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NPC Archetypes

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Objectives

  • Define our NPC archetypes from a design perspective.
    • We’ll eventually circle back around for narrative & art later in this process.
    • We’re sticking with standard NPCs, bosses (Seven Suns) will likely take inspiration from these archetypes.
  • Establish how each NPC archetypes differ from each other to provide a variety of game experiences.
    • Identity
    • Progressions
    • Behaviours
    • Strengths & Weaknesses

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NPC Families

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ART

ART

ART

HLM�Fans

PAGAR �Service Corp

PAGAR�Executives

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HLM Fans

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HLM FANS

HLM FANS

Identity

ART

Identity

Humanoid

  • HLM Fans are, at first, the most recognizable enemy archetype.
  • They are simple humans with masks and human weapons.
  • Unbeknownst to most people, they are more than just a little too hardcore in their fandom.
  • Instead these fans have been exposed to HLM3 which triggers a demonic transformation.

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HLM FANS

Progression

ART

Demonization

  • Thanks to their exposure to HLM3, fans are rapidly being demonized.
  • The more devoted fans, the more advanced the transformation.

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HLM FANS

Progression

ART

Fandom Manifest

  • Part of the fan’s demonization process is to manifest fandom on a physical level.
  • Animal mask are integrated into their bodies.
  • Grotesque mutation grow in relation to their masks.
    • Bull = horns
    • Owls = wings & feathers
  • More devoted fans wear more predatory animal masks.

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HLM FANS

Behaviour

ART

Simple

  • Tend to favor melee weapons.
  • Straight-to-the-point enemy AI behaviour.
  • Some might use the traditional Charger paradigm.
  • Easily affected Media Stims.

OLD IMAGE

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HLM FANS

ART

Behaviour

Frenzy

  • While in combat, will typically respond to friendly-fire.

Glass Cannon

  • Wear little protective gear, to better display their fandom.

OLD IMAGE

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HLM FANS

Strength

ART

Fleshy

  • Demonized fans can regenerate severed limbs, if not finished promptly.

Flight

  • Demonized Fans can mutate to the point of having wings to fly.

OLD IMAGE

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HLM FANS

Weakness

ART

Dumb

  • Their simple intelligence makes them prone to obstacles and choke points.
  • Filled with rage, Fans can easily be baited into dangerous hazards.

Tender

  • Because of their lack of protection, Fans are vulnerable to sharp objects.

OLD IMAGE

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HLM FANS

Weakness

ART

Human Implements

  • In most cases, Fans are equipped with human weapons, which Bee can easily be used against them.

OLD IMAGE

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PAGAR �Service Corp

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PAGAR Service Corp.

ART

Identity

Robotic

  • Being a mega corporation, PAGAR can afford to have robots for staff instead of paying salaries.
  • Additionally, this robotic force is unaffected by the demonic elements of HLM3; an essential part of PAGAR’s plan.

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PAGAR Service Corp.

ART

Identity

Unnecessary Legs

  • The majority of the Service Corp move about using tank treads or are immobile turrets.

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PAGAR Service Corp.

ART

Progression

Upgrade

  • Robots gradually become stronger and deadlier.
  • They will be less skewed around bening office functions and more towards warfare operations.

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PAGAR Service Corp.

ART

Behaviour

Function over Form

  • PAGAR’s robot are all designed around a single office function such as:
    • Maintenance
    • Administration
    • Security
    • Healthcare
  • With a bit of creativity, Bee can exploit a robot’s function to her advantage.
    • Such as creating a mess to aggro the Janitor-bot.

​

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PAGAR Service Corp.

ART

Behaviour

Driven

  • They never respond to friendly fire, their primary focus is never diverted.
  • Because they are so driven, robots can unintentionally create friendly-fire if anyone else gets in their way, including other robots.

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PAGAR Service Corp.

ART

Behaviour

Focused

  • They are somewhat resilient to Media Stims.

Mixed Selection

  • PAGAR’s robots use a mix of melee and ranged weaponry.

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PAGAR Service Corp.

ART

Strength

Armor

  • Service-bots are well-protected except in weak points requiring precision and flanking.

