AboutIts a lot harder to write this than I thought! At heart its a hacking sim, but there are also additional layers like a city overworld, and location-dependent building maps that your agents on the ground can navigate. There is also a stronger emphasis on implicit exposition than I think hacking games are traditionally expected to have. I'm also aiming to make the hacking more intuitive and interactive than what a player might be expecting.
Example missionThe most recently scripted mission is to acquire an unreleased song for a pirate to put on their site. The music store youtune.com has a copy of it, but since it isn't released yet, the "buy" button on the website is disabled. However, you can initiate the buying process on a different song, then switch the songId parameter in the browser bar (the ?topic=51008 part of this page, for example) to point to the id of the song you want. Or you can snoop around the artists personal site and maybe find a copy in an unlisted directory. Or email the artist directly and beg for a copy because of what a huge fan you are! Or send an agent to break into the artists house and access his computer so you can SSH in and look through his hard drive for the file you want. My approach to mission completion is very driven by Deus Ex and Indiana Jones and the Fate of Atlantis, where there is usually a mechanical way to solve something, a violent way, a dialogue way, an exploratory way, etc.
InfluencesUplink, Deus Ex, Hacknet, Hacker Evolution, Syndicate, Uplink, Uplink, and Uplink
Enemy of the state, The Matrix, Syriana, Homeland, Body of Lies, Mr. Robot, X-Files
The Global War on Terror, Wikileaks/Snowden, the rise (and future) of China, other real world current events
ToneIt definitely aims for serious, rather than goofy or campy. I think there is a lot happening in the world of cybercrime and international espionage right now, and part of my goal (aside from giving players an awesome software toy to play with) is to present current events in a fictional context, so players can realize just how amazing the real world is. I think technological progress in reality gets discounted because it doesn't "look" the way it was presented in sci-fi.
MessageI don't want to push a specific message or bash one particular group, but I do think the overarching feel of the game is corruption, cynicism, and manipulation. For example, reading the public statements from in-game political figures, then breaking into their unsecured personal email accounts and finding out their true motivations. And of course, using that info to blackmail them into taking policy positions you want.. or to "leverage your inside knowledge to become their trusted subject matter expert", if you prefer

But really, I don't want to alienate anyone, so even certain cryptography-centered national intelligence agencies will have their viewpoints presented without an inherently negative bias. It will probably be a distilled and caricatured viewpoint, since its a videogame and all, but I want to avoid labeling anyone as wrong, or "the enemy".
StoryWhile there are random/one-off missions to earn money, there is a grand campaign story I'd like to tell, through multiple story arcs. Where you might be playing as a cog in the Big Brother domestic surveillance machine and see one side of the story, you will get different pieces of the puzzle when playing as an anonymous hacktivist fighting corruption, a freelance hacker/private investigator just trying to scrape by, or a cadet in the newly formed military branch designed for cyberspace warfare. I really dont like good/evil storylines, so I really want to make the player squirm when it comes to deciding what to do or who to side with. No villain wakes up and says to themselves "muahaha, today I will be eeevil!" so there will be a lot of grey area and simply different points of view rather than objective +1 Karma rewards. On the other hand, I don't like quests that "might" reward you later if you pick one choice over another, ie a character showing up later to help you. So rewards will be unambiguous, to help with decisionmaking.
Example story: (Spoilers!) One of the locations in the city is an airport, and there are various airport-related systems you can explore (cancel flights, send bags to the wrong destination, other ideas?) and missions to do. For Nov 8th I'm hoping to have the following ready:
- Protect my privacy from the TSA porno scanners!!1
- Help me smuggle my bong through security, man
- Get me off the no-fly list so I can attend my brothers wedding in India
|
So you go through completing the contracts, and after completing the final one, your news reader lights up with a new headline. There was an explosion at the airport, and a plane was destroyed as it was taking off. The linked article talks about how "multiple layers" of security were bypassed, and whoever was responsible must have had "help from inside". Now, I'm hoping this will provide replay value, because an astute player might realize what they've done, or notice that all the payments from the different missions came from the same account. Hopefully they'll replay the mission, this time trying to find out who is trying to manipulate them, by researching the emails that sent you instructions, or the bank account you were paid from. Account numbers are randomized each playthrough, so the player will have to complete SOME missions to draw the terrorists out. It'll be up to the player to decide how far they want to take things before swooping in to make an arrest. But, if you take things right up to the line, and the bomber goes to the airport, you can post an agent there to intercept him and take possession of the bomb (assuming you've owned their computers hard enough to know their secret phrases). Or sit back and simply redirect the bag onto the private jet of a politician you don't like. Or let the bag be detected by security and kicked out of the system, saving lives and leaving your relationship with the terrorists intact so you can watch them panic, maybe revealing their backers in the process.
TimelineUhhhhhhhh.
Some funny bugs (trigger warning, violence/terrorism)
Since the game was originally about being an intelligence analyst during the Iraq War, there was a bug where one AI that was supposed to do a suicide bombing was busy with something else, so they tried to ask another AI to do the suicide bombing for them. A good case of ambition going off the rails. Another bug was after I'd completed a mission, I wasn't getting paid by the employer. The culprit? The employer was out to lunch and hadn't heard the "new email" event on their home computer, so they didn't didn't know I'd completed the mission. An example of trying to be too realistic with mechanics.
