Example Proposal
Please note that this example is only a suggestion about how you should write and structure your proposal; don't feel constrained by it. Also, don't pay much attention to the content or ideas - we're interested in hearing yours, not our own (although don't worry if your ideas are similar to the ones below, either).
Some general tips
- Don't just tell us what the story of the game is going to be - explain what players will actually do in the game. Is it solving puzzles, running around in live events, playing minigames, emailing characters?
- Focus on a few key gameplay and story concepts. Don't try to do everything - think about what's possible in the real world, and how other successful games work. Bigger is not better, and it's often best to concentrate on just one or two real innovations.
- Draw comparisons with other games, stories, movies and TV shows - it can help us understand what you're trying to do and where you're coming from.
- Cut down on the waffle. We don't need to hear you say that your game is innovative and ground-breaking - we're assuming that's going to be the case, so just get on with telling us how it works!
- Finally, don't sweat it - there is no such thing as a perfect proposal. Just give your ideas room to breathe!
Name of your game:
A Million Cells
Name of your team:
The Fighting Mongooses
About your team (do not provide the names of your team members):
We have six people on our team:
Member 1: Undergraduate at Reading University in the UK studying biology
Member 2: Freelance graphic designer in Seattle
Member 3: Junior reporter at Leeds local newspaper
Member 4: Marketing associate in New York
Member 5: Council worker in Dundee
Member 6: High school student in Cornwall (16 years old)
One paragraph summary:
Players are cells in a human body, fighting against an invasion of cancer. They need to work together to identify the cancerous cells and eliminate them. During the game, we hear about the experiences of the person suffering from the cancer - the people they meet, the treatments they undergo, how they feel. It's Osmosis Jones crossed with Trauma Center, but for cancer.
Describe your game in 500 words:
We think the best way to get people to understand cancer and the effects it has is for them to fight it in person, and see through the eyes of a cancer sufferer. Cancer is a disease that involves the body's cells growing out of control. It's possible for cancer to be cured using a combination of treatments and the body's own immune system. In 'A Million Cells' players assume the role of cells in the immune system, circulating throughout the body and eliminating cancerous cells.
During the game, we also see the person (let's call her Jane) live her life through blogs, emails, text messages and videos, from when she develops cancer to receiving treatment to fighting it into remission. Through Jane, we see the effect her cancer has on her and the people around her, and we see the people who help her. Events in Jane's life, such as stress and treatments, affect her immune system (i.e. the players) and in turn, the performance of the players can affect Jane's behaviour.
GAMEPLAY
Each player 'commands' a white blood cell in Jane's body. The main game website gives players a few simple options, such as:
- directing the approximate movement of the cell around the body
- 'sensing' for cancer cells
- signalling to other white blood cells
- producing antibodies to kill cancer cells
In this way, players can travel looking for, and destroying, cancerous cells. Most clusters of cells will be larger than a single player can handle, and so groups will have to band together to tackle them. Since the movement of the cells will be limited, players will also have to co-ordinate in order to make sure all parts of the body are covered.
By killing cancer cells, players can gain points and 'level up', unlocking more powerful abilities. Another much quicker way of levelling up will be simply donating money; level increments will be small to begin with (e.g. £1, £2, £5, £10) and then scale up from there. Occasionally temporary special abilities will be offered to players in return for donating money (similar to Kingdom of Loathing). Players who cannot donate money can still participate in almost all of the game features, and will also be able to level up by introducing new players to the game.
Over the weeks of the game, the cancer will wax and wane in Jane's body; how the players respond to this will determine Jane's behaviour, which we get to see on through blog, video diary, text messages, email, etc. Both stress and good events in her life will in turn affect her immune system (e.g. improving or hobbling it).
Jane will undergo various rounds of treatment during the game, e.g. chemotherapy. This will naturally have an effect on the cancer in her body, and the players may use this to their advantage. For example, if the players are particularly successful and time a major 'push' against the cancer alongside a radiotherapy treatment that they know Jane is undergoing, the cancer may go into remission.
In a way, there are two sides to the game; one is a slow-motion massively multiplayer game, and the other is a more traditional ARG. Both feed into each other. Potentially we may want to extend the ARG side so that players can also interact with Jane through her blog and via emails, and donate money to 'Jane'.
ISSUES
The game is not strictly scientific (it can't be if it's also going to be fun). This may prove to be misleading or confusing for some players, but we intend to consult with scientists to make sure it's as accurate as possible - and where it isn't, we will put in appropriate links and disclaimers.
The multiplayer game aspect may turn off people who aren't into videogames; this is something we will have to explore. If it's a problem, we can always develop the ARG side of the gameplay more, focusing on Jane and her story.
This current game design does not use CR UK's live events or stores - it's solely online.
ADVANTAGES
Having a multiplayer game be a central part of the ARG allows players to 'entertain themselves' and also provides an easy entry point for new gamers, even towards the end of the game. Its online focus means people can take part from anywhere in the world.
The levelling system makes donating money easy and fun and encourages people to try and achieve as high a level as they can. Having referrals being equivalent to donations makes the game go 'viral'.
CONCLUSION
We think 'A Million Cells' will make people understand the nature of cancer and how it affects people personally. The strong, personal story where the players *are* the main character will spur fundraising in a way that hasn't been done before.
Let's Change the Game