells or schematics. From here, a player can unlock more spells and schematics
through two methods: either through combining properties of a certain spell or schematic to discover a
new one, or through the finding of tomes or blueprints. Magic and technology also differ in how they
function. Spells, once discovered, are memorized (up to ten, depending on the mage's intelligence) and
then cast from the action bar. Technology, meanwhile, is more focused on crafting and engineering. By
scavenging parts they find in the world, a technologist may create powerful machines or weapons
through the schematics they discover. Improving magic or technology depend on the increase of two
different attributes: Wisdom for technology and intelligence for magic.
The game eschews advancement through experience points in favor of dynamic advancement.
Players' attributes are decided on character creation and are improved through soul attunement, various
books scattered throughout the world as well as skill trainers and other hidden secrets. There are a finite
number of opportunities for players to improve their attributes, encouraging players to be careful with
their decisions and specialize, rather than generalize. Abilities and skills are gained through either the
magic/technology tree, soul attunement or through various trainers/books. This gives the player a sense
of uniqueness and allows them a good portion of controlled flexibility when it comes to crafting their
characters.

MECHANICS
The player will be able to interact with many different set pieces and props and the emphasis is
definitely on exploring, finding secrets and looting. Since the player has limited opportunities to
advance their attributes or skills, players will need to find equipment and artifacts tailored to their
needs. As with most rolplaying games, armor, weapons and trinkets will enhance a player's attributes or

skills, while some might provide special abilities not available anywhere else.
In terms of combat, the player can control up to three party members (including the player
character) in real time or turn based combat, depending on player preference. While in action mode, the
player is free to switch between party members and issue orders through a point and click system as
well as through various abilities bound to the quick bar. They can also create tactics for the different
members of their party, defining how they'll react in a given situation. While in strategy mode, the
player use action points to issue orders to each of their party members. Additionally, they have the
ability to use formations, which allow certain party members take certain actions on the fly that aid in
the player's overall approach to combat. For instance, an aggressive formation will encourage party
members to be bold and go on the offensive, paying less attention to defense. Formations are beneficial
in that party members can take additional moves when it is not their turn if they feel the need arises, but
this comes at the cost of some control.
The game is very much story driven, so much of the gameplay centers around talking to NPCs
and party members. Party members each have their own strengths and weaknesses, with some having
an advantage in social situations. Some party members will be able to talk their way out of a bad
situation for you, as long as you keep their skills up. Party members will also have opinions on player
action and may offer incite or resentment based on the player's behavior.
The economy will very much be rooted in a basic currency called ICF that is used to buy things
from some NPCs, while others will refuse ICF in favor of a bartering system. The player will have
ample opportunity through his adventure to buy and sell various items from shopkeepers throughout the
world.

STORY & WORLD


A Clockwork Heart takes place in a world called Ferth where magic is on the brink of
extinction. After being enslaved for three centuries by a magical elven-like race called the Minareth,
humanity has sought to eradicate all traces of magic in the world in favor of the booming advancement
of technology. The most technologically advanced human nation of Dervain, has made it their mission
to seek out and destroy magic wherever it might be and unite the human nations under one banner.
The story itself takes place in the human nation of Wulfheart. Often referred to as the
crossroads, Wulfheart has been at the center of much conflict due to its centralized location on the
western continent. As one of the last human nations to join the Dervish Intercontinental Federation
(ICF), Wulfheart is one of the last few places where magic is studied in earnest.
The story begins shortly after a brutal war between Wulfheart and long time enemy Cressada.
During this war, an enigmatic and brilliant scientist referred to only as the master worked for the
Heartland government to create engines of war. After the White River Accord was signed and a tenuous
peace was struck between the nations, the master began a secret project dubbed Project Valkyrie with
the sole purpose of crating the perfect super soldier in case the peace ever broke. After numerous failed
attempts, the project succeeded in creating one subject: Subject 387 who was the closest the team
would ever get to completing their goal. Before 387 could be finished, however, the project was
terminated by the government in exile of Wulfheart.
Almost a year later, the player, as 387, awakens from a deep coma in a deserted facility with no
memory of who he is. From there, the player must unlock the secrets of the past, his creation and the
ultimate identity of the mysterious master.

GAME WORLD
As stated previously, the game will be a series of large explorable areas accessed through a map
system (similar to how Dragon Age works). Players will explore several cities including the river towns
of Gastown and Blackwater as well as the island city of Ashport, the mountain village of Sundale and
Nethergarde, the capital of Wulfheart. Additionally, player will delve into the secrets of the natural
areas of Wulfheart including the spider silk forest, the pits and pandora's retreat. Each of these aras
offers something different in terms of their environment and story relevance. Spider silk forest is a dark
wooded area that, as the name implies, is overrun with with large spiders that have transformed the
forest into their own slice of paradise. The pits are an area in th shadow of a volcano, the once beautiful
lake having been transformed into horrible, noxious pools of sludge. Meanwhile, pandora's retreat is a
virtual paradise filled with tropical gardens and sparkling waterfalls. But all is not well in this
flowering eden. Some of these areas will be open for the player to explore at any time, while others will
be unlocked as the story progresses.

