Cool or Original Gameplay Ideas You've Had.

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smudgey

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May 8, 2008
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-Pod- said:
Plurralbles said:
Alright. Get a 'cube and check it out. It got good reviews, though how you imagine it could be the second coming of christ, which it probably isn't.
Actually it is... which is why i figured it might happen just along ways down the line when technology would allow for something truely epic ^^. I got a cube so i'll just have to read up on it, never a bad thing trying a good game out.
If you've got a Wii, check out Battalion Wars 2. It has an online mode that's actually pretty fun, though i don't know how many people still play it....
 

Soushi

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Jun 24, 2009
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The Last Dream
Humanity is nearing a seemingly inevitable end. After tens of thousands of years of spreading across the galaxy, of advancing forward and reaching for perfection, the human race has come across a wall that they can't break. The Devine, a race of dimensional beings, has begun the slow and stead process of annihilating the human race, as well as Humanities allies. For several hundred years now, planet after planet, Starfleet after Starfleet, has been wiped away. Every attempt to stand up to these creatures, sometimes appearing as human sized beings and sometimes as gigantic floating masks in space, has failed.
There is one remaining hope for humanity, the Atlantis, a 'mythacus' unit developed to be the last gasp of humanity. The Mythacus units are designed to turn the human will to fight into energy, and to drain the energy of the Devine themselves. The ?mythacus gene? is injected to certain humans capable of fighting and allows for the rapid evolution of the human genome until it reaches its fighting form. They become the muscles, heart and brain of a moon-sized, suit of armor with enormous weapon capabilities.
Humanities? determination to die with a bang, rather than a whimper is exemplified in the enormous battles that the Mythacus fight. However, wherever an ember of hope begins to glow, the Devine seem to know just how to crush it. However, the Devine soon learn that humanity is going to strike until they cannot strike anymore, despite an obvious leak in the humans security. The battle is humanities fight to leave thier mark in the stars, both in the Mythicus and on the planets where the Divine begin the "Purge".

The game play would be FPS based, with a vast inventory of weapons and abilities to access. The Units also evolve, granting new powers, the acquisition of which are based on your fighting style (use melee you get swords, use guns, you get more powerful guns. The battles take place in a sandbox type environment, where everything from planets, to asteroids, to allied ships, can be used as weapons. The Weapons for the Mythacus units are actually transforming starships that you must protect. the game will designed to be very hard, as well as have a system that will reward "bravery" such as charging at the enemy head on, defending allied starships and so on and so forth.
 

Johnnyallstar

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Feb 22, 2009
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I wanted to make an MMO where it was open world, like WoW, yet faction lines were defined by towns and keeps built by the king. Individual players could earn royal positions and earn their own keeps/villages and possibly ascend into kingship where they would get to talk with developers to build things like roads, statues, etc, in game. Of course, rebellions forming new countries could arise, declaring a new "king" who would need to keep his new country alive to prevent it from being quashed.
 

Quiet Stranger

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Feb 4, 2006
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I had the idea of the gravity gun! Yeah you don't ebelive me but Gabe Newell JUST came from the past and stole my papers of it and plans, fat bastard
 

Joey245

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Jan 29, 2009
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The only one I can claim to be very unique of my own is the idea of using Peanut Butter and Jelly sandwiches as HEALING ITEMS.

I just like PB&J, alright?
 

Gyrefalcon

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Jun 9, 2009
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How about 3 ideas:

1) A horse/animal riding simulator that actually responds like an animal would. Most sims in games feel like you are riding a hippo dirigible. So, yes, a horse that can move at different speeds, turn in place quickly, change direction quickly and even rear, kick, and bite attackers. It can still fall down a hill if you aren't careful but really, horses are a lot more responsive than most games make them. We have good car racing simulators, let's bring up the riding sims.

2) Soda and food vending machines in a zombie game that actually work. It would make sense then for you to try to collect money from zombie and victim pockets so you could get healing and energy items. I have always been jonesing for a Coke when polishing off a horde of zombies in a cafeteria for my character to drink. Wouldn't you expect a strong desire for an ice-cold soda after that?

3) Working hands. I'd love to see a hero-style game where you could actually help a person up who has been knocked down, rescue a kitten from a tree, or pick up a lost item and return it with your hands instead of shooting everything with a power or picking it up somehow with a stiff hand shape or a fist. Just beating things up constantly doesn't feel terribly heroic to me.
 

Gyrefalcon

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Joey245 said:
The only one I can claim to be very unique of my own is the idea of using Peanut Butter and Jelly sandwiches as HEALING ITEMS.

I just like PB&J, alright?
I like that idea. Should be in a kid-with-pet game of some kind.
 

