The Cell Phone Peripheral was conceived as a dedicated device - but it could be an existing device (such as a mobile phone or portable media player), or perhaps a custom edition of an existing device.
For example, a Microsoft version of 2000: The Game could run in Console Mode on an Xbox 36o, and in Remote Mode on a Windows Phone and/or Zune device.
A Sony version of 200o: The Game could run in Console Mode on a Playstation 3, and in Remote Mode on a Sony Ericsson, Walkman, and/or PSP device.
So one scenario is to create two versions of the game: a Microsoft Xbox 360/Zune version, and a Sony Playstation 3/Walkman version. Each version would be bundled with a custom edition of the appropriate media player, styled and configured for 2000: The Game right out of the box.
If 2000: The Game could be designed to run in Remote Mode on existing media players, a stand-alone version of the game would be available for current owners of compatible devices.
2000: The Game is a social simulation console game built around a Cell Phone Peripheral.
The game takes place circa the year 2000. The Cell Phone Peripheral is styled as a high-end cell phone from that era.
2000: The Game is played in two distinct modes, Console Mode and Remote Mode.
Console Mode This is the 'normal game' side of 2000: The Game. You sit in the living room in front of your TV, and play the game on your game console. You navigate a 3D world, traveling on foot, by car, and by other means.
Meet your neighbors, purchase items from shopkeepers, and form romantic relationships. You can talk to in-game characters 'in person' by traveling to their location in the game world, or you can call them or text them with the Cell Phone Peripheral.
Remote Mode Turn off your console, put the Cell Phone Peripheral in your pocket, and keep in touch with the game world 24 hours a day.
You will exchange text messages, voice mail, and phone calls with human players and NPCs throughout the day. You will recieve news updates, sports scores, and more from the 2000 game world.
Make a date by text from the Cell Phone Peripheral, and you'll be expected to show up when playing on your console later on. Bet on a sports competition, and follow the score on your Cell Phone Peripheral in real time. The Cell Phone Peripheral brings a whole new alternate-reality dimension to social simulation games.
The Nokia N96. The Cell Phone Peripheral might look something like this.
THE CELL PHONE PERIPHERAL
The Cell Phone Peripheral is a physical device that allows the player to interact with the game world in new ways. The device will be created by an experienced cell phone manufacturer, and will be based on an actual model (present, past, or prototype) both for authenticity and to make use of existing components.
All connectivity functions are simulated - the Cell Phone Peripheral needs to communicate only with your console.
Voice Talk to real players and NPCs. The Cell Phone Peripheral features limited voice recognition with yes/no button backup. NPCs will ask only binary questions when talking on the phone.
Voice Mail Receive voice mail from human players and NPCs. Leave voice mail for human players. All human players and NPCs have the ability to leave a message without ringing the phone, so new voice mail messages may appear in your inbox at any time.
Text Exchange text messages with real players and NPCs. Outgoing text messages are created from templates, so only texts pertaining to the game are possible.
Mobile Web Get news, weather, and sports data through the limited Mobile Web service. Ongoing news stories will be revealed through daily updates. Check the weather reports before you make plans for the weekend.
Entire seasons of in-game pro sports leagues play out through the Cell Phone Peripheral. Whether you're a gambler or just a fan, you'll want to keep an eye on the score.
Downloadable Games: The Cell Phone Peripheral as Mobile Gaming Platform Download and play exclusive mobile games on the Cell Phone Peripheral. A very limited numer of games will be available - perhaps a dozen titles. These titles will be selected for quality and relative obscurity. These mobile games will be available through your console's DLC system.
Camera The Cell Phone Peripheral will take pictures at 1280x720 minimum.
In Console Mode When you're playing 2000: The Game on your console ('Console Mode'), the Cell Phone Peripheral's camera will only take pictures of the game world - no matter which way you're facing. The camera's viewfinder can be used to view the virtual world in any direction.
In Remote Mode When playing away from your console ('Remote Mode'), the camera will take pictures of the real world. You may be able to view or photograph the game world when in Remote Mode in certain situations.
A mockup game screen showing the Destination Menu. The cylinders are stand-ins for characters.
THE GAME
Your Virtual Neighborhood Each player will 'live' in his own neighborhood, where he can walk, drive his car, interact with neighbors and local shopkeepers, and more.
Each neighborhood is one square kilometer in size. The player can choose from various neighborhood types (Urban, rural, small town, etc.) and climates (tropical, temperate, etc.) when creating a new neighborhood upon starting a new game.
Other customizable aspects of your neighborhood include placement of key buildings, dominant architectural style, street names, urban fixture type (light poles, bus stops, etc.) and more.
Online Virtual World You can connect your neighborhood to other players' neighborhoods by mutual agreement. You can then travel between your neighborhood and all connected neighborhoods. The level of interactivity available to guests can be set by the host.
Player Character Your avatar will appear onscreen during 'walking' cutscenes (see below) and at other times.
A paper doll interface allows you to create and customize your character when starting a new game, and to dress and equip your character at appropriate times during the game. Clothing and accessories for your character can be acquired at the various shops around your neighborhood and by other means.
Control and Perspective The camera system is designed into the game. There are no bad or wonky cameras in 2000: The Game.
At Rest When your character is at rest (e.g., sitting in a restaurant booth), you can choose between first-person view and cinematic third-person view. First-person view allows you to pan your view 90 degrees left and right.
Walking To move your character in 2000: The Game, you simply indicate where you want to go from a Destination Menu. The Destination Menu graphically represents the city block or other terrain that lies in front of you.
After you select a destination, your travel is depicted through a cinematic montage featuring first-person and third-person views. This is a sort of real-time cut scene, though it can be interactively interrupted at any time.
A simple visualizationof a movement scene in 2000: The Game.
Driving When you're in a car, the game is played from a first-person perspective by default. Your video monitor becomes your windshield. You can pan the view to look left or right out the side windows.
A standard overhead 'chase cam' is also available.
While driving, you will automatically follow the speed limit, stay in your lane, and obey traffic signals. By default, player control is limited to changing lanes, turning, and parking, along with limited speed control.
You can choose to bypass the automated controls and drive aggressively, but if the police catch you breaking the law, you could face a fine.
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Watch this blog for more information about 2000: The Game.