Levelling backwards

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Pachek

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Sep 29, 2010
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I'm no game designer, though I have written the odd short story - but after reading Yahtzee's extra punctuation article on creating a game which levels backwards I decided to take up the challenge and think into it. I came up with an set-up in which levelling backwards could work and be an interesting mechanic. How does this sound...

Its a science fiction, I'm thinking multiplayer. When you start out you're being sent to a foul prison planet as part of some oppressive regime (it may be fun to allow the player to decide what they're being sent there for). I should mention that I mean an undeveloped swampish/jungle-like planet as opposed to the stereotypical, cells and concrete, idea of a prison.

Anyway, you're sent there loaded up with enough weapons, ammo and kit to survive almost anything the planet can throw at you. As you play though, your ammo runs out, your weapons fall into disrepair and your equipment succumbs to fast-acting microbiology. Until soon you find yourself defenceless. This would give players a chance to get the feel of the game, but then they have to adapt to the intricacies of the environment and create a new way of surviving using the things they can find around them. The weak would soon perish but the stronger players could continue to survive in ever more ingenious ways.

Then as a further level of interest, due to some strange and potent type of radiation, you slowly stop becoming human. It could start slowly at first, for example you can say less words at once, the number of words you can say before hitting enter decreases until all you can communicate with are monosyllabic grunts. Your appearance would also change over time, making you become increasingly animalistic.

However this could not come without compensation, as you lose your ability to speak and communicate with humans, you gain a new, telepathic ability in which you can communicate with other degenerates. This would create a scenario in which the older players are an entirely different species to the new, they can understand what the new are saying but cannot be understood by them.

The reason I think this would work is, as you play multiplayer games your network of friends increases - so by the time you're an animal (well lets say a creature) you have a group of friends and companions you can rely on. This would mean the game would pit groups of weaker but well organised experienced players against lone heavily-armed newbies. Doesn't that sound like an interesting challenge for both sides?

To get the rivalries going, lets say that you can delay the process of degeneration by consuming a substance taken from dead creatures, and that the corpses of the creatures are some of the most valuable resources on the game e.g. hides, bones for weapons, food etc. This would mean newbies would hunt oldies for their resources and to slow their own decay - forcing the oldies to team up and maybe stike back, taking out the newbies with guile and strategy.

So that's about the overall gist of my idea. What do you all think? Anything to criticise? Anything you'd like to add? Anyone of you a game designed just so happening to be looking for a new idea? :p

Please reply whatever your thoughts are.

Ta
 

ChippedShoulder

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Nov 10, 2010
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Wouldn't balancing conflict between heavily armed newbies and well organised experienced players be very difficult (despite the almost obsessive organising abilities I've seen in some multiplayer players)? Like the idea though (a single player story along those lines would be pretty cool too).
 

Pachek

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Sep 29, 2010
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Well I was thinking since it'd be a jungle-like planet the experienced players would have the opportunity to ambush, have cammoflague ability and will be able to sense the humans from great distances. They'd be using mainly melee whereas the newbies would have ranged weapons. They'd have to rely on shock tactics to take out the newbs before they can start firing, or maybe a war of attrition type of thing, trying to get them to waste ammo on false targets.

Ta for replying btw.
 

KarmaTheAlligator

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Mar 2, 2011
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I'd be interested in seeing this in action, although you'd need to team up to take on newbies since they'd probably have the means to take on a small group with ease.

And you'd need to make the scenery completely interactive, i.e. use trees as battering rams or traps, being able to dig trenches, making spikes/arrows from twigs (I'm thinking something like at the end of Predator 1 when Arnie has to make do with a few branches and what's left of his equipment).
 

Crises^

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Sep 21, 2010
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i think thats excellent, Balancing would be hard but id deffo buy that game sounds like alot of fun plus i love strategy mabey the more experianced players could end having some of the wildlife fight for them.
 

Wondermint13

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Oct 2, 2010
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Why dont you like mules??

A great idea but that was my opening thought and I couldnt get rid of it.

I always liked the 'Guns vs Claw' idea in gaming and if somebody were to develope into something along the lines of what you just described. I would certainly get into it.
 

Batfred

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Nov 11, 2009
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I have to say this sounds really good. I don't do MMOs really, but this would definitely get my interest if done by a good studio and presented properly without the usual DLC bollocks.
 

