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Child of Power

Child of Power is Narrative Design project combined with mission, and game design set in, and around the fictional fantasy city of Kelthun. A city where the social gap in nobility has been growing wider and wider with every passing year. You play as Moriah who through hardship, adventure, and relationships discovers their hometown is corrupted by the High Noble Ikorai through an influence of power, and assisted by an entity granting him powers through a sacrificial dagger.

 

Our story begins with a sacrifice. Every child between the ages of 10 and 19 is gathered at the grand citadel. Ikorai examines, and through the daggers power selects a child to be sacrificed and harnessed to benefit the Kelthnic army, and his own selfish desire. Families of the sacrificed child are offered coin and prestige, and thus a chance to climb the noble ladder.

Throughout Moriah's journey, they meet Silvia, a old lady living outside of civilizations who knows more about this worlds history than she initially explains. The High Noble Ikorai has more to him than meets the eye, the ancient civilization of Sija had huge impact on the current state of the world, and Moriah themselves holds the key to stopping the corruption.

A document, and slideshow outlining all 12 essential story beats through a gameplay and narrative perspective. A deep dive into story beat 7, The Kelthnic Prison with an in depth gameplay overview of its 15 key moments.

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Document

Slideshow

Here is a written dialogue script for the described scene below.

 

This scene takes place after Moriah and Silvia confront Ikorai in the Central Courtyard of the Grand Citadel after learning about the past of this world they live in, and the past of how Ikorai manipulated his way to the top of Kelthun.

Dialogue Script

Level 7

Kelthnic Prison - Breakdown

Mission Overview

Moriah's brother Sable was captured by Kelthnic Guards in the beginning of the story. He was taken to this prison, and the player needs to get him out.

 

This level is set in the Kelthnic Prison, a standalone structure a few kilometers out from the main city. It employs a few senior guards from Kelthun, but mostly consists of more prisoners of war that are treated like slaves.

 

These guards are given the promise of reuniting with their families, albeit briefly, on the condition that they work properly at the prison — for months on end, for a few days with their families at most in return.

Other labor includes kitchen and janitorial staff, who are also mostly prisoners of war, but specifically unrelated to the guards so that they all feel motivated to work and see their families again.

Beat 1 - Find a Way in

  • The front entrance of the prison is too heavily guarded.

  • Scout out the prison with Silvia and through visual storytelling and find an opening in the ceiling just big enough for use.

  • Silvia off ers to stay behind to protect the Flune & act as a lookout.

  • Stealth around guards and platform across gaps to the top of the prison in order to sneak in.

Gameplay

  • Stealthing through cover to avoid guards.

  • Following paths, and using visual storytelling to located the hole on the rooftop under repairs.

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Beat 2 - Where is Sable?

Branching Moment!

  1. Stealth

    • Avoid Guards, look for clues, and converse with prisoners to find out if they know who Sable is, and wherehe might be.​

    • Results in more guards for a later combat encounter.

  2. Combat

    • Defeat/interrogate guards to find out where Sable is being held.

    • Results in fewer guards for a later combat encounter.​

Gameplay

  • Stealth around guards or knock out/fight those that notice the players presence without causing a large commotion. 

  • Through dialogue with other prisoners, and a description of Sable Moriah finds out where he is probably located.

Beat 3 - Get to Sable

Story Gap!

  1. Expectation

    • Find Sable in his previous cell and break him out!

  2. Reality

    • Sable is nowhere to be seen.

    • Where did he go, or where did they take him?

Gameplay

  • Slowly moving through cover to locate Sable's cell number on the upper floor of the prison.

Beat 4 - Where Did Sable Go?

  • Sables old cellmate Mus notices Moriah's confusion and says "Sorry kid. He's gone. They took him just this morning out of nowhere.."

  • Mus explains they probably took him to a lower floor and to check the wardens chamber on the bottom floor as it might have information on his whereabouts.

Gameplay

  • Dialogue exchange with Mus.

Beat 5 - Mus Offers to Help?

  • Mus offers to take the player lower if he is let out of his cell.

  • He holds up an amulet explaining Sable left it for him.

  • Use Moriah's powers to break the cells lock and sneak Mus out.

  • Gain a new ally.

Gameplay

  • Distracting guards, and use Moriah's powers to break the lock on Mus' cell.

Beat 6 - Descend to the Lower Prison

​Branching Moment!

  1. Stealth down to the lower level avoiding, and distracting guards.

    • Results in more guards for later combat.​

  2. Fight down to the lower level eliminating the prison guards.

    • Results in fewer guards for later combat.​

Gameplay

  • Distracting guards, and platforming through cover to avoid their gaze.

