Where the Wild Things Are – RPG

Where the Wild Things Are (1963).

I am designing an RPG game around the classic children’s novel Where the Wild Things Are. I was thinking about making the game a 2D side-scrolling metroidvania with a pixel-art art style, set in a fantasy setting.

The “Wild Things” in the book look as tall as the palm trees that cover the island, maybe the wild things could be enemies and Max could tame them all one by one. Gameplay could be like Shadows of the Colossus. While exploring the island Max could run into each of the wild things, but depending on how prepared the player is, could decide whether or not they want to attempt the enemy. The Wild Things could have certain levels/indicators showing the player how powerful they are, and each one could have a unique way of dealing with it. That would mean the player will need a levelling and inventory system. There are different Wild Things, all with their own unique characteristics. Designs for the Wild Things should take these into account. Other enemies could be over-sized bugs (something found in most other RPG’s) and other dangerous animals. These will most likely be used as EXP fodder, as they don’t exist in the source material. Battling the enemies will be similar to Rogue Legacy, example found below:

The book shows the story in an immature and childish way (hence it being a children’s book) and I don’t want to change that. So I was thinking about how I could make the game child friendly; maybe make the weapons things a child might make with their imagination, and instead of killing the Wild Things, the player tames them, like the book suggests. As the player tames the Wild Things they recruit them until all of them are allies, then when the Wild Things are all tamed the player leaves the island for a few years and comes back and has to start again with the wild things being stronger and more dexterous; but the player will also keep the skills, experience and equipment they picked up in the previous play-through.

The Story:

Max is drifting across the sea on a small sail boat, with his pet dog Spartacus, both are asleep in the hold. As the boat drifts lazily across the waves a storm hits, throwing the boat (with Max and Spartacus inside) high into the air and crashing onto a nearby island. Max wakes up on the beach of the island, unable to remember much from before he woke up. *side note: the player can have the option to change both Max and Spartacus’ name*. All Max can remember is his name and Spartacus’. He hears a howl from a nearby jungle and decides to check it out. *this is where the gameplay will start*. Whilst searching the jungle, fighting off bugs and other undesirable things, Max stumbles across a huge footprint dug deep into the ground and climbs a nearby tree to try to locate the creature that made it. He notices the trees in the distance parting unnaturally and coming towards him at speed. As it draws near, Max notices a pair of white horns protruding from a hairy entity, the rest of which is hidden below the tree line. The closer it gets the more the ground shakes, until Max can’t hold onto the tree anymore and falls, letting out a scream as he does. The creature stops in its tracks and turns to look at Max; its big black eyes engulfing Max in their endless abyss of emptiness. A huge battle shortly ensues. After defeating the creature it explains to Max what’s going on; it turns out the creature is called Carol, a Wild Thing. Carol explains that Max came to the island before, and that he was king of the Wild Things; however, when he left the Wild Things went into a wild rage, allowing darkness to consume them. Now they roam the island searching from him. Carol asks Max to help bring the Wild Things back to their senses and rule them once again; Max agrees and asks for Carols help in completing this quest. Together they go on to relieve the Wild Things of the darkness that is enveloping them.

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