Game ideas you've had

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Adam Jenson

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Dec 23, 2008
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Premise
You play as the worlds first, and only Superhero, John Doe who during a mid-life crisis receives a call from his ex-wife claiming that the son he never even knew existed may or may not be exhibiting the same abilities he has. John must now try and juggle being a superhero and being a father all the while trying to remember why he got into the business and why anyone else would.

Story
John Doe, which is not his real name, is not a people person. In truth his a stubborn hermit in his mid 40's who can't remember or doesn't even seem to care how he got into super heroics. When you think about it he's not even much of a Superhero. Yeah he's got Superpowers but that's about it.
He doesn't have a superhero name(which the media is constantly trying to give him), he doesn't have a costume save for the clothes he has on his back and he just doesn't talk to people. The only time people have heard him talk is when he gave an interview after he first saved people and that was just to say "I'm John Doe". Either way people don't tend to take any notice of his anti-social tendencies, after all he gets the job done and he saves lives

All that aside John is living his crappy life, saving people and beating up the bad guys when during a bus accident he stops he runs into his ex-wife who in an effort to have a conversation blurts out he has a son.
The majority of the story is basically John and his son learning more about each other like Why John became a Superhero, key instances in John's career and ultimately why John left his wife.
There's also something about a major nuclear attack on Washington, I don't know

Mechanics
Sand box open world game. Its so open world you actually start the game in Earths orbit. You can pretty much fly to anywhere in the world and stop whatever is going on from simple stuff from a mugging, a bank heist, war zones, terrorist attacks, natural disasters all that jazz. To counter act the serious stuff that could happen in real life like a Rape investigation the game will randomly put stuff in like a giant monster attacking Japan, an Atlantean civilization waging war in the Caribbean or a mad scientist using his death ray on the Moon?.

As a superhero you naturally have superpowers, in John's case the powers of Superman including flight, super speed strength and endurance, heat vision, x-ray vision, telescopic vision and microvision. You are given all of these abilities at the very start of the game you do however have to find uses for them. This is done by a clock you set at the beginning of the game, like Pokemon.
I'll use an example. I find myself using superspeed an awful lot whole doing stuff like getting little old ladies out of the way of speeding trucks and the like. 4 hours pass in the game and suddenly I discover a missile was misfired and his heading towards a power plat around the coastline. Deciding to run I think I can go around an incoming building and simply catch the missile when it gets closer to land. The game realizes all the time I've spent using Super speed will then take control and a cinematic will follow where John actually runs up the side of the building to catch the missile. After the cinematic I can now use superspeed to run up vertical surfaces. Essentially leveling up is replaced with practice and ingenuity.

Being a paragon of physical human perfection John can and will not Die. Ever. Really you could take him into Earth's orbit or under the sea and you won't die. You can even put him right in front of a tank and he'll only walk away with a limp he'll have for a while. But just because he can't die doesn't mean others are so lucky.
When you fail to stop something big like a terrorist attack or a natural disasters, monuments to the deceased will pop up and people will just be plain old mean to you.

Your actions and inaction will also have a consequence on how people will react to you. If you decide that even the simplest mugger is gonna get the beating of a life time people will be afraid. If you do help but manage to cause property damage people will think of you a menace etc.

Overall the game would be very cinematic.
 

The Kind Cannibal

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Aug 19, 2008
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A game where the scene is the African Savannah(or any other cool place like the Everglades or the Rockies...expansion packs?) and you are the animal. Your a member of a lion pack, and you have to live like one. Very audio and visual intensive(Must find a way to implement smell...), did you hear prey over there or was that the wind? If you don't find food you die. You don't find adequate shelter for weather you die. Basically if you don't fulfill your role in the environment you lose/die.
 

mark_n_b

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Mar 24, 2008
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This is cute. I'm seeing four types of responses:

1. My ideas are top secret I can't let you steal them (most appropriate given the original poster claims to be a game design hobbiest, but did not offer us a single idea)

2. My totally revolutionary idea that has already been done or is failed enough to only work in the game-scape of my head.

