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Parasites Reference Guide 1.

Date: Oct 2009 Version 1.1


Change Control

DOCUMENT ORIGIN

Name Job Title Date


Author Robert Pratten Producer Sept 2009

DOCUMENT HISTORY

Version Ammendment Issued

1.0 Initial draft. 11 Sept 2009


1.1 Additional details and wireframes added 9 Oct 2009
Contents
1 The Development Process.................................................................4
1.1 What is Transmedia?......................................................................................4
1.2 Interlinking The Media...................................................................................4
1.3 What’s Unique about Parasites?....................................................................6
1.4 Themes..........................................................................................................6
2 Parasites: The Story So Far...............................................................7
2.1 Timeline.........................................................................................................7
2.2 Sects and Characters.....................................................................................8
2.2.1 The Kings.................................................................................................8
2.2.2 The ParaMachinErotica............................................................................9
2.2.3 The Dark Dharma....................................................................................9
2.2.4 The Parasites.........................................................................................10
3 The Game: Overview.......................................................................13
3.1 Playing the game.........................................................................................14
3.1.1 Adding Complexity................................................................................14
4 The Game: Details..........................................................................16
4.1 Starting the game........................................................................................16
4.2 Player profile page.......................................................................................16
4.3 Player Status page.......................................................................................18
4.3.1 Goodwill................................................................................................19
4.3.2 Energy...................................................................................................19
4.3.3 Experience............................................................................................19
4.3.4 Reputation & Attention..........................................................................19
4.3.5 Infection................................................................................................20
4.3.6 Karma, Death and Reincarnation..........................................................20
4.4 Socializing & Trading...................................................................................21
4.5 Missions.......................................................................................................22
4.5.1 Casual Missions.....................................................................................22
4.5.2 Problem-Solving Missions......................................................................23
4.5.3 Adventure mission.................................................................................23
4.6 Weapons & Skills.........................................................................................24
4.7 Propaganda..................................................................................................24
4.8 Attacking......................................................................................................25
4.9 Locations......................................................................................................25
Locations

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1 The Development Process
This short section describes what we mean by “transmedia” and how we’re
approaching the project. Feel free to skip directly to Section 2 but it’s been placed
here so that everyone knows what the project goals are and how we might achieve
them.

1.1 What is Transmedia?


Parasites is a transmedia project. That is, it’s a storyworld that exists across
multiple media (movie, game, live events) where engagement with each successive
media heightens the audience’ enjoyment and affection for the project. To do this
successfully, the embodiment of the storyworld in each media needs to be
satisfying in its own right while enjoyment from all the media should be greater
than the sum of the parts (see Figure 1).

Figure 1 What is Transmedia?

1.2 Interlinking The Media


To achieve a satisfying inter-linking of all the media components, I believe it’s first
necessary to follow the process illustrated in Figure 2. That is, define the following:

• the world: dystopian Britain in 2512


• the characters: totalitarian government (Kings) vs two experimental
communities (PME & DD)

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• the general plot/goal1: overthrow the Kings and restore liberty
These are all defined with reference to:

• the genre: sci-fi


• the premise: “modern life is rubbish”2
• themes: see Section It’s open-source: this means we’re sharing all the
information, code, digital assests
The “final” step is to see how this storyworld can now be embodied in the various
media… which is actually the tough part!

Figure 2 The Development Process

1 This is often referred to as the “metaplot” but there seems to be no standard definition
2 This is the soundbite at least. It might be better expressed as “maybe the meaning of life
is just to see it”? The inspiration is an essay called “As It Is” by John Gray in which he argues
that we’re kidding ourselves if we think Mankind has made progress. Sure, he says, we have
all this technology and everyone is so busy “doing stuff” but we’re still fighting over scarce
resources and all this activity is just a distraction from the truth that our lives are
meaningless. So it sounds bleak but he says we should just enjoy the world’s natural beauty
that we’re surrounded by but which we ignore daily.

