Synesthesia Gameplay Systems and Elements
(this entry is a work in progress, last updated: 2023-06-26).
These are the different elements considered or planned for Synethesia.
Narrative Gameplay Elements⌗
These are the gameplay elements that enhance the narrative, provide extra flavor or information to player and may be used as part of a quest.
- Computer terminals
- Similar to dialogs, but longer text replies and shorter user prompts.
- Computer terminals reveal extra lore information and allow triggering special events in the game world.
- Dialogs with NPC’s
- The main way player interacts with the characters in the game world.
- Dialogs allow player to interact with the given character similarly to RPG games (I am using Fallout: New Vegas as a reference).
- Background NPC dialogs
- Single sentence reactions NPC’s may say when player presses
USEon them. - These simply provide background flavor and indicate NPC’s which do not have a dialog tree.
- Single sentence reactions NPC’s may say when player presses
- Infoscan 1: Scanning landmarks or target zones
- Information or clues can be gained by manually scanning landmarks or target zones.
- Player enters the scanning mode by holding the
SCANkey and points cursor at a landmark or a zone of interest. This reveals a short message that can be a helpful clue.
- Event Log. Infoscan 2: Automatic landmarks or target zones
- Some landmarks get automatically scanned by simply approaching them. The short text is then added to the rolling event log.
- The event log also includes redundant text from other narrative elements, as well as general background noise for flavor.
- Some landmarks and clues are pretty obvious and are visible with the naked eye, however the infoscan system can still provide just a little bit of lore.
- Radar
- Reveals hidden landmarks and passageways, reveals information unseen normally. Radar allows player to ‘see through walls’.
- Radar also provides a small 3D minimap that player can toggle.
- Radio frequency scanning
- Produces audible noises, words, music, images and other narrative elements, plus flavor text and quest triggers.
- Most radio signals are produced by various landmarks around the city.
- Satellites that pass over player also produce radio signals, however most of them simply broadcast a dead carrier or repetitive telemetry.
- Scavenger background chatter
- Text-based messages sent by scavengers to each other over their public network.
- Player can turn the optional messages off, however quest-specific text messages will still get delivered to player.
- Enemy background chatter
- Communication between enemy AI units, coordination, reaction to player.
- These work similarly to scavenger chatter, however they are mostly produced by the dynamic AI system rather than world events.
- Primary narrative
- The main quest that starts automatically and guides player into more of the game.
- The user interface that displays quest goals, quest log and other information.
- The quest markers.
- An extended event log that includes all dialogs and other text messages player has seen or heard.
- Item descriptions
- Hovering over an inventory item will display its technical parameters as well as a general text description.
- These descriptions can contain unique lore beyond just technical specifications
- This includes notes and documents, as these items only present information through their description.
- Technical drawings inspection mode
- A combination of player reward and extra lore, the game will let you view some select drawings in high resolution.
- This also includes things like maps and posters potentially, however this would be a fairly limited and minor element.
Functional Gameplay Elements⌗
These are the elements that have to do with the actual primary gameplay loop.
- WASD movement
- Standard first/third person shooter movement controls.
- Lean left / right
- Character can lean left or right to “pie” corners.
- Jumping
- Jump height is limited in this game in order to give a heavier feel to the player.
- Climbing
- The character can climb moderately tall obstacles (1.6 m) in order to get to places that could not be reached otherwise.
- Same mechanic allows to vault over obstacles if they meet appropriate height.
- Weapon length
- The player character has a unified rig. The weapons collide with the environment and deflect in order to fit in narrow spaces.
- This means that shorter guns would be required for comfortable use in-doors.
- It also requires player to be aware of their tactical positioning relative to obstacles. A long rifle can get stuck on an obstacle that is too close in front of the player.
- Weapon condition
- Firing shots from the weapon depletes condition, requiring the weapon to be periodically repaired.
- Bullets impacting the weapon when it is in hands or in the backpack also degrade the condition, however the weapon provides some bullet protection.
- Worn item condition
- Worn items have condition that degrades when player gets hit.
- Primary / secondary reload
- Some weapons require two types of consumables (for example, bullets and fuel).
- Player can separately reload either consumable in the weapon.
- Realistic gun mechanics and weapon failures
- The full cycle of the conventional weapons is recreated. Detailed simulation model allows for a more lively response of the weapon to failures.
- The intent is for player to get attached to their weapon, making it unique over the span of the game.
- Weapon upgrades
- Weapons can be upgraded. All weapons have a generic set of upgrades that provide minor to moderate improvements to gun performance.
- Each weapon also has a gimmick upgrade tree, which boosts a single parameters of this weapon beyond reasonable values, allowing players to explore ultra-specific niches.
- Environment hazards
- Various hazards drain players health points or disrupt their vision, hearing or other aspects of their operation.
- Non-functional technical artifacts
- These items provide a short lore text message and are sold for an increased price.
