So... I recently had an idea... wouldn't it be sick to see a game for Made in Abyss?
The feeling I got, is that it would get quite a few fans, even among non-anime fans, due to the way the series handles storytelling.
Either having a new character, and having our own adventure (orphanage student, or just a citizen), or playing as Riko, both would be a pretty amazing.
I wonder what does our community think about it?
====================================
A quick addition to this post, I thought noting down the ideas wouldn't be bad XD Maybe one day someone will notice it, or I'll send a suggestion to some company... or not ;p Just want to have them noted :x Credits to everyone posting in this thread, who left their ideas :D I'll try to update the list for my own personal need as often as I can XD
====================================
- Riko
- An orphanage student
- A foreigner, wanting to become a cave raider (enrolling to the orphanage school, but... not an orphan)
- An adult villager (not a kid from orphanage, and not foreigner, just a random dude who wants to cave raid)
- Climbing through the ranks, following all the steps to become a White Whistle through completing various quests, collecting/selling relics (focused on, at first, short ventures into the Abyss, going back to the city, completing quests, etc.).
- A rogue, runaway, who wants to reach the bottom of the Abyss without any authorization (a bit more focused on survival, going into Abyss and not coming back).
- 3D expansive open world (according to what I found about The Abyss, it's supposedly 1km in diameter, and at least 20km deep, although confirmed to be more). In addition to the netherworld itself, Orth would be fully explorable, with marketplaces, other raiders' houses, regular citiziens, side-quests, and much more.
- THOSE BEAUTIFUL GRAPHICS!!!
- A rank system, going from the Red Whistle, all up to White Whistle, with a rankup being awarded for holding enough experience. Experience would be gained from various quests and tasks. Each rank would come with its own benefits, such as:
~ Discounts in marketplaces.
~ More Abyss to explore.
~ More rewarding quests.
~ More inventory space.
- Quest/Mission system, consisting of killing monsters, rescueing someone, exploring a layer, passing a message, etc.
- Building a shelter in the Abyss, using materials bought in Orth and found in Abyss itself.
- Mining to discover new areas and collect materials.
- Crafting system, including medicine, basic tools, armor,
- Scavenging caves in search for relics.
- Selling/Buying relics. Possible selling in the Abyss, at shortcut points, for lower price, if a player doesn't want to carry them to the surface.
- Limited inventory space, the more items, the more difficult it is to move, with overloading rendering player immobilized.
- A journal to be filled with all various types of fauna and flora, as well as any extra information about them (such as weaknesses and behaviours of creatures, and maybe some dangerous plants). Relics could have a separate journal, to find them all. (possible reward for finding everything? Maybe allowing for Last Dive?)
- A relics rank and type system, awarding the player better for more valuable relics, and various uses for the relics.
- Using relics as tools and weapons instead of selling them.
- Fast Travel option (maybe a gondola?), for places that were 100% discovered (maybe increased limitations on inventory size for this function, to increase the difficulty, in case of shortcut being used). Possible Shortcut locations would be Seeker's Camp and Idofront.
- "Curse of The Abyss" affecting player's character on various levels, to various extents.
- A combat system (it wouldn't require much attention or development, in comparison to rest of mechanics, other than fending off beasts, and hunting it shouldn't play a big role).
- Last Dive as a final quest, going straight to the bottom of the Abyss. A big plot point would be neccesary here, either being first person to come back from the bottom, or dying maybe... a game where our character dies in the end could be interesting... Overall, I'm not too sure what would make this particular point more special than it already is XD
Whenever I think of more stuff to add here, or see cool ideas, will update the list, as a comprehensive list of all ideas for the game, both mine and all the wonderful people who reply here ;p
Hmm... right, I haven't thought 'bout that >.<
Many games stay there, but I suppose if it would get popular enough, it would be global after some time XD
If they were going to make one, it'd probably be a monster-hunterish style game (albeit with more focus on climbing and platforming) with you playing as a foreigner come to join the guild (starting as red for the tutorial missions and then getting upgraded to Blue for the "proper" game) and then joining a delver team (online) or going solo.
