Storyline

From TextAdventure

Jump to: navigation, search
This page was used for the original Contamination game and is preserved for archive purposes only.

We are now working on Spaceship. Get involved! Go to the Main Page for the latest news.

Contents

[edit] Backstory

Contamination

Skip forward 10 years and the world has changed. Due to Global Warming, Depleted Fossil Fuels and increased natural disasters, the economic climate has shifted. The major powers, like USA, Russia and China, reliant on fossil fuels and prone to extremes of weather, have crashed economically. Civil wars breakout which lead to international wars. Immigration becomes frenzied, with large landmasses impossible to border control. The world is in ruin.

The UK however stands tall. As a self contained Isle, they have ceased all immigration. The weather is more extreme than 10 years ago, but 10 years ago it was moderate and never extreme, so life could continue. The reason UK survived is because they were prepared. The government was secretly run by 12 of the best individuals of various fields necessary for survival. You, our character for this story was one of them. You were the youngest.

Britain has been in this "bubble" for 2 years. But things have started to go wrong. A deadly virus has begun spreading. It has infested the dense cities and deaths have been numerous. Civil unrest has broken out in several major town/cities, and rumours of "The 12" have started circulating amongst the masses... suspicion is growing. You knew it would happen. You knew the regime "The 12" had planned the outbreak. You opposed the plan, and stood up to them; they didn't like it. You threaten to reveal the inner workings of "The 12", and they accuse you of putting National Security at risk by spreading rumours of "The 12"'s existence through unofficial channels. They erase your memory and dispose of you.

Your story begins in a village. It is remote and unaffected by the virus referred to as "PX". The villagers are aware of the outbreak, and they are scared. You are an outsider. You awake in a strange place, with only a little information of your life that you remember. You remember the number "12", and a phrase "Green Angel, Black Sky". But what does it mean? Your journey will take on a path of discovery, as you slowly remember parts of your memory and find a way to bring an end to "The Contamination" of the UK--EdibleVisions 14:12, 2 August 2007 (BST)

[edit] Protagonists

Character Names

  • Regarding that name vote last week. I think since we had 3 votes for Aleks/Alex, we probably have to use that name for our main char. (although Aleks might not be too keen on that idea ) I think Alex works better than Aleks as a unisex name though. As for the others, maybe Maggie for the landlady, Patrick George Oliver for the drunk, Wilberforce Mook as the guard, Colin 'Popshed' Peasbody as Alex's friend and Jor El (Master of scheduling) for the ticket guy? I'm not really sure though, as Alex for the protagonist was really the only popular suggestion. What does everyone think? --DennisChow 13:24, 8 October 2007 (BST)
  • The people have spoken, I guess Bob is now Alex. No idea about the other names though. And which one of the 12 is Colin? - PhilWal 13:40, 8 October 2007 (BST)
  • No 3
  • Jor El can't be the ticket guy. He needs to be able to say 'I am Jor El, Master of Scheduling'. Which is just silly for the ticket guy. Possibly there can be a platform announcement just before the train is about to leave that can end with the Jor El line. Why do all the characters need names? Bit parts like the landlady, guard etc dont need names, just major characters do.--CunningStunt 14:18, 8 October 2007 (BST)
  • Yeah it's not vital, naming the lesser characters is just an easy way to introduce the some more Gamesblog participation. The guard could have a nametag for example, and when the player examines it, it says Wilberforce Mook. We don't need to think too hard about the lesser characters though. Let's us just say for now that Alex is the main character's name and Colin is his/her friend. --DennisChow 14:26, 8 October 2007 (BST)

[edit] Alex

Ok so now we have our storyline, we can put some more into our protagonist. He/She was a member of "The12" a secret government agency tasked with controlling the UK's survival. Each one of The12 was a specialist in a particular field relevant to economic survival e.g Economist, Expert of Alternative Fuels, Military etc.

Our protagonist has to be one of these. I was thinking maybe a scientist of some kind, that would explain how he/she knew of the impending virus. They are the youngest of The12, which would likely put them in the 30's.

I think it's agreed that we start the game as John/Jane Doe with no prior knowledge of their history except for maybe a few bits of unimportant info (they will seem unimportant but could turn out to be vital)--EdibleVisions 16:54, 6 August 2007 (BST)

[edit] 1

-Number 1 should be the oldest and possibly most evil member seeing that she would certainly have the most authority and control over the plans for the virus. Number 1 has no known name and is referred to simply as "Number 1". Meetings of "The 12" are conducted in The Tower of London, with "Number 1" visible only on screen, in silhouette. Number 1 is (secretly) The Queen and rules with an Iron fist)--Mitoto 08:41, 4 September 2007 (BST)

-Number 1 is merely trying to ensure the survival of the country.

