My idea is a game made in the form of a FIGHTING MMORPG. Unlike most MMOs, where the key is to level up your character through winning battles, in this game as you gain experience regardless of whether you win or lose a fight. As you gain experience you can use this to unlock new jutsu and/or level up current jutsu you have (I will explain this more in detail later).
The main premise is that the player is a avid NARUTO fan. He/She is rushing home to play a new game and is inadvertently sucked into the digital world based on NARUTO. ( I know its kind of cheezy....but it works :P) Since the focus of this game is the player as the main character I thought a fitting name would be NARUTO: I AM THE ULTIMATE NINJA!
This will be the first process of the game. Players will be able to create their own unique character from scratch. Skin tone, hair style, facial features, tattoos/ body paint, etc. Some clothing and items will only be accessible if you reach a certain rank (i.e Anbu mask will only be accessible if you are a member of your villages anbu unit). In this section you will also select what village and clan you are a member of and choose you characters name. (i.e. if you choose the Uchiha clan then you type in the first name of your character as Dan, then the name of your character is Uchiha Dan)
You will also need to pick which style your ninja is better at Taijustu, Ninjutsu, or Genjustu (this will affect how effective you are with these types of moves in battle). So if your are a Taijustu style then using Taijustu will cost less charka, have faster speed, and do more damage than a Ninjustu or Genjustu move. Also when leveling up moves you have or learning new ones it would be better to incorporate moves that fit your style better. When picking a style you will select a Main style (the style your ninja will excel in) and then a sub type (the type your ninja is average at). So using the same example, if your main style is Taijustsu this will be use most effective in battle, and your sub type if your chose Ninjustu would do average damage, have average speed, and use an average amount of chakra. This means using a Genjustu move with this character would be pointless as damage would be minimal and the amount of chakra used would be large.
Another aspect you will need to select is your chakra affinity. When making a character you will only choose one chakra affinity of the main 5 elemental ones. You can master another as you progress in the game, and you will be required to have 2 chakra affinities in order to become a Jounin. However, the expectation to this rule is your character is apart of a clan that has one of the advanced chakra affinities through a kekkei genkai (i.e ICE). If you chose one of these clans you will automatically have three chakra affinities. For example, If you have ICE affinity you automatically get the affinity for WATER and WIND as well. The other exception will be if your character is a Rinnegan user which means they will have affinity for all 5 basic elemental ones.
The limit of the number of different characters you can create will be 10. This will give the player the ability to play around with ninja from different villages and clans, while in the process finding out which one he/she likes most. However, each character will be unique and moves/skills/experience will not transfer over. Basically each character you make is like starting a new game.
Aside from customizing your main character you should also be able to customize the look and the move of your aid characters.
After completing the creation process, the next will be the intro. The setup after you get sucked into this digital world of NARUTO, is that you just graduated from the Ninja Academy and your now a Genin. The next step is a quick tutorial showing you your controls for the character you created. Once completing this Tutorial (probably ending after you learn use of your awakening or ultimate jutsu) you then move on to become a Chounin. And from here the real fun begins.
This is where players will spend most of their time outside of character customization. There will be 2 ways to fight. Either a quickmatch or you can go to a lobby. Quickmatch you will be randomly givin an opponent. There are should be 5 different quickmatch options. Fire Country Quick Match, Water Country Quickmatch, and so and and so forth (one quick match for each main country). Choosing your own country in quick match will either set you in a fight with a fellow country member or an attacking ninja from another country. Choosing a quick match for another country will pit you as an attacking ninja from your country.
For the lobbies, there will be country lobbies, village lobbies, and clan lobbies. Once in a lobby you can chat or challenge/accept challenges from other players. There will also be secret lobbies that can be accessed by missing-nin that will require a password for entry in to the lobby. These lobbies can only be created by Missing-Nin
The main function of fighting will not only be to prove yourself as the ultimate ninja but to gain experience to progress your ninjas rank as well as unlocking new moves, items, ect. Completing a fight will award you EXP points that you can use to buy items and unlock new moves as well as other extras as you see fit. As I mentioned before you will gain EXP no matter if you win or lose, however you should get almost double the EXP if you win.
The other focus on fighting will be to improve the moves you are already using. By using the same moves in battle you can start to get closer to mastering them. Whether its a jutsu, combo, or throwing and item. The more you use it the more effective it will become in one of 3 main areas (speed, chakra consumption, and attack power). You will set what area you want to focus on when you first create or character and/or when you later customize your character further. However, once you choose what area you of expertise you want to focus on for that attack/combo you can't change it. TECH EXP will be applied to the move each time it is used (it doesn't have to hit the opponent, unless its the latter part of a combo, or an ultimate jutsu), then based one what area of improvement you have the move set on that is where the TECH EXP will be applied (i.e you are using Fire Blast and you have it set on speed, once you level up this attack with enough TECH EXP the speed of the attack will be increased making it harder to counter or use a replacement jutsu. If set on power then the FIRE BLAST will be come powerful and could possible give a higher chance for a guard break the more you level it up. If you have it set on chakra consumption then it wont take much chakra to use the move). Once a certain level is reached (I was thinking level 3) then you have mastered that move with either an emphasis on speed, power, or chakra consumption. TECH EXP will not be based on winning or losing a fight, it will solely depend on how much an attack, combo, etc is used and once it is used enough it is mastered.
This game should allow almost total customization. From clothing to combos, players should be able to change different aspects to make their character as unique as possible. You feel a certain combo would work for you character with a different jutsu or another attack it should be able to be changed and the moves should link almost seamlessly. For the combo customization it would probably be best to have a wide variety of combo starters whether they be ranged or close combat, and then the player can chose what move starts the combo, what move(s) are in the middle, and then what move finishes it. Basically they would have a list of moves that would work in said chain. As for items, jutsu, ultimate jutsu, and awakenings (outside of tailed beast users) that would be totally up to the player.
Last edited by GreeceMonkE; 02-04-2012 at 07:44 AM.