FranzTyphid

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Apr 10, 2009
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Imagine this

Its game but its exactly life

its realt time so an hour in your life is an hour in his/her life
you make LOADS of diffrent choices and its basically another life
 

Daniel Cygnus

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Jan 19, 2009
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Dr. Wily III said:
I are genius!
Combined with your avatar, I'd say this is the best post ever.

I always thought that a game set in an abandoned fort would be awesome. I went to summer camp at a place that had a few of them nearby, and I'd sneak out with a few friends and explore them at night. Some hallways were only one person wide and completely pitch-black. A flashlight would only cover so much of it at a time, and sometimes, there were hallways branching off to the side that you didn't see until you were right next to them. I always had that creepy "we're not alone" feeling whenever we went exploring there, and I thought that if you could incorporate that claustrophobia and paranoia successfully into a game, it'd be amazing.

Also, I sort of want to see an interactive climbing mechanism. You'd have to pick your hand and footholds carefully, or else you'd slip and fall. Assassin's Creed was the closest I've ever seen to something like this.
 

Nerples

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May 7, 2008
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I was reading for one of my modules about 'Barber-Surgeons', that's right. In the early 17th century medical practitioners were all over the place and there was a whole sub-section of unlicensed barbers who also performed surgery on the side. I thought it might be cool to have one in an adventure game where you could heal up various wounds and afterwards you could get a sweet trim and shave. Just a thought!
 

SideburnsPuppy

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May 23, 2009
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I was thinking of making an art game once that was along these lines:

In 2D platformer, the player is in a dark maze with a small field of light surrounding them. It would be controlled only with the arrow keys. Left and right would walk and up would jump. There would be other characters in the maze. When the player gets close to an NPC, an icon looking like a down arrow would appear above the NPC's head. Then the player can press down, and the NPC will walk towards the player and "fuse" with them. The player's field of light will grow, allowing easier navigation, but the player will get slower and not be able to jump as high. I forget what it was supposed to symbolize, it was really stupid.

I was also thinking of making a 1213/Prince of Persia-style platformer where the player plays as a wolf and has to stealth around and eat people. I gave up on it when I realized that a wolf would be nearly impossible for me to animate.

Right now I'm sorta working on a platform shooter about aliens. I don't have a whole story fleshed out, and what I do have is a twist ending, so I can't talk about it. It may not go anywhere, because the main character is asymmetrical and having to do a whole new sprite for each direction is boring. I'll probably do a shorter platform shooter about a robot or something. I had a dream where a robot roamed a lab, and had to deal with his creators trying to destroy him, while he had no real idea what he was doing. I thought it would be neat to make, and I'm trying to think of a story.
 

Natronus

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Oct 3, 2009
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FranzTyphid said:
Imagine this

Its game but its exactly life

its realt time so an hour in your life is an hour in his/her life
you make LOADS of diffrent choices and its basically another life
Problem: the gameplay would move wayyy too slowly.
Imagine sleeping in that game.
 

HotShooter

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Jun 4, 2009
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I had envisioned for a while now a game where you would control your character through various quick time events in fights and events, but if you miss one you don't instantly lose and it actually affects the outcome of the fight in total. Also, every single action you do would affect what would happen in the game, from a single hand gesture to a talk with a possible murderer.
Then Heavy Rain came into existence. THEY HAS TEH MIND CONTROL!!!!
 

ShakesZX

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Nov 28, 2009
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berault said:
*snip* Upon arrival you find the power doesn't work in the house, so the lights cannot be turned on, your only source of light, a Bic lighter. *snip*
As a pyro, this game would be pretty short. Those Bic Lighters don't last long with continual use.

OT - I would like to see a game based on the life of Steve Irwin. Preferably if it was made by Tim Schaffer. That'd be hilarious.
 

Burst6

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Mar 16, 2009
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It is a typical JRPG setting, except instead of the "chosen one" you are a average guy, and you decide that the main bad guy's right hand girl would be a lot better off with you. The story consists of you using a sword, a bow, and a silver tongue to try and get to the girl and steal her away, and mess up the bad guy's plans to save the world or some other irrelevant detail.
 

almostgold

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Dec 1, 2009
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Aeshi said:
Side missions that tie in to the main mission (IE getting a new engine for a transport vehicle in a side mission so you don't have to escort it for as long in the main mission)


I also had an idea for a game,here are the basics:

-Several players per team (or several players on one team and AI on another for Co-op)

-Several players are elite Soldiers and one is the General

-For the Soldiers the game plays like an FPS

-For the General the game is like an RTS,you gradually gain RP (Resource Points) which you then spend on units which you then place in a "entry point" and then command in battle,capturing certain places or completing objectives may unlock additional entry points,increase RP gain rate,give one-shot RP bonuses or give various other bonuses (such as reduced vehicle cost)

-The General can give the Soldiers objectives (so selecting a player and ordering him to attack a tank would change that players objective to "Destroy Tank")

-The General can "de-crew" vehicles so Soldiers can drive/pilot them
I've thought of this general concept before but never really gone past that. I kept on thinking it would be impossible for the soldiers to do what the general says, but you seem to have fixed that mainly.

