The Gates of Harmony: DURION’S REBIRTH Teaser

A scene from the fantasy adventure "THE HOBBIT: THE DESOLATION OF SMAUG," a production of New Line Cinema and Metro-Goldwyn-Mayer Pictures (MGM), released by Warner Bros. Pictures and MGM. THE HOBBIT: THE DESOLATION OF SMAUG Copyright: © 2013 WARNER BROS. ENTERTAINMENT INC. AND METRO-GOLDWYN-MAYER PICTURES INC. Photo Credit: Courtesy of Warner Bros. Pictures
A scene from the fantasy adventure “THE HOBBIT: THE DESOLATION OF SMAUG,” a production of New Line Cinema and Metro-Goldwyn-Mayer Pictures (MGM), released by Warner Bros. Pictures and MGM. THE HOBBIT: THE DESOLATION OF SMAUG
Copyright: © 2013 WARNER BROS. ENTERTAINMENT INC. AND METRO-GOLDWYN-MAYER PICTURES INC.
Photo Credit: Courtesy of Warner Bros. Pictures

“A game design education cannot consist of a purely theoretical approach to games. This is true of any design field: designers learn best through the process of design, by directly experiencing the things they make” (Salen & Zimmerman, 2003).

It Begins.

 

While in the process of detailing the narrative aspect for the Gates of Harmony: Durion’s Rebirth, I have decided to approach this project from a minimal development perspective as to allow for editorial changes and amendments to the origin story concept. In addition to creating the “12 Books” of lore, I am expanding on the initial character introduction phases through a series of cut scenes as time allows. It is fortunate that, at this time, I am able to begin publishing “teaser” aspects of Elandin series design online to further my educational purposes. If anything, to become open with one of several possible trans-media design concepts currently in narrative development.

Since I am now working towards my Master’s in Creative Writing and storytelling, I am able to identify development (story) weaknesses. In this first series undertaking, I will present a set of “push narratives” (2003) that are development cut scenes that will expand upon the main game character profiles  prevalent in the Gates of Harmony game development project.

Cut scenes are an essential method for pushing the narrative aspect of gameplay forward. Cut scenes also preserve and maintain story consistency–which is a good way for narrative designers to do what I like to call “bookmark” a period in the game history of the story, and makes for the best use for setting up the player “where to go” or “what to do next” in game progression. Moreover, cut scenes are a pivotal aspect of the narrative if strategically placed in-game.

The cut scenes presented here on this site are one of the lesser scenes I’ve written to introduce you to Durion, Harmony’s main protagonist. The supporting characters and details will reveal themselves throughout the published series of narrative cut scenes. More often than not, I intend to publish some of the archetypal actions between Harmony’s MPC and non-player characters or NPC’s.

For introductory purposes, Durion will interact with the five character’s WEAVER, WIDOW, LORE KEEPER. KITSUNE, all of whom, including the Gargoyle Prince ANHUR will familiarize readers of their importance to the origin story.

INTRO CUT SCENE:

An old forest dimly lit. Insects serenade the setting of the sun. Small animals SCURRY to find shelter under the thick underbrush as the night predators SHRILL and STIR.

An ELF HUNTER perched high in a gnarled willow tree surveying the forest floor for prey. He eyes a large FLEMISH GIANT PEERING from the underbrush. 

Camera zooms in on the ELF HUNTER’S eyes as he raises his bow to take aim. The scene flashes. The HUNTER blinks. Releases the arrow.

Camera zooms in on the FLEMISH GIANT. The arrow misses its mark. The camera pans out slightly and focuses on the animal darting into the underbrush.

A FLASH of light blots out the scene. A LOUD CRACK is heard. The branch is splitting.  

ANGLE ON:

Camera shakes. Zooms in on the HUNTER as he drops his bow and tears away at his head and removes his hood.

A FLASH of light again blots out the scene. A LOUD BANG is heard. The branch gives way. The HUNTER falls to the forest floor and passes out. 

INTRO DREAM SEQUENCE:

The HUNTER is in a panic. He attempts to flee an approaching dark mist. He stumbles. The mist forms over the HUNTER and envelops his torso. The HUNTER struggles.

CONTRAZOOM:

Camera zooms in on the HUNTER’s face. Then his eyes as they begin to GLOW a fiery amber. The mist envelops the HUNTER’S head.

