Gamification through Story-telling
At WANNABE, we like taking real world experiences that can turn into a vision for a good Storyteller game, turning this into a unique experience.
Everyone has nightmares, but they are especially terrifying for kids. In the case of NOOZh, the daughter of one of our teammates was having recurring nightmares that were keeping her awake at night. Her nightmares included various scenarios, but a dark monster constantly chased her. It was the same monster over and over, pursuing her without rest. She called this dark character NOOZh.
So, we chose to turn these awful nightmares into a video game. And we thought it was a great idea for a Storyteller game, a girl who is chased by a monster that appears in her nightmares. And most of all, how this affects her daily life.
We came up with the idea of this game being a progressive storyteller including the dungeon crawling as well. We decided that the decision making the player takes, would affect the game in an irreversible way. Decisions made are definite and take every player through a different path.
We created a whole world of information surrounding NOOZh. The game also turns into a real life experience through its Lore. Information hidden in blogs, forums and comments, bring into the game experiences from everyday life into its lore, giving the gamer the opportunity to watch this information take shape and evolve across different formats along with the game.
The game mechanics make it very simple to play. In the nightmares the only thing you have to do is get keys to go through doors, and by solving puzzles you will be able to complete each level and awake without trauma. All of this must be done while avoiding NOOZh.
This part of the game is also simple, you do not HAVE to do anything, you can go back to bed to sleep and play again and again without limits, nothing will happen that can cause you to loose. The Room replaces the start menu. But it will reflect the psychological state of the girl, and her day life experiences will influence the nature of her nightmares. Activities that affect her nightmares are numerous and could be reading a particular book, going out to the street, adopting a pet. The player cannot know precisely in what way these activities will influence the game, but they will certainly become apparent by night.
In the ROOM part of the game, the decisions you make are non-linear. The game has no main menu, a player can decide to sleep (that means play a Nightmare) one thousand times in a row, and that is a valid play style, but it will affect the girl’s psyche. So basically, the choices you make affect the game, but the way of playing it is completely up to you.
The girl lives alone in her own apartment. The player must be the one that controls her daily life. Deciding what she eats, what she reads, and when and how much she sleeps (having Nightmares). Each of this factors leads to a different path.
The NOOZh World
NOOZh inhabits the world of nightmares. As nightmares do, this world changes every time you enter it. The worlds are dark and full of traps and puzzles than can help to uncover the mystery of what NOOZh is.
The NOOZh worlds are affected by what you choose to do with the girl in her daily life. Reading a certain book might change the world into a representation of that work, the same with what you choose for her to watch.
So what differentiates this game from a normal storyteller or a regular survival horror game, is the decision making and how it affects the outcome of the game. One world affects the other, a nightmare can obsess the girl up to the point of no return. She can even stop working, studying and go through other changes. This doesn’t affect the playing mode, but it takes the challenge to another level. The very end of the game is one of psychological exploration, of development and progress in the relationship between habits, cultural consumptions and dreams.
NOOZh will appear in different ways, she/he/it can be behind a door, be lurking in the dark, but it will be waiting for you, if not chasing you. NOOZh was developed with a special AI, it has character. It adopts a number of strategies to keep the player on his toes. It might chase you or perhaps let you roam to wear you out, and just when you thought you had left him behind, it will attack from the front. NOOZh will develop with the player.
NOOZh has it’s own Lore. There is a whole corpus of knowledge around it. The origins of this evil vary from one theory to another and there are no certainties to what NOOZh is. However, it is a subject being investigated and studied by various scholars and conspiracy enthusiasts. There are blogs describing the origin of NOOZh, each one with it’s own valid story. Have we created this blogs ourselves? are the scripts from the scrolls real? that is for you to find out.
We love pixel art, we grew up playing classic games that took this to an art form, far from forgotten or obsolete. So we decided to pay homage this games we liked and also take this element to give the game a really arty feel. The Girl The girl was designed as a fragile looking young adult girl. But we also gave her through her moves and animations the curious attitude that characterises her. NOOZh was created as a dark monster that can scare the hell out of you but also has a cartoonish feel. In this way we combined the Miyazaki style drawing with the pixel art element to come up with a funny-yet-scary character.
The girl was designed as a fragile looking young adult girl. But we also gave her through her moves and animations the curious attitude that characterises her.
