Game pitch – Line World – part #1
August 31st, 2007
This was one of my three game concept pitches at Vortex. It was probably the worst one, but also the most practical. Unfortunately, I knew somebody would implement it and it has been – Calamity Game.
Overview:
Doodling has never been more fun – especially when the drawings come alive on the web with real physics and behaviors.
Description:
The massive success of Line Rider demonstrated how a simple drawing game mixed with physics can be enjoyable by gamers and non gamers alike, but imagine a shared world where everything was drawn and “came alive.” The gameplay mechanic of using drawn lines as physics objects is widely accepted and liked, but what is unique about Line World is that all these drawn objects can be played with online. Think Lego with fun physics.
Similar games include Kirby’s Canvas Curse(DS), Line Rider (Flash and soon DS), Chalk (freeware), Armadillo Run(IGF finalist), Bridge Builder(PC), Tower of Goo – which all involve drawing lines that create physically reactive surfaces. All these games are fairly successful or potentially successful in the case of well loved Tower of Goo.
Unlike passive building worlds like Second Life and The Sims, Line World allows players to build and play games with their drawings. Games like Rube’s machine where you build the most complicated device to screw a light bulb in, Sledding (like Line Rider) where you draw the craziest looping track and still have the player survive, Stuntman where you sketch out the most death-defying stunts in the world. The possibilities are endless, but each mini?game is simple and fun. The results will be shared freely with the open public, but only paying members are allowed to create new sketches and vote on their favourites.
Target demographic: 8-50 year olds – both genders.
Platforms: Online – Flash.
Revenue model: Digital download – one time purchase. Sharing of sketchlets/drawings is free.
Competitors: Line Rider (DS), Mygamebuilder.com, World of Goo, Bridge Builder, Armadillo Run.
Because of the widespread availability of Flash and a simple requirement of a mouse to play, Line World will reach a large world-wide audience and extend beyond language barriers. The development cost will be lower than developing a traditional game, but extra care will be taken to differentiate the art style and build a web community around the game. We think Line World appeals to wide audience and can be sold and developed affordably with today’s technology.
Entry Filed under: Game Development
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