  • In charge of: "The 12"
  • Character traits - Charismatic, disingenuous, calculating, with a hoarse, age-ridden, yet commanding voice. She was the founding member of "The 12". As the hard times starting hitting UK shores, and the government's answer was to seek financial help from abroad (see Number 4), the people looked to The Queen for a British solution to problems of the new world. Her popularity with the people gave her a mandate to use her powers as head of state. She dissolved parliament and became ever present in the political sphere... Although extremely old by now, the public adoration and power she was acquiring seemed to give her new life. Her ability to grasp the nation by the scruff of the neck and drag them to the fore of World Politics/Economic/Development was staggering. Behind closed doors she founded "The 12", at first by bringing together numbers 2 and 3, already loyal to the Royal Family, serving as vital aides. This private group grew naturally until the initiation of Bob, our character. As the "2 year bubble" began to burst, the Queen became more and more of a tyrant.... in fighting amongst "The 12" grew, until their corruption was completed (in the eyes of Bob) by the decision to introduce the virus to cull the population, and retain control.--Mitoto 09:11, 4 September 2007 (BST)
    • Not sure about having Royal Family as members of The 12. Not only does it smack of David Icke's lizardman conspiracy theories but the idea of anyone as ineffectual as the Queen or Prince Charles being involved in anything this worthwhile just doesn't ring true.. Machineisbored 11:25, 6 September 2007 (BST)
      • Fair enough, though I've never heard of David Icke's stories... I thought it added a bit of comedy value personally, I wasn't trying to make it all that believable/realistic.--Mitoto 09:09, 11 September 2007 (BST)
        • I quite like the idea of having the Queen as the head of the whole operation, I don't think we should constrain ourselves by trying to make everything as realistic as possible. --DennisChow 12:22, 11 September 2007 (BST)

[edit] 2

-Number 2 is Prince Charles. He longs to inherit the throne and reconquer the world as King. He has strong military ties and controls the armies of the UK.--Mitoto 09:11, 4 September 2007 (BST)

  • In charge of: Defence
  • Character traits - Obsequious, moronic, odious, lack of morals, and a real backstabber
  • As a gesture towards crazed conspiracy theories, perhaps he should either be, or appear in profile as a giant lizard?

[edit] 3

-Alex's friend, Colin. The corpse you find in Chapter One.

-Number 3 is an aristocrat, an old friend of "Number 1" and is in charge of "Communications" (propaganda). A jack of all trades, but a master of none, Number 3 likes to get involved in every domain and his opinion is the first one to be heard in discussion. Number 3 concocts the idea of culling the population (whom he regards with disdain), and actively seeks biologists throughout the UK, including Alex, to create the virus. He's the one who vigorously sells the idea of the virus to the (at first) unwilling (and later repentant) other members of "The 12".--Mitoto 09:11, 4 September 2007 (BST)

  • In charge of: Communications (Propaganda)
  • Character traits: - Has a way with words, a verbal bully
  • Perhaps Alistair Campbell offers a useful role model here?

[edit] 4

- An ex-Soviet bloc Multi-billionaire. Sought financial haven in the UK before the global markets crashed, when things started getting rough in Russia (floods, collapse of traditional industries/gas/petrol). Bought his way into "The 12", which was at the time still largely a democratic (albeit secret) body, and set about ridding the UK of all unnecessary financial liabilities. As the hard times spread the UK was able to ride out the storm...--Mitoto 08:41, 4 September 2007 (BST)

  • In charge of: Economy
  • Character traits: - A miserly Scrooge of a man, a cold heart, able to make tough decisions. Is begrudgingly accepted in "The 12" because his money is needed, but is disliked by most--Mitoto 08:41, 4 September 2007 (BST)
  • Recently fired his assistant 'Jose' for poor performance. Has a marked fondness for incompetent continentals.