Vidiot

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May 23, 2008
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I think your biggest difficulty is going to be the learning curve for "alt" players. If a newbie starts out playing like it's DOOM and he's got cheats on, that's one thing. The player would figure things out slowly, and the difficulty of play would offset the power boost. The problem I see is when someone who has leveled a character before and knows how to *really* use all that power at the beginning of the game.

As far as the premise, damn good. You've gone beyond justifying the mechanics, and are letting the setting help define the gameplay. Good work. I don't know what resources you have as far as making something like that happen, but I'm a 3D artist and I'd take that action if you had some damn good programmers on it.
 

Hero in a half shell

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Dec 30, 2009
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That's brilliant, I can't really think of any criticisms of it, although if it were an mmo you would need some game mechanics to keep the older players playing, some reason for them to continue as an animal when there is no further changes happening to them, otherwise it will be seen as the end of their characters, and they will just stop playing and make new ones.

Also will there be other dangers aside from other players:- carnivorous plants, predators etc. or will it just be other players?
 

Pachek

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Sep 29, 2010
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KarmaTheAlligator said:
And you'd need to make the scenery completely interactive, i.e. use trees as battering rams or traps, being able to dig trenches, making spikes/arrows from twigs
Definately, just along the lines I was thinking of - and as you play you can work out more ways of using the trees and hides and trenches etc.

Wondermint13 said:
Why dont you like mules??
I've got nothing against mules - I'm just the Death of them, you know a skeletal ass with a cowl and scythe - which does raise the question do skeletons have asses? :p

Vidiot said:
I don't know what resources you have as far as making something like that happen, but I'm a 3D artist and I'd take that action if you had some damn good programmers on it.
Thanks for the offer but I really have no resources whatsoever, one of the reasons I posted was in the hope someone with a little knowhow would pick up on it. If you know anyone who might be interested I'd be grateful for you to tell them about the idea.

Hero in a half shell said:
Also will there be other dangers aside from other players:- carnivorous plants, predators etc. or will it just be other players?
I reckon there should be other dangers yes - keep the game experience interesting even when no one is around. I also though it could be interesting to have the "creature" players indistinguishable from other ai dangers - e.g. there is no indication for new players they are actually players themselves and have to slowly realise as they themselves become one.

ninjastovall0 said:
Making a game that revolved around your level would be fun, especially if there were enemies who could steal levels
Have you read the original article by Yahtzee? You should check it out if you like that idea, this is just an idea for how it might work out.
 

Pachek

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Sep 29, 2010
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I've been thinking a little about an issue a few of you have been raising - what keeps people who are already creatures from getting bored?

The truth is I'm not really sure. I don't generally tend to get very far into online games because I can't stand the constant levelling and grind - one of the reasons I was so excited by this idea. But how about this - just because you are already a creature doesn't mean the radiation is necessarily done with you, your character can continue to adapt to the different environments of the planet.

For example if you spend all your time in forested areas you'll gain abilities like tree climbing, swinging tarzan-style and have jungle-cammoflague. This could lead to all different kinds of characters that have to adapted to different areas and so have different gameplay styles - there could be semi-aquatic ones, or fast-moving savannah species.

This would mean players would be able to experience a variety of play styles depending on where they spend their time, and lead to a great variety of mutant creatures. How about there being a substance that allows you to maintain certain mutations permanently despite moving location as well - for example, you get the ability to breathe underwater by hanging around lakes, you take enough of the substance and you can "spend" it on your character being able to breathe underwater permanently.

This could lead to a certain level of character development and also of collectability. Maybe there could even be an ultimate goal of flight for the truly dedicated players? I'm not sure how you should acquire the abilities, as only hanging around could be dull, but still hows that for keeping people playing?
 

ApeShapeDeity

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Dec 16, 2010
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Very cool way of thinking, mate.

I like where you're going with this. The idea would work well even if it were just the degeneration of equipment in a linear stoty line. I mean, let's face it... in most equipment dependant games you're an unstoppable juggernaut by the end.

I think the change over 'grey area' would be tricky and problematic, but what a fun problem to try to solve, right?
 

IBlackKiteI

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Mar 12, 2010
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It would be a cool idea, but don't games actually need people to play them in the first place?
Noone is gonna want to play something where you get weaker as the game progresses.

Done differently it might work, like in your idea.