Ephemerals is an augmented reality iOS game by Rootopia Productions, focused on creature collection, real world exploration and social interaction.
The gamer’s avatar is a neophyte druid, medicine practitioner on their way to mastering the necessary attributes to befriend and evolve the ephemeral spirits new to Earth. Helping you along the way are experienced druids from Serra Cor and a robust economic system that rewards active play.
Tied to google maps, players have the choice of exploring their local neighborhood or travelling to unlock new spirits. Through Geolocation services gamers can also connect with other players in their area to trade ephemerals and gear.
To make this happen Rootopia needs $100,000. This includes $10,000 to license the Google Maps API, employ two programmers and cover the expenses necessary to run a business.
The Story of Ephemerals:
Serra Kor was a spiritual twin to Earth that existed in our closest alternate dimension. When time was new, the two shared a strong link. Travel back and forth was possible. Many mythic creatures in the legends of man were actually stray fauna from Serra Kor.
Calamity befell Serra Kor. Their spiritual leaders, Druids seeking to preserve the essence of the home world, managed to open a portal to earth and a mass migration took place.
Ephemerals, spirit totems, are now scattering over the world in search of a new place to call home. However, the earth isn’t as pristine as it once was and many of the ephemerals are in danger of becoming sick.
You are either a Druid from Serra Kor, struggling to preserve your world’s spiritual legacy through the ephemeral or a native born human with newly awakened powers that the influx of spirit mana triggered in you.
The Noble ephemerals deserve a second chance at survival. It is up to you and others like you to give them that chance.
Okay, the world has changed. Magic is real and spirit animals from Serra Kor are everywhere. You’ve recently discovered that you have the potential to communicate with them. With a little training, you will be a powerful medicine practitioner or Druid. What do you do? When you come across an ephemeral, you have to illustrate your worth to it. Through careful gestures and activation of key powers, you might just convince one to be your spirit totem.
After attuning the ephemeral to you, you are responsible for its upkeep and evolution to fully realize its potential. As your powers grow, you will be able to control more and more ephemerals.
Feeling overwhelmed by your new responsibilities, use Currenz to buy fetishes and special training sessions with powerful Druids from Serra Cor.
1. Character creation is Dot based with two attributes: influence and Will. First level characters start with 3 dots to split between the two. Every level gained increases dots by 1. Level determines ability to search for ephemerals: level and type.
2. Fetishes and Training sessions will allow for temporary bonuses to influence and will, and acting level. Certain types of ephemeral require different combinations of attributes. Earth ephemerals require more will, while air and water require more influence. Fire requires balanced attributes. There are more types with different requirements: ice, sewer, city, library, etc.
3. Base creatures can be evolved beyond their archetype. Unicorn Cat?Add batwings. Flying dog snake? Add dragon breath. There are nearly limitless possibilities.
Economic Principles
of Ephemerals
Ephemerals will feature a robust in-game economy that
employs traditional in-game economic models of currency production and exchange
coupled with an extensive micro-transaction system, which will facilitate the
purchasing of regular items and certain exclusive items. Additionally, the game will be scaled so that
while player will not be required to engage in micro-transactions, they will be
heavily encouraged to do so in order to refrain from constant grinding and plateauing.
The economics of Ephemerals will deal with the following:
A – Acquisition of Currency
B – Usage of Currency
C – Exchange of Currency
A.
– Acquisition of Currency
Acquiring
currency in-game will be done through a variety of methods.
1 – Currency Acquired from
Capturing and Training
Capturing and training Ephemerals
generates currency on a variable scale.
The amount of currency generated is linked directly to the level of
in-game difficulty. Capturing or defeating
lower level Ephemerals generates less currency than capturing or defeating
higher level Ephemerals. Similarly, by
completing a higher difficulty level of training, the player is rewarded with
more currency.
Currency
generated from capturing
Level of Ephemeral
|
Amount of Currency Received
|
1-10
|
1-5,000
|
11-20
|
2,500-10,000
|
21-30
|
5,000-20,000
|
31-40
|
12,500-35,000
|
41-50
|
25,000-60,000
|
Currency
generated from training
Level of Ephemeral
|
Amount of Currency Received
|
1-10
|
1-500
|
11-20
|
500-2,500
|
21-30
|
2,500-7,500
|
31-40
|
7,500-15,000
|
41-50
|
15,000-30,000
|
2 – Exploration
Currency can be acquired from
engaging in in-game exploration. Players
will randomly come across treasure during their outside exploration. The amount of currency received in this
manner will range from 500-10,000. The
player will also be rewarded with currency based on the number locations
visited. Additionally, the player will
receive a daily allowance based on the amount of territory explored that
day. However, excessive amounts of
time/exploration will result in diminishing returns.
Number of Locations Visited
|
Amount of Currency Received
|
1-2
|
500-1,000
|
3-5
|
1,000-2,500
|
5-7
|
2,500-5,000
|
8-10
|
5,000-7,500
|
10+
|
7,500-10,000
|
3 – Real World to Virtual World
Exchange
Players may purchase currency using
real world money. This will be done on a
sliding scale.
Dollar Amount
|
Currency Received
|
Exchange Rate
|
1
|
25,000
|
1:25,000
|
5
|
150,000
|
1:30,000
|
20
|
750,000
|
1:37,500
|
50
|
2,500,000
|
1:50,000
|
B. – Usage of Currency
Currency in Ephemerals will be used
to purchase items and to complete trades and exchanges with other players.
