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BaronNoir

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Sep 25, 2003
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As you might known, Canada's own Kickstarter will start soon. I have a fairly creative idea for a WW2 game that I will attempt to pitch there.

(Of course, if Paradox is struck by my genie, I'm willing to sell it for a couple of millions USD. This is sarcastic) I'm using a format that I found on Gamasutra for presenting pitches. I will start with the key concept, the page that is supposed to raise eyebrows (and funds)

Please note here that the thing is NOT on Kickstarter, and will not be for a long time. (I should probably not have mentionned Kickstarter...) The idea is not to get funds, but honest opinions on the core concept.

1) General Information and Presentation.

1.1) Theme and Setting

World War II is a well-covered topic in videogames, to not say too covered. This said people seem to forget at times the World part in World War II. Of course, there are obvious reasons explaining why games based on the British Somaliland or Aelutians campaigns would probably not break record in sales. This said, it’s peculiar how a front as important as the Eastern one remains poorly covered by the videogame media.

The whole idea of using the Eastern Front for the setting opens new possibilities for a game. For instance, we could use the oppressive and utterly desperate atmosphere of this conflict. After all, videogames routinely happens in settings ravaged by nuclear wars, invaded by the hordes of undead, and games depicting with credibility the despair of the survivors are quite lauded by the public and the press (the latest example would be The Last of Us). If people can be moved by survivors hunted by flesh eating zombies, they should be moved by real struggles against extinction. Thud, this project aims to give to the player an experience of the desperation on the Eastern Front in 1942, using the Soviet POV. It will attempt to reach this goal by using as cost effective medium, a very creative take on the bullet hell (a form of rail shooter). The narrative will be centered on a specific unit of the Red Army, the 588th Night Bombing Regiment, better known as the Night Witches. The project is thus known as Nachthexen-the German nickname of the unit.

Key points of the project:

-Nachthexen is a game combining the style of the bullet hell and stealth to emulate night bombardment. This leads to a unique experience, alternating calm and frantic action.

-Nachthexen is a game that puts the player in an actually vulnerable position. There is no secret prototype or superweapon for you: just a really outdated aircraft.

-Nachthexen is a game focusing on surviving, on having the best kill statistics. We simply have an interesting definition about surviving (note : that does not involve undeath…)

-Nachthexen is a game that could be resumed as «all female squadron killing Nazis», but without the ridicule that such a premise seems to imply first hand (AKA Strike Witches, which is based on the Night Witches too.)
 
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Two main things. First this doesn't really seem like a paradox game since it's more limited in scope and seems to be more of an action game than a sim. Second, the reason the eastern front isn't covered too much is because it has less appeal. While it may be more gruesome, people pay attention to the western front because that's what Americans and the British are more familiar with. One of the reasons WW2 games have had such a success is because those living in countries like the U.K. and U.S. see the war as a clear battle between good and evil and can relate with the soldiers of their home country. When you focus on just the eastern front you force these players to pick between playing for their enemies from 1939-1945 or their enemies from 1945-1989. I'm sure there will still be people who find it interesting but you're going after a niche market here. Good luck with your game though.
 
Yeah, I know, the only (tiny) chance would be that Paradox would publish it.

Second part of the document.

1.2) Style

Nachthexen is a form of bullet hell, which is a type of rail shooter that puts the player amidst a deluge of opposition (hence the name). To summarize, Nachthexen core gameplay alternate periods of tension with bursts of action. When approaching an objective, Nachthexen plays out like a very peculiar stealth game. Unfortunately for the player, however, the German soldiers in game tend to not react like, say, thugs hired by evil corporations nonchalantly guarding top secret facilities with their backs facing windows. They usually notice when the storehouse next to them violently blow up after being bombed. Thus, any attack made by player tends to bring opposition in the form of the eponymous bullet hell : small arms fire, FLAK guns, night fighters….

It should be noted here that Nachthexen missions are markedly different than most missions in his genre. The player almost never does the routine of the majority of flight-related games, such as blowing up Wunderwaffen prototypes, destroying capital ships, bombing top-level HQ, the kind of mission that ends up saving the whole war effort. The player rather receive tasks that are as mundane as virtually suicidal, such as strafing enemy airbases (with modern aircraft on standby) or harassing enemy forces by machine gunning trenches and barracks (which tends to irritate massively the said enemy forces without actually killing them. Mission profiles involve recon flights, light bombing, partisan support, air evac, harassment, interdiction….