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1.1 What’s Unique about Parasites?
There are several things that make Parasites a groundbreaking project:

• It’s open-source: this means we’re sharing all the information, code, digital
assests

• It’s collaborative: anyone is free to take part

• It’s a multiverse: nobody has a monopoly on “the truth”

• It’s free: unless you’d like to pay for premium assets.

1.1 Themes
Parasites explores the following themes:

• perception as reality and the manipulation of perception through


communication
• the rise of the surveillance society and the spread of CCTV, databases &
tracking technology
• widespread disaffection with politics and the rise of an unaccountable
political elite
• faith in science & technology to solve the world’s problems
• relentless human activity & consumption to fill the void left by the death of
spirituality
• the impact of global warming.

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1 Parasites: The Story So Far
Parasites is a storyworld set in a dystopian Britain in 2512. The country, ravaged by
global warming and political corruption is ruled by The Kings - an unelected elite
with its heartland in Central One3, an inner city-within-a-city in central London (see
Figure 3).

Opposing The Kings are two ideologically different experimental communities4 that
live outside Central One:

• The PME (ParaMachinErotica) – transhumanist cyber-punks who live to the


south east of Central One (The Wastelands) in the most urban decaying
areas and who wish to restore social democracy and accountable government

• The Dark Dharma - anarcho-Buddhists living to the south and south west of
Central One (The Allotments) in the most fertile post-urban areas who want
no government at all or at least a minimal one.

The Kings, The PME and The Dark Dharma are known as Sects.

Everyone in Britain in 2512 is being slowly eaten alive by nanoscopic parasites


and the population will eventually die out unless a cure can be found: a cure that
will only be found if the Sects cooperate with each other or if one Sect comes to
dominate.

Hence all three are engaged in a constant war to gain important knowledge and
resources (to kill the parasites) and to win the hearts and minds of the general
population (in order to lead them).

Unlike the typical dystopian story, Parasites isn’t about nuclear war: its global
warming that’s wreaked havoc on the planet.

1.1 Timeline
Future narrative work needs to address the story timeline from 2012 until 2512 and
detail the major events and developments under the headings of politics, energy,
finance, medical, social, technology (more?).

3 Some of the names and places aren’t very original at this time so suggestions are very
welcome – I’m certain we can improve on them!
4 They’re basically terrorists from the perspective of trying to overthrow the government

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Figure 3 Britain & London in AD 2512

1.2 Sects and Characters


All the characters need to be fully fleshed but what’s here would seem to be a good
start...

1.2.1 The Kings


Ruling the country and head of The Kings is The First Minister: an evil, twisted,
despotic cripple so riddled with the parasite that it’s impossible to tell where the
man ends and his wheelchair begins. With little of his life left to live, The First
Minister has become increasingly impatient for a cure and more reclusive – refusing
to allow anyone to see him except for a small inner circle of advisers.

It’s widely believed that the parasites form social colonies and share a collective
consciousness. Urban myth has it that The First Minister has created a secret
experimental facility to grow a massive parasitic nest constantly fed with the flesh
of political opponents and criminals. His goal is to harness the collective intelligence
of the nest by finally becoming part of it!

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1.2.2 The ParaMachinErotica
Leading the PME is Harmonic. She’s young, smart and sexy. Although born to
Kings, psychometric testing at age 9 identified potential criminal tendencies and
she was sentenced to borstal. It’s here that she first contracted the parasite. Her
first hallucination was an unpleasant episode but the second was an out-of-body
experience that showed her how to escape Central One.

Having escaped, Harmonic was adopted by a PME couple who taught her to
embrace the parasite and educated her in microelectronics and computer science.

Harmonic has created a democracy that spans the Wastelands with every decision
made by majority vote via CheckTels (voting terminals). She is not so much atheist
as she is agnostic. Harmonic believes a parasitic hallucination will one day show her
the way to capture Central One and restore democracy to Britain.

