Original* Game Ideas
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  • * Probably

    Over the past twenty minutes I have had a gestating idea for what I consider to be one of the Best Games Ever.
    Perhaps other people might have their own nuggets of a game concept that are worth discussing, but I thought I'd throw this out there as something novel.

    My idea is somewhat inspired by Nintendo game design in reverse, and with my superficial understanding of the concept behind Sega's Dororo: Blood Will Tell (apparently based on a manga). The core concept is that you start off with all your gear - your character is very powerful, can think, fight, survive all kinds of situations. Kind of like Metroid Prime's initiation. However, instead of losing your abilities in one foul swoop, you lose them one by one and it's essentially your choice as to which abilities to jettison.

    (Macguffin time: let's just say for sake of explaining the concept, you have a fancy space suit, you crash land on a planet/moonbase/alternate dimension and thanks to your activity, your suit can only support diminishing numbers of  functions as the game progresses.).

    Initial functions you would start off with might include: jetpacks, double jump, regenerative healing, gun proficiency, swordfighting, stealth camouflage, temporary invulnerability, hand to hand fighting, sniping.

    You start the game able to play in any of those types of modes as you see fit, and then after the first boss, you have to sacrifice one of those abilities and you can choose any of them as you see fit. So, conceivably by the final boss of the game, you might be down to just the ability to heal yourself - and said final boss might be some immense titan who can only be defeated indirectly a la Akido - using their momentum against them and baiting them into running off a cliff/into lava/electricity/etc. Alternatively, should you have opted to keep stealth, you might have to try and climb them to reach a few weak spots to neutralise.

    I guess the purpose of such a setup would be to force the player to alter the way they approach the game as they go through, rather than ending up becoming an overpowered force at the end of the game with difficulty increases purely courtesy of bullet sponge enemies appearing more frequently. You might start out playing it as you would approach and FPS, then decide that you could do away with that so long as you kept increased vertical mobility and sniping abilities. Then you get forced to sacrifice one of those and the whole balance of how you play is upset.

    Does anyone think there might be some merit to this concept? I, of course have no means nor ability to bring such an idea to fruition, but thought I might put it out there to see if others have other ideas they'd like to share.
    "Sometimes it's better to light a flamethrower than curse the darkness." ― Terry Pratchett
  • Kow
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    Sounds like the worst game ever / tldr.
  • Kow wrote:
    Sounds like the worst game ever / tldr.

    This in a world where BMX XXX exists.
    "Sometimes it's better to light a flamethrower than curse the darkness." ― Terry Pratchett
  • Vela, I like your idea. If I were any good at making games, I'd say we should make it! Maybe others here can start this off? It sounds good, maybe something like this already exists. Maybe. But it also sounds like it'll be the most nightmarish game to balance. Depending on how many attributes and power ups are available at the start that you have option to sacrifice. You'll need to ensure, for a good gaming experience, that most if not all levels and enemies have multiple ways of being defeated. Maybe that's not so different to something like gaining powers and balancing subsequent areas such as in Dishonoured, but to me inexperienced mind it sounds harder in reverse. 

    Maybe post this to the "what we made" thread.
    I am a FREE. I am not MAN. A NUMBER.
  • In general I do like the few games Ive played where you have multiple ways to beat a boss, and the best example I can think of that Ive played is MGS3. You can try taking out the Fury with knife slashes or claymores or guns blazing. You can trick The Fear with playing dead near the spike log traps. You can beat The End by tracking his scope reflections or tracking his footprints with IR goggles, or eat his parrot and make him angry. If you wear a Raikovitch mask when fighting Volgin he grabs your crotch and it confuses him.

    I love it when you have a number of options to approach a battle, but I can't say I've played many games that let you.
    "Sometimes it's better to light a flamethrower than curse the darkness." ― Terry Pratchett
  • Yossarian
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    I can't say your idea appeals to me, Vela. It sounds more like an exercise in repeated frustration than anything else.
  • Skerret
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    hylian_elf wrote:
    But it also sounds like it'll be the most nightmarish game to balance.
    This, more or less.  Procedural level creation based on the items you jettison (I.e. if you ditch the jet pack you won't encounter an otherwise inaccessible area) a must.  Or not. I'm sure you could do it.

