A Sidekick's Journey

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Portrait of the Hero; sketched by H. Höll, pixelated by S. Schönbauer.

A Sidekick's Journey is the working title of the game concept developed by Weib Check.

Unique Selling Proposition

From a narrative standpoint: The game is a genre subversion. The story is based on very classic tropes with a twist; you play as the Sidekick, not the Hero.

Target Audience

Playertype: Socializers, Explorers

In general: Players who are familiar with classic RPGs and Point & Click Games

Rating: Teen and up audience

Premise

You play in a classic RPG world. A dragon, which lives on top of a mountain, stole the royal family’s crown (just status symbol) many centuries ago. It is the Hero’s prophecy to bring the crown back to the castle. You (the Sidekick) and the Hero start out at the town center/the castle, where everyone worships the Hero. The farther you stray from the town center (as you go on your journey up the mountain), the more you realize that most citizens aren’t benefiting from your mission. The dragon is not a real threat to anyone, as long as no one gets too close to him. The people on the outskirts of the town/that live near the dragon respect that, since they understand that the dragon is a part of their ecosystem and won’t do them any unjustified harm. The Hero and the royals are blind to the mutual respect and demand that the crown must be returned to the rightful owners, although this is more tied to their own desire for glory and status than fairness.  

Ending: If you’ve helped a lot of people throughout the game, they will “return” that favor in the end (they will aid you in escaping the dragon’s wrath, because the Hero got too close and didn't accept that the Dragon won't harm anyone that doesn't threaten him). If you’ve only helped the Hero on his quest, no one will help you escape from the dragon's attacks.

Concept art developed by H. Höll.

Objectives

For Player: Playing through the story

For Sidekick: choose to help the townspeople, or help the Hero fulfill his prophecy

Procedures

The game consists of classic point and click procedures with an inventory in order to complete quests. Additionally, the player will be able to choose dialog options when interacting with NPCs.

Characters

The character the player controls is the Hero’s sidekick. His motivations mostly lie in aiding the Hero complete his prophecy, although the path the player chooses to take will influence the Sidekick’s motivations.

Core-Rules

The most important rules within the game are tied to which choices the player selects on his journey. While interacting with NPCs, the Sidekick can choose between two options:

  • Help the townspeople/farmers ect. in his own way (more personal, getting to know each person and truly helping them)
  • Help the Hero with his quest, not truly helping the people in need

Basic Resources

Items and Reputation (internal resource that probably isn’t mentioned)

Concept art developed by H. Höll.

Conflict

The journey up the mountain presents obstacles the player must overcome. The people that the player can interact with during the journey all have problems that can be solved by the Sidekick. The Hero poses some conflict as well, since his own selfish goals might hinder the Sidekick from properly helping people in need. The Hero does not have the desire to help people in need, due to the fact that he merely wants to fulfill his prophecy and achieve glory.

Outcome

If you’ve helped a lot of people throughout the game, they will “return” that favor in the end (they will aid you in escaping the dragon’s wrath, because the Hero got too close and didn't accept that the Dragon won't harm anyone that doesn't threaten him). If you’ve only helped the Hero on his quest, no one will help you escape from the dragon's attacks.

Game look

Inkheart Nintendo Game, but more cartoony.

Game interface

Classic RPG, Point and Click.

Similar games

Inkheart for the Nintendo and other classic Point and Click Games like the King’s Quest series & Monkey Island.