← Streetlife
The design document behind Streetlife: concept and tone, character bios, the stat system that tracks every choice, and an excerpt from the scene where the story's first real fork happens.
Concept Overview
This is the design blueprint for a prototype built for a client, to a brief of "mobile crime game with life-sim elements," with full creative control over story, characters and structure beyond that.
Genre & Tone
A branching crime drama, using first-person internal narration and third-person scene direction, which will be translated into static art. All narrative elements will be ported into a mobile-first UI. Starting with a set main character, perhaps we change that to allow players to create their own character once the game's life-sim elements are nailed down, as the story will be focused on a main character and their own personal struggle.
Tonally, we're going for a character-driven crime thriller over an action game. Rich has — and can build — relationships with new and old friends, but his line of work and choices will lead to paranoia, betrayal, and moral compromise as the stakes escalate. Nobody in this story should be purely good or purely evil. Every major character has wants and needs that drive their decisions.
Structure at a Glance
To emphasise player freedom, a big choice that changes an entire playthrough needs to happen early on. This decision — whether Rich joins his friend's crew or doesn't — will show players that decisions matter, and encourage multiple playthroughs. Both paths will converge on a confrontation with the same antagonist and the same set of possible outcomes, but arrived at through genuinely different content, choices, and relationships along the way.
The full choice-and-consequence structure is mapped separately; at a high level, the plan calls for 14 distinct endings, ranging from abrupt, consequence-driven deaths to a hard-won escape to full moral corruption. Some are minor changes; others are significantly different.
Core Themes
- Debt and obligation
- Literal (Rich's mother's debt), and figurative (calling in favours for those he's helped).
- Escalating complicity
- No single choice in the story should read as a leap into villainy. Each one should be a small, defensible step from the last, until the distance travelled becomes impossible to walk back.
- Loyalty under pressure
- Almost every major turn in the story should be a betrayal, a test of loyalty, or a choice about who Rich is willing to protect and who he's willing to sacrifice.
- Who you become
- Ensure choices significantly affect the outcome. Who do you side with? Who do you betray? Who betrays you?
Meeting the Life-Sim Brief
As this is a branching narrative proof-of-concept, the life-sim elements will come later. They will fill in the gaps, turning this into a much lengthier experience. Life-sim elements could include: random encounters, shopping to increase stats, dates, building and running your own "gang-within-a-gang," buying property etc.
Once these elements and the progress trees are built out, we can port and alter the story retroactively, removing more personalised elements if we'd rather have an unnamed protagonist, or removing some of the romance elements to leave exclusively in the life-sim side of things.
Alongside the life-sim side of things, a stat system (below) will run concurrently through both the story and the management. This will ensure that every decision, both story and sim, will be meaningful.
Tracked Consequence
Four stats should persist across the entire game and quietly shape which content and endings are available, without ever being surfaced as a game to "win":
- Infamy
- The character's notoriety, built through their actions.
- Street Smarts
- Smart decisions that don't draw attention.
- Earnings
- Currency, used to buy things in both story and sim.
- HP
- The player's health, affected both in story and sim (we would need to heavily encourage players to top it up in sim moments if a big story beat where they could die is coming up).
Distinctive Narrative Devices
- The same event, two perspectives
- One pivotal moment — a heist — should appear twice across the two branches. One side is from your friend's crew who can join early on; the other is from another crew who attack the heist. Players who see both should be shown the same betrayal from two entirely different vantage points, without either branch ever explaining the connection outright.
- Real branches, not texture
- Every meaningful fork in the story should change content, not just a line of dialogue. Flavour and voice can vary scene to scene, but a choice diamond should always mean the story is genuinely different on the other side of it.
- A companion who fades or stays
- One major character should travel with Rich into the story's opening moves on both paths, but should only stay present through to the climax on one of them, dropping out of the second half entirely on the other. The same late-game confrontation should play out with a noticeably different emotional register depending on whether Rich is facing it alone.
Character Bios
Rich
- Age
- Early 20s
- Occupation
- Unemployed, struggling to hold down a job
- Relatives
- His mum. Dad is out of the picture, no siblings
- Description (visual)
- White, short hair, well-built, tanned, wears comfortable yet stylish clothing
- Personality
- Unsure of himself at the start, doesn't have a plan and knows it. Fiercely protective of his mum, though — that part doesn't move no matter which path he ends up on. He can talk himself into things he wouldn't normally do, as long as it feels like a small enough step at the time. Loyal once his loyalties are decided.
- Likes / Dislikes
- Blank slate, as his decisions will be governed by the player
- Notable relationships
- His mother, who he'd do almost anything for. Mo, an old friend he's lost touch with, but they were once thick as thieves
- Affected by backstory
- His mum's medical debt is the whole reason he picks up the phone at the start of the story
- Goals
- Get the money, keep his mum safe, survive
- Threatened by
- Not getting on top of the debt, anyone who gets in his way
- Voice
- Largely governed by the player
Diamond
- Age
- Early 30s
- Occupation
- A techie, and part of Gonzo's crew
- Description (visual)
- Hispanic, slim, understated beauty, function over fashion (hair tied back), dresses casual
- Personality
- Quiet and calculated. Observational, warm when people have earned it, determined
- Likes
- Putting her skills to use, being valued for them. Loyalty
- Dislikes
- People who don't take her seriously. Betrayal
- Notable relationships
- Gonzo and his crew. No family or close relationships, as she keeps people at arm's distance. Rich, if he chooses — potential for romance, or keep it platonic (and the romance side of things in the life sim)?
