Make a game with underused game mechanics combinations. GO!!!

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Red Rum

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Feb 25, 2008
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Each level of my game would be a "Shenmue"-style cinematic, where you have to press the button prompts at EXACTLY the right times to kill your enemies and evade traps and such. And you transition between each level with a vehicle section, a la "Pursuit Force", where you run or ride a motorcycle/car/plane across a given track/path, slamming into adversaries and jacking their rides.
My main inspiration for this game is the "Transporter" series of movies, with fight sequences to complex for normal combat game mechanics.

These are the rules for posting:
1.) No story! You don't want others stealing your ideas!
2.) At least 2 game mechanics.
3.) No cursing/dirty talk.

Otherwise, have fun!
 

Erana

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Feb 28, 2008
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1. Turn based battle sequences in which you...
2. Litterally collect the looser.
Wait...Doesn't that sound firmiliar from somewhere?
 

josh797

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Nov 20, 2007
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damn my idea was already done, but here it is:
huge puzzle based boss battles
i know it was done with shadow of the colossus but i love the simplicity of that game.
 

Red Rum

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josh797 said:
damn my idea was already done, but here it is:
huge puzzle based boss battles
i know it was done with shadow of the colossus but i love the simplicity of that game.
I had an idea with a similar boss battle system, only the puzzle in question was similar to
DR. Mario.
I will say that again: "The Boss Battles in my Game are competitive rounds of Dr. Mario!"
 

Red Rum

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I also had an idea for an RPG where the character(s) don't/dosen't power up or get new attacks, but has a strange power where his/her/their future enemies lose stats and abilities every time you power-up. Yes, by the end you're still a wimp, but if you play right, the final boss is a bigger wimp than you!!
 

josh797

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Altair-Ego said:
FPS where you have only one gun...

Plus it's non-damaging. I.E. Gravity Gun
ummm portal much? i can only hope you were being sarcastic, as you maention a valve game in the post. if so, well done? if not, nice one hehe
 

Ith

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Feb 28, 2008
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A game akin to Sim City where a civilization will construct itself, however, the player only has control over one element in the game: Wind. Your goal: Malevolence, wipe out all life...using wind.

Come to terms with the butterfly effect and hope that the tsunamis, tornados and gale-force winds will wipe those bastards out.

Okay, now I've typed it out, it sounds like a computer driven Sim City and you have disasters, but think of your influence over the wind as a minor force, a small gust to push a pipe off a ledge to crash into a power station to overload a damn to flood the city...

CHAOS!
 

L4Y Duke

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Nov 24, 2007
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Let's see...

You get given guns. You get thrown (possibly literally) into hordes of enemies.
 

Blayze

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Come to terms with the butterfly effect and hope that the tsunamis, tornados and gale-force winds will wipe those bastards out.
A multiplayer version of this, with one player as the "Wind God" and the others as inhabitants of Murderous Wind City, would be awesome. The non-Wind players must survive everything thrown at them (Literally), but are given Super Gravity Guns in order to even the odds somewhat.

The Wind God player wins when all of the other players are dead. The non-Wind players win if they manage to meet one or more of a list of victory criteria agreed upon beforehand. These can be anything from making it across the city, surviving for a week (in game time), reaching a particular location or hunting down something important or essential to the Wind God and obliterating it or claiming it for themselves.

I think we're onto something here! Oh, on topic, right.

1) One player is a god and uses wind. The others aren't, and can't.

2) They fight.
 

GyroCaptain

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Jan 7, 2008
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1) Obstacle course in the air
2) Punching things on the ground

Oh, right, Superman already did that.

Greased pig run:
stage 1, grease the pig
stage 2, catch the pig
 

Duck Sandwich

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Erana said:
1. Turn based battle sequences in which you...
2. Litterally collect the looser.
Wait...Doesn't that sound firmiliar from somewhere?
Pokeymans!
1) You are racing in a truck.
2) YOU'RE WINNER !
 

SpiderLotus

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Jan 31, 2008
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A freeform parkour environtment set in a post apocalyptic city

1. Free-running ala Assasins Creed/Prince of Persia.
2. Item using to solve puzzles.

Make the environment as intricate and expansive as possible and I think you'd have a good game.
 

GloatingSwine

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See, what I'm seeing in this here thread is a certain amount of overestimation of the concept of a "mechanic" in a game.

A "mechanic" is a very simple game rule that governs an aspect of the game world and the player's interaction with it.

Let's look at a game which truly has a small number of mechanics, Bejewelled.

There are actually three mechanics in Bejewelled. The first is the player's interaction, the player can swap the position of any two gems horizontally or vertically.

The second is that if three or more gems are together in a horizontal or vertical line, they disappear.

The third is that new gems fall from the top of the screen to replace any gems which disappear in this fashion.

Changing any one of those three would significantly change the nature of the player's interaction. If you could perform diagonal swaps, for instance, there would be many many more opportunities to make lines. Likewise if you could make diagonal lines. If gems fell in different directions (Say, always along the line you created, as will be the case in the new Puzzle Quest game), the player's ability to create chains of matches (note: That isn't a mechanic, it's an emergent result of mechanics two and three) would be vastly altered.

Bejewelled is a very simple game mechanically, but becomes quite deep as you plan two, three, or even more moves ahead, anticipating the results of the various mechanics interacting.

None of the proposals so far have anything like two mechanics. Most would require a great many more. (the only explicitly defined mechanic yet is the OP's Dragons's Lair extended QTE, which literally is only one mechanic for a game, press the right input at the right time to continue watching a predetermined event unfold). The other "Section" requires a very great number of mechanics, as a driving game requires mechanics for steering, acceleration, and crashing at the very least, and most of those will be subdivided into different individual mechanics, even when they are emergent from a physics based engine like most modern driving games.
 

Red Rum

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Altair-Ego said:
FPS where you have only one gun...

Plus it's non-damaging. I.E. Gravity Gun
They already have a game like that... It's called "PORTAL", stupid.