A Game Concept, or Seriously Someone Make This Game!

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Skunkrocker

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Final Destination: Bloodlisted is a game based on the horror film series of the same name. Take control of Death itself as survivors of a horrific disaster come face to face with your evil desires to make sure they stick to their fates. Selecting from a "catalog" of dangerous objects and special set pieces in each level, spend your Death Points within the time limit to make sure your victims meet the grisly end they should have in the first place. The cooler the setup, the more points you get in return, and can spend on the next levels to make your death scenes that much more graphic. But be careful! Make the deaths not complicated enough, and smarter characters will notice whats going on and avoid your trap, but over complicate them and there is a chance they'll mess up and your victim will survive! Ride the fine line between complex and complicated in this game where Incredible Machine meets Burnout in the most sick and twisted way possible! With locales ranging from garages to hardware stores, items ranging from power tools to household chemicals, and people ranging from so stupid they'll walk into a moving fan blade or smart enough to realize that the explosives behind the ladder are on fire, Final Destination: Bloodlisted is sure to entertain the gorehound in you. It's a puzzle game with a violent twist, and all the fun of watching your carefully planned death sequences take out the cast of your own private slasher flick!
 

Cavouku

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Mar 14, 2008
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...?

I'm sorry, could you try breaking that up for me? I know it's petty, but I'm not sure what I'm reading. Someone should make this game? Is this your idea? (Nothing came up when Googled)

...Everyone here probably has a game concept, I know I have at least three... Sorry buddy, valid effort, but I just don't know. I'd prepare flame shields.

(If that's not what you mean, could you specify? And if so, it's pretty good. Might be ripped as a flash game, to be honest, but it's a valid effort.)
 

Sassafrass

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That sounds like a great idea, i would buy that game. I like the idea of making your own unique deaths and traps. Will you also be able to select camera angles an screen effects like slo-mo? However, one small gripe. smart characters? In Final Destination? Show me one and I'll eat my face.
 

Skunkrocker

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Cavouku - Yes, it's an idea I came up with.
sasquatch99 - Where's the difficulty if you don't have smart characters? The game of course starts out with thick as a brick dummies that would brush their teeth with battery acid if you said it was a good idea, but later on you'd have to deal with smarter protagonists who aren't going to be easily fooled by a leaky water line short circuiting their hot water heater... you'll have to get a bit more creative than that.

EDIT: Also, Clear Rivers was smart, just not smart enough... at least she SURVIVED one and three quarters of movies! Alex didn't even make it to #2 like she did!
 

Wheeeee

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sasquatch99 said:
smart characters? In Final Destination? Show me one and I'll eat my face.
The one that realizes that death is killing the people who were supposed to killed earlier? if you're looking for a smarter one, well, i'm at a loss

edit:well, it does sound like a good game nonetheless
 

Sassafrass

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Skunkrocker said:
EDIT: Also, Clear Rivers was smart, just not smart enough... at least she SURVIVED one and three quarters of movies! Alex didn't even make it to #2 like she did!
I'll give you that one... damn, gonna have to eat my face.

EDIT: Also good point about characters and difficulty.
 

Skunkrocker

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Of course making things too creative can also be your downfall... I based part of that concept on Incredible Machine. In IM, sometimes you can over complicate things and mess up when a simpler solution is the answer.

I also had the idea of having the game be very free form, but with added bonuses for triggering certain events. For example, if you were to just set up a sequence where nailgun in the garage goes off and shoots the person in the face... well, you killed them, sure, but it wasn't anything special. On the other hand, if you were to move the radio they turned on over the sink, and then move all the towels to another room, you'd trigger a special sequence where they go to find the towels and the radio would viberate itself off onto the faucet handle, breaking it off and allowing water to spray directly up and into the vent, where it would leak down on the badly installed ceiling fan in the living room where it would short circuit, spin out of control, fall, and slice their head off. These unique encounters would give you bonus points and I attribute the concept to the special photo op crashes you can do in the Burnout games. Sure, you can rack up massive points if you crash into a bus, but you'll get four times the amount if you launch your car sideways between the two billboards...
 

The Madman

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I've thrown this idea around before, and will continue to do so until the game comes into being.

Stephen King's The Running Man game. Based on the book, not the movie. And in which you play as one of the nefarious shows contestants.

I like to picture the game as a sort of modern Roguelike game where initially you create a character and customize them towards your play style, then after a brief interactive cutscene in which your character is paraded on-stage before a live audience, you are then, like in the book, set loose upon the city with one simple goal and no limits: Stay Alive!

For those unfamiliar with the book, the premise is that The Running Man is the ultimate and terrible evolution of the live-reality show. The contestants, usually criminals, are set loose within the city and told to try and stay alive as long as possible. Longer they stay alive, more money is transferred to a bank account, and if they last 30 days, they even get to live to use the money. The purpose being desperate family men who want to feed their families will be enticed to 'sacrifice' themselves, while greedy bastards will just try to last the 30 days and use all the money for themselves. Meanwhile the twist is this: It's an interactive show. Pedestrians can call in if they see 'the running man' and are rewarded with cash. If a pedestrian's tip leads to the man being killed either by police, other pedestrians, or the game show's own personal hit-squad, then they are rewarded with a huge cash prize.

Literally everyone wants you dead! It's the ultimate play on greed!

Now picture that as a game. Using diplomacy skills to try and worm your way into some saps confidence and trying to lay low and stay unnoticed as long as possible. Perhaps you try to live underground, in the sewers, to evade capture? And what if the character you made was an ultimate killing badass? Well then you're free to try and run and gun your way to victory, unlikely as that might be. But who cares if you live or not? It'd be like playing the best part of GTA but better since there's no long wait till the heavy guys arrive for you to start shooting.

