Wednesday, March 01, 2006

MMO-Damacy

I was talking to a friend about the last few tasks in We <3 Katamari and how grueling and tedious they seemed. One Million Roses is kinda crazy. Especially when there's nothing else but roses to pick up. But you know? It got me thinking.

What about a Katamari Damacy MMO game?

Premise is simple. Roll up stuff. Same physics engine. Tons of cousins to pick character designs from. Easy to update. Set goals in the form of rare presents that require size and luck to find.

So lets bullet out what can be done just for fucks sake.

- Pick a cousin, pick a name, pick a starting ball
- Picking up stuff == level building
- Quests: pick up 100 of X Y and Z
- Rewards: presents for finishing quests
- Develop a currency or a market or something so that instead of presents, you just get some sort of cash and then can trade that in for simple presents.
- Presents are for aesthetic value, not actual character bonuses. Like RO.

Ok so that's the basic game. You just keep getting bigger and bigger and bigger. You could even separate the worlds via different servers. House server, yard server, town server, etc.

Now some more complex game features:

- The things you roll up add to the properties of your ball. A lot of rocks will make it easier for you to travel say through a heat area but will cost you in say a water area.
- Veggies and Fruits will make animals appear more often
- Toys lead to kids, Attractive Women lead to Men, etc.
- This will factor into the questing.
- Sometimes a quest will make your ball smaller, but that's ok because it'll give you something specific so that everyone will know you did that quest.

So the idea is that you try to make it to certain areas to farm stuff that will help you deal with other areas where quests you need to do are located. So the idea is that a balanced diet might be best, but other times you can specialize and just zoom through and get pretty big in a relatively short time.

OK, now lets make why its MMO:

- PvP happens all the time. At any time a guy can ram you and take off some of your stuff (not as much as in the ps2 games, but a setback none the less).
- Big guys don't always win. Its more about skill at the game than the size of the ball.
- So its good to travel in packs!
- Possibly include a PvP arena where ball sizes are regulated and there is no consequence of loss, only reward for winning.

What else makes it MMO?

- World constantly updated (more stuff added, new items to get).
- Packaged with a shape editor that lets you design your own items within the physics engine, like a really primitive version of CAD.
- Using this CAD program thing, you can make your own Cousin.
- Also using this CAD program, you can make items that can be put into the game.
- Using some sort of online submission to Namco, players enter their creations into a contest. Every week Namco picks like 5 items to add into the game. Winners get like a free month of service or some other in game goodie.

Make the game cheap. Like 15 bucks. 5 a month to play or something. Sell an optional usb joystick made for the game, like at 20 bucks.

What you have is a game that is self-sustaining, easy to maintain and update game with consistent means and motivations to participate, based on a popular franchise. How can you lose?

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