Torguaard is a thorn in Harmonic’s side. He believes the parasitic hallucinations to


be an end in themselves5. He has a large following of hallucinogenic pleasure-
seekers that experiment with forced parasitic assimilation and multi-partner, multi-
gender “convergence”. Convergence is the act of one or more people sharing their
parasitic infection to multiply the hallucinogenic buzz.

1.2.3 The Dark Dharma


Leading the Dark Dharma is Vikram, a tattooed Londoner of Indian descent. He
comes from the Central One’s “lower levels” - the tower block floors below floor
seven. Like most of the City workforce, his parents are honest Government
laborers6.

At 14 years old, during a sleepless night and the first outward physical
manifestation of the parasites (which does not present itself until puberty), Vikram
escaped the City and headed south through the Wastelands. Vikram settled in the
shanty town of New Warsaw where he became an apprentice to an old
acupuncturist, Tim Lee. It was during this time that Vikram learned Tai Chi, the
ancient martial art of self-defense, and developed his thoughts about anarchy and
how a new community might be created that had few laws and no social hierarchy.
At 28 years old Vikram left the Wastelands and founded his own community in The
Allotments.

Today many travelers come to Vikram’s commune seeking enlightenment and to rid
themselves of the parasite. Vikram has no physical manifestations of the parasite

5 I wonder if we should make the PME lower in the hierarchy and create a new name for
Harmonic’s community. PME would then be a subculture with Torguaard as its leader.
Thoughts anyone?
6 Both parents have parasitic infections but their spirituality keeps it in check. The nights
are the worst for them. After an 18 hour day of meaningless work, when their minds are at
their weakest, the parasites create paranoia. The lower levels are characterized by the night
time wailing of parasitic-induced screams of fear.

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and he believes it is because he has trained his mind, through meditation, to find
happiness from the moment. Vikram believes that full parasitic assimilation is not
inevitable and that a trained, disciplined mind can reverse its progress.

1.2.4 The Parasites

1.2.4.1Origin
Various theories exist to explain the origin of the parasites:

• they are a government germ-warfare experiment that went wrong

• they are an example of government-sponsored swarm robotics designed


initially as reconnaissance drones which then reprogrammed themselves or
are still being controlled by a renegade Home Security branch of the
government

• they are extraterrestrial and arrived on Earth from a meteor.

No evidence has been found to prove or refute any of these claims and there are
many other unproven theories.

Given the dominance of The Kings it’s natural that the GenPop7 should assume the
parasites are government controlled. However if this were true then the Kings might
be immune to them or have better control of them – neither of which is true.

Also, given the multitude of complex possibilities Occam’s Razor is likely to hold
true and this would be that they are in fact from outer space and under no direct
control.

1.1.1.1Infection and growth


Parasites can enter the body from any fleshy area but it is necessary to have
physical contact with an infected person or animal. They are not airborne and do
not survive without flesh.

Once inside the body they seem to self-replicate and communicate via some form of
collective consciousness. Breeding and communication are both areas for further
research.

What is known is that the parasites multiply almost exponentially in waves of


alternate growth and hibernation. At first, presumably due to their small numbers,
periods of hibernation are longer than periods of growth. Over time, however,
growth becomes the dominant parasitic activity.

Although it’s widely believed that everyone in Britain now has the parasite, it’s
uncommon to see any outward signs until puberty.

7 General Population.

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1.1.1.2The Parasitic Assimilation Process
Parasitic assimilation progresses in the following stages:

• Entry Level (EL): numbers are small and growth slow. Likely to go
undetected. Given that 99.9% of the population is infected at birth or during
childhood, few adults are ever aware of entering this phase.

