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What If Tokyo Ghoul Was a Persistent Open-World MMO?

Started by Need4Wind Aug 23 at 11:42 AM 0 replies 250+ views
Original Post
Need4Wind
Need4Wind

This is not a recruitment post. I just want to share a free game concept that any interested developer can discuss or experiment with.
What If Tokyo Ghoul Was a Real Persistent Sandbox World?

I keep thinking about what a truly open-world Tokyo Ghoul MMO could look like.

Not an MMO where you walk around a large map, accept quests, clear dungeons, grind levels, and wait for the next server event.

Not a match-based Ghoul vs Investigator PvP game either.

I mean a persistent sandbox city that never really resets, where players themselves gradually create the history of the server.


The basic idea

You create a normal character.

But your starting identity is influenced by the current ecology of the server.

You may become:

Human

or

Ghoul

You do not necessarily get complete control over that decision.

The city needs both predators and people hunting them.

And from that point on, the two lives are completely different.


Playing as a Ghoul

Being a Ghoul should not simply mean:

"You are the monster class."

You are someone trying to live inside human society while secretly being unable to live like a human.

During the day you might:

  • go to university

  • rent an apartment

  • drink coffee

  • meet other players

  • work

  • walk through crowded districts

  • build relationships

  • appear completely normal

But eventually, you have to feed.

You could hunt NPCs.

You could hunt human players.

You could find corpses through underground networks.

And you could even hunt and consume other Ghouls.

Cannibalism would not be some late-game ability that suddenly unlocks.

It would always be possible.

The only question is whether taking that risk is worth it.

A weak Ghoul may prefer isolated human prey.

A powerful Ghoul may eventually decide that other Ghouls are far more valuable.

So being the same species does not automatically make two players allies.


Kagune should not be a normal skill tree

I would want the four original Kagune types to retain their actual identities:

Ukaku
Fast, explosive, ranged, but consumes energy quickly.

Koukaku
Heavy, dense, defensive and powerful.

Rinkaku
Extremely destructive with exceptional regeneration, but structurally vulnerable.

Bikaku
Balanced and adaptable.

But two Rinkaku players should not eventually become identical characters because they selected the same skills.

Your Kagune should gradually develop according to how you actually use it.

A player who constantly uses stabbing attacks may develop a different structure from someone who specializes in wrapping, sweeping or defensive use.

Eventually, experienced players might recognize another famous player simply by seeing their Kagune.

Not because their username appears above their head.

Because they recognize the body.


Your mask is your second identity

This could be one of the most important systems.

A Ghoul should effectively have two identities.

Your normal civilian identity.

And the Ghoul identity known to the CCG.

For example:

During the day, you are an ordinary university student.

At night, investigators only know you as:

"Black Jaw."

They know your mask.

They may know your Kagune.

They may know where you hunt.

They may know approximately when you appear.

But they do not know the human face underneath.

The terrifying moment is when investigators finally connect those two identities.

Not through a magic scanner.

Through investigation.


Investigation should actually require investigation

I would not want an Investigator to point a device at someone and receive:

GHoul detected.

That would destroy the entire concept.

Instead, investigators gather pieces of information.

A body is discovered in an alley.

The game does not automatically say:

Rinkaku Ghoul. Player X. Lives in District 11.

Instead, investigators find:

  • wounds

  • biological traces

  • time of death

  • surveillance footage

  • witness statements

  • transportation records

  • repeated hunting patterns

Players build their own case.

Maybe one investigator thinks three murders were committed by the same Ghoul.

Another thinks there are two different Ghouls copying one another.

Someone could be completely wrong.

Ghouls could even deliberately leave false evidence.

A good Investigator would become famous because they are actually good at finding people, not simply because their weapon has higher damage.


And the city reacts

This is the part I find most interesting.

Imagine several Ghoul players start hunting heavily in District 11.

Nobody has written a quest saying:

"The District 11 Crisis begins tonight."

The crisis simply happens.

More bodies appear.

NPC residents become afraid.

Nighttime pedestrian traffic decreases.

Stores begin closing earlier.

Police patrols increase.

CCG begins receiving reports.

Investigator players start visiting crime scenes.

Information about the district becomes valuable.

Ghoul organizations realize someone is attracting too much attention.

Some leave.

Some hide.

Some attempt to kill the reckless Ghouls causing the problem.

Others decide to ambush the investigators.

Eventually the entire district could become dangerous.

And all of this happened because of what players actually did.


A corpse should be more than a health pickup

One thing I think could connect many of the systems together is a real corpse economy.

If a Ghoul kills someone, there should be decisions afterward.

Eat immediately?

Take the body somewhere else?

Hide it?

Sell it?

Give it to an organization?

Store it?

Transporting a body creates risk.

Leaving one behind creates evidence.

A fresh corpse may have significant underground value.

Suddenly hunting is not:

Press E to eat +50 hunger.

It becomes part of the economy, investigation system and social world.


Information itself could become a currency

Imagine players selling information such as:

"Black Jaw has been hunting near District 9."

or

"CCG is planning an operation near the abandoned subway tonight."

or something much more dangerous:

"We may have discovered the civilian identity of an SS-rated Ghoul."

Information traders could exist without being particularly powerful fighters.

And information does not necessarily have to be true.

A Ghoul organization could deliberately leak a fake hideout location.

Investigators prepare a major raid.

They arrive.

The hideout is empty.

