
Navitas - Game Synopsis
Navitas is an Entertainment oriented online, multiplayer game universe set against the backdrop of the ancient
mythology from the Indus River Valley in India transposed far into the future. With customizable avatars
representing themselves, players interact, explore, and grow with other participants in the exciting, ever changing
worlds of Navitas.
Back Drop
The year is 2867 CE and the Earth is no more. In a violent cataclysmic event centuries before, the Sun expanded
and destroyed all but four distinct outer worlds. The Ancient Indian Gods returned to rescue all of modern humanity,
but were deeply divided themselves. They are the ancients who started Navitas eons ago, and they never stopped
playing. Travel to and from each world occurs through a process of Light Skipping, a travel process that uses light
photons as stepping stones for acceleration. Travel is unbelievably fast, so great distances are irrelevant. To start
out, a player creates an avatar, or character, and chooses one of the four worlds and then a family within it. He may
create multiple avatars and join families in any of the worlds he chooses. The families are always open to new
members.
Focus of Navitas
The primary aim of Navitas is to entertain the player with rich, beautiful 3D visual effects and challenging
competition. Navitas will also connect the player to a family community and thereby enable them gain status within
it. Community/team connection is a critical component of Navitas at every stage. Without it, there is no victory and
no growth. Community is also a critical part of the entertainment. As a player experiences more of the game, more
status is gained. The environment of each world is lush and vibrant and yet dangerous. Accordingly, dignity and
respect for the environment and all of its creatures is a major facet of the game’s entertainment. Mistreat a
common squirrel and it might just become a goliath, dealt with only by a large team of diverse players.
, there are taverns and inns where player avatars collect, mingle, and share information and resources. These
taverns are rendered two dimensionally and serve as the game’s social backbone. In taverns, players meet other
players and make appointments to return to the game world later. The taverns also have mini games and card
games for people to enjoy while chatting with “family friends”. All activity in the taverns is designed to add to a
player’s status. Community/family/team connection is the heart of Navitas.
Navitas is also a perpetual game, featuring constantly evolving quest lines that match up to an Avatar’s history in the
game world. Evolving diversity, community connection, and beautiful and unique imagery will captivate players and
ensure replay ability. A sense of identity will come about as the player’s avatar grows in the Navitas Universe.
Navitas as a Role Playing Game
A player’s avatar is a virtual representation of themselves, as they see themselves. The avatar is who they are. To
augment that approach, a unique attribute/trait leveling system will be introduced to reflect a person’s humanity as it
grows in Navitas. The longer an avatar exists in the Navitas universe, the experience he/she gathers raisesand
higher the attribute scores. The attribute system is devised to augment the game’s entertainment value and to allow
for status and prestige within families and worlds and throughout the Navitas Universe.
There are four unique quest lines of varying scope and detail. The most sophisticated and grand quests are only
bestowed upon those with the resources to handle it. There are four lines: universal, world, family, and public
quests. Family membership allows players to challenge certain quests.
A person’s character is influenced by every aspect of the environment and by every facet of the game’s many
puzzles and major quest lines. As an avatar experiences more, the prestige he/she earns can and will cross over
into the real world.
Merchandising Approaches
The broad appeal of the Navitas Brand means a strong market for clothing, collectible items, and software
specifically geared toward particular families within the Navitas universe. Deep Jungle, Cave, Desert, and Ocean
worlds are broad and unique enough to attract virtually every demographic group. Furthermore, the rich imagery
and themes behind Indian mythology are incredible and largely untapped in a market place saturated with Egyptian
images. Navitas will give producers a fresh angle for merchandising.
The premise of the game allows for corporate merchandise placement inside the Navitas Universe. Because
avatars are fully customizable, clothing and fashion, design, and retail distribution companies can all sponsor outfits,
events, product placement in Navitas’ many taverns, and in-game newspapers dedicated to keeping everyone
connected. Companies like Wal-Mart, Best Buy, and Target would benefit from such an entertaining virtual
marketplace.
As the popularity of Navitas grows, so too will the friendships made inside the Navitas universe. Currently, there is a
trend toward LAN conventions, wherein computer gamers set up their computers to play against each other in
person. Such conventions will be a part of Navitas’ future and they will be sponsored by major retailers and
entertainment conglomerates.
As the game grows, new software packages can be shaped and molded to fit any financial cycle due to its broad
appeal. The software packages will sell as a by product of market strength and the in game pressure toward status,
prestige, and community awareness.
Reasons to Develop Navitas
Navitas will exhibit continuing market strength with a broad market appeal, moving well beyond the age demographic
targeted by the Preoccupied film, a supernatural thriller that introduces Navitas, an ever evolving universe of
entertainment, competition, and fellowship that will draw new players in perpetuity. Not only will people play Navitas,
but they will return again and again, forever growing and forever challenged by the beautiful and fearsome images
from Indian Mythology.