With your Whistle acting as your "guild rank" for relic market access and mission privileges.
Except for White of course, which would be the super grindy post-game bragging rights thing.
And if they do a fast travel out option, it should restrict you to only being able to hold only a tiny handful of items (like 1 for Blue, 2 for Moon, 3 for Black, 4 for White), where as if you trek up manually, you can keep your whole haul but it'll be MUCH harder than going down since you'll be under nasty status effects on the way up and probably dwindling reserves of supplies while the stuff you're having to content with being just as strong as when you went down.
And then you sell your items on the surface and can choose to buy any found relics your whistle allows access for for 50% market value. Otherwise it'll go on the market at normal market value for a few missions
The ideas of @ZanathKariashi are nice, one addition I would like to include here... the "Last Dive" would need to be something amazing. Getting to White Whistle, and doing all post-game stuff, and only after maxing absolutely everything possible, would enable a player to go to 6th Layer. Getting to the bottom would be dope, so it would be better difficult to achieve :D
On that topic, I read up on the sized of the abyss, if the game would have the same size, without any shortages of space, the so called "exact dimensions" that Abyss has... travelling down alone would take a loooooot of time XD Regular quests could be several hours long after getting to Purple/Black whistle, not to mention White. Last Dive could become a few days worth of gameplay adventure...
Could also include a one-way fast travel to the Seeker's Camp and Idofront at cost (courtesy of the Praying Hands), if you want to play on lower areas quickly. Which also serve is mission acceptance hubs, artifact appraisers, as well as buying relics you don't feel like wasting space lugging to the surface, but at reduced cost, and only sell relics of 4th grade as well as very basic supplies.
When starting a mission, you have to actually travel to the layer that mission is for, and then go to the outer-edge as most missions will be in randomly generated instanced portions outside of the "known" abyss. Though some of the solo ones will simply be go here and check on this guy or kill this creature we've been getting complaints about in the open-world part.
When found, relics are initially unknown grade and simply listed as their type (Weapon, Tool, Consumable, Materials (for having Armor crafted), Novelty).
When appraised they're given a grade, named, and their type/stats, current base market value are shown, and you can choose to turn them in immediately for a reduced price (50% market value at the Seeker's Camp, 25% Market value at the Idofront) or save them to turn in on the surface for full price or to buy yourself.
Except for 4th grade relics, you can only purchase relics you bring in on the surface.
the crafting system would be limited to mostly stuff like food or medicines, or a few simple weapons like distractions, scent bags, simple explosives, traps, weaponized bits of monsters that could be duct-taped onto other relics to add additional effects for awhile.
Armors could be crafted on the surface by guild specialists if you have sufficient materials, usually made from a mixture of various creature parts and material relics.
In addition to doing missions, you also earn a small amount of Guild rank for every relic you turn in as well completing your bestiary by defeating/observing certain creatures as well as fulfilling specific minor achievements related to exploring the less obvious strengths/weaknesses of said creatures by doing specific challenges when fighting them.
Quite frankly with all the premise, plot, ever expanding world of this series and the modern technology, why hasn't it been adapted into a game(open world type) yet!!!!
@adeelist Probably because nobody raised the idea until now XD
But in all seriousness, if ever, after anime fully aires is the earliest I would expect anything. Mangas aren't as "mainstream" to earn their own games easily, meanwhile anime may help here. I want to believe it will happen, but we'll see :)
We should also include a way to cook hunted wildlifes to give bonus stat.
Fishing, Hunting, Farming, Scavenging these could give an ingredient for cook and depend on how you cook it, each food and recipe should give you different stat boost.
