• Computer Game Idea EMTZ [EMT Zombie Killer]

    From inter naughtfull@21:1/5 to All on Thu Nov 10 20:16:45 2022
    Title Page




    WELCOME TO THE FUTURE OF COMPUTER GAMES
    IT'S PROBABLY ALREADY OLD HAT BY THE
    TIME YOU READ THIS






    EMTZ

    Game Concept by Hereafter, Inc.
    itchyneebanshee


    This is a proposal for a computer/console RPG.
    This document was based on the Diablo 1995 pitch because it was the shortest one I could find online to copy.

    INTRODUCTION

    EMT ZombieKiller [EMTZ] integrates classic zombie combat, urban and rural landscape exploration, automotive chase and combat, plus real educational preparation for the EMT and Paramedic license exam. It is an integration of online education with entertaining gameplay.

    EMTZ fills a neglected niche in the computer game market. As most games today focus on pure escapism, violence, immersion into fictional RPGs, and online competition, EMTZ supplies all those elements with the additional benefit of learning real world
    medical information.

    We at Hereafter Enterprises believe all education will eventually become transmitted by gameplay experiences. EMTZ is a step in that direction.

    The 'game/career pack' will deliver educational benefit via computer game interaction. Once the world game network becomes aware of this approach, other companies will follow suit and a new supply demand dynamic will emerge in the computer gaming
    industry.

    EMtZ is a role playing game where the player creates a single character-- an EMT or Paramedic, and guides their actions through a large city as they respond to 911 calls via the dispatcher. All the action occurs in the city- in residences, alleys, bars,
    sporting events, hospitals, streets- just like real situations that an EMT would encounter in a large city like Atlanta, Detroit, New York, or San Francisco. EMTZ will also have special work assignments to create variety, such as Burning Man, music
    festivals, and impoverished rural towns.

    The most refined AI algorithms available will drive character interactions to create real dialogue feel and atmosphere. Novels from Hunter Thompson, J.G. Ballard, Henry Miller, William Gibson, J.D. Salinger, 'Gang' literature, plus screenplays from
    Martin Scorsese will be employed in AI dialogue engines for 'tone' and 'character'. At any time the player can adjust the 'density' of dialogue to increase or decrease depth of character interaction. Dialogue engines will automatically customize
    themselves to the gameplay situation.
    Real case studies from medical archives and dispatcher records will be employed in the game engine to create satisfying and challenging medical situations for the EMT player to solve.

    The DSM-5-TR plus transcripts of psychological case studies will be used for dialogue in psychological and paranormal challenges. Players can customize the dialogue experience by selecting database sources for the dialogue engine, such as DSM-5-TR, talk
    shows [ie: Coast to Coast, Dr. Laura, Mancow, Stern], scripts, movies, or novels.

    Players will have the option of allowing the game to use their own responses
    to the dialogue engines for future online gaming interactions, thus growing and expanding the variation of the EMTZ gaming experience for future players.


    The player faces several challenges as he answers a dispatcher call. In addition to the standard medical challenge, he or she may encounter zombie attacks, gangs, criminals, carjackers, and automotive carnage in traveling to the victim.

    Gangs encountered on the street are usually after the drug kit, and while administering care to a patient, the EMT might have to simultaneously fend off an attacker after the morphine.

    Corrupt corporations own all the hospitals and supply houses, and the EMT must battle to the crime ridden industrial side of town to a supply warehouse to replenish the ambulance and medical kit. Driving to the 'war zone' of a city provides an
    entertaining break from the
    medical mindset as car chase/battle encounters erupts on route to the supply house.

    Sometimes the medic has to loot victims and zombies he kills to acquire enough funds or credits to purchase supplies.


    The ambulance is equipped with machine gun turrets, a small missile launcher, shock grenades to disable the electrical systems of other vehicles, plus various side arms.
    The player has to occasionally restock the ambulance arsenal from appropriate supply houses, or from gun dealers on the street. The player has the option to turn on/off automotive combat at any time.

    Psychological challenges. EMTZ will present multiple scenarios to create entertaining and educational situations to develop the psychological acumen of the player.
    The DSM-5-TR will be fed into the AI dialogue game engine to create endless combinations of psychological problems for the player to identify. The solution to such game puzzles will be a combination of pharmaceuticals, interview, argument, and combat. Each patient will be uniquely generated by the game engine.

