If You Could Make Your Own Game...

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Emperor Inferno

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Jun 5, 2008
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Dr._Undegarde said:
An original FPS game. The genre desperately needs it. The main weapons would be a turret and a remote mine launcher, and, as opposed to killing everyone on sight, you would have to avoid getting caught. The game would take place on an island. The story? Your character, a Ukranian hitman, has been tasked with killing the entire staff of a large, island-based drug operation, but about halfway through, the operation goes awry when your senses betray you, as does your boss, who turns out to be the leader of an Austrailian terrorist organization bent on starting an apocalyptic nuclear war and using the island as an arms storage facility.
Why Ukranian? Because, to my knowledge, there aren't any Ukranian videogame protagonists.
the last part of that story sounded like you pulled it out your a**....like many Japanese games (couldnt help it, it's just so true)
 

Emperor Inferno

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I would also make a fps with no story at all. Its all about shooting stuff. It would have great gameplay and graphics. A game that doesnt screw around. A game that for the first time in ages is all about the pure and true essence of gaming: fun. Great, nonstop, cool, simple, fun
 

drawthreecards

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May 16, 2008
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Probably a polished 2D fighter with a 1-player mode that actually has relevance, not unlike Super Smash Bros. Brawl. For me, fighting games can be great button-mashing fun OR great calculated combat fun. However, pretty much every single fighting game had nothing to it except the core fighting action (Brawl and Tekken 3 for PS1 are notable exceptions), so I'd like to take the whole Subspace Emissary concept even further and actually create $60 worth of game.

Of course, I would hope for it to be popular enough to be ripped to shreds in the hardcore arena.
 

PedroSteckecilo

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Feb 7, 2008
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Emperor Inferno said:
PedroSteckecilo said:
Emperor Inferno said:
I would also make a fps with no story at all. Its all about shooting stuff. It would have great gameplay and graphics.
See: Timesplitters Series
Really? Ill have to check that out
Well, I SUPPOSE Timesplitters 2 technically has a story, but its basically an excuse to fight through different time periods, then there are the tons of Arcade Style Challenge Games that make up the majority of playtime, which are basically new and exciting ways to shoot things.
 

KapnKerfuffle

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May 17, 2008
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Going back to what SpiderLotus said, I do thing the wii mote is under utilized. Why do people buy Wii Fit? Why not marry a cool 3rd person, action RPG with the Wii mote and Tai Chi exercise and play something fun instead of some lame hula hoop or snowboarding game?

The title of my game would be Mage Lord. Since most magic in the various RPG/D&D worlds require wild gesticulations, have the user wave his hands around to cast the spells. The user must move the wiimote in just the right way to get the spell off. A simple magic missile type spell would something like up, down and trigger to fire. While a complex summon demon spell might be moving both arms in a figure eight pattern and then a giant Moses-parting-the-ocean move. I would definitely work my fat ass off for a cool game like that. The basic premise of the game is your are vying for supremacy of a magic realm and must defeat some other mage lords. You could have epic boss fights complete with buffing and counter spells. Then you could take it multiplayer and battle other people online.

I would buy a Wii for that game. What yall think.
 

TheDon

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Apr 2, 2008
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Type: The Best Game ever
Title: The Awesome Adventures of You
Gameplay: Virtual-Reality with an Added Twist, NO BORING STUFF!
Story: There is you, and you do amazing things i.e. Blow stuff up, skydive, beat up drug dealers, and just be awesome in general. (Note Amazing inc. is not condoning the mistreatment of drug dealers)
Description: This is the best game ever, because you do cool stuff you are either not able to do, or are afraid to do in real life.
 

KapnKerfuffle

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May 17, 2008
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Million dollar ideas:

- For a more original idea than the one I posted, how about a game where you play as horror movie monsters/murderers, with your sole aim being to scare the living shit out of people, then kill/devour/traumatize them?

- What I want to do/have-done is to make a new Star Control game, based largely on Star Control 2, but in full 3D space using the Freelancer engine. I want a new Freelancer game, the story from FL was decent but it is the mechanics of the game I drool over... I ALSO want the Star Control universe to continue... Add the two together.

- I think I'd just remake Thief over and over again, because I love it and it'll never be perfect :(

-I love the serial killer one. That could be great if the ESRA wouldn't get all "Manhunt 2" about it.
-Freelancer + Star Control. 2 great tastes that taste great together.
-Thief. They are talking about bringing it back. Let's hope they don't fuck it up.
...and my idea, of course.

I like the one about the electrician who is just an ordinary schmuck, but i don't think it would fly.
I like the Necromancer one also with lots of fucked up shit to see. But the ideas aren't quite fleshed out.
 