However, Nachthexen will also have a secondary game centered on the eponymous Night Witches. Simply said, this secondary game is essentially a mini-RPG, based on pilots with randomized backgrounds, stats and relationship: all of this can have a variety of effects during missions. Various events in the core game and after missions can change those values.

The different values assigned to pilots are critical for the campaign game. The idea here is that each campaign (a succession of random mission) is not really scripted: the storyline is created by the player actions in missions and between missions. While the said plot will not be Shakespeare and ground breaking, at the very least this will be a storyline in which players actions have a clear impact.

1.3) Genre and Unique Mechanic

Rail-shooters or flight games usually have with the player flying a quality aircraft, either from the start or after a few missions. The progression from a dignified flying coffin (such as a TIE Fighter in the eponymous game) to a machine that can effortlessly mow down legions of enemies can be justified in many ways, both plot-wise or game-wise. The player can be simply promoted, his side can have a prototype to test, or he can simply use in-game cash or real cash to purchase an aircraft/starfighter/dragon that don’t combust spontaneously when the enemy look at it.

And here is the unique take of Nachthexen on the matter. From the first mission to the last, the same machine is used: a Po-2 biplane. There is no way to upgrade it, and you will not receive a new aircraft, despite increasing difficulty. This lead to a key point: the fact that Nachthexen is impossible to «win», by design. As per many bullet games, it will end up with the player dying, sooner or later. But Nachthexen fairly unique RPG elements with the pilots will give an ending more intricate than a high-score screen.

To summarize, the core game (the missions) try to give the essence of night bombing while not being an accurate stimulation. There is thus no convenient mini-map pointing with red arrows where the target is-simply a navigator NPC that try to guide you with variable accuracy. In the same vein, the only time when the player actually see the Germans aircraft, guns and tanks is when they break the blackout-when they open fire.

Usually, an action mission in Nachthexen will involve the player making several passes over an enemy «camp». Each flyover gives chances to the player a chance to locate enemy assets. The said assets will briefly appear and will be afterward visible on the map. To summarize, each time the pilot «sees» something, she can locate it more precisely-the first time, it will be a wild guess, the third time the location will be almost pinpointed. Unfortunately, each flyover also increases the chances to alert the enemy.

This basic see/try to not be seen dilemma is spiced up by a variety of conditions: possibility to cut the engine for a gliding approach, shifting cloud cover, weather effects, moonlight or lack thereof, skills and experience of the pilot and the navigator….
 
I don't whether Paradox is interested in this or not, but a game about the Night Witches? Count me in! I would absolutely play this.

"but without the ridicule that such a premise seems to imply first hand" To be completely honest, even if I didn't know about the Night Witches, nothing about "all female squadron killing Nazis" would sound ridiculous to me. More like badass.

I think that one big thing you should keep in mind is to make the game realistic but not flat-out impossible. You'd need to have some solid mechanics in order to really pull off what was so special about the Night Witches -- their clear disadvantage, and how they managed to work with that -- into something playable that didn't make the player lose every single time or which didn't magically give them an invisible advantage. If you can do that, I think it will be excellent.

I would also try to write a pitch that is something catchier, if not for any official dealings with studios and distributors, then for pitching it to the general public. As it was, I just kept asking myself "what's so interesting about this?" until I was almost at the end of the second paragraph and realised it was about the Night Witches (and then it really got my attention, but I already know about them). If I was busy I probably wouldn't have made it that far, at all. (I'm not trying to be destructive with this criticism, quite the opposite; I really hope a game like this gets made and being able to pitch it successfully could help.)

EDIT: Just read the second part of the document.

However, Nachthexen will also have a secondary game centered on the eponymous Night Witches. Simply said, this secondary game is essentially a mini-RPG, based on pilots with randomized backgrounds, stats and relationship: all of this can have a variety of effects during missions. Various events in the core game and after missions can change those values.

Hmm I'm not so sure about this. From your description of the "main" part of the game, it seems like there is likely no single ending that the player can reach due to difficulty, is that correct? I feel like it would make more sense for the main game to be the mini-RPG centered on the Night Witches, with a secondary game mode that allowed players to play random mission without a central plot, until they could complete a certain number of missions (and then they could unlock more levels of difficulty for that mode) or which carried on indefinitely. A bit like those old-school fighting games that often had a main mode with some kind of plot line, and then some more "freestyle" secondary modes.

I also don't get why the mode centered around the Night Witches needs to have randomly generated characters. I think it would be more fun if you could play as famous Night Witches or (if that's somehow not possible) as characters inspired by them you could choose from, with set stats. And maybe players could have the option of creating their own Night Witch with custom stats, which would be fun as well.
 