The exact same thing I thought 2 months ago when I started watching this. Just the thought of there being a Made in Abyss exploration JRPG makes me summon a white substance. Little Witch Academia is getting a game out of nowhere so my hopes are high for this too. That being said, I don't want the game yet. It would be criminal to make a game before th manga is over and the world is explored fully.
If a major game company made one, it'd be sick. I'd prefer having an open world like in Horizon Zero Dawn or maybe even Final Fantasy but to make an open world having different layers would be insanely difficult.
Even an Uncharted style linear exploration game would work pretty well if Made in Abyss was made into a game.
ShishoEO said: It already exists, it's called Etrian Odyssey
Yup, I have been playing EO3 after I started reading/watching this show and it feels similar.
There is no penality for coming out from the dungeon(quite the opposite, it's too easy to get out, it's way harder to progress), but the sense of threat and accomplishment for completing a floor is there.
If the concept of the abyss was used for an online multiplayer game it would be sick, there are so many possibilities for interesting pve and pvp.
The key feature should be not having an easy progression, and not everyone being able to go up to the top ranks. Also stats grinding alone shouldn't allow an easier travel down.
Omg someone should do this. Imagine this being mmo rpg style with a hella lot of costumization for your character. Being able to go into the abyss with your own team, cave-raiding for new and/or valuable relics which can be sold/traded to other players for costumization options (eg weapons, new clothes, ...), while constantly at risk of being attacked by other players, with some kind of rank system (red whistle, blue whistle, etc) with various perks and the curse of the abyss could mean losing half of your loot as red whistle, 40% for a blue one, etc or something like that. With the various outposts like the seeker camp being controlled by other players (a guild system maybe), maybe even being able to create your own, ...
Maybe some (offline) sort of story too. Example, your character would be red whistle a few years after the events of the original story and somehow learns about riko and reg and sets out on a journey to find them and bring them (and lyza depending on the story) back to the surface somehow. Add a postgame story of ozen (she does have a rather interesting background afterall), lyza, leader and/or hablog
I would love a soulsgame based on Made in Abyss, also the concept that getting back just wrecks your body even more is so exciting. To top it all off, it should be a game with permadeath, so that when you're trying to go to the first layer you should be prepared to never play again with that character if you ever have to go back :)
@Noanybodyhere I really like the concept of a minecraft map like that, however... if Abyss is at least 20km deep, and minecraft height limit is 255m... that's a bit problematic, with almost 1000 thousand times less space to work with. Teleporting commands, and a thousand of holes to build sounds rather absurd XD
terraria interestingly enough can ALMOST properly create the Abyss in normal world generation (and you could create a pretty convincing mock up with a little work, down to the 6th layer). (and the grapple mechanics are not unlike how Reg let's them travel, especially if you're using skeletron's arm grappling hook (has two hands for grapples))
The only outlier is the Sea of the Corpses and even that isn't impossible just unlikely.
It even has all the proper title sets to do each zone that has been shown so far in the manga.
Obviously, it'd have to be a 2D platformer survival metroidvania exploration cave story indie game with Riko, Reg, and Nanachi.
Your goal is to get as deep as you can into the abyss, starting from the outside, pretty much following Riko's story.
Episode one where you run away from the Snapjaw as Riko and meet Reg, is basically the tutorial.
From there, your next "quest" is to pretty much rush through layers 1-3 in a time attack to avoid getting captured and taken back. During this time, you will basically master Reg's grappling controls and the part where Reg has to carry Riko through the abyss for fast decension.
At the Seeker Camp you would fight Ozen as Reg and pretty much learn his combat capabilities.
Eventually you meet Nanachi and go on from there.
Along the way, you have to collect relics and resources (food/water) and secure "campsites" to sleep in, as well as fight or escape from monsters.
The first tutorial where you run away from Riko might give you some options to throw rocks at it for small damage, but you won't really be able to kill it - the tutorial is just to show you that some enemies should only be ran away from.
