This document provides details on a proposed video game called Pandemonium, including the story, world lore, characters/enemies, and location setting. The story follows a protagonist who becomes trapped in their mind due to overwhelming negative emotions, and must solve their inner struggles to escape. Key locations unlock memories that caused the protagonist's suppressed emotions. Enemies represent those emotions and get weaker as memories are accepted. The forest setting represents the protagonist's suffocating feelings. Investors are asked to support further development of the beta game.
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1. Videogame pitch- PANDAMONIUM
Gemma Nicholls
Owner, creative media production compony- Pandemonium project
Address XXXX
Email ;CreativeMediaProductionC@gmai.com
Number: (XXX) XXX XXX
June 2018
Dear investors I thank you for taking interest in the new beta release videogame product
Pandemonium, created by Creative Media Production company. With your added support of
your company’s funds we would be able to take the newly released beta game
pandemonium to a whole new level once fully released.
To give you more knowledge of the product you would like to invest we have listed some
key information to give you some insight on the type of video game you would be helping
create.
Story synopsis:
The brief summary of Pandemonium’s story is to do with the main character fighting with
their deepest and darkest emotions trying to contain them, until one day they are pushed
over the edge. This happens when they are all alone with no one able to help them contain
the overwhelming and overflowing emotions. The antagonist then appears through main
characters newly arised emotions and takes over leaving the protagonist trapped within his
mind of negative emotions having to solve the inner struggle to escape and return to reality.
Or will they be trapped forever?
World lore:
In the new strange like world that the protagonist becomes trapped in the player has to
decide who they will trust and be careful not to be deceived. They have to find and special
guarded chests. This is because they unlock and release key areas and item needed to
escape, some chests can also reveal suppressed memory’s the protagonist blocked away
and has been ignoring. The game is also a way for the main character to finally help release
and let go of all the dark and unsettling emotions that trapped him in the dream like land.
Following through all these memories the reasons become clear of how the protagonist
built up all these emotions and why they were suppressed. This is where the game is
importantly specified at old enough audiences and come with opening warnings (16-25)
because it touches on hard to talk about subjects such as isolation, abuse, depression.
Although these may be controversial subjects. in our society now they are becoming more
main stream topics to talk about and to get help with. This game in show how the character
develops from not taking and repressing everything to going through and sharing with the
2. audience the pain that they went through. As a topic that is final getting recognised as
important we believe this game will become popular with little competition, with a large
audiences who have links to these subjects themselves or through our side means. Even if
they didn’t and wanted to become more understand toward people with connections to
those subjects.
Characters/enemies:
The enemy characters that appear in this game have significance to the emotion the
protagonist is feeling subconsciously also the feelings that are bottled up in the memories.
This means when what the character recalls, griefs and accepts the memories that where
forcibly forgotten the creature that lived of those emotions becomes weaker and can
disappear. One example of this is the fox that the protagonist meets near the start of the
game.
The foxes character is a big plot point. The fox turns out to be deceiving the player the
entire time and is part of the memory withholding the strongest dark emotion keeping the
player mainly trapped in the game because it was a memory that scared them so deeply.
Ths is the final boss someone that was considered a companion who help the player
through their tuff journey to recovery who had an altera motive of trying to hinder the
players recovery. The fox character will do this by leading the player to dangerous situation
and the wrong direction of things that they need to collect. This fits with the stereotype of
foxes being deceptive, sly and sneaky.
The antagonist and protagonist are designed to be polar opposite in outward appearance.
They are not complete opposites because the antagonists existence is created by the
protagonists own emotions. This is what keeps them attacked the battle also get
progressively harder as the levels increase because the antagonist knowledge grows of the
character in preparation of full overtake their mind body and soul. we created the
protagonist with a gender to make audiences be drawn to the idea of putting themselves
into the protagonist shoes as well as situation. This is because the closer they felt to the
character and the more of the emotions the character had to experience the player also felt
them too making the story and gameplay have more impact.
Location setting:
The main location of the game is in a forest; with the cut scenes that show the protagonist
story showing different settings and location depending on the memory being shown. The
reason a forest was chosen was because the trees that where crowding around the player
showed how suffocated that the protagonist was. This correlated to the real world as
forests have to be thinned every few years to let light get to the saplings and shrubs for
forest life and photosynthesis to happen and this also helps the young trees grow instead of
dying before they had the chance. This is important because with out the grows of new life
the tree that where blocking the saplings and shrubs end up dying from lack of nourishment
from not getting enough water and soil nutrients. This then leaves the forest to die and lack
life leaving it vulnerable to more forest fires.