    One of the more common scenarios where the opportunity to diagnose
    and solve psych problems will occur in 'counsel rooms' inside the ER
    and malls. The player will be able to pit their wits against the DSM AI engine. Like a new chess match with different moves every game, patients will present unique dialogue and problems for the player to diagnose and treat. The density of the DSM AI module can be adjusted from easy to 'crazy as a bug' difficulty, to create a wide
    range of psychological
    puzzles. It's possible that some patients may 'turn' during the interview and have to be dispatched. An error of the player in such an instance would cause a deduction of credits.


    For example, patients with borderline personality disorder may exhibit violent traits while requesting help. Muggers and thieves might call an EMT pretending to be an injured victim, for an ambush and looting opportunity. Zombies typically exhibit
    violent traits, but the player must determine who is a zombie and who is a living human. The player will use special medical instruments to measure the vital signs of a potential patient to determine if they are a zombie. Pupil dilation, skin temperature,
    Ph level of skin sweat, and pulse are examples of useful information [sometimes acquired during combat] to determine if a would be patient is a living human or not. Some of the specialized medical instruments can be used to obtain this information at a
    distance. For example, a combination of taser, tricorder, and infrared sensors describes one of the instruments. At the ER, when the EMT delivers a patient, there is an option to go to a counsel room where other online players, if available, can assume
    the identity of the patient, providing RPG in a psychological session format.


    EMTZ will support 2 player and multi player game sessions via the Internet, and the 'counsel room' will also be available at the mall where players may enter and assume the role of patient or EMT.


    In addition to determining if a patient is human, some patients require a psychological assessment before treatment can begin. Using dialogue with a psychological AI engine, the EMT determines if a patient is sincere or not. This has to be accomplished
    within a determined time
    and with few questions as possible. More points are awarded the more quickly the EMT 'unlocks' the true identity of the patient. Ambush calls are fairly common, and the EMT must proceed armed into the patient encounter.
    Ambush motives can range from theft to the simple desire to get attention. 'Fight Club' type 'victims' will attempt to lure the EMT on a wild goose chase of false diagnosis in order to get meds or a free trip to a warm bed in a hospital.
    Special 'awards' are bestowed upon the EMT who quickly uncovers this ploy.
    If an EMT transports a patient to the hospital and during the trip, or during check in , the patient is discovered to be faking it, the EMT loses points.

    The paranormal level is achieved after the player has 'conquered' several psychological and physical challenges that EMTZ presents. As stress from the job combines with life experience, the EMT acquires 'powers' to see into the paranormal realm.
    Hostile spirits [dead gang members, youths bitter about dying young, demons,] will challenge the EMT on a call just as a physical person can.

    For example, a call might yield a patient that is possessed, and the EMT will not only have to diagnose and treat physical and psychological ailments, but also spiritual maladies. A 'boss' level would be a call where the player has to contend with a
    combative patient, a haunted house, spirits possessing the patient, and gangs that are trying to acquire the drug kit. Successful multitasking against such opposition will award the player
    the ability to 'uplevel' to better equipment, weapons, and transportation.


    Surgery skills. The player has the option to activate the Surgery Skill module. This module will provide educational scenarios where the patient requires basic surgery, such as wound suture, the setting of broken bones, debridement, and organ removal.
    Basic surgery skills will be taught 'in the field' and will include anatomy quizzes, multiple choice options for treatment, and eye hand coordination challenges via the surgery glove game controller, sold separately from Hereafter games.

    Using surgical skills, organs can be harvested from deceased patients and sold to increase funds to purchase supplies to treat living ones.

    RELAX
    In addition to random calls from the dispatcher, the player will have access to malls, dojos, and Tai Chi/Qi Gong classes to 'recharge'. Health credits will be awarded for time spent in Qi Gong sessions. Malls with strict security measures to ensure a '
    safe' zone will supply stores connected to Amazon, Ebay and Walmart for in game purchases. Discounts from participating vendors which 'redeem' credits acquired from gameplay will connect the real world to the world of the computer game.