Meanwhile the real organization attacks somewhere else.

Now the game has intelligence warfare without needing a scripted mission.


Quinques should have history

This might be my favorite part.

When an Investigator defeats a powerful Ghoul, the result should not be:

Legendary weapon dropped.

They recover that Ghoul's Kakuhou.

CCG eventually turns it into a Quinque.

And the weapon remembers where it came from.

Imagine a Ghoul player controls part of District 7 for three real months.

Everyone knows their name.

Several Investigator teams try to kill them and fail.

New players are warned:

Don't go into District 7 alone at night.

Eventually a large group manages to defeat them.

Their Kakuhou is recovered.

Weeks later, an Investigator appears carrying a new Quinque.

Older players immediately recognize it.

They know exactly whose body that weapon came from.

That weapon now has a history created by actual players.


The strongest Ghoul becomes a real player World Boss

Reaching the highest stage of evolution should not mean:

Congratulations, you reached max level.

It should mean:

The city now considers you a disaster.

A player who repeatedly engages in cannibalism and eventually reaches an advanced Kakuja state could become enormously powerful.

But using that power makes hiding increasingly difficult.

If they completely lose control and emerge as a massive threat:

sirens begin across the city.

CCG mobilizes.

High-ranking investigators respond.

Other Ghoul players may come too.

Not necessarily to help.

A Kakuja of that level would also be incredibly valuable prey.

So the strongest player on the server could effectively become:

a world boss controlled by a real human.

And unlike an NPC boss, they remember everyone.

They remember the Investigator who nearly killed them last month.

They remember the Ghoul organization that betrayed them.

They remember the player who escaped.


The underground should be another society

The surface is human order.

Residential districts.

Businesses.

Hospitals.

Universities.

Police.

CCG.

Crowded streets.

Cameras.

Public transportation.

Below that exists another city.

Abandoned subway tunnels.

Sewers.

Ghoul clinics.

Mask makers.

Body markets.

Information brokers.

Hideouts.

Illegal Kakuhou research.

Organization territory.

Secret transportation routes.

Different Ghoul organizations could even create different rules.

One group may forbid killing humans and survive through corpses.

Another may openly hunt.

Another may practice cannibalism.

Another may exist almost entirely through information trading.

Being a Ghoul should not automatically mean everyone is on the same team.


Humans should not all be CCG either

Human players could be:

  • civilians

  • police

  • doctors

  • journalists

  • criminals

  • gang members

  • investigators

  • researchers

  • informants

And some humans could secretly help Ghouls.

A doctor might treat them.

A journalist might hide evidence.

Someone inside CCG might sell information.

A Ghoul might protect certain humans.

The world should not reduce everything to:

Red Team vs Blue Team.

It should be full of relationships.


The world should remember what players did

This is the part that separates the idea from a normal MMO for me.

Imagine joining a server six months after it started.

Older players tell you:

"District 7 used to belong to one Ghoul organization."

"The old leader disappeared after an internal betrayal."

"That Special Class Investigator over there killed three famous Ghouls."

"That Quinque used to be a player."

"Nobody goes through Station 4 underground anymore."

These are not lore entries written by developers.

They are things that actually happened on that server.

Another server could be completely different.

Maybe CCG controls almost everything.

Maybe Ghoul organizations dominate several districts.

Maybe two major underground organizations have been fighting for four months.

Every server develops its own history.


No traditional MMO level gap

I also would not want a veteran player to have 10,000 HP while a new player has 100.

That eventually destroys persistent worlds because newcomers become irrelevant.

Veterans should be stronger because they have:

  • better control

  • more experience

  • developed Kagune

  • better equipment

  • contacts

  • intelligence

  • reputation

  • territory

  • organizational resources

But a clever new player with the right ambush, information or allies should still be dangerous.

The world should reward experience without making old players immortal.


Short sessions, long consequences

A persistent world also should not mean you need to play six hours every day.

A Ghoul might log in for thirty minutes.

Hear about a fresh corpse being sold underground.

Go to collect it.

Discover two other Ghouls arrived first.

An argument begins.

CCG unexpectedly appears.

Everyone runs.

Thirty minutes.

Done.

But the body, the witnesses, the investigation and the conflict may continue tomorrow.

An Investigator might spend thirty minutes examining one crime scene and discover a connection to a Ghoul they have been pursuing for three weeks.

An information broker might spend twenty minutes deciding whether to sell real or fake intelligence.

The session can be short.

The consequences remain.


The dream

The closest description I can think of is not simply:

"Tokyo Ghoul as an MMO."

It would be something closer to:

a persistent multiplayer urban simulation.

A world where the developers create systems and rules instead of trying to script every story.

Ghouls create murders.

Murders create investigations.

Investigations create pressure.

Pressure changes districts.

Changing districts affect markets.

Markets affect organizations.

Organizations create wars.

Wars create famous players.

Famous players eventually become part of the history of that server.

You log in not because a daily quest reset.

You log in because you want to know:

"What happened in Tokyo while I was gone?"

I don't know whether technology and development costs today could realistically support the full version of something like this.

Maybe a true version of this kind of persistent sandbox is still far away.

But if a game ever managed to combine the identity, hunger, investigation, cannibalism, Kagune, Quinque and moral ambiguity of Tokyo Ghoul with a genuinely persistent player-driven world...

I think it could create stories that no scripted campaign could ever reproduce.

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