- They can be widely found around the zone, making them almost clutter-like, however still fetching a good price.
- Functional technical artifacts
- Some technical artifacts can have special functions or provide player with additional abilities.
- Additional items like the external targeting computer allow player to gain a corresponding perk from their perk tree while they are wearing the item.
- Technical artifacts may have expansion slots that change their operation or upgrade them.
- The functional technical artifacts can be found or bought from traders in very limited amounts.
- Realistic ballistics
- A simulation model predicts ballistic dynamics of a bullet and energy dynamics of the weapon itself.
- Wind affects bullet path, as well as the weapon zeroing and physical parameters.
- This mechanic serves to limit the pace of the game to tactical, requiring higher care and skill to engage targets from longer distances.
- Bullet penetration.
- No weapon sway, weapon holding dynamics
- Player experiences recoil from the weapon, however there is functionally no natural weapon sway.
- The players character is a synth with strong artificial muscles.
- Heavy weapons slow down the aim stabilization mechanics, leading to more inertia and less accuracy from rapid movements.
- Data points / Experience points, Perks
- Works similarly to Fallout: New Vegas. Data points are awarded for performing various in-game actions, passing speech checks, completing quests and so on.
- Each time player levels up, they can select an additional perk that enhances their gameplay abilities or adds new features.
- Inventory, in-world items and containers
- Player can pick up items in the world, from containers, from traders or from NPC bodies.
- The inventory is grid-based, where number of cells is proportional to the volume taken up by the item.
- Player has a dominant hand into which active weapon is equipped.
- The non-dominant hand is used to load and unload ammunition from the gun.
- Harnesses
- Harnesses are special items which allow player to use a button to equip or use a specific item, usually a weapon.
- These can be found in the world and provide a different number of slots.
- Backpacks
- Backpacks provide storage and can have multiple containers inside them.
- Relief vests
- The relief vest allows the synth character to retrieve ammo for the weapon. Only ammunition from the vest will be accessible for the weapons usually.
- Ammunition that is too large and takes a longer time to reload is an exception to this.
- Lower body armor
- Pants.
- Upper body armor
- Body armor worn under relief and harness.
- Left/right arm armor
- Left/right arm armor or special extensions.
- Coat
- Clothes item worn on top of all other clothes.
- Ladders
- Ladders that can take player up and down.
- While player is on a ladder, they cannot use the dominant hand item.
- Item value categories
- Items can be contemporary/common/relic/artifact/ancient.
- This changes the strength of their effect, if they have one, and their price.
- Repair items
- Items that allow player to restore their weapon condition, item condition or HP.
- Medical items
- These items do not work on player, however they are highly valued by humans.
- Unlike the usual, the placement of these items is realistic and they are considerably rare.
- Ammo abundance
- Some types of ammo are common and widely available.
- Exotic ammo can be limited in quantity or might require additional resources to obtain.
- Ammo can exist in damaged/outdated versions. Such ammo can degrade weapon condition faster or even damage it. Plus, it may have random ballistics.
- Ammo can be picked up from the enemies.
- Many of the mercenary outposts contain ammo caches.
- There are also ancient and just old ammo caches still left to uncover all around the zone. Many of these caches provide poor outdated ammo in large quantities.
- Individual magazines/clips
- Each magazine is an individual object that must be loaded with individual bullet objects.
- Reloading can be done automatically by a button press, taking some time.
- Or can be done manually by dragging bullets into the magazine inside inventory.
- A pattern can be specified for a magazine. Changing the pattern does not unload the magazine, allowing to combine them.
- Elevators and moving platforms
- These provide access to high areas or across large gaps, quickly.
- Doors
- Some doors can be opened and closed to separate environments.
- Some doors are special and teleport player to an interior level.
- Many doors are permanently shut to limit the scope of the world, however all spaces are implied to have a realistic scale.
Scripted Events and Locations⌗
- Scavenger camps
- These act like quest hubs for human side quests and for the scavenger main quest line.
- Scavenger faction is neutral to positive about player.
- Humans offer a bigger variety of trading supplies at a higher cost.
- Synth outposts
- Synths prefer small scattered outposts rather than having central camps like humans do.
- It is usually a source of synth-specific side quests.
- Some of the outposts have a trader willing to engage with the player.
- Synth traders tend to offer a small variety of items, however at a lower cost to the player.
- Trading
- Traders are available in scavenger camps, at synth outposts and sometimes randomly in the world.
- Different traders provide items of a different kind, for different pricing.
- Items are priced based on a category. Each trader has a specialty, a set of items they provide at a lesser cost than any other trader.
- All traders can sometimes sell unique items.
- Interiors
- The interiors are separate worldspaces that are not affected by the outside world.
- Some of the interiors are placed in the worldspace, however sparingly.
- Crafting workbenches
- There are crafting workbenches placed throughout the world. They allow to combine some items in order to obtain another.
- These benches also allow player to repair weapons without repair items.
(to be expanded)