Well then.
1) an action game with advanced mechanics from fighting games (think Devil May Cry and Ninja Gaiden)
2) rhytm-game, where you moveset corresponds with the soundtrack. Actually rewarding chains of moves are designed to sound like decent music.
With DMC-style combat mechanics, where canceling can be used to generate immediate responses to player's actions (necessary for a decent rhythm game), such thing can become possible.
1) Complex fencing/brawling/martial arts system.
2) Slo-mo
Real-life fencing and martial arts have one big problem with being spectacular - they are way too fast. Yes, it's actually faster than in a movie. An average fight can last from 2 to 10 seconds if both opponents are serious. Using slo-mo not to show-off your moves that were done in normal time, but as a way to simulate lightning-fast decision-making, can be used to make a great game.
By the way, same goes for all kinds of fighting - expand the wild west quickdraw duel idea.
1) Online game where players fill different roles and complete goals together.
2) Wait... it's just that! What the heck, that's a basic idea of MMORPG's and tactical action games! Just do it in the end of all, stop making games where there's no real difference between those roles!
Not that I expect a lot of game designers to be reading this =). But it's still a fresh idea. Progress is really slow in this field. There are diamonds like Team Fortress and World of Warcraft, where roles appear to be really different, but there are way more dissapointments like Quake Wars, where similar functions are divided between classes just to create an illusion of difference.
And way more possibilities. Imagine a fantasy MMORPG - the same as all the fantasy MMORPGs around. Now imagine that playing a tank feels like TP hack'n'slash, ranged classes are more like FPS, rogue-types get lots of quick-time events, bards get rhythm games and mages do some very fast puzzles (from runes of Arx Fatalis/Black & White for simple spells, to something like Rubik's Cube, which they will be solving anxiously during a raid for some massive damage spell while their whole parties try to keep the Boss away)...
Well, I can dream like that for hours. Sure, that's a great deal of tricky coding in it, but I believe that such a game can be superb fun.
1) an action game with advanced mechanics from fighting games (think Devil May Cry and Ninja Gaiden)
2) rhytm-game, where you moveset corresponds with the soundtrack. Actually rewarding chains of moves are designed to sound like decent music.
With DMC-style combat mechanics, where canceling can be used to generate immediate responses to player's actions (necessary for a decent rhythm game), such thing can become possible.
1) Complex fencing/brawling/martial arts system.
2) Slo-mo
Real-life fencing and martial arts have one big problem with being spectacular - they are way too fast. Yes, it's actually faster than in a movie. An average fight can last from 2 to 10 seconds if both opponents are serious. Using slo-mo not to show-off your moves that were done in normal time, but as a way to simulate lightning-fast decision-making, can be used to make a great game.
By the way, same goes for all kinds of fighting - expand the wild west quickdraw duel idea.
1) Online game where players fill different roles and complete goals together.
2) Wait... it's just that! What the heck, that's a basic idea of MMORPG's and tactical action games! Just do it in the end of all, stop making games where there's no real difference between those roles!
Not that I expect a lot of game designers to be reading this =). But it's still a fresh idea. Progress is really slow in this field. There are diamonds like Team Fortress and World of Warcraft, where roles appear to be really different, but there are way more dissapointments like Quake Wars, where similar functions are divided between classes just to create an illusion of difference.
And way more possibilities. Imagine a fantasy MMORPG - the same as all the fantasy MMORPGs around. Now imagine that playing a tank feels like TP hack'n'slash, ranged classes are more like FPS, rogue-types get lots of quick-time events, bards get rhythm games and mages do some very fast puzzles (from runes of Arx Fatalis/Black & White for simple spells, to something like Rubik's Cube, which they will be solving anxiously during a raid for some massive damage spell while their whole parties try to keep the Boss away)...
Well, I can dream like that for hours. Sure, that's a great deal of tricky coding in it, but I believe that such a game can be superb fun.