• Hallucinatory Level (HL): parasites attack the brain and induce pleasurable
hallucinations which encourage the body to accept the parasite. This
development is the first example of why the parasites are attributed with
intelligence: they seem to be anesthetizing the host to accept the invasion

• Morphing Level (ML): the parasites organize to replace the body’s organs.
As they eat away at an organ, they organize to seemingly perform that
organ’s operation – hence extending the life of the host. It’s common at this
stage to see severe external evidence of the organ replacement with the
parasites forming external structures representative of objects and machines
favored by the host

• Paranoia Level (PL): now at an advanced stage of death, the host appears
to fight back. Self-identity issues surface (as the host recognizes the external
body-morphing as alien to it) and this creates fear, paranoia and extreme
body shock

• Death Level (DL): in the final stages of death, the brain is the last to go.
The body is now completely alien and composed of a mash-up of fetishized
objects, some functioning, some not. Extremities start to crumble and fall
away to dust as no flesh is available to sustain the parasite. Due to the
exponential growth attribute, the last wave of feeding results in a final
instantaneous collapse to dust of the whole remaining “body”.

These levels are often used in abbreviated and slang form to refer to the stage of
people’s infection. For example “he’s gone ML” or “she’s a PL”.

1.1.1.1Symptoms
The first signs of parasitic infection are known to the host through pleasurable
hallucinatory experiences. These experiences vary in weight, frequency, duration
and nature depending on the host and range from simple daydreams to full-on
erotic fantasies.

During this phase it is not uncommon for people with a particularly troubled
conscience to experience occasional nightmares but these are nothing compared to
the Paranoia Level (PL) scares that await them!

As the Hallucinatory Level (HL) infestation grows, the first external signs appear as
scabs and sores – usually around the erogenous zones. Although orange and red in

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color at first, these darken with age and may later develop into full-blown body-
morphing.

At Morphing Level (ML) the infection is almost impossible to hide with the parasites
forming sometimes complex sculptures of objects held with some affection or
significance in the host’s memory.

Figure 4 Early signs of parasitic infestation

1.1.1.2Social Stigma
Although almost all the GenPop has the parasite, there remains some level of social
stigma towards the outwards evidence of the infection. This prejudice tends to
come from a sometimes subconscious reaction on the part of the observer towards
the external sculptures formed since these are interpreted to be revealing a little
about the host’s psyche.

Contrary to this, the ParaMachinErotica embrace the parasites and experiment to


prolong and control the hallucinogenic effects and to shape the outward
appearance.

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2 The Game: Overview

The Parasites game takes the best of a casual social game and an online role-
playing game to create a game that’s easy to get into – with little investment in
time or understanding – and develops into a complex, strategic game… if the player
wishes to go in this direction. For hardcore role-playing gamers there’ll be a go-
straight-to-hardcore option.

What’s unique about the Parasites game is that it credits players for activities
performed “in the real world” that are performed as part of the role-play. That is,
there is the actual game program that a player will find on Facebook8 and there are
role-play tasks to be performed (optionally) outside the game but which will
contribute to the player’s score.

This is illustrated this in Figure 5. This isn’t an ARG9 because the game doesn’t
involve running around town with a map or surfing around the Internet collecting
clues. It’s about contributing to the Parasites multiverse.

Figure 5 The Parasites game creates the concept of "metagame" play

Role-playing games typically ask a lot of the player upfront and this investment
ahead of any fun is often a big barrier to overcome. This is possibly one reason why
so few people (although growing) play them.

Casual social games, however, such as Facebook’s Mafia Wars has proved hugely
popular yet there’s no definable story – although it does have a familiar theme
(which has doubtless contributed to its take-up).

8 Or maybe not. Certainly the game will use social network features but this might mean a
dedicated site utilising, say, Facebook Connect or similar link
9 Alternate Reality Game

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2.1 Playing the game
The basic gameplay can be described as follows:

1. Do missions to get experience, reputation and goodwill


2. Trade them for weapons & skills...
3. ...to mount an attack on the Kings.
To be successful, players will need to:

1. Win the hearts and minds of the population


2. Find the parasites nest (if it exists)
3. Find and kill The First Minister (if indeed he even exists).
To win the hearts & minds of the population the player must execute propaganda
missions which increases his/her attention & reputation. These missions can only
be accomplished with sufficient goodwill.

The propaganda missions include intra-game and extra-game activities. For


example, uploading a propaganda video, podcast, poster or other Sect communiqué
will increases the player’s attention & reputation scores according to how many
times it’s viewed, commented on and voted for.