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Oh nice, someone is interested ! (I did not check the topic for a while). Here is the rest.

1.4) Platform
Nachthexen graphical simplicity will allow the game to be used on a wide variety of platform. The control scheme will be kept simple, to allow ease of use on iOS like devices. Nachthexen is also conceived from the get go as a game that can be played conveniently in short bursts-a mission lasting around 5 minutes

1.5) Business Model
Nachthexen design will allow new maps, missions types and pilots (portraits, backgrounds, interactions) to be introduced, either designed by the original team or by the players themselves. Nachthexen however aims to be as open as possible toward the mod community, to lengthen the game life

1.6) Target Audience
Nachthexen should appeal to the vast public of WW2 games. The unusual theme and gameplay should also appeal to fans of indies games, especially the more thought provoking ones. The design of the Night Witches themselves will also tap into the market of fans of the anime style

1.7) Key Demographics
The rather low key violence (direct on screen violence at the very least-the sometimes violent deaths of the Night Witches will happens off screen) will allow Nachthexen to be sold to virtually all age groups. The genuinely mature themes should however appeal to mostly older players.

1.8) Similar ProductsThematically, it’s an understatement to note that WW2 games are not exactly uncommon, although it should be pointed out that Eastern Front WW2 are much rarer (the recent Company of Heroes 2, the Sturmovik serie, Red Orchestra…). Gameplay wise, Nachthexen remains a bullet hell game with heavy emphasis on plot, somewhat similar to the legendary Panzer Dragoon games, or the more recent and well-received Sine Mora.

2) Short Presentation of the Project

2.1) Story and Scenario

Nachthexen take place at the darkest hour of the most brutal military campaign that the world ever saw. The game is set on the Eastern Front in the summer of 1942. As the Nazi Sixth Army approach Stalingrad, the Soviet High Command, the STAVKA, throw everything in the battle, to wear down the panzers. Among many desperate measures stand out the decision to send to the front young female pilots just out of flight training. As more qualified pilots are already being killed in droves using modern aircraft, those females, deemed expendable by the Red Army (which is quite beyond the impossible…) will have to do with outdated machines: antediluvian Po-2 biplanes, whose original mission profile involved basic flight training and crop dusting. Nachthexen campaigns are simply the depiction of the destiny of one such squadron. The rise from a joke among Luftwaffe pilots to the eponymous Night Witches-and their deaths.

2.2) Artistic Vision
Technically, the core inspiration for Nachthexen is somewhat surprising: the works of Hannah Arendt on totalitarianism and 1984. In game, this is shown in a simple but very effective manner: the squadron is seen as a mere part of the war machine, a cog. This is done in multiple ways: graphically, all the war material, Nazi and Soviet, will be stylized to look as metallic and cold as possible. The only human beings that appear are the eponymous Night Witches. In a stark contrast with the other graphical elements, the Night Witches are depicted using traditional unit portraits, anime-like in this case.

Depending of the choices of the player in the campaign, the Night Witches themselves can become more «human»-their portraits showing fleeting smiles, for instance, or they will chit-chat a bit after a mission. They can also become not much more than pieces of equipment. Nachthexen is thus probably amongst the first games reward the player by making his characters small talk and show some feelings…as opposed as behaving like, for instance generic bald space marines in a FPS. At the very least, this approach is more original than rewarding the player with new clothes (or considering that this is an all-female game, with a lack of clothes…)

2.3) Goal of the Player
Nachthexen core gameplay is mostly mission based. Typical missions involve following a path, destroying key objectives along it, and survive until the end of the path. The game will use dynamic scripting: simply said, the opposition will be proportional to the efficiency of the player, both in missions and in the campaign. The more daring and audacious the player is, the more ruthless and numerous will be the Luftwaffe. The more successful and able the player is, the more demanding and out of reality will be the next briefing. As anyone could guess given the player commanding officers and the setting, a poor performance will result in severe scolding (the kind of scolding involving being blindfolded and tied to a stake in front of an execution squad). Fundamentally, the goal of the player is not really different than the one in any bullet hell, which is to survive as long as possible. Nachthexen however have a very different definition of surviving than in most videogames: each «life» lost is a life actually lost. If you bite the bullet in Nachthexen, one of your pilots die. When everyone is dead, it’s game over.