Camera zooms out. The amber glow PIERCES the dark mist. A LOUD SHRIEK is heard. The darkness RECEDES.

Camera zooms in on the HUNTER. He is breathless. He struggles to keep his eyes from opening. He strains in pain. He drops to his knees grabbing his head and screams.

Hunter
(screams)
Nooo…

AERIAL SHOT: CLOSE ON: 

Camera zooms in on the HUNTER’S face as he strains to look up at the sky. He opens his mouth and eyes as FIERY BEAMS OF LIGHT shoots forth towards the heavens.

His body is ENGULFED in flames. He screams out in pain. 

Hunter
(strains)
No…

(screams)
Noooo…
(screams)
Ahhh…

CROSSFADE: 

EXIT DREAM SEQUENCE:

The HUNTER wakes from his threatening dream. He stumbles out of bed and drags himself to a basin. He STARES into the mirror and observes the amber GLOW fade in his eyes. He splashes water on his face and STARES again at his eyes in the mirror.

He observes another figure FADE IN the mirror behind him. He is startled and turns.

Camera pulls away from the HUNTER and shows the MASTER LORE KEEPER as he stands in the doorway. 

Master Lore Keeper
(to Hunter)
Gi sulion, Hunter.
“I greet you, Hunter.”

Camera faces the HUNTER.

 Hunter
(to Master Lore Keeper)
Mae g’ovannen, Val’istar.
“Well-met, Master Lore Keeper.”

Master Lore Keeper
(curious)
Something troubles you, Hunter?

Camera pulls back away from the MASTER LORE KEEPER and shows the HUNTER sit on the edge of the bed and begins to put on his boots.

Hunter
(annoyed)
How do you mean?

Camera focuses on the MASTER LORE KEEPER. The LORE KEEPER leans on a beam in the doorway.

Master Lore Keeper
(curious)
What is it you know about the darkness that approaches our borders? Is it something of a dream?

Camera focuses on the HUNTER as he laces his boots.

Hunter
(annoyed)

Camera focuses on HUNTER as he stands and walks towards the basin and mirror. He stares at himself in the mirror. 

Master Lore Keeper
(curious)
You know of what I speak. A warning that covets you. You deny its power—it emanates from within you.

Hunter
(shouts)
You know nothing!

Master Lore Keeper
(monotone)
We know everything, Hunter. Why is it that you deny your Widow admittance to your dreams disturbances? We are all part of your aura, why is it that you resists us?

Camera pulls back and now both the HUNTER and LORE KEEPER is in the scene. 

Hunter
(incensed)
Resist?

Camera focuses in on the LORE KEEPER as he slowly distances himself from the hunter. 

Camera focuses on the HUNTER. His eyes began to change again to an amber hue, accentuating the amber aura enveloping his torso.

The HUNTER cringes. He drops to his knees. The LORE KEEPER slowly approaches and rests his hand on the HUNTER’S shoulder.

Camera pulls back out to show the HUNTER stand and face the LORE KEEPER. The LORE KEEPER stands aside as the HUNTER walks past him.

Exit intro cut scene.

Enter Harmony gameplay.

From here it is understood that Durion has underlying issues he is unwilling to discuss at this time with his party’s LORE KEEPER. This is just an example of the type of cut scene introductions I will work on throughout the creative narrative process that I will detail with this project. Note: the names of characters, locations and events will continue to change and be modified–as will the situational aspects of narrative focus. Readers, also note that this narrative cut scene is not perfect. Nor is it industry standard as it is now written. There’s still a lot of work needed to go into this piece, as well as the others I will publish on this site.

If you want to “interact” and follow Durion’s adventures–feel free to follow him and his story on INKLEWRITER. Make a decision. Change his destiny.

Enough for now.

As for you, get busy gaming.

Source: Salen, Katie; Zimmerman, Eric (2003-09-25). Rules of Play: Game Design Fundamentals (Kindle Location 414). The MIT Press. Kindle Edition.

To be continued…

Sandy Hoffman
My name is Sandy +AIDY Hoffman. I am the creative writer and film reviewer of the AIDY Reviews website.
Sandy Hoffman

@aidyreviews

I want to write for games, movies and television. Sandy Hoffman. Writer. Gamer. Awesome. In that order. Avid supporter of #indiefilm and #indieartist #booyah
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Sandy Hoffman
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