Game Flow (That Which Is To Come): The
game unfolds over a period of ten days.
On each day certain events which impact the populace of Venice
will be scripted to occur as part of the larger world.
War, rumors of war, and acts of God fall into this group. At the end of ten days the player will have
reached one of several game conclusions, ranging from death or exile to
having recovered the legendary scroll, innocence, and even freedom. Those events which do not directly touch the
player will be learned about in the conversations the player has with
others, or in those conversations they happen to overhear. Bulletins about major events may also be posted in public places,
so that the player has the opportunity to read about them in this fashion. Fixed
Events: Day 1 - Tomaso
Foscari is murdered, forcing the player into hiding. The Arsenalotti begin to search for the player, word of Foscari's
death slowly spreads through the city. Day 2 - No major
events occur on this day. Day 3 - News
that the Turks have crushed the Venetian fleet reaches the city. The heads of the military prepare to leave
town. Those Turks and Persians which are in Venice lay low to avoid any
unfortunate sentiment. There is an unusual late-season rainstorm. Day 4 - The trading
Galley of Alexandria suffers devastating losses at sea. The financiers of this expedition go bankrupt,
and one of the Rialto banks crashes. Day 5 - Large
bands of mercenaries begin to flow into the city, returning from unsuccessful
campaigns in Italy. Rumors fly
that the western Venetian front is crumbling, but this is officially denied. Day 6 - Feelings
against western foreign powers runs high, the French embassy is torched. Day 7 - A messenger
brings word of Vasco de Gama's voyage, which spreads like wildfire through
the city. People buzz with this
information, everyone who can begins to withdraw money. Many merchants become concerned that they will
soon not have a livelihood and make plans to leave the city. Financiers deny that there is any crisis.
Day 8 - One bank
after another collapses as they go bankrupt. Crime skyrockets as people are relieved of all the loose cash they
are removing from the banks. The
Grand Council declares a state of emergency and seals the city, attempting
to create a state of martial law. Day 9 - There
are several suicides among bankers, and inter-family violence reaches
new levels. The markets close,
and the city prepares for the worst. Day 10 - If the
player has not been killed or fled the city by this day, they will be
captured and brought to trial. Though
they might have previously been in prison, this will be the first (and
only) time they are brought before the full Council of Ten. The game will be resolved based on the outcome of this trial, that
outcome will depend on the persons who are called to witness and the documents
that the player has acquired to prove their innocence. The
player receives payoffs for progress through the game. Small payoffs occur when the player solves
a puzzle or gains access to a place they had never been before, just in
terms of game experience. Larger
reward payoffs come in the form of animated cutscenes which show the results
of certain key events. For example,
the player may be treated to an animation which depicts a famous nobleman
being tried, an event which the player helped to make possible.
There are a variety of these animations, dealing with the primary
game characters and with the overall story of events in the city. At the end of the game, there is a final payoff
animation. This animation either
details the player's exile, or the ending state of affairs after the player's
trial. If the player was successful
in getting the proper testimonies, evidence, and recovered the mysterious
scroll, they will achieve the ultimate outcome, in which it is made plain
that Foscari left the player their freedom, and a substantial amount of
money to begin their own life. The
game has many elements which contribute to its replayability. While there are fixed, scripted events which
must occur in a given order, the player is free to go to different locations
in any order they desire, and to speak with people differently than they
have before. As the game is based
on a simulator engine, it is much like life itself: there is no one path
to victory, and no one path to failure.
There are many shades of partial success, and each player may choose
an entirely different route, interacting with different persons and participating
in different events along the way. At
the beginning of the game, one of the major characters is randomly chosen
by the game to be the party responsible for Foscari's murder, and they
are the person who presently knows where the scroll is.
This random choice will describe a different set of starting behaviors
for one of the characters in the game, which will have drastic consequences
to the events that unfold as the game is played.
While it is unlikely that very many people will play the entire
game again once they have achieve a complete victory, as in a simulation,
it is likely that it will take a few tries for someone to achieve this
level of success. As such replayability
is critical to the game, and forms a fundamental construct of its creation. Technical Issues:
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