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Threshold
A Tactical Game of Uncanny Espionage

            Proposal
                By
           Thomas Byrne
          Dylan Thornley
          Maggie Murphy
          Jonathan Lewis
Second Genesis
• We begin by discussing potential game-styles: some utilising
  two decks and others involving shifting player states or
  allegiances.
• A dualistic style of play is initially appealing and using the
  structure of ‘Werewolves of Miller’s Hollow’ as a basis, we
  think about shifting from one state to another.
• Next, we need a novel game mechanic – the answer is
  inevitably, Psychic Powers!
• However, we need an appropriate
  milieu for our game – something
  that would suit the mysterious,
  elusive qualities of psychic powers
  and yet be exciting and dangerous.
• After some deliberation, we settle
  on espionage!
• But was there ever a time when
  psychic spying may have actually
  occurred?
• But an anonymous U.S. military base housing Remote
  Viewers does not necessarily make for a dynamic, team-
  based action game.
• We also need a setting that is more instantly recognisable –
  iconic.
• How about The Cold War?
• Moscow in the paranoia-stricken mid-1980’s would be the
  obvious choice of locale, but perhaps we require somewhere
  less immediate to the minds of others.
• Also, a place that would capture the sense of dualism
  inherent in the game.
• Therefore, the answer is Berlin.
• We then need to devise
  the background to the
  psychic espionage – an
  alternative 80’s sounds
  appealing.
• Preferably one
  involving time-travel.
• We also need to create
  a discernible look for
  the game itself.
• We decide upon the
  zener card as a design
  template.
• The psychic idea alone
  is far too limiting so we
  decide to give the
  characters a range of
  paranormal abilities.
Threshold - Structure
• Two teams – The Silvercord Institute and The Hollow-Five-
  Point consisting of pairs of operatives – a commander called
  a Psicopomp and an agent called a Wild Talent.
• The Psicopomp has no supernatural abilities and can only
  utilise limited physical attacks and weaponry while the Wild
  Talent can use a particular elemental power based on the
  chosen card.
• In battle, the elemental powers are based on the principle of
  Rock-Paper-Scissors familiar to CCG.
• The goal is to overcome the enemy agents and identify the
  Mark characters who each hold part of the Doppler Device –
  by collecting both you win the game automatically.
• Gameplay is divided into phases called Operations and at
  the beginning of each, all players close their eyes and the
  Moderator announces the team that will attack.
• Depending on who volunteers or raises their hands first, the
  moderator selects a pair who then pick a target from
  amongst the players.
• Though it is usually the Wild Talent that attacks the target,
  the Psicopomp may attack instead, however, they place
  themselves at risk of challenging the power of an enemy
  Wild Talent – they only have limited physical attacks and a
  single evasion technique at their disposal.
• If a Psicopomp is eliminated, the opposing team may recruit
  the Wild Talent to their side, thereby granting them an extra
  attack per operation.
• A psicopomp may sacrifice a Wild Talent once per operation
  for an Intel Card that will allow them to identify another
  player such as a Mark.

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Threshold

  • 1. Threshold A Tactical Game of Uncanny Espionage Proposal By Thomas Byrne Dylan Thornley Maggie Murphy Jonathan Lewis
  • 2. Second Genesis • We begin by discussing potential game-styles: some utilising two decks and others involving shifting player states or allegiances. • A dualistic style of play is initially appealing and using the structure of ‘Werewolves of Miller’s Hollow’ as a basis, we think about shifting from one state to another. • Next, we need a novel game mechanic – the answer is inevitably, Psychic Powers!
  • 3. • However, we need an appropriate milieu for our game – something that would suit the mysterious, elusive qualities of psychic powers and yet be exciting and dangerous. • After some deliberation, we settle on espionage! • But was there ever a time when psychic spying may have actually occurred?
  • 4. • But an anonymous U.S. military base housing Remote Viewers does not necessarily make for a dynamic, team- based action game. • We also need a setting that is more instantly recognisable – iconic. • How about The Cold War?
  • 5. • Moscow in the paranoia-stricken mid-1980’s would be the obvious choice of locale, but perhaps we require somewhere less immediate to the minds of others. • Also, a place that would capture the sense of dualism inherent in the game. • Therefore, the answer is Berlin.
  • 6. • We then need to devise the background to the psychic espionage – an alternative 80’s sounds appealing. • Preferably one involving time-travel. • We also need to create a discernible look for the game itself. • We decide upon the zener card as a design template. • The psychic idea alone is far too limiting so we decide to give the characters a range of paranormal abilities.
  • 7. Threshold - Structure • Two teams – The Silvercord Institute and The Hollow-Five- Point consisting of pairs of operatives – a commander called a Psicopomp and an agent called a Wild Talent. • The Psicopomp has no supernatural abilities and can only utilise limited physical attacks and weaponry while the Wild Talent can use a particular elemental power based on the chosen card. • In battle, the elemental powers are based on the principle of Rock-Paper-Scissors familiar to CCG. • The goal is to overcome the enemy agents and identify the Mark characters who each hold part of the Doppler Device – by collecting both you win the game automatically.
  • 8. • Gameplay is divided into phases called Operations and at the beginning of each, all players close their eyes and the Moderator announces the team that will attack. • Depending on who volunteers or raises their hands first, the moderator selects a pair who then pick a target from amongst the players. • Though it is usually the Wild Talent that attacks the target, the Psicopomp may attack instead, however, they place themselves at risk of challenging the power of an enemy Wild Talent – they only have limited physical attacks and a single evasion technique at their disposal. • If a Psicopomp is eliminated, the opposing team may recruit the Wild Talent to their side, thereby granting them an extra attack per operation. • A psicopomp may sacrifice a Wild Talent once per operation for an Intel Card that will allow them to identify another player such as a Mark.