Invalid characterset or character set not supported If you actually have the means to do so, you can take it...





If you actually have the means to do so, you can take it...
April 01, 2011

It's been a while since I've written any sort of fiction and that's really what quiets my raging mind (I know there's a few of you that feel the same) and maybe it's the fact I should be sleeping but am too anxious to actually do so. Hell, could be that I've finally had a long enough break from Darkness to get back into something other than a review. Not really sure. All I know is that I want to write something that isn't owed to anyone. Just splurging I suppose. I still don't have the energy to write Chaos but closer now.

Anyway. Sorry. I'm rambling.

When I was younger, I often gave Tolkien some criticism because I saw that no matter what he wrote it was always Middle-Earth related and I thought he was kind of...uncreative. When I actually got involved with the fiction world I learned that it wasn't a lack of inspiration, but said inspiration was all-encompassing. He couldn't escape Middle-Earth because it was so vast and so...broad that it would torment him if he didn't tell that story.

It's my guess anyway.

And now, I feel for him. I'll not escape Highlace, Grahamas or any story I've told with that first novel. I had not imagined when I began writing it that each and every character would have such a back story and that I would have to tell each. I know that's a touch dramatic, but for those few of you who have written fiction and truly cared about it, you know what I'm talking about.

The point is: I'm not really going to write anything else. I have random novel ideas and short stories I would like to see on paper but my inspiration outside of the whole...Loresinathos, Grahamas, next great leader of humanity tale is a shimmer on the lake. There one moment, gone the next.

For the most part.

There is, however, one thing I would like to do before I die. I want to make a game. I've reviewed and played them long enough to know (or at least think I know) what would make something great. I want to design, write and produce The Calling. Hell, I almost reviewed it for C this Alphabetolympics but decided against it at the last minute.

It's a cop game. We have games where we battle law enforcement, games where we go to war against the world but not a game where we wear a badge, where we fight the good fight*.

It's probably not far off I imagine but I want to do it justice. My Dad was a cop for 32 years and I've learned over time there's an honor in that and a somewhat quiet, unspoken appreciation.

I want it to cover a broad range of gaming aspects.

Basically, it starts with the main character...we'll call him James Degrados (still working out the little details) as a newly graduated cadet who works his way through the ranks as the game progresses. It will feature some GTA moments where he's a patrolmen and busts speeders and traffic violators. Some will run and you'll have to chase them, others will obey. Random is the point I'm going for with that. You eventually work your way up to detective and the game introduces a sort of Arkham Asylum, Heavy Rain concept of collecting evidence and sifting through crime scenes. All the while, he develops a relationship with a girl named Emily who will eventually become his wife. Random, strong impacts are made throughout the game on what she means to you and the constant battles are broken up with a very strong story that shows the real James, and who he is outside of the department.

Those two are really only one-quarter of the game. The main draw is James becoming a member of the S.W.A.T. team where it develops into a very intense, unpredictable shooter. I would like to incorporate an aspect where you use the headset and call out certain commands like "Hands Up" and "Get Out On the Ground" that will be repeated in game in the character's voice, and each criminal responds differently. Some will attack you and you'll have to shoot, others will adhere. There's a very technical, precision aspect to it like using tear gas, cover, team based, etc. like that in Socom.

Eventually, James meets his fellow S.W.A.T. member and partner Danielle. You have a few situations with Dan before the impact of him watching your back becomes apparent, and the game forces you into an unavoidable battle where your back is turned, he puts his hand on your shoulder to push you aside and nails a thug who would have easily shot you in the back. For a moment, he keeps his hand there, you look at him, then place your hand on his shoulder as a thank you. (Sorry, this will have meaning in a while, I promise). That sort of evolves into a bond between you two and that's how you say hello to each other, a silent reminder that you're partners and you have watch over the other's safety.

A few hours are spent doing S.W.A.T. battles with various outcomes--some intense, some simple. The main thing I wanted to present was variety and keeping the gamer interested. And the end of each day, you log in the evidence you found and the game progresses from there.

The reason why I mentioned that is because you have a choice. Or rather, you will. You come across what you believe to be a petty drug and gun runner named Vladamir. On a bust to one of his meth labs you discover a huge sum of money ($500,000 cash inside a duffel bag). You're alone when you find it.

And though the game doesn't tell you exactly, you have a choice to book that into evidence or not. Doing so or not doing so will inevitably change the course of the entire game. If you guys are really interested I'll tell you the other two outcomes as there is a bad or neutral path you can explore (it's like Heavy Rain if your choices had actually meant something, or changed the game).

For now, we'll just go with the good.

Booking said evidence will put Vladamir on your tail and the game begins pounding you with his onslaughts. Attacks on the precinct, death threats, car bombs (which you may or may not see) and what will eventually become an all-out war between your S.W.A.T. team and Vladamir, who's gaining power by coercing several militias to band together and rise up. Amidst all this chaos, you find out that Emily is pregnant.

You continue to do your job, your bond with Danielle grows stronger and your relationship with Emily heightens. And all the while, Vladamir garners more numbers and more weapons. And he's got a target painted on only one man: you.

He will draw in a grand number of soldiers that could potentially create a civil war with a decent catalyst and such evidence is given both in news casts you'll watch on your day off and busts you encounter over the course of the game. It builds up, you on one side he on the other. While the numbers game is there, it doesn't stray away from the fact it's him and you, and there's hatred on both sides.

Choose the good path and the game's pseudo ending will find Vladamir breaking into your home with more enemies than you can deal with regardless of how good you are (because you have that, as this game will be all about choices), killing Emily and your unborn child and critically wounding you. Eventually, Danielle and the other S.W.A.T. members come to your rescue while you're blinking in and out of consciousness and Vladamir escapes.