3. Whatever the OP was, I'm going to talk about this joke post / bad idea

4. Sad realizations that there is a huge dichotomy between a game idea and an actual game.

The game I'm working on now is a basic avoider / collection concept with a dynamically shifting environment that changes according to your success at the game. The theme is insects.

The focus is more on player reward and beautiful construction than innovative game mechanics. Right now I only have one enemy type that attacks until you pass it on screen (the swarm) I have to design and implement the appearing background elements and I need to finish the first gen of my collectibles and the game over screen art before I'll have the finished demo.

I've got to finish a game design text book for a class I'm teaching in January, so it will probably be late February when the demo is up and running.

As for the project book, I must have a good two dozen games to pick from when I wrap up this project, I'm thinking of using UTIII to put together a haunted house or tomb raiser styled level after this just to have another UTIII piece for my portfolio.

But I get a little bit angry when people confuse my profession as "game designer" with "level designer" So I'm a little hesitant to go to far with it.
 

Dangerious P. Cats

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Dec 21, 2008
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Given that it's come up a couple of times the reason that I didn't post any ideas in the opening post is because I find that if I post ideas or opinions on a topic when opening a thread people tend to discuss my opinions rather than the topic I wanted to discuss. Also, assuming you'll take my word for it, I'm not anyone who actually make games in any way beyond having ideas for them, none of which would ever come true since I don't have any capacity to make that happen. Also I learnt doing graphic design that doing something you enjoy on a professional basis can kill the fun faster that a Gerbil in a speed bag. So I'm not really capable of stealing your ideas. I occasionally turn my ideas into paper and dice rpgs, but that's about it.

Anyway here's one of my ideas

In Close Quarters

It's half past the future and this time human kind has brought itself to the verge of extinction through climate change. Many of the remaining humans now live in the old cities in autonomous tribes, growing food, hunting, trading and forging tools and weapons, for the most part quite peacefully. The game kicks off with the former government returning from its underground bunker sending in the army to retake control of the former urban areas through any means. Your character is one of the people living in the cities, whose taken up the fight to keep the old government out of your land. The old cities are made up of skyscrapers still, and buildings are for the most part quite close together, but the cities have been overgrown with greenery, plants sprout from the streets, vines cling to the walls, and the whole environment is highly claustrophobic. This is where the fundamental element of game play comes from. The game is First Person Shooter/Melee set in tight corridors, small rooms and in thick undergrowth, and the focus is on intense close quarter fighting. Melee combat is different to most fight person shooters in that you don't just repeatedly click until things fall apart, but rather must direct your attacks around your opponent's guard and parry their attacks in turn. Also, if you attack an opponent holding a shooting weapon with you melee weapon you will knock it aside making it impossible for them to shoot you. You can also push an enemy weapon to one side by walking up and directing you parry onto it also preventing them form shooting you, though this doesn't hurt them. Because melee weapons will win if they get close enough you will need to make snap decisions about whether to shoot an enemy or draw your sword, the high damage of shooting weapons means that if someone tries to charge into melee from too far away they will die very quickly. The levels are essentially linear but you tend to be fighting from room to room and there will usually be 2-3 ways you can enter the next room depending on how you want to do it. The door or large opening might make it easy for you to charge in guns blazing but the enemies might be watching it guns raised, while creeping though a small hole might slow you down, but give you the opportunity to ambush the waiting enemies. Some levels will be free roaming, where you are given a couple of objectives in a building and no set path to them, letting you run about however you please. The A.I would be based around realistic reactions beyond the whole "It's the protagonist, get 'im". They will camp behind doors (which might get them back stabbed), fire wildly into the smoke clouds from your smoke grenades on the assumption that you are sneaking through them (this will be especially humorous with the enemies in power armor who are armed with missile launchers), navigate obstacles and even jump things to get to you, and even run for cover. You're limited in how many weapons you can have, with taking only one primary, one secondary and one Melee weapon, although you are allowed any number of other gadgets. Primary weapons are Sub machine gun, assault rifle with bayonet, shotgun & flame thrower (which should all self explanatory), Secondary weapons are: Automatic pistol (higher rate of fire, low damage and accuracy) and revolver (high damage, low rate of fire and accuracy), Melee weapons are knife (fast, low reach and damage but capable of a one hit kill if you get behind the enemy), Pipe (slow attack and repetition, high damage) and Sabre (high speed and repetition, medium damage), Other items are explosive grenades, smoke grenades, flash bangs, trip mines, keys and distraction mines (little thing you throw throw that enemies will chase). The advantage of pistols is that you can switch to them very quickly while the switch from a primary weapon to a melee weapon will turn you into dead in the middle of a high speed fire fight. Also when you switch to pistols you hold the previous weapon in your other hand, meaning you can change back to it very quickly. This means that you can run around with pistol and melee weapon all pirate style, though pistols are inferior to primary weapons in most respects. You also have the option of massive weapons. These are weapons so large that you cannot stow them meaning that you have use them or drop them. These include a missile launcher and a Machine gun. They are only really useful in certain situations, such as an section where you need to shoot down an enemy helicopter without leaving the safety of the building or getting killed by enemy soldiers in said building. The enemies are somewhat varied, including settlers (rednecks armed by the government who want to settle the old cities, they are poorly armed (pipes and SMGs) and mostly unskilled), Soldiers (professional killers that are well equipped with Assault rifles or shotguns and occasionally flame throwers, there are also officers with sabres), the They (men gone made in the sewers, They are pale, hairless and skinny, but strong and able to take lots of damage, armed with pipes and clubs they attack through stealth, but let off a piercing scream to frighten their prey), Marines (located inside suits of powered armor the marines are heavily armed with Machine Guns or Missile Launchers, or Assault rifles with bayonets, they are mostly an FPS satire saying things like "Is he red or blue?" and "I'm state of the bad ass art"), Savage Dogs (dogs gone feral and grown large, will attack anything and work in packs (using similar teamwork to soldiers), if they can latch on to a weapon meaning you can use it, but will attack your enemies), any other enemy ideas would be appreciated since I tend to think enemy variety is vital to a game. Other game features include having a body, which will have bloodstains when you get shot/stabbed. Also you always have the ability to kick, which you can use to open doors without taking a hand off you weapon and deal with enemies that get too close.
 