UpInSmoke

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May 14, 2008
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I want a game with the good parts of Bioware games (compelling story, interesting side characters, suspenseful dialogue, and the feeling of REALLY changing the world through your actions) mixed with the good parts of Bethesda games (real sense of freedom, rewarding exploration ((optional grinding)), worthwhile side quests, unique loot). Oblivion and Mass Effect seemed to succeed and fail in ways that would really compliment one another if someone could successfully mash them together. I hope Fallout 3 is that game, but I'm not holding my breath.
 

friedmetroid

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Jul 4, 2008
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I would probably try to make a ridiculously, excessively violent first person game to show the media how softcore the games they're whining about are.
 

shufflemonkey16

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I had an idea of mixing Guitar Hero with Ninja Gaiden to make a game in which you play guitar solos to summon various means of magical destruction on your enemies, or use the guitar as a hand to hand weapon in cases of desperation. Say, from a short generic guitar line that did a little damage to things like some incredibly sick solos that summon lightning or make the guitar burst into flame to make it super powerful with close combat. Maybe other kinds of lines that had non-damaging effects like a really relaxing one that makes enemies fall asleep temporarily. You would start with a little acoustic guitar, and as you progressed get better and better guitars that unlock increasingly awesome and powerful solos.

It would probably not be a very serious game at all, but the thought of playing some face-melting solo that blasts a bunch of enemies into oblivion is just too amazing to me.
 

PedroSteckecilo

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Feb 7, 2008
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An Action/Adventure game that gets rid of any "meaningless" encounters or missions.

It would be roughly 6-10 hours long and would be compsed of lengthy, intricately paced action sequences that all feel different. Kinda like what Shadow of the Colossus did for boss fights. Instead of wandering from point A to point B and fighting all the little minions in between you just engage in one exciting action scene after another. It'd probably go like so...

1) Starts off with a Stealthy Sequence involving enemy evasion.
2) A big gun battle
3) An enormous exciting chase sequence
4) A fist fight where you're focused around making intelligent use of the environment.
5) A claustrophobic chase through a dark environment
6) A grand final gunfight sprawling over a massive local.
7) A brutal brawl against a final boss in an interesting location.

No breaks, just lots of action.
 

DeadlyYellow

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Jun 18, 2008
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Oddly enough, I am going to a school for game design. I have numerous games in conceptual stages, the primary one is a satire horror game. I'm not saying too much about it though :p
 

the protaginist

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i'd like to make a game that's like stubbs the zombie,only with a setting like san andreas. bring your zombie horde through several different cities.

oh another game would a free roam version of the book Terrier by Tamora Pierce.
 

Evilbunny

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Feb 23, 2008
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If I were to make a game, it would be zombie themed. Dead Rising was fun, but disappointing. It would have zombie physics based on The Zombie Survival Guide, by Max Brooks. Basically you would have to get the the West Coast beyond the rocky mountains. After this, you would go about trying to clear out America of Zombies with gained knowledge of combat, engineering and other things. Basically, you could travel anywhere in the country, there would be a giant central server that held a generated world map that players connected to. You actually have to take how long it would really be to travel that far. Be it by foot, bike, or car. You could use most any object as a weapon, but amounts cariable are predefined by your character's condition. Real weather, terrain, and physical health. It would be realtime and stuff like that. If you wanted to, you could choose to just survive, or even become part of the crimal gangs,(for those of you who have read the book and understand). Think of STALKER on a bigger scale.
Oh my god, that sounds incredible.
 

Random Argument Man

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May 21, 2008
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-I'd be happy the day I see a Luigi game (Mario Bros series) that have nothing to do with education or a rip-off of ghostbusters.
-Maybe a cross-over of Metal Gear with the crysis suit.
-I heard this from somebody, I would like to see a cross-over of all the Tom Clancy games.
-A zero punctuation game that you kill all the pants-on-head-retarted. At the end of the game, you have a face-off against Team Retards
 

Jabez

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May 23, 2008
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A lot of post-apocalyptic thrillers with zombies, WWII fanatics, remakes of old installments, and other little gems (like the Eric Harris idea)...I like this thread. As such, I'd like to add a few ideas of my own:

I had a rough outline (from character bios to specials, combos, and super moves) of a 2D fighting game, in which characters had different styles depending on which type of music. For example, there was a burly, fire-haired dude with a sleeveless leather jacket, jeans, and boots who utilized heavy metal (blunt, brutal combos and a few energy attacks), a young, shirtless male dancer who focused on agility and combos in hip-hop, a female with long-flowing hair and a fur-lined trench coat who could construct lethal energy compositions and wiry defense in an old world orchestral-type style, and so on. At the time (many moons ago, in my early teens), it had a typical tournament feel (basically beating everyone else to get to the final boss; someone very powerful and cheap), but I tried to develop it beyond that to much failure and lack of motivation. This was before the craze of Rock Band, Guitar Hero, and Dance Dance Revolution.