OR

  • Using Moriah's powers, and the environment to eliminate guards.

Beat 7 - The Warden's Chambers

  • Once the player arrives at the lower floor they notice an overwhelming amount of guards making combat a poor option.​

  • The warden's office's location is given to the player through live dialogue from Mus as he follows beside.

  • Enter the office to investigate.

Gameplay

  • Stealth past large amounts of guards utlizing cover and distractions.

Beat 8 - Investigate the Chambers

  • The room is empty so the player begins searching the desks and drawers for documents regarding Sable.

Structure Twist! A hostage is taken!

  • Discover Sable was taken back to Kelthun to be executed the following day.

Gameplay

  • Interact with the surrounding environment to discover important pieces of information.

Beat 9 - The Warden's Return

Structure Twist! A character changes sides.

  • Mus is caught by the Warden and rats the player out.

Gap!

  1. Expectation

    • Sneak in, and sneak out of the chambers without being caught.​

  2. Reality

    • Warden arrives back in the chambers creating an unexpected problem.​

 

Branching Moment! What will the player do with the Warden.​

  1. Use Moriah's powers, and nearby knife in an attempt to stealthily incapacitate her? 

    • Results in the chance for a stealthy escape.​

  2. Break a nearby window for a fast escape path.

    • Results in sounding the alarm, and a combat focused escape.​

Gameplay

  • Interact with the surrounding environment to discover important pieces of information.

Beat 10 - Friend or Foe?

Branching Moment!

  1. Abandon Mus and get out of here. 

    • No help for combat.

    • Fight a number of guards depending on past choices.

  2. Let Mus join.

    • Assistance in combat.

    • Fight a number of guards based on past choices.

Gameplay

  • Quick cutscene with Mus' situation.

  • Depending on the previous choice in beat 9 Mus is either mouthing his willingness to help as he is taken away, or explains his situation to Moriah shortly after The Warden falls to the ground incapacitated.

Beat 11 - Escape the Lower Prison

  1. If player chose to incapacitate Warden 

    • The player has the ability to stealth out of the prison unless they are discovered in which case the alarm sounds, and combat begins.

  2. If the Warden was ignored.

    • The player has to fight, or run past guards on their way out of the lower level.

    • Fight a number of guards based on past choices.

Gameplay

  • Quick cutscene with Mus' situation.

  • Depending on the player's previous choice in beat 9, Mus is either mouthing his willingness to help as he is taken away, or explains his situation shortly after The Warden falls to the ground incapacitated.

Beat 12 - Find a Way Out

Optional Gap!

  1. Expectation

    • Use the entry point as a means to exit the building.

  2. Reality

    • The player is caught by guards. Find another way out.

    • also applies if the player didn't manage to stealth out of the lower prison.

Gameplay

  • Stealth through the upper floor of the prison.

  • Fight guards while searching for an alternate escape route.

Beat 13 - Exit the Prison

  • The only possible exit is out the front door.

  • The player fights their way through guards and out the front door just barely escaping alive.

Gameplay

  • Live dialogue explaining Moriah has noticed the front door.

  • use Moriah's powers to eliminate guards, and escape through the front door.

Beat 14 - Ambushed!

  • Barely Breathing, the player makes it out into the courtyard outside the main prison block.

Gap! 

  1. Expectation

    • The player makes it out safely!​

    • Mus too if he tagged along.

  2. Reality

    • Another group of guards outside.​

    • If the player allowed Mus to tag along this ambush begins with a spear through his head.

Gameplay

  • Cutscene of Moriah's escape, and Mus' potential death.

  • Fight through guards on your very low hp.

Beat 15 - Silvia's Transformation

  • With little to no energy left, the guards have the player surrounded and are about to make the final blow to knock Moriah out…

Gap! 

  1. Expectation

    • Get captured, or killed by the guards.

  2. Reality

    • Silvia jumps in, shrouded in a beastly red aura and tears apart the guards easily.

    • Before Silvia can tear the player apart too, the amulet Sable gave Moriah snaps her out of her rage.

Structure Twist! A Revelation that Changes Everything.

  • Silvia clearly has some things she hasn't told the player. What else is she hiding?

  • No strength to escape, may as well hear what she has to say.

Gameplay

  • Scripted combat reducing the players hp to the lowest it can be.

  • Before death, live gameplay of Silvia jumping in shredding the guards to pieces.

  • A cutscene after she finished the guards showcasing the moments leading up to the amulet saving the palyers life.

After, a cutscene continuation to begin Level 8...
The Sijan Civilization

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