What makes Parasites unique in this field of social games is that the game includes
story threads, web addresses, videos, and simulated news feeds from Britain in
2512. The goal is to make the game tell a story and explain the Parasites multiverse
for those interested to find out more.

1.1.1 Adding Complexity


The likelihood of a player being successful at a mission depends on the weather.
Rain, snow, wind, sun, full moon, clouds etc. can all impact outcomes. For example,
a player might plan to blow-up a train but if wind and rain causes derailment shortly
after the train leaves the station (this is Britain after all) then the mission will fail
because the train never arrived.

Predicting the weather needs good guess work. However, the player’s weather
forecasting accuracy can be improved by recruiting team members to his Sect.

Note that the goal is to have a persistent world game. This means that gameplay
and simulation of Britain in 2515 continues even when the player is offline. This
allows some interesting game strategy options such as the ability to schedule
attacks in advance and be notified via Twitter DM of success or failure. The further
out an attack is scheduled, the less likely the predicted weather will be correct and
hence there will be a greater reward if the attack is successful.

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Story Note 1

Weather forecasting is a key skill that all Sects have to master.

For the PME, recruiting friends to your team creates a network of computers that
form a grid-computing platform. With more available processing power, better
simulation is possible and this leads to more accurate weather forecasts.

For the Dark Dharma, more friends recruited to your team means a larger collective
consciousness and hence better weather forecasts.

The Kings have a supercomputer but so paranoid is the First Minister and his inner
circle that their technology will be used against them that they deliberately impair
the results. Recruiting friends to your team increases the inner circle’s trust in you
and hence they allow you to extract results at greater accuracy.

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2 The Game: Details

The purpose of the following wireframe diagrams is to help highlight the game
features and priorities. This is intended to be illustrative rather than exhaustive in
this current draft.

It’s also assumed that the game will be Flash-based and either launched on a social
networking site or have links to one (e.g. Facebook Connect).

2.1 Starting the game


When first presented with the game the player will be asked to complete the
following:

• To chose a Sect (Dark Dharma, ParaMachinErotica or Kings)

• Enter a character name

• Select a default profile image or create a personalised profile image.

The player is then presented with the Profile page (see Figure 6). There is also an
expanded public profile that display’s the player’s stats such as karma, reputation,
mission successes and so on as well as any specialist skills (see Section Problem-
Solving Missions). This public profile assists with socialising, teaming and trading.

1.1 Player profile page


Figure 6 shows the seven primary steps a player might:

• Profile
• Status
• Missions
• Weapons & Skills
• Propaganda
• Attack
• Location.
The clustered hexagons are a motif that will be used throughout the game to
represent the seven geographical sectors of Central One.

Note that the profile image is quite large to emphasise its importance and
encourage players to create, choose (or buy) something cool.

Players can broadcast a message to other players which will join the Newsfeed
window. This Newsfeed window will also display game-simulated news items such

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as weather reports, terrorist attacks, government successes, propaganda coups,
newswire headlines (from 2515) and so on.

The Map is a key feature of the game since it shows where online players are active.
That is, not where in the real world but where in the Parasites game world.

The footer of the page is reserved for system prompts, hints and so on.

Note that the website link allows players to create a detailed biography and
backstory for their character. Parasites should also provide status and stats widgets
to allow players to link their game skills, activity and performance with the player’s
custom content.

Figure 6 Profile page wireframe

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1.1 Player Status page
The Status screen offers seven variables on which the player will base his/her
actions:

• Goodwill

• Energy

• Experience

• Reputation

• Attention

• Infection

• Karma

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Figure 7 Status page wireframe

1.1.1 Goodwill
Goodwill is basically a substitute for money. A player who joined the PME will be
using a new currency called Rars and Kings play with Crowns.

