Camen Design Forum

Game idea: Opwika

append delete Martijn

[First idea draft, ’011-05-27, subject to edits.]

Your parents told you your life is being affected by everyone else’s lives. And they were right.

Opwika is based on the general idea of reincarnation. The goal is easy, it’s everyone’s goal, reach up to the Gods. But you are going to have to proof yourself worthy first.

Under your lifetime you are going to be collecting (or losing) Karma. Karma has two uses: 1) it is the endgame, only once you have enough Karma will you be allowed to stay in the free form of your soul, and 2) it affects what life form you are going to return as when you die.

Now this wouldn’t be very interesting if not for a twist. Here it is: all your different lives take place at the same time.

〜 〜 〜

So how does this work? Let’s give it a try!

#1 You are born as a human (+0 years) and you go around exploring. After a while (say +18 years) you decide to go the bad-boy route and burn down your town. Sadly you get caught up in the fire and end up dying. This whole burning the town thing cost you a load of Karma and now…

#2 You are born as a flower (+0 years). You don’t like being a flower, limited to manipulating insects to get your population to spread. But you figure you need a lot of Karma and set out to spread your flowery friends all around. In a couple of years (+10 years) you have filled the complete town with flowers and have learned to grow trees and complex networks for insect spreading. You have even been able to link the town with the woods somewhere nearby. Then it happens, the town is ablaze (+18 years!). The fire uses your great flower network to spread fast and burns down the woods you had found. You, being a flower, don’t survive a forest fire. At least you got some new Karma and…

#3 You are born as a lizard (+0 years). You quickly get out of town, travel through the woods and hide in some wasteland. Then you see everything go up in smoke (+18 years). Being a lizard you figure you have a good chance at living in the smouldering ashes—and you are right. Soon you have build yourself a little lizard empire and are gaining loads of Karma (+25 years). You decide you can’t stick around being a lizard so you find a creek and drown yourself. All the newly won Karma is working for you so…

#4 You are born as a human (+0 years). — ⚠ Problem! — You know what happens when you set the town fire (+18 years), it will burn you. With all the flowers around you have no chance of escaping. But if you don’t burn the town your lizard empire is never going to be and you are going to lose all the Karma you worked hard for. What now?

〜 〜 〜

The idea of the game is to offer an almost unlimited amount of possible ways into winning. Maybe you will figure out a way to sustain 20 lives at the same time. That is going to equal a lot of karma earning. But you might as well make a wrong move and exterminate half of them with a single change, seeing all the Karma earned by those lives turn into dust.

You have played all those strategy games? Taken control over all those areas and ecosystems? Now try owning an ecosystem that you *must* share with others to be able to win.

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append delete #1. Kroc

This is a pretty amazing game idea. What I like most is that you play in a persistent world where by when you die, you go back in time to the starting point, but progress through the world under a different guise with a different set of limitations, different goals and different aspects of the world that you can directly influence.

I would suggest that the player doesn’t start as a human, but rather low down in the chain, such as a flower or a fly. This way, the player is not confronted with too much complexity up front and must instead progress through the levels into increasing complexity of tasks. Think of it like spore, where you start as an amoeba and build your way up to a civilisation.

Also, starting at the bottom means that when you begin the game, what actions you take as you progress ultimately makes your final task as a human easier or harder, thus allowing for an ultimate purpose for the earlier levels.

append delete #2. Martijn

I would suggest that the player doesn’t start as a human, but rather low down in the chain, such as a flower or a fly.

The problem is, starting as a flower would suck too. What happens if you were to get bad Karma? Can you still go lower?

I’m still working on the whole chain thing. I don’t want to make the game too unbalanced, which it automatically gets if you start too high up or too low down.

There is also the discussion on what is considered high up the ladder and what is considered low. In Hinduism you might reincarnate as an inanimate object which would suck for a game. Hinduism also has human as the highest form, if you were to play through human without getting bad Karma it is an automatic win for you.

Orphism, however, has humans dying and coming back until they have pleased the Gods enough. This is probably the route I would introduce for the game since I don’t like the “human = winning”-idea.

Thinking Cap is going to stay on for a while (hope I have enough lemons) but you can at least consider me another player in this little competition ;-)

append delete #3. Kroc

The game has to have some difficulty curve. If the first level starts at the bottom then the player has only a single challenge to worry about, as bad karma at the lowest level means game over (you become so worthless, the universe expunges your soul), but the game should be balanced so that the lowest level is really, really easy so that it is quite unlikely to ever fail, but then the goal becomes not just to win the first level, but instead come to understand the necessity that *what* you do in the first level has massive implications the further up you go. I.e. the difficulty curve should be that the player will inevitably fail on the third or fourth level because of poor choices on the first level, so that they suddenly realise the scope of the game and can focus more on the grand task back on level 1. That I think would be an exciting moment and add a lot of replay value.

append delete #4. Neolander

I have a question about the "persistent world" side, that also applies to all other games of this kind in the competition: what about forgiveness in the game ? What if the mistake which you've made ages before, when you were young, foolish, and inexperienced with the game, ends up slowing down all of your progress and frustrating you when you've become more comfortable, killing the fun of playing ?