    ABOUT THE MALLS

    Three types of malls will be options for destinations in EMTZ.
    The 'super security brand spankin' new zip mall' in which online
    purchases can be executed, the 'Dan Bell' mall which is barely
    functional, where problems might be encountered, and the
    'urban decay' mall where squatters, zombies, and who knows
    what types of mutations scurry about. Dispatcher calls may
    direct the EMT to any of these malls. The EMT may also
    visit these locations to relax, explore, hunt, or shop online.

    PLOT AND SETTING

    EMTZ is set in an industrial, modern, urban environment that spans all social class levels. The EMT will engage patients in widely varied social situations. The goal of the EMT is to diagnose and treat patients, and to engage in combat with gangs, zombies, criminals, and muggers, as needed. A secondary goal is to pass the EMT and
    Paramedic written exam. Practice questions will be inserted along the EMT's progress, and can be turned off if no questions are desired during gameplay.
    Practicing passing the exam questions will increase the chances of the player passing the actual EMT and Paramedic written exam. Clinical rotations will have to be completed elsewhere in an accredited program. Hereafter is in discussions with several
    colleges that offer accredited EMT/Paramedic degrees to allow EMTZ 'graduates' to obtain credit for basic lecture courses, or to 'test out' of certain basic courses.

    The EMTZ game has no ending, with expansion modules for different cities and environments being planned for future release.
    The EMTZ quest never ends--the player just moves on to another city.


    GAMEPLAY

    After starting the game, an opening cinematic sequence segues into the main menu screen.

    The player may create a new game and select the desired city, or load previously played games that were not completed. Pre-generated characters are available as a quick start.
    The main menu also offers an Options menu where sound and video configurations can be customized, levels of gameplay difficulty can be chosen, and density of dialogue can be customized. The more 'dense' the dialogue, the more challenging and complex the
    communication with gameplay characters become. Other than the general 'density' parameter, more particular dialogue options can be adjusted, if desired. For example dialect, sensuality, violence, psychosis, insight, friendliness, gender, religion, and
    educational level can be individually customized to create a public populace the player desires to engage in during EMTZ gameplay.

    EMTZ will have various environments available to play the EMT role. Cities can be super urban, and evoke atmospheres reminiscent of Bladerunner, Bringing Out The Dead, Taxi Driver, Fallout, Rain, and GTA. Cities with more suburbs and less population
    density, plus completely rural assignments will be game options to provide variation of gameplay and character interaction. Special events such as large music festivals and gatherings like Burning Man will provide a broad range of surprising medical and
    criminal cases for the EMT to diagnose and treat, while providing stimulating musical soundtracks. Options for various background music will be under the main menu at startup, and can be changed anytime during gameplay. The ambulance has a radio with
    Sirius XM, Youtube, Spotify and similar channels. Those services can be prepaid through an Xbox Live or Sony PS subscription.


    As the player checks into the Ambulance service and obtains a vehicle, he begins to receive calls from the dispatcher. The calls automatically download onto the GPS screen in the ambulance, and the player drives to the location using the digital map.
    Gameplay such as Twisted Metal is an option to 'activate' if such automotive battle is desired on route to the patient. Obstacles and attackers can be shown on the GPS screen as an early warning option, or, if toggled off, can be a complete surprise. The
    player has the option to extend the automotive battle for as long as desired, before arriving to the destination.

    The player will engage the patient with AI driven dialogue and engage each situation uniquely. It might be a violent ambush setup by gangs looking for the drug kit, or a rich widower in a gated community complaining of heartburn. The victim might be a
    DOA, or the player might encounter zombies before they get to the patient, and lose the opportunity to complete
    the call due to zombie combat. Each patient that the player successfully diagnoses and treats will increase points and health credits. Opportunities to uplevel equipment and abilities will become available the more patients are successfully treated.

    Paranormal challenges will emerge the more experienced the EMT becomes, and the more quickly the EMT diagnoses and treats patients. The EMT will begin to encounter ghosts, disembodied souls, demons, and elementals as experience is acquired. An example
    of a paranormal encounter would be in the tunnel connecting two large hospitals downtown in Atlanta. One older large hospital is built on a mass burial mound from the civil war and is haunted by ghosts of soldiers, patients, drug addicts, and murder
    victims. The other is a children's hospital, populated with the occasional youthful ghost, usually confused and somewhat angry at passing early in life. An underground tunnel connects both hospitals and is a 'hangout' for disincarnate spirits.
    Occasionally the EMT has to traverse the tunnel
    to deliver patients to the correct location and will begin to encounter angry spirits that complain about their early death, or experiences of suffering before they died. Here is where the psychological-paranormal AI database fuels the dialogue between
    EMT and ghost.