coldfrog

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Dec 22, 2008
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archwiccan said:
ZacQuickSilver said:
One game I would love to see is an SPS: Second Person Shooter.

One vs. One only, and you see through your opponent's eyes.
thats an awsome idea, it would be hard and challenging all at the same time
Psychonauts did it! It is a really cool idea though, but I'm not sure if it would stand up to lots of plays.
 

rbnttn

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Jul 6, 2008
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You are a spirit whom is summoned by Indians along time ago when the British have come to ruin the lovely countryside for so worthless gold.

Your goal is to scare away the Brits by possessing animals to do horrible things to people and the mining sites. One fun thing you could do is that instead of running in with a bear to punch someone then be shot, mounted and forgotten you could: possess some small spider and crawl onto a workman?s face when he is operating something large and possibly dangerous; Skunk people in the middle of a big meeting and when you are at full power posses people to commit suicide in the mines.

When you win the level you can come back in modern times and do a similar thing.

You could materialise in a new world altogether and posses alien creatures or a very long time ago in Egypt or Rome to scare the world throughout time.
 

Zetona

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Dec 20, 2008
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pantsoffdanceoff said:
Zetona said:
As in the Wheel of Time books? That would make a good, if incredibly obtuse, RTS or RPG.
Yeah, I was more thinking RPG. Especially because within the 632 books of the series there's an amazingly diverse cast of characters to create the contingency of your "party" with. Especially Thom, or just make the entire game about Thom, that guys a pro.
The problem with a WoT RPG is that the True Source would make up a large part of the game's combat, and it would be tough to make an effective combat system with the stuff. Maybe an FPS like the first Wheel of Time game would be best.
 

