Kaos Studios HF2 Presentation

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==Overview==
Homefront 2 brings players to shores of the eastern United States to fight alongside America's European allies.
Continue to experience twisted America as a civilian resistance fighter surrounded by the human cost of occupation, and the emotional choices and consequences it brings.
Take the battle online in the market leading large scale warfare experience, or the all new co-op mode
Key hooks and selling points:
*Setting: Discover the plight of the eastern seaboard in occupied America, including a familiar-has-become-alien New York city.
*Mission: Help start the east coast resistance as you fight with guerilla tactics and weaponry, and prepare the way for the European landings.
*Emotion: Engage more deeply with civilian human cost; consequences are more tightly integrated with your gameplay actions and choices.
*Online: Play as the Europeans in the large scale warfare multiplayer game. Evolution of Battle Points & Battle Commander, and an all new weapon/vehicle customization system.
*Co-op: Play the Resistance guerilla experience online with friends.
==Target Audience==
Gamer types:
*Action & FPS gamers
*Fans of Homefront 1, Half-Life, Modern Warfare/COD, Battlefield.
Ages:
*18 - 40
Gender:
*Mostly male
==Singleplayer==
===Core 'X'===
“As the east coast guerilla resistance, pave the way for the European allies landing in America; while making emotionally charged decisions with real human consequences.”
===Pillars===
*Familiar America has become twisted and alien.
**Environmental narrative
**Occupation theme
**Post-EMP society
**East Coast America
*Human cost permeates your every decision.
**Human strife
**In-game story-telling
**Civilians
**Emotional decisions and consequences
*Combat is an intimate, guerilla resistance experience.
**Guerilla tactics
**Civilian / guerilla weaponry
**“Witness” spectacle, “engage” on a smaller scale.
**Smaller fights, increased lethality and tactics
*Story and combat interweave as one.
**In-game story-telling
**Real-time decisions & consequences
**Modular cinematics – easy and frequent swaps between AI and character moments
===Fictional Framework===
The storyline is currently aimed at revolving around three key themes and events:
*Your involvement in the forming of the east coast resistance in a post-EMP, freshly occupied New York City.
*Being behind enemy lines in the landing of the European allies on the beaches of Atlantic City.
*The battle of New York; the first target in the allied liberation effort.
==Multiplayer==
===Core 'X'===
“Epic, fast-paced military battles using all weapons of war. Highly accessible with on-the-fly strategic choices.”
===Multiplayer Pillars===
*Highly accessible to mainstream FPS players
**Short match times
**Short time to conflict
**Clear threat direction
**Few, simple objectives
**Intimate combat distances
**Safe spawning
*High-tech, authentic military feel
**Real weapons and vehicles.
**Militaristic presentation style.
**Near future, advanced technology based on real prototypes with strong feasibility, and some public awareness.
*Strong play style variety
**Soldier
**Rambo
**Stealthy
**Sniper
**Vehicle Pilot
**Support
*Targeted Innovation
**Battle Points
**Battle Commander
**Drones
**Spawn in vehicle system
**Weapon/Vehicle Customization
*On-the-fly strategic choice
**Using Battle Points wisely
***Spend-or-save, risk/reward choices
***Vehicle customization tied into BP cost
**Using tools strategically
***Air strikes, drones, vehicles, infantry special weapons
***What to use, when to use it, and how to maximize it‟s effectiveness
**Dealing with new goals and opportunities
***Battle Commander: Hunt a priority threat? Team up with your ally?
***Risk/reward challenges: Take on a challenge for a potential payout?
===New Play Style: Support===
*Defensive Tools
**Sentry Turret, AA Defense, Radar Jammer
*Team-based Tools
**Mobile Spawn Vehicle, Sensor-fused air strike
*Infantry Support Tools
**Revive, Resupply teammates
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===Customization===
*Vehicles, Drones, Air Strikes, Weapons
*New strategic choices
*Personalize your vehicles and gear
*Community integration potential
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*Create interesting gameplay decisions
**Customize your vehicle/drone to match your playstyle: Sneaky,Rambo, Sniper, Support, Soldier
**Ties into the BattlePoints system – customization affects cost
*Personalization
**Make your vehicle/drone unique: Clan logo, decals, customcamo/paint, etc.
*Fortify the compulsion loops
**Short term: Tinkering with customization on a per-match basis
**Long term: Unlocking new slots and customization options
*Build a community
**Facebook integration, marketplace to buy/sell custom kits & paint jobs
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===Core Feature Enhancements===
Areas of focus for competitive parity/advantage:
*Persistent Unlock system:
**Increased # of weapons & gear.
*Challenges & Abilities:
**Greater # and variety.
**Challenges geared toward training players for the MP experience.
*Best in class match-making.
**Increased number of game modes and map count.
===Evolve Battle Points===
*Expand spend-or-save choices
**New weapons, drones, support tools
**Extraction (buy vehicle on-the-fly)
*Add new risk/reward modes
**Wagering on challenges
**Place bounties on foes
===Battle Commander===
*New data-mining triggers
**Additional battlefield analysis
**Team & squad based events
*Integrated into new game modes
*Evolved from community feedback from Homefront 1.
===Community / Social===
*Sharing & promotion of experiences:
*Video highlight capture, upload and sharing
**Social network integration:
***Training
***Achievements
***Customization
*Interact with HF2 when not playing
**Mobile device applications that let you tinker and customize.
==Co-Op==
“Fight alongside your friends in a highly re-playable, strategic, guerilla warfare experience.”
*Bring the resistance struggle online
**Combine the best of Homefront SP and MP
*An online experience for SP fans; collaborative gameplay
**Bring another market segment to multiplayer
*Capture the existing co-op audience
**The one game type Homefront is missing; collaborative MP.
===Co-Op Goals===
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===4-Player Rebellion===
*Fight a guerilla campaign online
**Countless strategies to complete a mission
**Your play style drives the experience
**Variable difficulty and infinite replayability
*Story-driven scenarios and progression
**Resistance cell integrated into SP narrative
*Rewarded for your mission performance
**Rated on time, kills, accuracy, stealth, etc
===Resistance Points===
*Earn a persistent Co-Op currency
**Earned for completing missions
**Better performance means more RP
**Harder levels means greater gains
*Spend to improve the chance for success
**Purchase your load-outs per mission
**Purchase new weapons and items
**Purchase game-changing events in real-time
**Purchase RP with real money?!
==Art and Tone==
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==DLC==
===Multiplayer===
*MP map packs
**Bolster with Homefront 1 favorites
*New weapons & vehicles
*New game modes
*New vehicle customization items
*New Battle Commander events
===Co-op===
*Additional individual Co-op missions
*Themed Co-op mission packs:
**Plays as the Europeans landing in Atlantic City and pushing inland
**Vehicle only or vehicle centric missions (e.g. tank or heli missions)
*New weapons or vehicles for purchase to play new or re-play previous missions
*Character re-skins
**Play as different/new characters in the Co-op missions
==Financials==
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Presentation ends here.
==Operating Committee Documents==
# Doc 15 - Mar 10, 2011 - Breakdown by territory to be provided after the Excel Green Light Tool is rolled-out.
# Doc 23 - Mar 24, 2011 - New Green Light to be presented to Ops Com. No spending on HM2 until Green Light approved
Hyperion Scenarios - Revenue Cube
*Green Light -> Current - FY14 and forward only – P&L Doc 23 (Loose correlation)
*Green Light -> Original
*Long Term Plan -> November 2011 LTP
===Doc 15===
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===Doc 23===
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