NOOZh was created as a dark monster that can scare the hell out of you but also has a cartoonish feel. In this way we combined the Miyazaki style drawing with the pixel art element to come up with a funny-yet-scary character.
The levels were designed in a way that the combination of different elements can be randomised to make them self generated. The levels are also designed to relate to different cultural references, being a certain author, movie or play.
We composed the first pieces in a dark yet entertaining mood. We went for a digital orchestra style. Accordingly, the music we composed was completes in small snippets that can be combined to achieve different atmospheres. With slight changes to them, the same pieces of music can go from a soothing calm mood to an upbeat frenzy that precedes a dangerous situation. This helps to create a dream-like and eerie sense.
NOOZh World Dynamic Music
Train Scene Music
Urban music 1.
Urban music 2.
Chancha Vía Circuito: Pedro Canale, better known as his stage Chancha Vìa Circuito is a producer and DJ/remixer, from Greater Buenos Aires, Argentina. Fusion of electronic music and cumbia is key factor of Chancha Vìa Circuito's music. He explores the minimal side of digital cumbia with inspiration from Afro-dance, murgas, minimal dub, IDM, and downtempo. Computer bleeps share sonic space with folkloric chant. Candombe drums are accompanied by the sample of a machetesplicing the air and a vocal line of indigenous bebop is layered over hints of dub. http://www.zzkrecords.com/album/Rio_Arriba
NIM: DJ Nim started his career as a Jungle, Breakbeat, Dubstep and Grime selector. He also plays Digeridoo and Tibetan harmonics. He studied Sound Engineering, which led him to discover the richness of Latin-American Folklore. He started the Label Bomboclap Records, which contained Hip-Hop, Dancehall and Reggaeton. This mix of genres climaxed when he joined El-G and Villa Diamante to form Zizek Club, which later transformed into ZZK Records, a label that gives global visibility to emerging artists of Digital Cumbia and Electronic Folklore. As a musician he combines abstract electronic sounds with the pollyrythmics of Folklore and african music. http://zzkrecords.com/mixtapes/ZZK_Mixtape_Vol._12_-_DJ_NIM?ln=es https://soundcloud.com/zzkrecords/zzk-sound-vol-3-dj-nim-mix https://www.mixcloud.com/DJNim/
Mock the Zuma: Based on breaks and risky percussive series, the sound of Mock the Zuma maintain a spacial search into the vanguard, while his remixes and collaborations keep him versatile. Mock participated on big festivals like Mutek Mx, NRMAL and All My Friends, among others. Through his label “Lowers Netlabel” he has published his music and the music of his partners Nesstrak and Crocat.
Mr Ioso: Ioso started in 2007 forming a project called Dubberman, combining elements of modern EDM and tropical rhythms. Mr Ioso has produced tracks for the US Channel Vice. He has been published by the record labels Cocobass Records, Subklub and Zizek Records.
Joni Forest: Joni started his career as a music producer in 1997 when he first had access to digital recording software. Through the tears he has evolved in his sounds going from hip hop, to tropical funk and house. He has remixed renown Djs like DJ Shadow and Sunsplash. He was previously known as Jairomendez http://cocobass.net/album/el-final and was also published by Cocobass records.
Le Freak Selector: Le Freak Selector is a Dj, Producer and Official Reactable Performer. With studies in Electronic Music, he worked composing and mixing for La Fura dels Baus, Etnotronic, and others. He is one of the developers of “The Barcelona Sound”, always on point with the underground electronic tendencies.
MENEO: Originally from Guatemala, Rigo Pex, better known as Meneo, studied musicology and funded Tripnótica, the first national electronic music collective. Member of bands like Pelacubo and Chichikúa, he moved to Barcelona where he funded microBCN a collective of music created with gameboys and obsolete computers. In that city his solo project Meneo was born. He fuses music made with Gameboys with latin, pop, and electronic sounds. Meneo gets crazy live, a chaos that transforms into dancing and jumping in whoever listens to it.
- Choose your own path. Your decisions thicken the plot, but do not affect the game.
- In the world of NOOZh, your only source of light is your cell-phone. So you need to be careful where you go. And also, the levels are self generated, so you will not encounter the same level twice.
- NOOZh will always be chasing you, but he also decides to play hide and seek, there is no way to face NOOZh, you have to escape. He enjoys the chase, after all, you are in his world.
- Use the dash to escape certain close encounters, but you risk your stamina wile doing this.
