To: FILE

From: Studio Development Group

Date: June 16, 2008

RE: PUZZLE FARTER, 6/2/08 draft

We think this draft represents progress from the 5/01/08 draft, but there are still areas that need to be addressed to make this the strongest possible casual videogame. As always, we look forward to discussing these issues with you.

1. DEVELOPING THE CHARACTER ARC

We’re lacking a clear backstory and dramatic arc for Puzzle Farter. Why is this story happening to this character, now? Why is he so gassy? He is literally a fish out of water, but we never develop this idea.

Let’s consider PRETTY WOMAN as a template: Puzzle Farter is trying to navigate a world in which he doesn’t fit in, but in trying to understand it, reveals its absurdities. (And falls in love. See note #4.)

In this spirt, we’d like to consider adding an event (an “Inciting Incident”) early in the story, explaining how Puzzle Farter entered this world.

Also, Puzzle Farter needs to talk. He needs to clearly articulate his goals in a funny, relatable way. We see Joe Pesci for the role, but are open to other suggestions.

2. KEEPING PUZZLE FARTER PROACTIVE

Currently, Puzzle Farter spends much of his time reacting to outside pressures. We would like to find ways to keep him more in charge of the narrative — and for his decisions to have a deeper resonance in the story.

For example, right now, his only response to threats is to jump or run. Can we see him kill or otherwise incapacitate the other characters (hopefully in a charming way)? Like Grand Theft Auto 4, we’d also like to see a mission-based interface which would allow the character to explore on his own. (The “sandbox” model.)

Also, we’d like a system for keeping track of gold points.

3. CLARIFYING OBJECTIVES

The addition of doors to each level has gone a long way towards making it clear what Puzzle Farter is attempting to achieve in each encounter. But we’re missing a bigger goal: What is Puzzle Farter hoping to find? What is his want? What does he need? (The conflict between these two questions can contribute a lot of second-act gravitas.)

Let’s consider adding a Fish Sister, who is kidnapped in the prologue. This would go a long way towards strengthening our Villain Plot.

4. LOVE INTEREST

Puzzle Farter needs a love interest, someone who can match him toot for toot. We think Rachel McAdams would be perfect.

Also, players need to be able to select gender, so as not to eliminate the gay gamer demographic.

5. MULTIPLAYER

The game needs to be multiplayer. We should also discuss making it a MMORPG.

6. RATING AND CONTENT

To appeal to families, we need to be sensitive to content concerns. Let’s replace the farting with something less offensive.