[edit] 5

  • In charge of: Police
  • Character traits: Joined "The 12" after a failed career in the Army in his youth. Number 5 was discharged for gross misconduct in a conflict in the Middle East before the crises really hit, and has a real chip on his shoulder about it. A rather unpredictable character, with a short temper and a narrow mind-set. Despite these flaws he runs an extremely efficient and effective Police force. His officers are widely respected, and use of force is minimal at first. As the "2 year bubble" comes to an end and civil unrest grows in population centres the force used at the beginning of civil unrest in several town/cities (following the Virus outbreak) the Police is forced to use more force... This is perhaps when Number 5 will come into his element. The possibility of a Police State inspires Number 5, his madness and thirst for power can increasingly be seen burning in his eyes.--Mitoto 10:06, 4 September 2007 (BST)

[edit] 6

  • In charge of: Infrastructure - roads/railways/water/power etc
  • Character traits: An Engineer. A thinker. Number 6 wants to help, loves her country, and is a real humanitarian. There is no problem that can't be solved by number 6. Number 6 is sometimes dismissed by the other members of "The 12" for being too pragmatic, but to underestimate her is dangerous. She sees the big picture, but focuses on the small things and getting things done.

[edit] 7

  • In charge of: Refuse/Recycling/Environment
  • Character traits: Completely self serving. Self aggrandizing, and inversely to Number 6, likes to give the image of getting things done, but is secretly always taking the easy way out. Instead of concentrating on long-term clean power and waste disposal upon entry to "The 12", he invested in cheap parts and shoddy manufacturing of renewable water and wind turbines... and just dumped refuse at sea.... Energy brownouts, and ultimately blackouts coincided with dirty beaches, economic downturn, and a very long and cold winter, and provoked the civil unrest which is raging at the time of Bob's awakening at the beginning of the game. Number 7 has yet to be found out vis-à-vis his corner-cutting and corruption fuelled decisions making.....but surely Bob can uncover this scandal???--Mitoto 10:06, 4 September 2007 (BST)

[edit] 8

  • In charge of: Agriculture
  • Character traits: - An old style farmer with a thick Cornish accent. Out go the tractors, and in come the horse-drawn ploughs and intensive labour. The UK becomes self-sufficient very early on thanks to Number 8's policies. A section of the work force re-adapts very quickly from white collar workers to farm-workers and local cottage industries. However, as electrical power increasingly fails (see Number 7) so the ability to process enough food is affected. This adds to the general downturn in the UK, as certain food stuffs become scarce. This in adds to the root causes of civil unrest and the need (in the eyes of "The 12") to cull the population. In fact, Number 7's policies are gooduns, but the incompetence (or sheer idiocy) of Number 6's actions has caused havoc in the UK, has put everything at risk, and has indirectly forced "The 12" into thinking up the Virus scenario to bring things back under control.--Mitoto 10:06, 4 September 2007 (BST)

[edit] 9

  • In charge of: Education
  • Character traits: - Identical twins with "Number 3", though due to separation at birth, was not raised as an aristocrat. Fought his way up from the "slums" and through University, before working his way through the ranks and becoming a forward thinker in the realm of education. His attempts at reform often fall on deaf ears in "The 12", who in a time of crisis are increasingly preoccupied with questions of security and survival.... Number 9 has a long and successful future in the leadership (along with Number 8 & Number 6)if he can survive the wave of irrationality that is gripping certain members of the group.--Mitoto 10:06, 4 September 2007 (BST)

FIELD_MESSAGE_racvialaclet

[edit] 11

  • In charge of: Weapons Research
  • Character traits: - Looks like Bill Gates, and is Number 2's lapdog (like Bush and Blair etc) Number 2 wants a spangly new weapon to clamp down on civil unrest, number 11 creates it. And with the ruthlessness only possible from a man that looks so ordinary....creepy stuff. Surely a profoundly sadistic man, though impossible to tell from his bland exterior.--Mitoto 10:06, 4 September 2007 (BST)

[edit] 12

We should probably make Alex number 12 as s/he is supposedly the youngest member. We have already established that Alex is instrumental in both the spread of the Green Angel virus and s/he also holds the key to its antidote so we should probably make him/her a scientist of some kind. Any ideas?

  • In charge of: I'd quite like to make him/her a sort of minister without portfolio; someone the others (most often no.1) go to when they need something quickly, efficiently, without a fuss and most importantly without them having to know the details
  • Character traits: We already know that Alex has a conscience. What other traits does s/he have. Our hero need not necessarily be a fine upstanding individual. Look at the lead character of Varicella[http:// http://adamcadre.ac/if.html Varicella]. The guy is a completely vain, overly fastidious and treacherous.

[edit] The Virus (PX)

This needs work. It's being done on the Talk:Storyline page.

[edit] Chapter Outline

[edit] Chapter One

A short chapter to introduce the game mechanics and establish the setting: modern-day UK, 10 years in the somewhat dystopian future. We see the effects that fear of the virus has had on the world, but we don't know that it was a virus, nor how the changes happened.