    Explain the basic movement mechanics to me Vela.
    Skerret's posting is ok to trip balls to and read just to experience the ambience but don't expect any content.
    "I'm jealous of sucking major dick!"~ Kernowgaz
  • Vela wrote:
    ...The core concept is that you start off with all your gear - your character is very powerful, can think, fight, survive all kinds of situations. Kind of like Metroid Prime's initiation. However, instead of losing your abilities in one foul swoop, you lose them one by one ...
    http://www.newgrounds.com/portal/view/616741
  • Bollockoff
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    Vela wrote:
    or claymores

    I couldn't do it when I recently replayed the HD edition. He'd spot them a mile off, shout "FIGHT FAIR!" and blow them up with his thrower. I swear I remember them working once upon a time though.
  • Yeah, another fifteen minutes of thought tells me the idea is fraught with pitfalls (ie how would you fight a final boss with just a double-jump) so it would clearly need a lot of time in the oven before it was viable.
    "Sometimes it's better to light a flamethrower than curse the darkness." ― Terry Pratchett
  • acemuzzy
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    Skerret wrote:
    I.e. if you ditch the jet pack you won't encounter an otherwise inaccessible area

    This is the main issue for me.  The fun with e.g. Metroid is being suddenly able to enter new areas. The concern here would be the opposite: you can no longer enter areas you once could.  That might be fun in isolation (e.g. you can no longer get to the health-regen point, so it gets harder): but very hard to not make it frustrating.  Unless losing abilities _did_ somehow open up new areas - e.g. you're shorter with out the big jetback on, so can now crawl through that corridor over there??
  • Skerret
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    It could only ever be an indie curio as it reverses the basic tenet of player reward.
    Skerret's posting is ok to trip balls to and read just to experience the ambience but don't expect any content.
    "I'm jealous of sucking major dick!"~ Kernowgaz
  • Skerret
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    I lecture on game design, I know these things.
    Skerret's posting is ok to trip balls to and read just to experience the ambience but don't expect any content.
    "I'm jealous of sucking major dick!"~ Kernowgaz
  • Skerret
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    Don't argue with me!
    Skerret's posting is ok to trip balls to and read just to experience the ambience but don't expect any content.
    "I'm jealous of sucking major dick!"~ Kernowgaz
  • Bollockoff
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    acemuzzy wrote:
    Unless losing abilities _did_ somehow open up new areas - e.g. you're shorter with out the big jetback on, so can now crawl through that corridor over there??

    That's quite good. Then you could have pre-made levels rather than generated ones and not have to worry too much about 90% of the map being shut off. Losing enough equipment brings your weight down so you can traverse weak bridges or something.
  • I don't think it has to be an issue. Who says you need to see most of the areas in one playthrough? Make the game short with a nice number of quick-ish and exciting levels that can be done in multiple ways, and you have yourself a game you can replay a fair amount in order to play differently and see everything.
    I am a FREE. I am not MAN. A NUMBER.
  • I guess the other concept I tried to get across (but failed) was that in current games, difficulty increases as enemies become stronger/smarter/more numerous. In this kind of execution, enemies would remain as strong/smart/fast as they always have been only as you progress, they become harder due to diminishing resources.
    "Sometimes it's better to light a flamethrower than curse the darkness." ― Terry Pratchett
  • Vela wrote:
    Yeah, another fifteen minutes of thought tells me the idea is fraught with pitfalls (ie how would you fight a final boss with just a double-jump) so it would clearly need a lot of time in the oven before it was viable.

    15 minutes in the oven?! I think it needs a lot more in the oven and then some more in the grill etc. You can't just come up with an idea and expect it to work straight away.

    I didn't think your idea was to allow the character to ditch everything!! You gotta keep some basics like a standard pistol as opposed to a magic ray gun. So that you can still win, but it'll be easier or harder, not impossible, and it'll be different experience. You know, require a different approach. Hence my comment about difficult to balance.
    I am a FREE. I am not MAN. A NUMBER.
  • Yeah, that's it. Obviously I have neither skill, time nor intention to take it further, more an exercise in trying to think through other concepts for games that either have not been done or aren't widely known.