All the currencies have atrophy:

• Goodwill towards a player dissipates with time if not stocked up by fresh


tasks

• Rars are unstable coins formed from compressed dead Parasites and these
crumble with time

• Crowns are actually digital credits held in a bank. The Kings are the only Sect
with a formal electronic banking system and there is no cash. Cash was
abolished in 2100 to ensure that all financial transactions were traceable. The

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game charges a banking fee and hence a bank saving of Crowns erodes with
time too.

Having three currencies also provides opportunities for inter-Sect bartering and
subterfuge.

1.1.1 Energy
Range 0-100% Story Note 2

Energy is used for missions and attacks. It replenishes Most people in this world –
automatically, but slowly, with time. It can more though particularly in Central
quickly be restored by eating food that is found at One - eat only bland,
various locations or traded with other players. genetically-modified franken-
foods.
Different foods have different energy values with the
rarest foods naturally the highest energy content. Given that the Dark Dharma
grows fresh vegetables (no
meat), this healthier, tasty
1.1.2 Experience food can be used to bribe
Experience increases with each successful mission high-ranking politicians to gain
and is used to level up. At each level up the player secrets and other rewards.
gains basic skill improvements and unlocks new skills,
PME start with higher levels of
missions and locations.
Infection and are less able to
gain access to fresh food.
1.1.3 Reputation & Attention They can trade with the Dark

Reputation and attention are the two measures to gauge how successful a player is
in winning the hearts and minds of the GenPop.

Reputation is gained or lost through missions and attacks – successful, audacious


missions and attacks scoring the highest reputation. Attention is gained through
propaganda activities.

1.1.4 Infection
Range 0-100%

The amount of parasitic infection is something that has to be strategically managed


by the player. It affects the player’s mental capacity and frequency of hallucinations
which hence affects his/her mission effectiveness.

Infection will gradually increase over the lifetime of a player but missions that
expose the player to sustained use of or contact with technology (or NPC10 tech-
evangelists) will accelerate assimilation.

10 Non-Player Characters. That is, a computer-simulated game character.

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When the infection reaches 100%, the player dies and is reincarnated with 5%
infection (see Section Karma, Death and Reincarnation for rebirth and reincarnation
1.1.1).

To reduce the infection (without dying), players can:

• increase their good karma

• practice meditation

• eat organic food (see Story Note on page Story Note 2)

• back-off from technology for periods of time.

1.1.1 Karma, Death and Reincarnation


There is no permanent death in Parasites but there are levels of being alive! They’re
referred to as planes of existence.

All new players are born on the third plane of six possible planes (e.g. in the
middle). When a player is killed, his/her karma determines which plane he/she is
reincarnated on.

Each plane affords the player certain basic skills which are gained and lost (or
boosted and reduced) with the plane transition. The planes aren’t related to “good”
or “evil” but lower planes are more prone to violence and higher planes more
inclined towards diplomacy and non-violent actions.

As the game progresses, it may be advantageous for players to shift planes in order
to get the skills required to accomplish certain missions. Hence a player will need to
manage his/her karma and time of death to transition to the desired plane.

A player’s karma (scored -5 to +5) is affected by a player’s actions: assisting NPCs


and non-violent actions receive positive karma, violent actions receive negative
karma.

An increase in positive karma reduces a player’s Infection but negative karma does
not increase Infection.

Karma may also affect how the player is perceived by others because it is displayed
on the player’s public profile.

1.2 Socializing & Trading


Socializing is a big aspect of Parasites and need not be related to gameplay: players
may hang out in chat rooms and… well… just chat. Those that are more game-focused
can seek specialists to join their team (see Section Problem-Solving Missions) or trade

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weapons, skills and food. Figure 8 shows the chat page available via the Location
menu.

To chat with someone, the player must select a location on the map. This will show how
many people are available and display their profiles in the right panel. The left panel
initially shows all the public chat (at that location) but should the player select a profile
for private chat then the panel displays only that private conversation.

Note that every location has an associated risk of attack. Chatting in high risk areas
increases a player’s reputation (as a function of time spent chatting) but of course
makes him/her vulnerable to attack which, if successful, reduces the player’s Energy.
See Section Attacking for information on mounting an attack.