Naturally actually surviving 30 days would be nearly impossible, just like barely anyone (And certainly not me!) has ever beaten Nethack (The ultimate Roguelike), but there could be online score boards displaying how long you lasted, what tools you used, an accumulated score, and perhaps even clips of the gameplay shown 'TV' style as though each players account were just another contestant on the show. That would be so damn awesome! Winning isn't the goal, no one wins The Running Man, it's the journey that counts and how damn entertaining you were before you were inevitably gunned down.
 

Skunkrocker

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I like that idea a lot! The original Bachman book was awesome. I picture that as sort of a sandbox Dead Rising, with no zombies, and a hundred times the psychopaths!
 

Cavouku

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(Sorry, I would've posted something a minute ago, but my sister closed me out)

Alright, let's see... Working Title: War's Songbird

Genre: FPS

Main/Playable Characters: Ahken, Jahbel, Lark*(Non-Playable)

System: Undefined (If I ever get the tech stuff, hell, I'd make my own)

Controls: Again, undefined

Location: Fictional world; Middle East equivalent. Language: Brezzij/Anglo("English")

Game Story: Jahbel is the 10-year-old son to an alcoholic father, and long since gone illegitimate mother, in Ghouz City's slums. After years of abuse, a shy and reclusive Jahbel ran from home during a gang war that encompasses the entirety of the slums in shoot-out.

Meanwhile, Ahken, age 8, son to a weapon's dealer, is defending his father's building from the gang members looking for armory. It's at this point the tutorial starts, playing as Ahken.

In the game, Ahken is faster on foot than Jahbel, somewhat weaker, but still wiry. Ahken (later on) uses a self-developed get-in-and-knock-them-off-their-feet martial art (He calls it "Khwar"). He's better with sub-machine guns, and has a little less accuracy than Jahbel. His sub-weapon is "Buazh", a dense metal bashing-tool.

After playing as Ahken (and acquiring a side-arm [pistol] and the "Buazh"), the story continues. Jahbel stumbles upon the building, half crowded in by the encroaching gang forces, Jahbel picks up a rifle, pistol, and sword, strap them in, and you play a tutorial as Jahbel.

Jahbel uses more accurate weaponry, and is stronger than Ahbel, though a little bit slower. He might be a little more clumsy, but is fast to react (this is part of some realistic human characteristics I'm hoping will be included, like slipping on slippery surfaces at times, hastily jumping for cover [on command, of course], and other things). Jahbel later on, uses a sort of wrestler fighting style, with heavy hits.
(Yeah, it's like Call of Juarez, but I tried to even them out some. And yes, I intentionally gave the faster character a heavier, slower sub-weapon and vice-versa.)

After that, Jahbel encounters Ahken. After a conversation, they continue to defend the building, long after Ahken's father was killed.

Flash forward about 7 years, 15-year-old Ahken, and 17-year-old Jahbel are heading a "peacekeeper gang", to try and settle the constant fights in the area. At this there's a hole in the story, but I'll find something to fill it. A few missions, that I hope to relate to story, and some character related events result in Ahken and Jahbel becoming mercenaries for hire. Oh yeah, I forgot, because most of the gang wars were caused by alien "Anglo's", it became the land's second language, and Ahken's and Jahbel's too.

Speaking of which, we go to "Lark", a foreign affairs agent. An older gentleman, Lark came from the west to Ghouz to report on the gang violence, many years ago. After a while, he found out that his country's government were looking to use the information to intrude upon the country through reports to the (equivalent of) UN. Lark believed that the people had their own rights, and vanished, washing himself of the business. He got a private job performing for private gigs.

Coincidentally, one of them was on a less-than-officially-run company that Ahken and Jahbel had been hired to "take care of." After a violent assault, Ahken and Jahbel take Lark from the building as it detonates. Lark, half thankful, half mortified, talks to the boys and finds out about their good intentions of survival and peacekeeping. He takes them to his home to refresh and rest. After trying to convince them of other oppurtunities, the two regretfully Lark's offer behind. Around this time, government agents are homing in on Lark. They want to eliminate all possibilities of information leak about their country's plans.

Another hole, I intend to fill with Ahken and Jahbel's story-related missions, to keep the game balanced on cutscene-to-gameplay story telling. Through this ordeal, the boys learn about the foreign affairs people's plans, through related sources. They Manage to find Lark before he's tranquilized, and there's a daring escape, I suppose occupied with rail-shooter gameplay.

At a near dead-end, Lark informs the boys about directions to a "Utopia" he discovered long ago, and gives them directions to the place. Again, a tear-felt goodbye to Lark, as the boys escape. Lark is taken down and captured, and the game ends with a narrative about the boys looking for the Utopia.

NOTES: I could make it longer, with the involving plans for a possible sequel, but I've been up for a while now... Maybe later.

Oh yeah, one more thing. Lark is a clear-as-day homage to "Scatman" John Paul Larkin. The boys are based off of me, and my friend, Michael.

How's that game idea? I know I left out possible gameplay elements, but I'd have to go into ideas for my own console and controller and stuff first and... that'd be a pain. It's an FPS, sure I mix a few things into it, but I don't try to redefine the control scheme.
 

maddawg IAJI

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So...Were talking Puzzle Game?

If so then what can we expect for replayability? Are we suppose to take control of the tools surronding the person (Like in Geist) Or are we suppose to play as some random person who sabotages everything to kill others (Such as Agent 47?)?
 

Cavouku

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Reuq said:
Cavouku said:
Nice, so you have a boring job?

OT: That sounds like fun... Id get it once it was cheap.
No, still in school. I usually have at least three story ideas processing through my head at once. A fair deal of that stuff was made up two days ago, all as I went along telling it to someone else.