  • Alex wakes up naked and has to find some clothes before going into the village.
  • Alex tries to get some clothes from a scarecrow in a field, but is confronted by a very defensive crow
  • While running from the crow, Alex comes across a virus infected corpse. He looks familiar (coz he's your accomplice and another one of the 12?). The corpse has a suitcase full of clothes, a train ticket and a small vial of an unknown liquid
    Not a fan of this, we already said the village is unaffected by the virus, and it doesn't scan right as a story. I'd rather keep the virus hidden for longer, let the player discover a world of paranoia and fear without knowing about the virus
Yeah, I think we'll put the corpse on the backburner for a bit while we get some more story done. It doesn't seem right to hit the player over the head with an infected corpse from the get go.
  • Alex wakes up and wanders in to the town square. A cluster of villagers notice him and scatter.
  • Alex goes to the train station. He sees the next train is a day away.
  • Alex enters a pub at some point. The locals are initially hostile. On closer inspection they realise that you are not infected and start treating you like a normal, if slightly suspicious, person. Some of the more odd Story Wants can probably take place here.
  • Alex wanders down a residential street. Many of the houses have been fortified - sealed windows and doors, really high electric fences and other things to keep out people carrying nasty fluid-borne viruses.
  • Alex buys/finds/steals a train ticket, gets on train.
  • When on train Alex blacks out. (Side effect of his memory being erased) During the blackout he remembers a discussion with a member of The 12 about a virus. It's a semi-interactive section where you can look at and say things but nothing you do will fundamentally affect the outcome. Think 'lucid dream'.

END OF CHAPTER

[edit] Chapter Two

This is where we enter the plot. Establish the virus and its effects on the world. Find out a little about an organization called The 12 who are actually based in this town.

  • After blacking out, Alex experiences a playable nightmare/vision before being awoken by the conductor. (Sort of a surreal interlude to break up the chapters.)
  • Could this start off seemingly normal ('All tickets please'?) then slowly become a more horrific vision? The idea of a zombie ticket collector appeals to me, and it would make the next item when Alex is woken by the conductor more frightening - the second, real conductor being, of course, nothing to be afraid of.
  • Alex is woken up by a conductor. He is on a train at the end of the line in a small town.
  • Alex exits the train onto the platform. The platform is heavily guarded by some kind of military presence.
  • Alex is searched and interrogated by the military, then examined by a doctor.
  • Is there much for Alex to actually do here? Leaving him/her powerless during the exam seems to slow the story down a bit, unless there are useful items for him/her to take from the doctor.
  • Once Alex completes the examination, he exits the station into the town. It has a sense of being deserted. There are posters everywhere detailing a curfew that is in effect. The streets are patrolled by more military.
  • Some help graffiti covers the posters.
  • Alex finds a hotel. The manager seems to recognize him gives him the keys to room number 9.
  • The leaflets by reception in the hotel should be the same as some of those in the railway station in chapter 1.
  • Alex finds the room familiar. He turns on the TV and watches the news. All it talks about is the PX Virus and how it's spreading through cities like London, Birmingham and Manchester.
  • Do we want to break it so quickly to the player? This is a big secret and perhaps it should be displayed more slowly? How about people dying in the cities but no explanation of why - to find that out, Alex has to do something either in this chapter or the next one.
  • Is there room here for bad jokes about Corby trouser presses?
  • The sports section on the TV news should talk about the successes of number 4's team.
  • Alex goes to sleep and dreams about a telephone conversation he has with a mysterious man offering a new job. The man insists Alex tells no-one of this conversation.
  • Is this one of the 12? No. 10??
  • Alex remembers writing down the address where he was to meet the man for a face-to-face interview. You need to find that building. It turns out to be an innocuous place that leads to finding The 12's headquarters.
  • Alex finds his/her old work building, which is the The 12's HQ. You don't know this yet.

END OF CHAPTER

[edit] Chapter Three

Find out more about The 12 and reveal that they were behind the virus. Perhaps the main objective is to enter their secret headquarters.

END OF CHAPTER

[edit] Chapter Four

Find out that OMG, you were part of The 12 and partially responsible for the virus spreading. Win award for Most Obvious Plot Twist Ever. Learn about antidote and find out remainder of backstory.

[edit] Chapter Five

Exciting conclusion. You get to decide if you want to carry on with whatever it was you were doing before your mind got erased, or support the 12 after all.

[edit] Setting

This needs some work. It's being done on the Talk:Storyline page.

[edit] Development

[edit] Internal Links

[edit] Chapter One Links

[edit] WikiGame Links

[edit] External Links

Personal tools