pantsoffdanceoff

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Jun 14, 2008
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Zetona said:
pantsoffdanceoff said:
Zetona said:
As in the Wheel of Time books? That would make a good, if incredibly obtuse, RTS or RPG.
Yeah, I was more thinking RPG. Especially because within the 632 books of the series there's an amazingly diverse cast of characters to create the contingency of your "party" with. Especially Thom, or just make the entire game about Thom, that guys a pro.
The problem with a WoT RPG is that the True Source would make up a large part of the game's combat, and it would be tough to make an effective combat system with the stuff. Maybe an FPS like the first Wheel of Time game would be best.
An FPS in a context that barely mentions even a crossbow, Or do you mean something else by an FPS? And True Source is essentially magic and a lot of games have a magic systems, but there would also have to be a corruption system if you're to greedy with the Source.
 

Mostly Harmless

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Aug 11, 2008
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A GTA stile game where you play as a mad scientist that wants to achieve world domination and in the end you succeed and enslave all of humanity in the process.
 

Zetona

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Dec 20, 2008
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pantsoffdanceoff said:
Zetona said:
pantsoffdanceoff said:
Zetona said:
As in the Wheel of Time books? That would make a good, if incredibly obtuse, RTS or RPG.
Yeah, I was more thinking RPG. Especially because within the 632 books of the series there's an amazingly diverse cast of characters to create the contingency of your "party" with. Especially Thom, or just make the entire game about Thom, that guys a pro.
The problem with a WoT RPG is that the True Source would make up a large part of the game's combat, and it would be tough to make an effective combat system with the stuff. Maybe an FPS like the first Wheel of Time game would be best.
An FPS in a context that barely mentions even a crossbow, Or do you mean something else by an FPS? And True Source is essentially magic and a lot of games have a magic systems, but there would also have to be a corruption system if you're to greedy with the Source.
The WoT FPS used ter'angreal as the weapons. It's apparently one of the most underrated games of all time.
 

Dangerious P. Cats

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Dec 21, 2008
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What about a grand theft auto style game set in a medieval city where you steal horses and carts from moody farmers and buy increasing large cod-peices to impress wenches.
 

BurningMan

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Dec 25, 2008
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Oh joy, I have ideas up the wazoo (which is exactly as painful as it sounds):

Raven: FPS, based heavily on Poe's works and Dante's Inferno. Humanity is ravaged by TTS (Tell-Tale Heart Syndrome). You play as a fallen angel, Raven, fighting the plague as it turns humans into murderous monsters, as well as demons who have decided to take this chance to rule the world, and the Second Harvest, a cult of religious fanatics. You are aided by Lenore (a witch and your love interest), Annabelle (a ghost), Father Gormond (priest and exorcist)and Edward Admontillado (Private Investigator and comic relief). You fight your way from the ruins of Los Angeles to such far-flung locales as Brazil, London, the Vatican, and DC. The final battle occurs in the ruins of New York, as the world switches between the nightmarish destruction and Dis, capital of hell. The final boss is an Archirene, one of the devil's angels.

The whole game occurs in first person, with no cutscenes. There is no HUD: Your vision blurs as you take damage, and you bleed ichor, blood of angels and demons. You fight using firearms, magic, and melee weapons. As an angel, Raven can fly, a central ingame mechanic.


Rouge's Gallery: Third-person action. The United States was sunk deep into debt, to the point that the government has been forced to hire super-powered Rogues in order to keep peace at home. The majority of Rogues are corrupt and sadistic, killing and stealing on a whim. You play as "Tank", a boy who has grown up undder the dominance of the Rogues. At twenty, Tank is injured by a Rogue and has his life saved by an old doctor, his shattered legs replaced by mighty titanium replacements, and his ruined arms put back together with synthetic skin and mechanichal bones. These new parts bring suprises: He gains superspeed from his new legs, and he modifies the arms to launch grappling prongs, turning him into a Rogue. His goal: Fight fire with fire. He embarks on a brutal tour of justice, taking back the city one body at a time.