The next scene finds you at a funeral, arm in a sling, standing and staring down at a casket with an American Flag wrapped about it. A song plays in the background (of which I will give you at the end) and people come and go in an unfocused manner, placing red roses upon the casket--that of your now dead wife Emily. And it ends with Danielle placing the last flower, turning towards you and placing his hand upon your shoulder in the same fashion he did when he saved your life. A misty, glimmering tear slides down your cheek. You place your hand on his shoulder, he nods, grabs you and forces you into a hug which you can't fight, only crumble into his arms and weep. The Calling then fades to the credits.

But, in tribute to Assassin's Creed: Brotherhood it can't end like that. And as you watch the credits, a voice-over comes in--that of a phone call between you and Danielle.

Danielle: I can't ever begin to tell you how sorry I am.

James: Right now, I don't want you to be sorry. I need you with me.

Danielle: I'm with you. Always. As we all are.

James: Good. Because we may not come back from this, and even if we do we're going to have a lot we'll need to answer for.

Danielle: I love you, James. And I loved Emily. That doesn't make a difference to me.

James: You sure?

Danielle: If I was there, I'd put my hand on your shoulder as I always have you fucking idiot.

James: (Laughs) If I've not said it before, or if I don't get the chance to say it again...thank you.

Danielle: You don't ever need to say that to me, but you're welcome all the same. So what do you have planned? What do you want to do?

James: Kill 'em. Kill every last mother fucking one of them.

Danielle: I'm with you.

James: I know. You always are.

End game.

Funeral song:



Those were the main points I wanted to get across. I may not have readily expressed it, but the game is about building relationships mainly between you and Emily and you and Danielle so it will have so much more an impact when you lose her in one way or another.

It got really, really, ridciously long...but yeah...

That's my one dream outside of building my some 15 novels.

Most recent blog posts from Greg Knoll...

Feedback
CoarseDragon CoarseDragon - April 01, 2011 (11:14 AM)
A little of that sounded like a Steven Seagal movie "Hard to Kill" but that's fine.

Have you thought about James having a split personality each unaware of the other. Good cop most of the time but the other personality is a vigilante, using S.W.A.T. techniques to hunt down criminals. it gives you tons of choices in the game. Will he be the vigilante once his wife is killed or will he be the good cop and go by the book.

An interesting tale I would like to know more about it.
True True - April 04, 2011 (03:05 AM)
I guess it kind of could be seen as Hard To Kill, but he doesn't really spend a lot of time being injured or in a coma...

It's funny you mention the split personality thing though. I had once written a short story about an F.B.I. profiler who was chasing a serial killer that went after other criminals, unknowing that he was the killer all along because of a dual personality complex. That seemed a touch cliche to me though, I don't know why.

I had sort of built the idea after playing Heavy Rain and was somewhat disappointed with the lack of parallels. The Calling is ultimately about choices. If you went the good route it would end the way I stated above, and in that you could learn skills--like akimbo weapon wield where the L and R3 would be linked to each hand and you could aim accordingly.

If you go a different route by not documenting the money you find the game goes two entirely different paths. One is neutral and your relationship with Danielle and your wife fractures but you're placed with another choice later that will allow you to make your way back. That one ends with James in prison for his choices, paying penance for his mistakes. Emily lives but she's without child and you're legally separated. She visits you every now and then but it's not quite the same as it was going the good route.

Or you can choose the entirely negative/evil route where James inevitably joins Vladamir and becomes his right-hand man. Your wife disappears and the game pits you against Danielle directly.

With each path the game gives you different skills to learn. Taking to the evil side will give you more stealth and assassin options, as most of the encounters you have will be murdering and scare-tactics.

I still have a lot to work on with it and some lapses in the story I need to fill in but basically I wanted to make something the gaming community hasn't seen yet--something that shifts entirely with the choices you make and responds accordingly. Like The Suffering but with more impact.

*Shrugs.* Just something I may do one day. We'll see.
CoarseDragon CoarseDragon - April 04, 2011 (01:06 PM)
Sounds very interesting. Hope you will be able to make that someday. Seems like there would be some replay value in that as well. Something missing from some games these days.
True True - April 04, 2011 (01:36 PM)
I would say 5-7 hours are given to the initial campaign before that moral choice is presented, and then each path has 5-7 hours after. So roughly you're looking at 20-28 hours of play if you opt to see all three scenarios. And that's strictly story mode. You've gotta have multi-player too.

Is that possible to do? Yeah. Would it be utterly difficult? No question. I think, if it works, it would definitely be a worthwhile title.

I just have to organize my thoughts, put everything on paper and maybe find a developer who's willing to listen--if they even do that.
honestgamer honestgamer - April 04, 2011 (03:29 PM)
I just have to organize my thoughts, put everything on paper and maybe find a developer who's willing to listen--if they even do that.

Generally they don't. I think you'd have a better chance of making this happen if you put together a proposal (with information such as demographics, performance from similar titles, possible distribution and marketing solutions and such) and present it to an investment firm so that you can secure the funds to put together your own team.
CoarseDragon CoarseDragon - April 05, 2011 (11:24 AM)
If you could find a game engine and create a demo that would help you cause quite a bit.

eXTReMe Tracker
© 1998-2024 HonestGamers
None of the material contained within this site may be reproduced in any conceivable fashion without permission from the author(s) of said material. This site is not sponsored or endorsed by Nintendo, Sega, Sony, Microsoft, or any other such party. Opinions expressed on this site do not necessarily represent the opinion of site staff or sponsors.