- Try to avoid the traps set in the levels, they can cause you pain and even your death.
- Unique storyteller concept based in psychological progress.
- Narrative construction with no going back.
- Great variety of aesthetic universes. The vary through the cultural consuming choices and the girl’s psychological development.
- Hundreds of puzzles, clues and riddles that can lead to certain exits or not.
- An exploration goal, directed at the development and comprehension of the character itself. In her existence and in the relationship with what surrounds her and what she dreams.
- A room and a world to explore, to reveal and personalize, filled with opportunities and unique moments. Collectible items, stylish decorative objects, cultural consumption (books, internet) that not only allows you to personalize the room, but also influence the game.
- The character has an existence per se, that will lead us to find her crying over a loss, motivated about a new job or alone and desperate.
- Environment changes according to season and weather that put the character in context.
- Ambient music that reacts to what is happening.
- Pyramidal level structure, the first levels have few modules, but as you go forward, solving a level takes going through many doors, finding more keys and solving more puzzles.
- Simplicity, undefined rules but in a precise system, it’s just sit and play.
- Generative system that guarantees defiant structures to solve, to find the exit from the levels.
- “Shit happens” mode, that gives life to the character, and adds an incontrollable factor to the gameplay.
- Various contextual animations that give the game depth and make the experiences and encounters unique at every moment. Surprise and the fear of not knowing what or when it is coming.
- The NOOZh has an AI that makes it unique, it is not a classic game enemy. It is someone that will accompany us as a nightmare until we can’t stand it no more.
We have a specific and clear idea of what this game can offer, and in order to complete this vision we need to hire professionals to help make this work. It's time for the game to grow and we don't have enough staff to develop it as we would like to. Without the funding, the scope and see of the project will suffer as we won't be able to hire the professionals to build it adequately. With your help however, we will be able to build a full-time team to work on the project and bring in collaborators and professionals that will make the game grow.
Hiring additional professional programmers to help code and optimize the daily life adventure and the dungeon traps and puzzles and to make sure the game works on as many systems as possible
Hiring also another pixel art experienced illustrator and animator to complete the level design, as well as the character animations. We will add the trap system and a scroll system for the in-game rituals
Hiring Musicians to compose more pieces to go with the game in the room situation and the cave-dungeon levels.
Hiring testers to guarantee the code is on point and the game works swiftly without any annoying bugs. This will also be crucial to apply the improvements gathered by the community feedback
We envision the world of NOOZh being an ever-expanding adventure. Levels will not always be rational, the world of nightmares is in itself irrational, so we will build surreal levels with different tasks to complete and different mechanics to achieve this. There will be a wide set of cultural referenced levels, based on famous novels and films, such as The Treasure Island, or Alice in Wonderland, amongst others. Also short levels with little hard tasks to complete. In the daily life of the girl, characters will appear, maybe a new boyfriend, a rescued pet and many others. This will alter the girls’ mood and feelings and maybe even the world of her nightmares.
The game will be available in PC and Mac, and we hope that NOOZh will also be available for PS4 and PSVita
WANNABE is an indie game studio focused on making unique games that reflect our passion for gaming and storytelling.
WANNABE is currently under control of 646, which took over the previous corporate enterprise.
Some time ago we published a leaked video explaining the previous behavior of WANNABE. It was then when we decided to Hack them and take over. We have now turned WANNABE into a Games for Gamers company.
The leaked video: https://youtu.be/og-9Sx6oVhk
Kickstarter campaign Trailer:
The Unrestricted Version: https://youtu.be/xZU-jgR-am0
Risks and challenges
No creative project is risk free but we are confident that we can bring NOOZh to completion. Our team has been working on this project for well over a year and we are only bringing it to Kickstarter because we have reached an advanced stage and now require outside help. Each and every single system is in place (although some of it requires rewrites) and we have spent a considerable time building balanced content that is designed to inspire our users.
We’re confident enough to bring this project to Kickstarter because we feel our hard work has led to the development of unique and creative world which will provide gamers with endless (quite literally) hours of pleasure. However, we are no way near completion and that’s why we are turning to you for support. Some of the biggest challenges lie ahead of us.
NOOZh is based on a real story from one of our team member’s daughter. The game means a huge amount to us personally and we have put our minds and hearts into this for a long time. In short, there's no chance of us giving up, no matter what.Learn about accountability on Kickstarter
- (33 days)