This section identifies the features needed to create a minimal viable product that players, such as testers, could use to get a good gauge of the game and identify any issues in the gameplay, narrative, mechanics, et cetera. Meaning, with these features, there is enough of the game to be playable, even though it might not be marketable/sellable.
Dialogue
It is essential to our game that we are able to implement dialogue - minimally through English subtitles - as this is they main way player's unravel the narrative and progress through the game. It would not be essential for a playable game to include spoken dialogue as part of our diegetic sound. Dialogue is important as it is used at each point of player progression as their interactions with NPCs are largely focused on gaining information through dialogue and speech craft - linking directly with the other MVP features: Critical Collectables and Speech Craft. Dialogue would need to be functional for the following NPCs:
Sir Muse | Doctor Norman | Morris | Celeste | Annie | Mr West | the baker's mother | the baker | the Shepherd | Young girl
| the gardener | the fisherman
Sir Muse | Doctor Norman | Morris | Celeste | Annie | Mr West | the baker's mother | the baker | the Shepherd | Young girl
| the gardener | the fisherman
Critical Levels | Collectables
To create a minimal viable product, we would need to make use of all the levels except for 'The Healer' as this is quite a passive level and the collectable isn't critical/vital to the ultimate progression. The collectables that are require (gained at the end of each level) are:
£500 in-game currency
The Location of the City of Haven
Entry into Haven
Available Fera ink
The ingredients to make the cure
With these collectables, the player is still able to progress, though the narrative might feel slightly disjointed with missing collectables/levels. It is necessary for us to have these collectables are they get the short term goals for the player and aid their progression. It directly links to dialogue and NPC interaction, also a part of our MVP, as it is through NPC interaction that players are able to gain these collectables.
£500 in-game currency
The Location of the City of Haven
Entry into Haven
Available Fera ink
The ingredients to make the cure
With these collectables, the player is still able to progress, though the narrative might feel slightly disjointed with missing collectables/levels. It is necessary for us to have these collectables are they get the short term goals for the player and aid their progression. It directly links to dialogue and NPC interaction, also a part of our MVP, as it is through NPC interaction that players are able to gain these collectables.
Multiple Endings
If the product were to be developed to a bare minimum the team have agreed that it would still be suitable to keep the multiple endings feature. This is due to it being one of our major selling points and we would not like to reduce the amount of current selling points.
However, if we were to produce the project to a minimum, the game would consist of 2 core endings as opposed to 3. This is because it would be a lot more time consuming to produce less endings, more computationally efficient and more cost efficient. It would be more cost efficient due to less voice lines needing to be produced, which would allow the team to pay the voice actors less. It would also require less production of cutscenes and other relevant and costly assets.
The endings which we intend on producing in the minimum viable product is Ending 1 (The “Bad” Ending) and Ending 3 (The “Golden” Ending). This is because we believe that these endings are the most diverse in comparison to one another. Also, allowing the player to receive the most dissatisfying ending will give them the most incentive to replay the game to receive the most satisfying ending.
However, if we were to produce the project to a minimum, the game would consist of 2 core endings as opposed to 3. This is because it would be a lot more time consuming to produce less endings, more computationally efficient and more cost efficient. It would be more cost efficient due to less voice lines needing to be produced, which would allow the team to pay the voice actors less. It would also require less production of cutscenes and other relevant and costly assets.
The endings which we intend on producing in the minimum viable product is Ending 1 (The “Bad” Ending) and Ending 3 (The “Golden” Ending). This is because we believe that these endings are the most diverse in comparison to one another. Also, allowing the player to receive the most dissatisfying ending will give them the most incentive to replay the game to receive the most satisfying ending.
Good-will
To determine the multiple endings, we will need to keep the concept of good will in the minimum viable product. Also, the algorithms and methods which are associated with the good will system should be simple to implement. However, the tasks that need to be completed to achieve a high percentage good will can be lessened.
Such tasks include tasks that do not have a direct impact on the general story, such as delivering presents to in-laws or helping the shepherd find his sheep. (i.e. “Short term goals” listed on the Player Objectives/Progression page.
The extreme bare minimum that should be implemented is only one critical choice that will impact good will. This choice should occur mid-way through the game in order to add balance and should involve the level where the player can choose to kill or sedate the Fera. This critical choice should determine which of the two MVP endings the player receives (i.e. Killing the Fera results in ending 1, whereas sedating the Fera results in the “golden ending”). This single implementation will still work within a Minimum Viable Product because it simply will test and display the good will system, which will lead to the multiple endings, which is one of our core selling points and is the core aspect of the game.