    As the EMT gains experience and points, he/she becomes 'the frontman' or
    'first line of defense' for all of the patient's problems.
    Not only will the EMT engage and solve living human patients' physical and psychological problems, but will begin to argue with and engage disincarnate spirits and 'guide' them to the light, and solve their spiritual 'puzzles' so they can 'uplevel' to a
    more productive environment.
    Basically, getting the spirits out of the hospital is the goal. It is not a place for ghosts, unhappy spirits, astral bodies of vampires, and the like.

    Boss levels of EMTZ will be a multitasking challenge, as violent patients, gangs, psychological problems, zombies and ghosts are all encountered in a single situation. Successful resolution of such calls within an allotted time restriction denotes '
    beating' the boss level.

    EMTZ can be played stand alone or online and will have upgrades available for AI dialogues, cityscapes, paranormal abilities, and bug fixes as they become available. Upgrades to different AI dialogue engines will increase replayability. New cities being
    added to the work zone will also lengthen the game's life.

    Who would be interested in playing EMTZ?
    Players interested in combat gameplay, both automotive and pedestrian. Anyone that is interested in learning more about the human body and basic first aid.

    Anyone planning on becoming an EMT or Paramedic. EMTZ will
    provide exposure to medical knowledge that is on the EMT/Paramedic
    written exam. Getting exposed to this information during gameplay
    will create an accelerated learning condition when the player becomes
    a student in an EMT or Paramedic accredited program.
    EMTZ exposes the player to more emulated stress than the real world.
    In the real world you generally don't get attacked by zombies when
    you are issuing first aid.


    EMTZ will show the computer gaming industry the potential for
    game/career preparation gameplay.



    BACKGROUND VIBE SOURCE MATERIAL

    Games
    Fallout
    Twisted Metal
    Dishonored

    Movies
    Bringing Out The Dead
    Taxi Driver
    The Outsiders
    Bladerunner
    Mad Max
    M.A.S.H.
    Catch 22
    The Wonder Years
    They Call Me Trinity
    28 Days
    Dawn of the Dead
    Shawn of the Dead
    The Road

    ----

    EMAIL SENT TO G4TV

    October 8th, 2022 , sent to G4TV via the webpage.

    r: Had a game idea.
    Really would like to see the paramedic/EMT/Ambulance
    driver game combined with Zombie infested ghost city.
    Paranormal plus practical medic knowledge. Scorcesse's
    medic film plus Dishonored/Fallout. Armed EMT goes out into
    the wrecked city to treat 'victims' and fends off predators.
    Retrieves supplies from the medical warehouse way across
    the tracks in the industrial side of town, then back onto
    the streets. The city is haunted. Occasionally the protagonist
    has to go into the posh gated neighborhoods to treate some old
    lady's heartburn in a haunted mansion in ridiculous irony.
    Dickens plus Bioshock environment.


    https://store.steampowered.com/app/942220/Ambulance_Simulator/

    The game utilizes a real medical fact database, includes
    an online and printed study guide for EMT/Paramedic
    certification plus crazed violent combat game play.
    Practical knowledge plus game play. Sort of like guitar hero
    that eventually taught you a real song structure.
    Eventually all education will be like this :) The player
    learns real medical knowledge without being aware
    of it. Bummer.

    While the player is assessing a patient and
    performing duties within a time limit, preserving
    life force [jewels], you *might get attacked by zombies
    or gangs interrupting your care. Switch medical gear
    to combat gear via multi-tool belt. Ironman Batman
    toolbelt plus medical belt. Shoot heart starting
    adrenalin into assailants and they explode.
    Some patients are combatant and delusional but they
    still need help. Just like Dishonored
    almost combined reading a short story/novella with
    game play, the EMT/Zombie game incorporates the acquisition
    of first aid knowledge until you 'graduate' to Paramedic status
    game level. Heck afterwhile you could do surgery in the streets.

    ---

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)