CHARACTERS
Aside from the player character, there are a number of very important characters that play a
pivotal role in the game's story. These are just a few of them:
DAUGHTER (AKA D0A-T3R):
Backstory: One of the first artificial humans created by the master, she is a mysterious character with
unknown motivations. She is introduced to the player fairly early on when they are trying to escape the
beginning laboratory. Taking the form of a little girl, Daughter is a very powerful but impulsive being.
She is quick to act in defense of herself or those she cares for. She is a potential party member for the
player, depending on choices made. Upon joining the party, she acts very much like a guide for the
player, offering him advice through his journey and helping him to unlock his memories.
Abilities: Daughter has a mastery in the art of magic and spellcasting. She is able to learn many spells
in the water/ice line as well as some in fire. As a result of her magical proficiency, she is unable to use
technical skills or indeed even equip technological items. She is a good choice for the player early on if
the player plans on specializing in magic, as her healing spells will not work on someone who is skilled
in technology.
OZYMANDIAS
Backstory: Also called Oz, he is the very first character the player meets and is a potential party
member. As one of the scientists who worked on project Valkyrie, he has an intricate knowledge of how
technology works, as well as some of the inner workings of subject 387 himself. After being recruited,
Oz helps the player unlock his memories and find his purpose through the master. Oz is a bit nave and
has a tendency to be dramatic about things but he is ready for action when it counts.
Abilities: Oz is the counterpoint to Daughter in that he specializes in technology, specifically in
machinery and medicine. Able to craft handy gizmos or special drugs/herbs for the player to use, Oz is
definitely a good man to have around if the player plans on specializing in technology himself. As with
Daughter, Oz is unable to use items of the opposing skill line. Healing magic won't work effectively on
him and he can't equip any items with magical properties.
DR. BENEDIKT GREY
Backstory: Dr. Grey was promoted to lead scientist on the Valkyrie project after just one month, when
he was able to piece together the fact that souls tend to reject bodies that are not at least partially

engineered with organic compounds. After the project was abandoned, Grey spent his time coming to
terms with the horrors he had committed. A remorseful, brooding man, Grey tends to keep his trust in
check. Unlike the excitable Oz, Grey takes no pride in his creation 387, but sees only a path to
redemption for himself through aiding the player in his mission. He joins the party mid-game and
knows more about the project and 387 than he lets on.
Abilities: Like Oz, Grey is a master of technology, specifically in electricity and explosives. In battle,
he can weaken foes and energize allies with his unique electric stimulants, as well as having an
uncanny knack for blowing things up. He is well suited for any playstyle, but players must keep in
mind that magical powers and items would be of little use to Grey.
MOTHER (AKA M0-T3R)
Backstory: The second artificial human created by the Master. Unlike Daughter, Mother is very much
a control freak. Her power comes from manipulation, subterfuge and scheming. A charismatic and
beautiful woman, she attracts fanatical devotion, especially from the other homunculi in her employ
that she freed from the master's control. Her stated goal is to find the master and get him to free the
homunculi from their prisons and lay their souls to rest. Some wonder if she has other plans, however.
Mother can be either and enemy or an ally depending on the player's choices and who they have in their
party.
Abilities: Like Daughter, mother has an intricate grasp of magic and its inner-workings. Whereas
Daughter specializes in fire and water magic, Mother specializes in earth and air. This very much
reflects her personality: She provides a strong, earth-like foundation while still being able to bend trees
to her will through just a breath. Fighting her is like having a philosophical debate.
THE MASTER
Backstory: As the creator of several characters in the game, including the player, The Master is one of
the most important characters. Although lacking the resources or following that his rival Mother holds,
The Master still commands fierce loyalty and respect from his underlings. Many scientists who worked
on project Valkyrie, still voluntarily work for him in their own time, recognizing him as the future of
human technological advancement. What his true motives are, none can say. The Master is infamous
for keeping his work life and private life separate, hence the need for a moniker. If one were to
compare him to someone one else, he would probably be closest to a wizard of Oz type of a character.
Abilities: The Master is not a very powerful man, physically, but he more than makes up for this in his
use of his inventions. Traps, gismos, electric tools, all of man's wonders are weapons he will take to
any battle, should battle be necessary. The Master is not a warrior and prefers talk to violence.

LEVELS
This is still currently a work in progress, but so far, the introductory level has been formulated.
This introductory level will begin with a cutscene explaining some small portion of the backstory, but
no more than is necessary. The player will wake up in a lab with no memory of how he got there. The
room will be blocked by two guards who are posted outside. The player will then be guided through the
level with minimal hints and tutorials, with most of the emphasis being on the player exploring and
finding things out for themselves. Some puzzles include, figuring out how to incapacitate the guards
outside of the room, solving riddles or other puzzles to proceed in the overall lab.
Through the course of the four level dungeon the player will meet Oz and will have the

opportunity to free him, as well as running into Daughter towards the end of the dungeon. It is here that
the player must decide to keep Oz in their party or choose to have Daughter instead. This choice then
determines the path the story takes from there. If the player chooses Daughter, the two travel to
Nethergarde to seek aid from Mother in recovering the player's memories. If the player chooses Oz, the
two then travel to Blackwater to find The Master's refuge and seek his guidance in restoring the player's
memory.

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