Adaptive

  • During battle, old weak points might disappear while new ones appear elsewhere.

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PAGAR Service Corp.

ART

Strength

Mobility

  • It is extremely hard to hinder a robot’s movement thanks to their treads.
  • This is further amplified by their ranged nature.

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PAGAR Service Corp.

ART

Strength

Integrated Weaponry

  • The arsenal of PAGAR’s robots is fully-integrated, making them immune to looting.
  • The only way for Bee to utilize their weapons is to sever the attached limbs.

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PAGAR Service Corp.

ART

Weakness

Potent Arsenal

  • If Bee manages to sever a robot limb, it’s included weapon will most likely be very potent.

Sensory Overload

  • PAGAR’s robots are particularly vulnerable to liquids or other food items that can smear their sensors.

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PAGAR Service Corp.

ART

Weakness

Bent Metal

  • Blunt metallic objects are particularly effective at cracking & breaking vulnerable spots.

Elemental

  • They are particularly vulnerable to elemental damage.

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�PAGAR�Executives

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HLM FANS

PAGAR Executives

Identity

ART

Identity

Supernatural

  • PAGAR Executive are the deadliest personnel found in the tower.
  • After making a deal with Mara and tricking it to gain further power, the Executives possess a slew of otherworldly powers.

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HLM FANS

PAGAR Executives

Identity

ART

Progression

Top of the food chain

  • PAGAR Executives are the epitome of corporate greed.
  • As Bee progresses, their powers go from supportive to army-mustering.

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HLM FANS

PAGAR Executives

Identity

ART

Behaviour

Summoner

  • PAGAR Executives rarely engage Bee directly. Instead they will summon fans to do the work for them.

Promotion

  • If an executive is already surrounded by other PAGAR employees, it can award them field promotions, making them stronger.

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HLM FANS

PAGAR Executives

Identity

ART

Behaviour

Chicken

  • When approached, they will skitter away from Bee to find a safer location.

Teleportation

  • Some might even use teleportation to do so.

Ranged

  • Executives use range weaponry to suit their cowardly nature.

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HLM FANS

PAGAR Executives

Identity

ART

Strength

From Within

  • PAGAR Executives do not use traditional weaponry and thus cannot be disarmed or used against them.

Demonic Powers

  • Some Executives have potent demonic powers that are unusual in nature and require quick thinking to understand.

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HLM FANS

PAGAR Executives

Identity

ART

Strength

Mind Control

  • PAGAR Executives are immune to most media stims. However, their summoned fans are still vulnerable.

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HLM FANS

PAGAR Executives

Identity

ART

Weakness

Explosive

  • Because Executives will use horde tactics to dispatch Bee, explosive objects are effective at dispatching the workers being summoned.

Rushdown

  • Because Executives require time to summon their workers, rushing them down is an effective strategy.

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Play Patterns

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HLM Fans

Play Patterns

ART

  • Keep-away & flanking maneuvers.
    • Use environmental clutter.
    • Utilize your superior maneuverability.
  • Choose when to strike.
    • Avoid close-range engagements as Fans will most likely win.
    • Get in, get out.
  • Friendly fire utilization
    • Some Fans will swing widely when attacking.
  • Priority on sharp objects.
  • Beat’em & Loot’em strategy.
  • Focus on Media Stims when available.

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PAGAR Service Corp

Play Patterns

ART

  • Ranged attacks paradigm.
    • Promotes cover usage.
    • Usage of food items to disrupt their aiming.
  • Usage of Aggro Mechanics.
    • Bots will stampede over anyone while moving.
    • Line of fire strategies can be taken advantage of by moving enemies between the player and the bots.
  • Promotes emerging gameplay by using each bots behaviour.
  • Stepper precision requirements.
    • Bee will need to be more precise.

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PAGAR Executives

Play Patterns

ART

  • Sink or swim paradigm.
    • If Executives are left alone for too long, battles can quickly run out of control.
    • If properly rushed down, they are simple to handle.
  • Swarm-style gameplay
    • Chaining & Explosive objects become desirable.
    • Large Throwables can mow down crowds.
    • Promotes the usage of clutter, obstacles and choke points.
    • Encourages the usage of Media Stims for crowd control