2.4) Campaign Basis
This simple concept of «lives» being the literal lives of the squadron is the key element of Nachthexen campaign game. Many games have mechanics that make losing a «life» extremely trivial-a minor inconvenience, a mistake that can be corrected a few seconds later. A bullet hell is obviously the genre of game that needs to be quite generous on the matter. This is the case in Nachthexen : there is no direct consequence for dying. Dying is even a way like another to dodge a nearly impossible mission. And like many critically acclaimed games, Nachthexen justify the mechanic by the setting: the pilots are seen as subhuman by their enemies and expendable by their allies. In briefings, in mission reports, there is an extreme callousness over casualties and losses: to lampshade an infamous quote, the pilots are mere statistics. The RPG game of Nachthexen can thus be played in two very different ways. You can consider your squadron as a set of statistics, that can be min/maxed for a certain result. Or you can see your squadron as a set of characters that can tell a story.

But whatever your choices is, the ending will always be the death of every single pilot.
A cheerful game, for a cheerful setting and period.
 
Sorry but it sounds too disrespectful if it's a bullet hell and not that creative if it's yet another Call of Duty-esque game. WWII is still suffering from "overmilking".
 
Sorry, I ended up forgetting to check the thread since I assumed you'd disappeared.

Frankly, after reading the new details, I'm not sure I'd ever buy this kind of game. I don't mean this as destructive criticism, it's just the feedback I have to offer. My reasons for this are the ones I'll describe below.

If I bought this game based on a brief description, I'd end up disappointed. It sounds like it's only very vaguely related to the Night Witches. So vaguely, in fact, that you could easily replace that aspect of the game with anything else entirely, including characters created by you, and it would still be the same thing. At best, I'd think that you had been inspired to make it after reading about them but had gotten sort of lost along the way. At worse, I would think it was a cheap marketing ploy that was pretty disrespectful. Maybe you should consider using characters created by you or putting more emphasis on letting the player create custom characters, as opposed to attaching the Night Witches to this. It seems kind of forced. Don't get me wrong, I don't mind real characters and events being included in games, but as it is it seems like a very forced connection and an excuse to create a bullet hell themed game with a WWII feel.

That's my main reason. I'd be more likely to play it, in fact, if you simply stuck to using a whole fictional squadron created by yourself than trying to tie it with the Night Witches in a way that seems a bit distasteful and vague to me. I'd probably play a bullet hell game with a WWII feel and fictional characters. A Night Witches game that was a relatively simple bullet hell with anime-style artwork and which was just using them as code for the creator's own envisioning of the Eastern front... not so much.
 
I forgot to add this:

(or considering that this is an all-female game, with a lack of clothes…)

For the love of everything sacred, I hope you're joking and not really planning on any of them wearing animu girl versions of WWII clothes and gear. Not only is it tacky and disrespectful, but also highly impractical in a scenario like this and the fact that the characters are women doesn't magically make it practical.
 
I forgot to add this:



For the love of everything sacred, I hope you're joking and not really planning on any of them wearing animu girl versions of WWII clothes and gear. Not only is it tacky and disrespectful, but also highly impractical in a scenario like this and the fact that the characters are women doesn't magically make it practical.

No, this was sarcastical. In tons of game, you are rewarded with clothes, and with females characters you usually get less reward with the more you work. Nachthexen does not offer this kind of rewards.
 
Sorry, I ended up forgetting to check the thread since I assumed you'd disappeared.

Frankly, after reading the new details, I'm not sure I'd ever buy this kind of game. I don't mean this as destructive criticism, it's just the feedback I have to offer. My reasons for this are the ones I'll describe below.

If I bought this game based on a brief description, I'd end up disappointed. It sounds like it's only very vaguely related to the Night Witches. So vaguely, in fact, that you could easily replace that aspect of the game with anything else entirely, including characters created by you, and it would still be the same thing. At best, I'd think that you had been inspired to make it after reading about them but had gotten sort of lost along the way. At worse, I would think it was a cheap marketing ploy that was pretty disrespectful. Maybe you should consider using characters created by you or putting more emphasis on letting the player create custom characters, as opposed to attaching the Night Witches to this. It seems kind of forced. Don't get me wrong, I don't mind real characters and events being included in games, but as it is it seems like a very forced connection and an excuse to create a bullet hell themed game with a WWII feel.

That's my main reason. I'd be more likely to play it, in fact, if you simply stuck to using a whole fictional squadron created by yourself than trying to tie it with the Night Witches in a way that seems a bit distasteful and vague to me. I'd probably play a bullet hell game with a WWII feel and fictional characters. A Night Witches game that was a relatively simple bullet hell with anime-style artwork and which was just using them as code for the creator's own envisioning of the Eastern front... not so much.

While I admit fully that a bullet hell does not give justice to the Night Witches, the point is that this is a kickstarter like game, not an AAA project. The thing aims to be done with a shoestring budget.