Saturday, March 5, 2022

Ink Concept

 A description of your main character(s). What does your character(s) want? How will your player identify with and get to know the character(s)? (1 point)

Your player changes between Novikof and Vetrov.

ANATOL NOVIKOF: A 17-18 year-old Russian student. Bookish. Brilliant. Independent. Lanky. Quiet and introspective. Attractive in a dark-academia way. Wears round rimmed glasses and tweed suits. Holds a leather satchel around his shoulder. Anxious often, very private and keeps a journal. Taps his fingers as a nervous tick. Is not very connected to the world around him on a micro-level, but sees the world through the philosophies in the books he reads and in the politics in the newspapers (macro-level). Many of his family members acted against the Soviet government or were suspected of it and were tortured in front of him (his backstory). He suffers from PTSD and has daytime visions of those incidents. (Soviet officers' attack dogs dragging his uncle, and when he was younger, his father was questioned and punched under a swinging light in a warehouse. Novikof [called by his last name] watched and was asked if he knew why his father was being hit. He stayed quiet.) He has strong convictions and feeling about what is right. He becomes more sure of himself and his cause over the course of the narrative, learns the art of spy-craft and takes it seriously, but doesn't necessarily get more loud about his views, but more confident and purposeful. Is always very careful. Asexual. He wants to fight against communism. You will get to know this character based on his thoughts and actions, memories, and the conversations be has with the other characters. He already knows his family members, but will get to know Vetrov through hiding after school in a classroom closet.

VLADIMIR VETROV: A once KGB spy turned American spy, gave Reagan valuable information to stop a nuclear bomb that would have brought armageddon. In this 30's, reckless, likes women and parties. He has a unique way of gaining intelligence (partying with KGB officers and relying heavily on alcohol). When drunk, can be made to spill a bit of information. He is subject to great mood swings and has a mercurial relationship with his girlfriend. Becomes anxious and paranoid the longer he spies for America. Wants to help end the Cold War. Wants to hide his connection with Novikof and keep him safe. Will meet Novikof when meeting with other KGB officers in classroom and finding him in the closet. You will get to know this character based on his thoughts and actions, memories, and the conversations be has with the other characters. 

NOVIKOF'S UNCLE: Supportive of Novikof's passion for freedom and Western politics and hatred for the USSR. Dangerously open about his views. Wants communism destroyed and his nephew, Novikof to help do it. Doesn't ever meet Vetrov.

LUDMILLA: Vetrov's girlfriend. Completely ignorant to Vetrov's spying. Is annoyed when Vetrov seems anxious for "no reason." Gets jealous and angry easily by Vetrov because of his partying, womanizing, and alcohol addition. Throughout the narrative she starts to suspect Vetrov of some dark secret. She believes he is not acting like himself (he is paranoid). Wants Vetrov to be honest with her. Is not specified how she meets Vetrov, they are dating at the beginning of the narrative. Doesn't ever meet Novikof. 

An overview of the main story arc. What is the central conflict? What paths might the player have to take? (1 point)

Anatol Novikof (who goes by Novikof) reads books (like his idol, Alexander Solzhenitzyn), filling his head with anti-communist thoughts. He takes on this philosophy and longs for a way to help the effort to tear apart the system. One day after class, he accidentally leaves a textbook in his classroom. When retrieving it, he hears KGB officers approaching from the hallway. He quickly bars himself in the closet to avoid being seen. He realizes that the information discussed between the officers is confidential and that it could somehow be used against the communist government. He writes it all down, not understanding any of it, in his journal. He repeats this practice everyday after school until one day he meets a double agent (Vladimir Vetrov) in the KGB working for Ronald Reagan, the American president. They form a bond and Vetrov teaches Novikof spycraft, realizing how important the information that Novikof collects is. Vetrov's strategy for spywork is partying, womanizing, and being drunk often. Novikof tries to insert himself into Vladimir's spywork, but he's not ready for it. He's also 17. Vladimir cares for Novikof and becomes evermore paranoid and protective over him. His girlfriend sees his personality changing and suspects he is hiding something from her. She confronts him and in the heat of the moment (and through alcohol) he stabs her. He runs to his apartment burning all the information he copies and faxes to Reagan and sending the emergency signal to Novikof that he is finished and he is severing their connection. There will be no further communication between them. Vetrov is taken from his apartment to a prison, where he is shot. 

A description of the environment. Where is your story set? What will the player explore? (1 point)

The overall story is set in 1983, in communist Russia (Moscow). The environments include a library (), Novikof's bedroom (), Novikof's classroom (), a KGB-run ballroom (), a park (), and Vetrov's apartment (). 

At least two sets of choices for the player to make when playing. (1 point)

Set 1:

Choice A: Stab Ludmilla in the heart. Kill her.

Choice B: Stab Ludmilla in the arm. Give her the chance to live.

Set 2:

Choice A: Throw the lit match into the trash can. Only the papers burn. 

Choice B: Throw the lit match onto the floor. The papers and the apartment burn.