Okay, I want to make games for a living. I also like to share my ideas. Here's one idea I've just sorta cooked up in the last hour.
And before you post a reply with a smug look on your face, yes I have read the article on the escapist telling people how no one cares about anyone else's ideas. It's called Your Game Idea Sucks and I've read it. Please no links to it.
I want a game where dialogue and player choices are not done in the same archaic way of those pointless conversation trees and button presses, or counterproductive cutscenes. I hate having to stop because the game forces me to wait for some prick to finish yelling at me.
How about this:
I'm walking down a hallway at work. A door opens up ahead and out pops my boss. You see, I'm a very disgruntled employee and I'm on the verge of quitting mainly because my boss is a dick.
As I approach, he looks at me and says, "Frank! I need to talk to you for just a moment." And then I just keep on walking. On my way past him I might say, "Shut up, prickface, I quit.", then walk away with my middle-finger held up in the air in his direction. And that whole conversation ends. He started to talk, I blew him off and kept walking.
Now what would have happened if I stopped to talk to him?
As I approach, he looks at me and says, "Frank! I need to talk to you for just a moment." I stop and look at him.
"What do you need, boss?"
"Well, it seems that your TPS rep..."
Whatever, it doesn't matter what he says. The point is is that if that was a game, I should have never pressed a single button in either of those situations. If I didn't want to talk, all I would have to do is walk away. If I wanted to talk, then the conversation would begin when I stood there in front of him. No button presses, just your decision to keep walking or stand still. There isn't a dialog tree because the character would talk on his own. He has his own personality and doesn't need your help to say what he would say.
Here's another situation:
I'm walking down the streets of a large metropolitan area. The people are fairly sparse at this time of day. As I'm strolling along, a man confronts me and pulls a gun out, asking for my wallet.
In real life, we have about three choices here:
-Give him my money
-Run away
-Fight him
With a dynamic reaction system, doing any three of these would require no on screen button prompts or any immersion-breakers.
If I want to give him my wallet, the safest option, then I just stand still. My arms begin to rise to show that I mean no harm, and he steps over to me, grabs my wallet out of my pocket, and runs away.
If I wanted to fight him, the most dangerous option, as soon as he pulls out that gun I whip out my own (using the button that is commonly used to draw/fire a gun [those should be the same button]) and shoot him dead. Or he kills me. Whichever. It's choice, baby.
Then, if I wanted to just simply run, I would just, you know, run. It's that easy.
It doesn't just stop there. I could have always just acted like I was gonna give him my wallet, and as soon as he got close enough, I'd hit the melee button and knee him in the groin. Or maybe I could wait until he turned to run with my money to shoot him. Hell, I could have just shot my gun at him wildly to scare him off.
There are lots of possibilities with dynamic reactions. Any situation will become a sandbox for you to experiment with outcomes that you would have never known about before.
Okay, I love opinions and critique. Let me hear them, people!
And before you post a reply with a smug look on your face, yes I have read the article on the escapist telling people how no one cares about anyone else's ideas. It's called Your Game Idea Sucks and I've read it. Please no links to it.
I want a game where dialogue and player choices are not done in the same archaic way of those pointless conversation trees and button presses, or counterproductive cutscenes. I hate having to stop because the game forces me to wait for some prick to finish yelling at me.
How about this:
I'm walking down a hallway at work. A door opens up ahead and out pops my boss. You see, I'm a very disgruntled employee and I'm on the verge of quitting mainly because my boss is a dick.
As I approach, he looks at me and says, "Frank! I need to talk to you for just a moment." And then I just keep on walking. On my way past him I might say, "Shut up, prickface, I quit.", then walk away with my middle-finger held up in the air in his direction. And that whole conversation ends. He started to talk, I blew him off and kept walking.
Now what would have happened if I stopped to talk to him?
As I approach, he looks at me and says, "Frank! I need to talk to you for just a moment." I stop and look at him.
"What do you need, boss?"
"Well, it seems that your TPS rep..."
Whatever, it doesn't matter what he says. The point is is that if that was a game, I should have never pressed a single button in either of those situations. If I didn't want to talk, all I would have to do is walk away. If I wanted to talk, then the conversation would begin when I stood there in front of him. No button presses, just your decision to keep walking or stand still. There isn't a dialog tree because the character would talk on his own. He has his own personality and doesn't need your help to say what he would say.
Here's another situation:
I'm walking down the streets of a large metropolitan area. The people are fairly sparse at this time of day. As I'm strolling along, a man confronts me and pulls a gun out, asking for my wallet.
In real life, we have about three choices here:
-Give him my money
-Run away
-Fight him
With a dynamic reaction system, doing any three of these would require no on screen button prompts or any immersion-breakers.
If I want to give him my wallet, the safest option, then I just stand still. My arms begin to rise to show that I mean no harm, and he steps over to me, grabs my wallet out of my pocket, and runs away.
If I wanted to fight him, the most dangerous option, as soon as he pulls out that gun I whip out my own (using the button that is commonly used to draw/fire a gun [those should be the same button]) and shoot him dead. Or he kills me. Whichever. It's choice, baby.
Then, if I wanted to just simply run, I would just, you know, run. It's that easy.
It doesn't just stop there. I could have always just acted like I was gonna give him my wallet, and as soon as he got close enough, I'd hit the melee button and knee him in the groin. Or maybe I could wait until he turned to run with my money to shoot him. Hell, I could have just shot my gun at him wildly to scare him off.
There are lots of possibilities with dynamic reactions. Any situation will become a sandbox for you to experiment with outcomes that you would have never known about before.
Okay, I love opinions and critique. Let me hear them, people!