1 – Purchasable Items
Certain items will only be
purchasable, and will not be found during gameplay.
Item
|
Cost
|
Quatl Feather
|
15,000
|
Jaguar Claw
|
15,000
|
Quatl Fang
|
25,000
|
Jaguar Fang
|
25,000
|
Polished Stone
|
50,000
|
Bat Wing
|
50,000
|
Bones
|
60,000
|
Bone Dice
|
150,000
|
Jar of Air
|
300,000
|
Sea Water
|
300,000
|
Sea Salt
|
300,000
|
Divining Rod
|
2,500,000
|
2 – Collection of Ephemerals
In order to collect Ephemerals from
other locations and to gain access to types not found in the player’s local
geography, the player will be required to spend their currency. The cost of acquiring a single Ephemeral from
another player will be 20,000, with the player sending the Ephemeral receiving
10,000. Exchanging Ephemerals will cost each player 10,000, with neither player
receiving compensation.
Travelling to other locations to
catch Ephemerals will be based on the amount of distance travelled from the
player’s location.
Distance (in miles)
|
Cost
|
10
|
25,000
|
50
|
50,000
|
100
|
75,000
|
200
|
100,000
|
500
|
150,000
|
1,000
|
175,000
|
2,000
|
200,000
|
5,000
|
375,000
|
Serra Kor
|
2,500,000
|
3 – Training Sessions
Training sessions will allow
players to temporarily boost their stats.
Attribute
|
Time (in hours)
|
Cost
|
+1 INF
|
1
|
50,000
|
+1 Will
|
1
|
50,000
|
+1 Attribute
|
5
|
100,000
|
+1 Attribute
|
10
|
125,000
|
+2 Attribute
|
1
|
100,000
|
+2 Attribute
|
5
|
200,000
|
+2 Attribute
|
10
|
400,000
|
C. – The Exchange of Currency
Players will be able to exchange
currency with each other. However,
players will be flat taxed on the exchange, at a rate of 10%.
Gameplay
Learning Curve
Your avatar searches the world for lost Ephemerals, adding
them to their stable. When first encountering them, the player is presented
with a startled group. To gather one, the player must calm all of the
ephemerals on screen. To do this will require a combination of angled swipes
and activated powers. Once all the animals are docile, one will bind itself to
the player’s avatar. From there, the player must care for/evolve and help the
ephemeral acclimate to its new environment.
Only one animal of any given type will bond to an avatar. To
walk new players through this, there will be a series of mentor cut scenes to
explain the elements of play. When the player begins the first capture attempt,
on screen prompts will guide them through the first encounter. Whenever there
is a new element of gameplay, a short tutorial from a mentor reinforced with
onscreen prompts will aid the player in mastering the technique/element.
Ultimately, the gameplay is simple to allow early proficiency, but mastery will
only come through experience.
Chance/Control
Player control begins with the avatar customization and the
decision on where to play. Each player will be able to decide what their avatar
looks like in a manner similar to the Mii system for the Wii. In addition the
player will be given the ability to customize their stable environments for
their ephemerals. Early on this will be in an apartment or house, based on real
world location. Eventually they will be able to create an extra-dimensional
space within these areas.
They can chose to play in a static map of their home town
with an occasional trip to Serra Kor, or they can travel through the real
world. In the static game mode, character movement will either be based on an
arrow/tap interface or through orientation of the game device. In the dynamic
mode, character movement will be tracked through the google maps api with
connections occurring through wifi/gps/cell service. Though encounters with
ephemerals will be somewhat randomly determined, travelling to real world
locations opens up access to rare or custom ephemerals. Mountain locations would
have mountain ephemerals. Beaches would have surf ephemerals and the like.
In the capture and maintenance modes, the ephemerals will
respond to certain swipes and powers favorably and others negatively. Each of
the ephemerals on screen will behave in a predetermined manner. However the
ephemeral’s location and orientation will be decided randomly. The number of
ephemerals present will depend on the proficiency level of the player.
Rewards (how/what)
Players are
rewarded with Ephemerals, items, and in-game currency through their efforts in
general play, completing certain tasks/quests, and through socialization. This provides rewards for both effort, seen
by gaining new Ephemerals, and achievements, seen by gaining currency. Both the Ephemerals and currency will be used
to facilitate trading and purchasing in the game and will tie into creating a
feedback system of rewards for engaging the social aspects of the game.
Target Audience_Real Audience (who/why)
The primary
target audience would be children ages 8-14.
More specifically, it would target children in that age range who have
access to non-traditional mobile gaming, i.e. iOS, Android, etc. Additionally audiences would include RPG
players, casual gamers, social gamers, and ARG players. Although primarily aimed at the 8-14
demographic, these others would be catered to through specific in-game designs
and play options.
Actuality of Work (what)
Work will be
measured in points based on tasks such as capturing or defeating certain
creatures. More points means a higher
position, ability to use the games system of items (purchasing or
otherwise). Battles will result in
gained or lost experience, skills, or items.
The work will be measured by the difficulty of the task.
Feedback_Metrics (how)
Each player
will have an in-game avatar that will display the Ephemerals in their party,
those obtained, in-game currency, and items.
Additionally, there will be feedback metrics similar to trophies and
achievements that track when certain goals or challenges have been
overcome. Players will also be able to
view how specific Ephemerals are feeling and the status of their training. There will also be a map displaying
statistics such as where players have and have not explored, where they have
caught Ephemerals, where additional Ephemerals may be found, and where specific
quests and challenges can be found/completed.
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