Seconds Count (Inspired by JFK Reloaded and 10 ^ 16 to 1)
High Concept
Transformation
From JFK Reload, a historical simulation “game”,
Through Sci-Fi transformation inspired by 10 ^ 16 to 1,
To Seconds Count, an alternative/future history and co-op/competitive action game.
Genre and Platform
The game is a multiplayer first person “shooter” (Less intense FPS + motion sensing mini games).
It is about assassin and counter-assassin (Competition between roles of assassin and counter-assassin while cooperation among roles of counter-assassin).
The gameplay requires unique individual interface that is only available on Wii U.
Target Market
The target market includes mixed hard-core and casual gamers and so-called “mid-core gamers“.
Key Features
Sci-Fi Settings
The Sci-Fi settings come from the question: What are the motives of the assassinations? Imagine that when time travel becomes applicable, secret organisations invest in assassinations. Are they time crimes or true justice?
Introduce two rival factions: The Assassins & the Time Defenders.
The game consists of Operation Scenes of both real historical events and fictional history/future events, each lasting about 2-5 minutes.
Asymmetric Gameplay
The gaming experience varies according to the player’s role:
The Assassins | The Time Defenders | |
Goal | To assassinate the target | To neutralise the assassination AND subdue the Assassin |
Control | Wii U GamePad | Wii Remote / Nunchuk /
Wii U Pro Controller |
Diverse Roles
The Assassins (1 player) | The Time Defenders (1-4 player(s)) |
Assassin (H) | Sensor (C) |
Protector (C) | |
Interceptor (C) | |
Enforcer (H) |
(H) More Hardcore Role
(C) More Casual Role
The absent roles will be filled by AI
Seconds Count
The game runs on the concept of “seconds count”. To prevent an assassination, the Time Defenders developed a technology that can detect critical events by 5 seconds at most in advance. Thus they have an Operation Window of 5 seconds to take requisite measures before the Assassination Point occurs.
Presentation
Graphics & Audio
The graphics are in cartoonish style in order to ease the violence.
The audio includes scene themed music (e.g. 1960’s American music in JFK’s scene) and Sci-Fi sound effects (e.g. sound effects of future weapons).
GUI
The GUI differentiates on Wii U GamePad and split screens on TV.
Gameplay—An Instance
Phase 1
After operation briefs from their own HQs, two teams start time travel to the operation scene. In this stage, two teams are invisible to each other and the world of the scene.
The Assassin has 2-5 minutes (in this scene, just 2 minutes) to choose the assassination spot, prepare the weapon, evasion/self-protection equipment and plan the evasion action.
Meanwhile, the Time Defenders should determine the ideal defense positions, just before the Assassin pulls the trigger.
Phase 2
The Assassin acts. When the trigger is pulled, the Assassination Point (AP) is created. Although the Assassin takes action now, the Sensor can automatically detect this action by 5 seconds in advance in the same timeline. Thus this forms a turn-based-like mechanism. By now, the Assassin’s all actions are unknown to the Time Defenders.
Phase 3
The Sensor acts. The player should identify the Assassin and the details of the attack (e.g. weapon types, direction, etc.) quickly according to the visuals, sounds and his unique sensor screen and then use the Wii Remote to point out and mark the Assassin on the sensor screen to make him visible to all team members. Finally, the player sends signals to other team members about all the information he has got (through party/voice chat etc.). Suppose it costs the Sensor 1 second to complete all the actions above.
The Assassin, in the meantime, should act out evasion procedures to travel back to the HQ. Suppose it costs the Assassin 1 second to complete this action.
Phase 4
Other Time Defenders act simultaneously. Now the AP will occur in 4 seconds (the Sensor spent 1 second in his action) they have at most 5 seconds (4 seconds of Operation Window + 1 second of the Assassin’s time for evasion) to do everything to accomplish the goal.
The Protector plays mini games (e.g. picture matching), to choose the right protection measures accodring to the Assassin’s weapon type (e.g. force shield for kinetic weapons) and deploy them.
The Interceptor intercepts the incoming “bullet” (can be energy beams or any other weapons) at the AP by acting out the right moves (e.g. slash the bullet from the opposite direction) in the bullet time with the Wii Remote/ Nunchuk.
The Enforcer tries to apprehend or take down the Assassin either before or after the AP and before the Assassin successfully evades. (Note that subduing the Assassin before the AP will prevent the AP but the Protector and the Interceptor will not get more Scores and Credits form their actions.)
Time UP!
The Assassin wins if the target is successfully assassinated.
The Time Defenders win if the assassination is neutralised AND the Assassin is subdued.
Players can view the statistics of their actions in the game and replay the game scene.
Scores and Credits are rewarded according to the specific role and actions.
Irrelevant actions (e.g. killing commoners) will lower Score and Credits.
Credits can be spent on various equipment and items.
PDF: Seconds Count Design Sketch
PPTX: Seconds Count Pitch