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CINTIS, SPbGUKiT, SAINT‐PETERSBURG, RUSSIA         «CATARSYS» concept document 
                                               
     




                        VLADIMIR MEDOVNIKOV 



                                CATARSYS:
              LAST FACE OF ARMAGEDDON
               TACTICAL ACTION/INTERACTIVE FILM 
CINTIS, SPbGUKiT, SAINT‐PETERSBURG, RUSSIA         «CATARSYS» concept document 
                                                     
     
                                    CATARSYS
                            LAST FACE OF ARMAGEDDON
    Genre: Tactical action/Interactive Movie

    It is a story about clash of worlds, about the battle between humankind and something
    unknown.

    An alien race attacks a small industrial town.

    The behavior of the hero, who finds himself in the center of events, depends directly
    on the actions of the player.

    Unexplainable weather anomalies, which begin in the town, foreshadow alien
    intrusion on the Earth.

    Throughout the game the effect of a subjective camera is used to convey the acuity,
    intensity and seriousness of what is happening. The running time of the story is 24
    hours. At midnight (the end of the game) the ending of the game is generated
    depending on the actions of the player. The player, doing various actions, doesn’t
    replay the story, but creates it. The interactive moments are in such a way inserted in
    the plot, that they are not highlighted. The whole game is to some degree interactive,
    and that’s why the choice of the concealed points depends on the player’s psychology.



    The hero’s feelings, behavior and demonstration of his characteristics are in the center
    of the game. This is a story not about the hero who saves the world, but about a person
    who tries to save himself and his loved ones under the circumstances, where the
    chances to survive are next to zero.

    One of the main tasks is to replace the scripts with mathematical algorithms (except
    for the storyline). The location and the life that surrounds the player do not depend on
    his actions.

    The game can be characterized as a survival simulator, where the player should ask
    himself: “What would I do if I were the main hero?” It means that the main instrument
    is logic and psychology of the player, and this is the main criteria for the generation of
    the story ending. The end of the game and the ways the end is reached are individual
    and are not initially programmed.  
     

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Rusland Interactive Student 6

  • 1. CINTIS, SPbGUKiT, SAINT‐PETERSBURG, RUSSIA         «CATARSYS» concept document             VLADIMIR MEDOVNIKOV  CATARSYS: LAST FACE OF ARMAGEDDON TACTICAL ACTION/INTERACTIVE FILM 
  • 2. CINTIS, SPbGUKiT, SAINT‐PETERSBURG, RUSSIA         «CATARSYS» concept document             CATARSYS LAST FACE OF ARMAGEDDON Genre: Tactical action/Interactive Movie It is a story about clash of worlds, about the battle between humankind and something unknown. An alien race attacks a small industrial town. The behavior of the hero, who finds himself in the center of events, depends directly on the actions of the player. Unexplainable weather anomalies, which begin in the town, foreshadow alien intrusion on the Earth. Throughout the game the effect of a subjective camera is used to convey the acuity, intensity and seriousness of what is happening. The running time of the story is 24 hours. At midnight (the end of the game) the ending of the game is generated depending on the actions of the player. The player, doing various actions, doesn’t replay the story, but creates it. The interactive moments are in such a way inserted in the plot, that they are not highlighted. The whole game is to some degree interactive, and that’s why the choice of the concealed points depends on the player’s psychology. The hero’s feelings, behavior and demonstration of his characteristics are in the center of the game. This is a story not about the hero who saves the world, but about a person who tries to save himself and his loved ones under the circumstances, where the chances to survive are next to zero. One of the main tasks is to replace the scripts with mathematical algorithms (except for the storyline). The location and the life that surrounds the player do not depend on his actions. The game can be characterized as a survival simulator, where the player should ask himself: “What would I do if I were the main hero?” It means that the main instrument is logic and psychology of the player, and this is the main criteria for the generation of the story ending. The end of the game and the ways the end is reached are individual and are not initially programmed.