Such tasks include tasks that do not have a direct impact on the general story, such as delivering presents to in-laws or helping the shepherd find his sheep. (i.e. “Short term goals” listed on the Player Objectives/Progression page.
The extreme bare minimum that should be implemented is only one critical choice that will impact good will. This choice should occur mid-way through the game in order to add balance and should involve the level where the player can choose to kill or sedate the Fera. This critical choice should determine which of the two MVP endings the player receives (i.e. Killing the Fera results in ending 1, whereas sedating the Fera results in the “golden ending”). This single implementation will still work within a Minimum Viable Product because it simply will test and display the good will system, which will lead to the multiple endings, which is one of our core selling points and is the core aspect of the game.
NPC Interaction | Speech Craft
NPC interaction and speech craft are vital to our game as this is the main form of player progression. Without these features implemented, the player would not physically be able to advance through the game world - thus, making it critical to our minimal viable product. NPC interaction links directly to collectables as this is how they are gained; speech craft links directly to dialogue and collectables as this impacts the flow of the dialogue/conversation and affects how the NPC will respond (becoming angry or rewarding the player with collectables).
However, for the MVP, we could instate a simplified speech craft feature where there are only two options/tones the player can engage in, as additional options/tones only serve the purpose of rewarding the player with optional collectables. The two options would lead to either a pass or fail. Though the game could be played if we removed speech craft and only had basic NPC interaction, it becomes essential in regards to the multiple endings. Speech craft would be required for the player to gain the Sana Lily from the gardener - a compulsory use of speech craft in our MVP.
However, for the MVP, we could instate a simplified speech craft feature where there are only two options/tones the player can engage in, as additional options/tones only serve the purpose of rewarding the player with optional collectables. The two options would lead to either a pass or fail. Though the game could be played if we removed speech craft and only had basic NPC interaction, it becomes essential in regards to the multiple endings. Speech craft would be required for the player to gain the Sana Lily from the gardener - a compulsory use of speech craft in our MVP.
Tech Specs
Minimal gameplay time = Approx. 480 minutes | 8 hours
Tutorial | Approx. 45 minutes
The Witch Doctor | Approx. 90 minutes
The City of Haven | Approx.150 minutes
The Healer | Approx. 60 minutes
The Ingredients | Approx. 90 minutes
End | Approx. 45 minutes
Tutorial | Approx. 45 minutes
The Witch Doctor | Approx. 90 minutes
The City of Haven | Approx.150 minutes
The Healer | Approx. 60 minutes
The Ingredients | Approx. 90 minutes
End | Approx. 45 minutes
System requirements
OS: Windows 10
Processor: Intel Core i5 / Ryzen 5
Memory: 8 GB RAM
Graphics: GeForce GTX 660 / Radeon R9 270
Storage: 4 GB available space
Sound Card: DirectX compatible
If the user is intending on playing on a PC which does not meet or exceed these specifications, they should not run it. We expect most standard laptops that are owned by casual PC gamers (who are of the student demographic) to meet/exceed these specifications.
At minimum, we would like to release The Cure on Windows operating systems and exclude Mac operating systems. This is because the majority of the development team own Windows computers and programming/testing/releasing in two different operating systems could be time consuming. Also, we believe that most PC gamers own computers with the Windows operating system, so we would be catering to the majority.
Users that do not understand these specifications will be advised to check this using an online tool such as https://www.systemrequirementslab.com/cyri
OS: Windows 10
Processor: Intel Core i5 / Ryzen 5
Memory: 8 GB RAM
Graphics: GeForce GTX 660 / Radeon R9 270
Storage: 4 GB available space
Sound Card: DirectX compatible
If the user is intending on playing on a PC which does not meet or exceed these specifications, they should not run it. We expect most standard laptops that are owned by casual PC gamers (who are of the student demographic) to meet/exceed these specifications.
At minimum, we would like to release The Cure on Windows operating systems and exclude Mac operating systems. This is because the majority of the development team own Windows computers and programming/testing/releasing in two different operating systems could be time consuming. Also, we believe that most PC gamers own computers with the Windows operating system, so we would be catering to the majority.
Users that do not understand these specifications will be advised to check this using an online tool such as https://www.systemrequirementslab.com/cyri