(My personal answer to this question was to introduced lots of playable characters, so that the player can always "start over with a new life" if he truly messes up with one and gets the poor guy killed, sentenced to life imprisonment, or some other hardly escapable situation)

append delete #5. Martijn

What if the mistake which you've made ages before, when you were young, foolish, and inexperienced with the game, ends up slowing down all of your progress and frustrating you when you've become more comfortable

That’s almost impossible with this game. You know you are going to die and get back as something else. As in my example, you are going to get back to one of your earlier life forms at some point. So in the future you will always have the ability to fix previous mistakes.

This is also why I’m not very comfortable with Kroc’s Spore comparison. In Spore there is a linear evolution: you always go from the lowest/simplest form to a more advanced form. In Opwika this wouldn’t be the case. Losing Karma will actively make you fall down to a less superior state.

append delete #6. Neolander

Oh, okay, when you go back as one of your earlier life forms you can fix things which you did last time ? Like, if you play flower again, you can do something else than help spreading fire ?

append delete #7. Martijn

Exactly, which is why the human gets to choose whether to set the town ablaze or not the second time around. Will work on a revision to make that more clear.

append delete #8. SuitcaseMurphy

This idea is really intriguing. Have you thought about how might play? Is it more of a point-and-click sandbox game, or is it more action-based, with movements and a few choice actions mapped to buttons but few menus?

It would actually be interesting to have different lifeforms control differently, to reflect just how different the flower's perspective is versus a human's. Of course, they would have to be similar enough to not confuse players, or cause them to hate one level because its gameplay is "less fun" than the others.

append delete #9. Martijn

Is it more of a point-and-click sandbox game, or is it more action-based, with movements and a few choice actions mapped to buttons but few menus?

I visualise it mostly as a first-player sandbox. I don’t want to limit people from moving anywhere they want. (This probably means the map should be an island to limit people just enough.) At the same time the game will consist mostly of making choices. I think the only way of building a perpetual game like this is to have binary choices.

The best way to go is probably to hang choices to certain objects and actions. You see a knive? A: take it, or B: leave it. You have the knive and see your neighbour? A: attack, B: leave.

When you are a flower your choices would mostly reflect around yourself, to let the player get a better understanding of how a flower cannot interact with objects around it. Grow up or grow sideways? Yellow or Blue? Eat insects or use insects?

It would actually be interesting to have different lifeforms control differently, to reflect just how different the flower’s perspective is versus a human’s. Of course, they would have to be similar enough to not confuse players

All lifeforms will be given rudimentary vision. Since every life starts at (almost) the same physical location the player will quickly identify with the world and would get less confused. Of course to a compound eyed insect this world will be broken up in many different views and to an eyeless plant it will consist of heat maps (and possibly scent maps to help with scent based actions, think The Legend of Zelda: Twilight Princess). Perspective and size changes too.

Thanks everyone for the input! I am working on a revision to cover all the things you guys have brought up and hope to get it online before tomorrow’s deadline.

append delete #10. Kroc

How would you handle different time scales? A plant obviously lives a lot shorter life than a human, and thus the ability for the flower to affect later choices of the human will be limited. Will the game simply compress the time down to the same quantitative "life-span", like 20 minutes? So that a flower lives a fast-paced 20 minutes and a human a slower pace.

append delete #11. Martijn

How would you handle different time scales?

That is one of the few things I haven’t been able to tackle yet. As simpler lifeforms actually need multiple generations to accomplish anything while the more complex lifeforms will only need one.

Maybe you’ll play through several generations of plants, that way you will be able to spread your pollen around and grow in total population each year to come. So while a human might play through 20 years of a life a plant will get 20 generations of the species.

Compression is an option too but it would feel weird. If you play a fly you will only have a fraction of even a plant’s life. If whatever you do as a fly still needs to span the full 20 years of the human, the fly would have the world around it move at a fast-forward speed.

Another option I have considered is repeating and stacking. The flower life would actually repeat 20 times within the human life. The effects of the previous flower lives will stay in effect so if you send out pollen to grow more flowers it will effectively spread the plant while also keeping the plants left by the previous replay.

append delete #12. nalle

Mhm I think it is actually a great idea to start as a flower and to work your way up in the circle of lives. Reincarnation usually does not work like that but if one could imagine it for oneself / decide on the sequence for oneself I think it would be wise to start as a flower and work your way up to become a lizard and then exploring life twice as a human, maybe in a change of gender. If I am going to start as a flower, I want to be one of these postal flowers:
http://www.serenataflowers.com/flowers-by-post
And then I would want to work / blossom my way up to become a beautiful red colored lizard. And then first a girl and afterwards a boy. :)

append delete #13. Kroc

Is that a vague spam? :S

append delete #14. Richard

If that's spam, someone has been working on a very clever one... I don't think it is, but still. :)

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