My suggestion would be the General has a top down view of the entire map (No Fog of War) But can't communicate on his own with the Soldiers, only by using a set of stock orders ('Attack Tank' 'Take the Bunker' 'Sniper in _______'). Maybe the General could also draw lines on the map that the Soldiers can't go out of, to keep them on their objective (let's be honest, these 12-year old gamer kids are NOT going to do what you tell them if you give the the slightest choice otherwise). So basically, the Soldiers have to trust the orders the General is giving them.

I don't know.... that was just my immediate thoughts on reading your post. Props for the good idea though!
 

hannan4mitch

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Jan 19, 2010
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A post apocalyptic shooter/rpg (fallout-esque), but with a heavy (very, VERY heavy) scoop of steampunk in it. You can have steam powered bionic limbs, cars, airships, ect. Also, you can create you own weapons, armor, ect. using the engineering skill.
 

The_Deleted

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Aug 28, 2008
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Few years back my friends and I had this crazy idea about using some kind of instrument as joy pads to play music games. From guitar through to drums.



DAMMIT ALL TO BLOODY HELL!!!!
 

Rhade

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Jan 2, 2010
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A WWII game. Or rather, one with the same relative time period and atmosphere of a WWII game, but in which all other details have been tossed into a blender and mixed all the heck up.

Feel free to TL;DR if you like, I'm sure it's been thought of before and I'm sure it doesn't make a ton of sense since I'm not much into history or WWII.



So it's the late 30s and Hitler is in the process of raising membership of the Nazi party and slowly rising to power, except his influence in this story is just short of a 1/4th what it is in reality. A significantly larger portion of eastern Europe and western Russia than in our reality are from Jewish ancestry (or with significant respect for them, despite being another faith) and keep a watchful eye on the Nazi party's actions as time goes by. They plan for the likely possibility of war being declared in the next while and plant a network of spies and informants all over Poland, Germany, Italy and France.

The invasion of Poland still occurs and is entirely Nazi occupied and controlled within two weeks, with very little resistance having been offered from Poland itself. France and Italy (and a few smaller nearby countries) ally together and create a blockade, preventing the Nazis from expanding out from any western/southern side of Germany but not becoming significantly involved otherwise. Not wanting to cross the British and unable to move in any other direction the Nazis stick mostly to Germany and use Poland as a battlefield for their conflict with the Russians. The war itself is mostly a prolonged loosing battle of the Nazis and while there is a holocaust, of sorts, the death tool that results (as many people are liberated by Russian forces) is roughly 8% of our reality.

All the while the Allies, from our history, are more or less absent from the struggle. France, as stated before, had joined up with Italy to create a blockade to effectively contain the Nazis in Germany but stuck to just that. In this story the British are completely uninvolved, being a small but economically powerful nation with a focus on the development of military technology and allied-territorial expansion. With Canada having declared independence from the British in the mid 1700s the US, in this case, fills the role of the nation still loyal to the crown that provides them with a large amount of troops and resources for military power. Tensions are high on both major borders of the US as Mexico/South America fears US military expansion (for no better reason than 'they can if they want to') and Canada grows increasingly concerned with the US's development of troops for the currently quiet British.

Following the liberation of Poland and the defeat of Nazi Germany some time later the British incite an attack plan on the two weekend nations and easily defeat the remaining Russian troops (who had suffered heavily losses in the final battles) with help from a number of other nations. Italy and France, it seems, along with Spain and Portugal, had finally chosen a side, the one they now believed to be the winning one, and had joined with the British to wage war (for not well defined reasons, at least initially) on eastern Europe and Russia. This new alliance also allowed for a massive influx of US troops to the region allowing the Allies to advance on Russia from several directions in large numbers.

The war's end is not covered in the course of the game, but ends on the eve of a battle in St. Petersburg which is believed to be the turning point of what has been a long, but very active stalemate on the west and southwest Russian borders. At the same time a similar critical event is occurring overseas (you'd get to play both) in which a few Mexican/South American organizations are rallying and preparing to attack Pearl Harbour and other strategic targets.

The game would likely be a third person melee/shooter with tactical combat in some sections, stealth in others and puzzle solving as well. This would likely vary heavily from character to character, rather than within a chapter, as you'd play through the game as 8-12 different people from different sides/nations as the story develops.

I have character/setting/direction ideas, which would probably explain at least some motivations of who wants to do what why, but I think I've just been rambling a ton already. Assume history has been reworked enough for any of that to make any sense.

Something.