- Affected by backstory
- Already part of the crew when Rich has the chance to join
- Goals
- Stay alive, prove she is a vital cog in the machine, potentially get out before the house of cards falls
- Threatened by
- Anything that threatens her livelihood or her life. Perhaps she needs personal stakes beyond her job/role?
- Initial attitude to player
- Fairly guarded. Slow to trust, Rich needs to earn the other side of her
- Player needs to
- Work with her crew to build rapport, or turn their back on the crew and shut that door entirely
- Voice
- Direct. Doesn't waste words.
Mo
- Age
- Mid-20s, same age as Rich
- Occupation
- Criminal in Gonzo's gang
- Description (visual)
- Mixed race, broad, slightly overweight, wears a baseball cap, has tattoos on his arms
- Personality
- Warm, easygoing, likes to joke when appropriate but gets down to business when necessary
- Likes
- Feeling important, seeing the lighter side of things, loyalty
- Dislikes
- Being crossed, especially by those he trusts
- Notable relationships
- Childhood friend of Rich, though they have since grown apart. Close with Gonzo and getting to know the rest of the crew
- Affected by backstory
- Grew up with Rich, so wants to help his situation
- Goals
- Being a vital part of the gang and making money to one day leave the life behind
- Threatened by
- Anyone who would get in the way of those goals, or come after his friends
- Initial attitude to player
- Old friends who pick up where they left off
- Voice
- Likes to joke, generally warm, avoids antagonism where possible
Systems & Mechanics
The stat system needs to give weight to choices without turning the story into something to optimise. None of the four numbers should ever be shown as a bar to fill or a score to beat — they simply track your choices, either in the story or in the sim.
In the prototype, I'll suggest when and how these stats should change, but they need a proper balancing pass before being properly implemented.
The Four Stats
- Infamy
- Every choice that crosses a real line should move this number. In some cases this will increase it a fraction, in others a fathom. Your infamy score should directly affect which choices are available at certain key points, helping distinguish playthroughs, and moments that lower it will typically raise your Street Smarts. Cannot go below 0, and starts at 0.
- Street Smarts
- Tracks reading a situation instead of muscling through it. Patient or observant choices raise it, usually by 1 to 10 at a time, and "Infamy" choices will lower it. This will also affect which choices are available at key story beats. Cannot go below 0 and starts at 0.
- Earnings
- Tracks cash in hand. Jobs pay out, and some choices should cost money to avoid Infamy (and increase Street Smarts). Earnings will play into the larger life-sim elements, and will need to be balanced based on the cost of items, actions, and choices made in the life-sim side of the game.
- HP
- Tracks Rich's (or the PC's, depending on whether we go with a fixed main character) health. Starts at 100 and only ever goes down in story moments, depending on choices. Actions in the life-sim element can increase and decrease this. Will need to be balanced to ensure players aren't caught in fail-state loops, perhaps by removing loss of health from story elements entirely but keeping "death" states based on choices.
How It's Surfaced
Stats should live on their own screen, separate from the main story view, so a player can go check where they stand without it being forced in front of them constantly.
The moment a choice actually moves a stat, that needs to be visible in the moment it happens, not just buried on a screen the player has to go looking for. Something like a small +1 Infamy or -1 Street Smarts should appear right when the choice lands, either as plain text like that or with a recognisable icon for each stat instead of the word. Worth testing both and seeing which reads faster at a glance.
Open Questions
Whether Infamy and Street Smarts should start gating dialogue and reactions in this pass, or wait until the life-sim layer is being built.
How directly Earnings and HP should hook into life-sim actions once that layer exists (does resting cost money, does money buy back HP, and so on).
Whether a relationship or affection stat belongs on this list. Will depend on whether we want romantic elements in the story, or leave them for the life-sim side of things. Revisit once the narrative prototype is complete.
Script Excerpt
The scene below covers the first real fork in the story: whether Rich joins Gonzo's crew, or turns him down.
INT. GONZO'S HIDEOUT — DAY
A cut of the cash gets passed Rich's way.
Gonzo
Diego's a bit of a dick, but he pays on time. Him and half the city are under our protection.
Rich holds his gaze.
Rich
Who controls the other half?
Gonzo considers, unhurried.
Gonzo
You don't need to worry about her. Anyway, look. Mo vouched for you, and you handled yourself well.
Rich weighs it.
Gonzo
Got another job. One that'll pay a lot more than last night. Could use another gun. You in?
Player choice
A. Accept
B. Refuse
Branch A — Rich accepts
Gonzo's mouth curls into something like approval.
Gonzo
Good boy. We're still working out the minutiae, so head home and put your feet up. We'll be in touch. I'll get Mo to drive you home.
Maguire gestures toward the door, eager.
Maguire
Don't worry, boss. I got it.
Branch B — Rich refuses
Gonzo just stares, momentarily lost for words. Mo's face twists in confusion.
Mo
Yo, Rich. What the fuck, man?