You basically have to keep Riko alive while continuing far enough to set up your next campsite, which you then have to escort Riko to.
Riko is subject to a sleep timer, hunger, and vitality. You can go days without sleep, but you'll become increasingly sleep deprived, which makes Riko's movements sluggish. Additionally, you can only save a checkpoint in the game by getting a good night's sleep while fully healthy, so there is some risk-reward in trying to go on without sleep.
Enforcing this sleep schedule will be an in-game clock, similar to Zelda: Breath of the Wild, where 5 minutes is equal to 1 second, or so.
As for hunger, I hate hunger mechanics like what you see in Minecraft or Don't Starve, which place a bar that you feel the need to constantly maintain. Hunger in real life doesn't "suddenly" affect you like that anyway.
Rather, if you go long enough while being too hungry, you'll wake up the next day weakened and suffer a day of weakness, and death if you go on for even more days like that. If you have fresh food, it will automatically be consumed as needed every time you "rest" at your campsite. Resting includes eating/sleeping. This means you have to keep food in stock, but it's not as much of a constant maintenance as those games.
Reg/Nanachi will be susceptible to hunger too, but Reg can last longer while hungry, just his incinerator might be unusable.
Vitality is basically your life, but it works differently than just being a health bar. If your vitality is high, you can take bigger hits unscathed or escape less damaged by certain things. If your vitality is low, those same things might end up instakilling you. It's separate from your health in that it essentially scales how much damage you take from anything.
Vitality is affected by sleep deprivation, hunger, and anything that damages you. Your normal health bar will regenerate faster or slower depending on your vitality, but your vitality only regenerates after resting while mostly healthy.
In situations where Riko or maybe Nanachi are sick/poisoned/recovering, they NEED to have a safe campsite to stay in, and Reg may be required to take them all the way to wherever that is. Then, Reg will probably have to go out and collect things.
-----
Finally, the roles of the 3 characters need to be different and unique. A lot of these ideas make it sound like Riko will be a deadweight escort NPC, which would honestly make for a terrible game that doesn't do Made In Abyss any justice.
So, all 3 characters have their own abilities or "specialties".
Riko:
- Can only move like a normal human.
- Can identify useful artifacts from useless artifacts.
- Can identify good food from bad food, or things that lead to food.
- Can identify clean water sources.
- Can properly excavate artifacts without ever breaking them. (Reg is clumsy and doesn't know what he's doing.)
- Whenever enemies attack, she can see "tells" or "telegraphs" to some degree, via her intuition. Something like the sparkle you see in Momodra: RUTM before enemies attack.
- Can use artifacts (like Blaze Reap).
- Succeptible to the Curse of the Abyss.
- Very weak to fall damage.
- Is the only one able to set up safe campsites. Riko and Nanachi can both identify suitable locations.
Reg:
- Can move freely with his grapple arms.
- Has the incinerator.
- Can carry Riko around.
- Immune to the curse.
- Not good with artifacts / can't use them.
- All artifacts look like rocks or junk to him. He can choose to collect things he comes across, but Riko will have to identify the stuff later and clean up your inventory space. Since you have a limited inventory space while moving around, it may sometimes be more efficient to travel with Riko and have her excavate areas instead. Especially in situations where you can't just leave Riko at your campsite.
- Takes longer to be affected by sleep deprivation, hunger, and has more vitality.
- Takes no fall damage.
- Very tanky, and immune to certain attacks.
- Cannot see telegraphs. You'll get hit more unless you actually learn a lot of enemy movements yourself.
Nanachi:
- Can jump high.
- Can see ripples of the Curse of the Abyss, which also gives her telegraphs of enemy attacks or monster movements. Unlike Riko's intuition, her vision can be "fooled" just like Orby's was in episode 12.
- She can perform medical procedures to save Riko.