Another idea I had is a crossover of Guilty Gear and Psychic Force, utilizing the 3D engine of Guilty Gear 2: Overture, minus all the Dynasty Warriors-esque bullshit, plus the seamless controls of its 2D predecessors. For those of you who are not familiar with Psychic Force, it is an obscure fighting game which pitted a group (a rather small, broad group of stock but potentially awesome characters) in a cube to kick the crap out of one another with ranged projectile attacks or close-range combos/throws. Very unique for the time, in my eyes, and had a deep strategic aura to it. Too bad Taito couldn't develop it further (to be fair, I read somewhere that Taito didn't have enough experience making a fighting game, but they learned fast in the second Psychic Force game, only in Japan; a Sega Dreamcast version called PF: 2012 (how ironic, with all the hype of the apocalypse coming on this year) to American markets).

Anyway, I would revamp the excellent three-branch Story Mode from GGX2 (not Accent Core; the original version, before it 'Capcomsized' everything with endless versions of the same game with minor new features) and expand on that with the Guilty Gear and Psychic Force cast. Since there is very little word on a new Guilty Gear game beside Overture, I would go forth where X2 left off.

The main plot would have to do with Richard Wong, a powerful individual who controls time in Psychic Force, who (in my creative hands) is able to cross over from 2012 to the 2200s (the time period where GG is taking place) and capitalize on the chaos created by I-No, the rock-n-roll witch in red who acts as his confidant (so the witch is a double or triple-agent of sorts...there's so much to the GG plot, so I'll try to make it as simple as possible). Also, there is a link between the Gears and the Psychics (Gears are physically, biologically advanced, while Psychics have intense, often erratic mental abilities).

Behind the scenes, the Psychics are of high importance to a select few (including I-No); Wong developed a highly complex machine, using technology from the GG universe, to squeeze the time continuum into frenzied proportions and affecting those who are Psychics, and hurling them into the GG universe.

This is just rough stuff, but as for the in-game combat, players can customize their fighting style from the GG and PF control-scheme camps:

For Guilty Gear, players can tap into characters (from either GG or PF) with features like Gatling Combos, Air Dashes, Faultless Defense, Roman (and False) Cancels, Psych Burst, Tension moves, and Instant Kills (to name a few). Players can execute normal attacks (w/Punch, Kick, Slash, H-Slash, and Dust) and specials all they want, and it builds up the Tension gauge. FD, RC/FRCs will drain the Tension gauge by fixed intervals, the Psych Burst (if connected) can fill Tensions, and players can execute a flurry of physical attacks and be able to cancel into Overdrives. Instant Kills use up the entire Tension gauge once, so if you fail, NO Tension for you. More of an offensive, combo-tastic slaughterfest.

For Psychic Force, players will utilize a more strategic approach with features like Emergency Barrier, Dashing (on ground or midair), Slide Dashing, Psycho Charge, Hyper Charge, Avoidance Barrier, and other features. Combos are limited to Light and Heavy attacks (the other buttons will guard, shoot a regular projectile, and a Special Range attack). The Psy-Gauge is set at 100%, and each Special you execute (say you wanted to toss out a Gun Flame, or Stun Edge, a Mega Fist, or any other GG-related special; it would cost you 20 to 30% of your gauge). The more damage you take, the more energy is put into the Psy-Gauge (for a maximum of 200%). The Emergency Barrier, Psycho Charge, Hyper Charge, and Avoidance Barriers affect portions of the Psy-Gauge (EB drains it slowly, PC charges the gauge, HC decreases vitality to strengthen overall power, and AB drain 50%). More evasive, planning, and trickery.

What about characters like Axl, May, or Slayer? How would the projectile properties work for them? Simple. They'd have extra techniques to compensate for those without projectiles or different other areas.

One more thing (for now): the player can mix up their own fighting style based off different aspects of the GG and PF styles. For example, say you enjoy executing Gatling Combos and Roman Cancels, but want to add a little bit of tactics for aspects like Psycho Charge or regular Dashing...it's possible to do that. Or, you could go all the way for one type or the another.

I am more enthusiastic about the PF/GG crossover, as I hope you all can tell. I will try and contribute more in the future if the interest is moderate enough.