    I'd love to see what kind of other ideas people might have floating around.
    "Sometimes it's better to light a flamethrower than curse the darkness." ― Terry Pratchett
  • Bollockoff wrote:
    Losing enough equipment brings your weight down so you can traverse weak bridges or something.
     

    Same with climbing I suppose. A jetpack negates the need to climb, get rid of it though and you gain the ability to climb due to not being as heavy.
    I guess you have to take the inverse of each ability you lose as the next positive.
    No body armour? Can squeeze through tight cracks. etc.
    Town name: Downton - Name: Nick - Native Fruit: Apples
  • I see some merit in the concept.
  • Vela wrote:
    I guess the other concept I tried to get across (but failed) was that in current games, difficulty increases as enemies become stronger/smarter/more numerous. In this kind of execution, enemies would remain as strong/smart/fast as they always have been only as you progress, they become harder due to diminishing resources.
    I like that side of it. Many games where your character develops new abilities throughout do get easier as they go along, even with more powerful enemies, and that's surely not an ideal situation. Having to rely on more basic stuff at the end of the game makes sense, although maybe you don't get to choose how it happens, just get gradually stripped back to hand to hand fighting or something, with each level being more and more focused on you honing your base skills.

    However, the beginning would be odd. A large tutorial explaining everything and then you hardly getting a chance to use some things before they're gone forever. The thing with Metroid Prime of course is that you get a taste of everything at the start and it works because you know it'll all come back later. I don't see an easy way out of that.
  • My idea is like chase hq but mixed with GTA/time crisis. 

    You are always stuck in traffic jams, there are 10 levels in total (its not a long game). The traffic jams are in different countries (find a reason in the story). Each traffic jam is designed aesthetically to match with the country, so the types of cars, the types of architecture etc. In the US you might be in a traffic jam on the vegas strip, or on route 66, in venice or amsterdam in something more akin to that scene out of the bourne film. In London it might start in the dartford tunnel.. 
    The view point would be over the shoulder but with the level of perspective of gta/outrun c2c. You can see as far as a human would but there are obsticles in the way, trucks, busses, bridges, adverts etc obscuring your vision. 

    The main gameplay starts every time with you being in a cop car and getting the call in, you then persuit after the criminal on foot through the maze of cars/trucks/obsticles. The faster you go, the closer to the perp you get, when you are close you can shoot the perp, but you have to constantly do this, stopping to shoot will lose you time (no shooting on the run mutha fucker!) which puts you back in the chase (chase hq style). You complete the level when you deplete the energy bar of the perp (who can shoot back). There will be some duck and cover moments throughout. 

    So its a combination of 
    GTA
    Subway Surfers
    Time Crisis
    Mirrors Edge

    kickstarter please.
    He could've just said they came from another planet but seems keen to convince people with his bullshit pseudoscience that he knows stuff. I wouldn't trust him with my lunch. - SG
  • I would explain my ideas, but I actually intend on turning them into actual games. At some point.
    I am a FREE. I am not MAN. A NUMBER.
  • Velas idea sounds like the game of predator to me.
  • elf, i'm obv holding back the money shot.
    He could've just said they came from another planet but seems keen to convince people with his bullshit pseudoscience that he knows stuff. I wouldn't trust him with my lunch. - SG
  • mk64 wrote:
    elf, i'm obv holding back the money shot.

    Lol. What's your porn star name??
    I am a FREE. I am not MAN. A NUMBER.
  • Tom
    He could've just said they came from another planet but seems keen to convince people with his bullshit pseudoscience that he knows stuff. I wouldn't trust him with my lunch. - SG
  • Though you said "Torn" for a second there. Too hardcore for me.
  • heh
    He could've just said they came from another planet but seems keen to convince people with his bullshit pseudoscience that he knows stuff. I wouldn't trust him with my lunch. - SG
  • i dig the concept of Vela's idea.  in fact pretty sure i had it first, but about a golf game.  you thief! :)

    anyhoo, as others mentioned, balancing such a game could be a nightmare, but you could always remove the element of choice so the whole thing is designed with the current skills in mind.  could also tweak it so it's not so much metroid losing fancy gadgets, but someone suffering and become weaker etc.  how about a superman game where he's infected with kryptonite early on, so he starts off super, gradually abilities fade until by the end you're just clark kent...
    "Like i said, context is missing."
    http://ssgg.uk
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