b. Place – World Story, Navigation, Purpose, Ownership, Creativity and Expression, Impact. Description and visual design
The virtual world will be flat with definable natural boundaries. The world will be split up into different regions based on TCG association (Magic, Yu-gi-oh, pokemon, etc), with the center of the world containing a large stadium for special tournaments and occasions. There is no need for a back story because the focus of the world is not on the where you are, but what you can do there. Players will navigate through the world from a third person perspective (behind the back). The camera can be adjusted to other pre-programmed positions such as over the shoulder or first person. Players will also have the option of free-controlling the camera to look at their own avatar or focus on someone else (similar to second life). Navigation within an given area can be done via a mini-map overlay (players can control orientation and transparency). Worldwide navigation can be done through a map item (Far Cry 2).
The purpose of the world is to provide a bridge between real-life TCG’s and virtual community based games.
Users will have ownership rights of all cards, outfits, accessories, and home furnishings collected, but all in-game items are still subject to copyright laws. Users will be able to rent an in-world apartment or home and store their property there (PlayStation Home, Animal Crossing).
Using a separately released creator package, users can design and create their own in game property, such as custom card games, avatars, and animations (Valve Source).
This world will allow greater exposure of traditional TCG’s to a broader, more digital minded audience. It will also bridge the gap between virtual world enthusiasts, video gamers, TCG players and social networkers.
Wednesday, May 13, 2009
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