The game's story sounds simple, but as Tank progresses, his morals are practically compromised. He kills as brutally as any Rogue, and his mental health is questionable. He eventually recruits another Rogue, Pulse, to his cause, but not before the two try to kill one another. He also gains an ally in Steve Mallis, a helicopter pilot for a local Rogue-funded gang, after he jacks the chopper Steve flies and takes him hostage. During the flight, the two talk (this is all in-game) and by the end, they are allies. The combat is unique in that Tank's speed is the main factor, as well as his powerful kicks.

Freedom: Third-person adventure. "Freedom" is the only one of my games that does not involve combat in any way. It is a love-story narrative, taking inspiration from Romeo and Juliet. The main character, Mikey Remsties, is the son of a powerful gang kingpin, implied to be the Mafia. He attends a prestigious private school in Las Altas, a fictional city in California, but hates his closed-in, strictly controlled life and his father's criminal empire. He meets a group of street kids, and watches as the freerun across the city. He is drawn to the freedom of parkour, and begins to learn to run like them from Kay, a girl from the slum side of Las Altas. As the story progresses, the two fall in love. I understand it sounds like a cheesy romance, but much of the game focus is around the adrenaline rush of freerunning through a dynamic, open-world city.

I have more, but my hands hurt.
 

Silver

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Jun 17, 2008
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Burning man, those are neat ideas, the problem is that to actually be good, they should have been released a few years ago. It sounds like you aren't bringing anything new to the industry, which is something pretty important if you want to be recognized. I'm sure your games could make really nice Halo, mirrors edge and bionic commando clones (which in turn is clones of other games), and if you had a high budget you could probably clone some money out of it, but I don't think it's going to have any more impact than a fleeting moment of fame, if that.
 

Pietho

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Nov 6, 2008
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Here's an Idea...

We all know the four horswmen of the apocalypse, War, Famine, Disease and Death. But what if there was a fifth Horseman and he was Mail!

That's right. You are a cosmic mailman. You deliver fate to everyone around you, but you get to choose they type of fate you deal and to whom, but you have to maintain a balance between the four horsemen or apocalype comes early.

The mechanic: you travel around in a SIMS like environment where you do not directly control anyone, but manipulate their moods, actions and ultimately their "alignments" through the mail you give them.

You would begin with some basic mail types to send out to begin with; eviction notice, jury duty, IRS Audit, etc. The further you go the more mail types you get and you also unlock mods which let you alter mail to make people who would normally never interact come together (give two people jury duty on the same day)or to tear up relationships (FORMULA: Send "dear john letter" TO: Sam, From: Debbie, Involving: Doug).

The overall goal is the manipulate the populations leaning and counteract environmental and situational events that threaten to tip the balance too far.

Just an IDEA... not bad for off the top of my head.
 

Dechef

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Feb 7, 2008
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Pietho said:
Here's an Idea...

We all know the four horswmen of the apocalypse, War, Famine, Disease and Death. But what if there was a fifth Horseman and he was Mail!

That's right. You are a cosmic mailman. You deliver fate to everyone around you, but you get to choose they type of fate you deal and to whom, but you have to maintain a balance between the four horsemen or apocalype comes early.

The mechanic: you travel around in a SIMS like environment where you do not directly control anyone, but manipulate their moods, actions and ultimately their "alignments" through the mail you give them.

You would begin with some basic mail types to send out to begin with; eviction notice, jury duty, IRS Audit, etc. The further you go the more mail types you get and you also unlock mods which let you alter mail to make people who would normally never interact come together (give two people jury duty on the same day)or to tear up relationships (FORMULA: Send "dear john letter" TO: Sam, From: Debbie, Involving: Doug).

The overall goal is the manipulate the populations leaning and counteract environmental and situational events that threaten to tip the balance too far.

Just an IDEA... not bad for off the top of my head.
Sorry but no, that is kinda bad. A mailman game? I mean how would it work? Would you get more points the more 'serious' the mails get...? Would there be anything at all besides... delivering mail? I also fail to see how this has anything to do with the four horsemen, unless I'm missing something here.