Building: Middle Earth
Shadow of Mordor was an action slash adventure game based on J.R.R. Tolkien's Middle Earth universe. Originally, there was only a one-page directive from someone in Warner Brothers looking to make a quick buck off the upcoming Hobbit movies, which, reportedly, said little about what the game should have, but had plenty to say about what it shouldn't, and that was any characters, locations, or plot points referenced in the book or movies to come. In other words, create a story from Tolkien, but not actually using Tolkien, or something like that - we were never quite clear on the subject.
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Encounter Playthrough
This storymap was the basis for the playthrough that follows. I used AI to merge the map with the environment and create this snippet of what could be a useful as a gameplay evaluating tool.
STORYMAPS
Storymaps are stream-of-consciousness riffs presented in a hybrid form that is part storyboard, comic book, and mission document, all rolled into one. By conveying as many ideas and information as possible up front, there is something to respond to-- positively and negatively-- and suddenly everyone on the team has myriad points of entry, whether they are designing an environment, coming up with gameplay scenarios, or developing the story arc.
No story. No concept. No design. I had only a passing familiarity with Tolkien's work, so I did the sensible thing and wrote a story arc in two weeks. I never quite made it to the third act, but the exercise served its purpose. Dozens of designers and artists would be soon joining the team and we needed to give them something to do while the powers that be figured out the details, like script, lead designer and game engine.
To move out of the starting gate, we agreed on a standard three-act narrative, with each act set in one of the established Tolkein "worlds" of Mirkwood, Moria, and Misty Mountains.
Everything follows from the environment-- from the people who live there (and the enemies), to their buildings, the things they do and the abilities they have. From there follows abilities and tasks and missions, and so on down the line.
The Mines of Moria were an attractive option because they were all interior and would be the easiest to partition for streaming purposes.
We could have built an entire game around a descent/ascent through the endless levels of the Deep Mines,