- I don't really know enough about her to say much here. As far as I can tell from the anime so far, she's probably an even more experienced cave raider/diver than Riko, which makes me kinda wonder what Nanachi's place would be in the game. Perhaps she would be a non-combatant and refuse to actually fight with things like Blaze Reap, or perhaps she also doesn't have as much real knowledge about the abyss as Riko does, seeing as Nanachi just stayed in the fourth layer for a long time and Riko has additional surface-dweller knowledge from other cave raiders who resurfaced. She also apparently doesn't have a sense of taste, so she won't be good for finding food.
- Something something, she has better hearing and eyesight. How does this translate to game mechanics? I suppose she can hear danger that's coming from certain directions long before they actually get there.
- Takes reduced falling damage.
And well, that's what I brainstormed out of boredom. All 3 would be tag-teammable where you switch between each character and the others automatically follow, or you have some of them stay in place, etc.
In sequences where Reg needs to carry Riko around and move fast, Nanachi would be able to easily follow most of the time. But if you want to play as Reg/Nanachi, Riko won't always be able to follow. In some very long gaps for Reg's grappling, Nanachi can't get past either.
I can't really imagine what the platforming/world design would be like for this to be a 2D platformer like Cave Story though. I can just imagine what Reg's combat mechanics would be like, such as aiming his arms with your mouse and clicking to shoot/reel in, perhaps being able to "tie up" bosses or rocket punch them.
The goal with the 3 different specialties of Riko/Reg/Nanachi here is to make Riko's gameplay as interesting as possible - if you want to, you can go full offensive as her by using weapon artifacts, even though she's the most succeptible to death.
Reg would easily already be fun to play with his toolset, him being a tank, and him being the most agile.
Nanachi's place in the party is kind of secured by her medical knowledge, and also her overpowering cuteness. I also dunno enough about her to say much.
----
At the end of the day, perhaps I've come up with something like Terraria.
What I really want though, is a game with good 16-bit sprite art like Cave Story/Momodora/Megaman 8 lololololo.
ChdataSep 23, 2017 7:25 AM
~ Ch-ch-ch-data
Visit my Discord community: VGData.
For games, anime, & music.
I agree it would make for a great soulslike game. More realistically a 2D one, like Salt & Sanctuary. One thing I loved about Dark Souls that has been lost in its sequels and spiritual successors is its spectacular world design, which feels very much similar to MiA's (so much I wouldn't be surprised if the author drew inspiration in some ways). Unfortunately, I just can't see this ever being popular enough for that.
Edit: I think I just wrote something tantamount to claiming Made in Abyss is the Dark Souls of anime. I'm sorry.
It has basically the same premise than an Etrian Odyssey game lmao
Making a game out of it though would probably be more ambitious than most anime games nowadays like those trashy AOT ones. Plus if the anime isn't ultra popular there are no game tie ins being made especially when games are more expensive to make than ever
Tarextherex said: It has basically the same premise than an Etrian Odyssey game lmao
Making a game out of it though would probably be more ambitious than most anime games nowadays like those trashy AOT ones. Plus if the anime isn't ultra popular there are no game tie ins being made especially when games are more expensive to make than ever
Etrian Odyssey and Made in Abyss has the same concept but has different execution
Little Witch isn't popular but yet it got a game.
Made in Abyss Game would be very ambitious indeed (Much more harder to emulate than Attack on Titan) but not impossible. It's would take alot of time dedication and vision but i can see it made into a reality.
Made in Abyss MMORPG . A Man can dream ,can't he?
I can easily imagine the controls for Reg's grapple arms in a 2D game, thanks to the first few episodes.
But I think having an encounter with an Orbed-piercer makes much more sense in a 3D environment, since games can react to your controller input and movement speed to know where you'll be.
~ Ch-ch-ch-data
Visit my Discord community: VGData.
For games, anime, & music.
Nice idea, but if it's single player game. I'd like to see option where player can choose various character with different background which affect the story and choice will decide the story, just like Dragon Age Origins.