Note that NPCs will also populate locations. Although some at first will not wish to talk,
with further development they will hold information, artifacts and sub-missions to assist
with primary missions and propaganda.

Figure 8 Chat wireframe

1.3 Missions
There are 3 types of Missions:

• Casual missions

• Problem solving missions

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• Adventure missions.

1.1.1 Casual Missions


This type of mission provides a basic introduction to Parasites and allows easy, but
addictive, gathering of weapons and skills.

Missions are listed in order of weapons and skills needed to complete them and the
gains displayed for a successful attempt.

Figure 9 Casual mission wireframe

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1.1.2 Problem-Solving Missions
This type of mission offers puzzles to solve in a range of categories such as:

• Logic

• Code-breaking

• Spatial

• Memory

• Wordsmith

Completion of these puzzles adds skill points that can be used to complete other
missions and determine the reactions and approaches of NPCs in Adventure
Missions.

Players are able to recruit others as their designated specialist. A specialist may
only work for one team at a time. When the specialist leaves the player’s team, the
skill-level drops and this will lock-out certain missions and hinder progress until the
player develops his/her own skills; or recruits a new specialist.

1.1.1 Adventure mission


These are story-based activities intended to develop the player’s understanding of
the Parasite’s world. Similar in nature to text-based adventure games they are the
most “immersive” in terms of stimulating the player’s imagination and role-playing.

Figure 10 shows the adventure mission wireframe diagram.

The left panel on this page provides a text description of the location and the
characters present. It also displays the player’s entered commands and questions
and the game’s responses. Commands and questions are entered at a command
prompt that uses predictive text to guide players through the available options.

The right panel displays a map of the player’s location. The map can be displayed
as a world view or local view. To move around the map, players may enter typical
compass commands (e.g. SW for move South West, NE for move North East) or can
click the Location menu option and then select a location from the world map.

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Figure 10 Adventure mission wireframe

1.2 Weapons & Skills


This menu presents a detailed list of current weapons, equipment and skills owned.

Weapons and equipment maybe traded with other players and, if the transaction is
successful, the item is transferred between players.

Some skills may also me traded but only 20% of a player’s skill is transferable (as
though transferred through training).

Specialist skills cannot be traded but specialists can become designated members
of a team.

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1.3 Propaganda
Propaganda is a special type of mission that may take place either “externally” (as
an extra-game activity) or “internally” (as an intra-game activity). Intra-game
propaganda missions can only be attempted if the player has sufficient Goodwill (or
Rars or Crowns) since it notionally relies on cooperation from the GenPop and NPCs.

Successfully executing propaganda is paramount for winning the hearts and minds
of the GenPop and gaining their cooperation in other missions, attacks and
propaganda.

1.4 Attacking
Attacks are mounted by players on specific Locations. Successful attacks increase
the player’s Energy, Reputation and Goodwill, unsuccessful attacks reduce all three.

Initially, the success of an attack is dependent on the associated risk of a location


(risky areas most likely to deliver successful attacks) and a random back-off period
from when the location was last attacked which will temporarily protect it from
repeated attacks.

With added complexity, attacks are scheduled to take place at specific times and
the results dependent on the location risk, the number of players present and
correctly forecasting favorable weather conditions.

The difference between Missions and Attacks is story development. Missions are
structured to reveal more about the Parasites world and its characters – taking the
player closer to the overall game goal (discovering the parasites’ nest and killing
the First Minister) – while Attacks and Socializing just affect players’ reputation and
energy.

1.5 Locations
There are two types of locations:

• those for chatting & attacking (see Sections Socializing and Attacking )

• those for exploring and interacting with the game.

Locations are shown as hexagonal sectors on a nationwide, map colour-coded to


show those areas currently accessible, those for chat and those for exploring.

Areas will sub-divided into smaller hexagonal sectors to increase the detail required
for, say, exploring a building rather than a city area.

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Version 1.2 23422638 Classification: Confidential page 27 of 27

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