Poll: I'm going to make a game, what do you think of my idea?

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Jun 16, 2010
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I've been toying with Unity3D for over a year now, and worked on a few projects as programmer. I've found the biggest stumbling block always seems to be getting art assets. So I've been thinking about ways to make a modern game that is good, yet requires minimal graphics. One game that heavily inspired me in this regard is Thomas Was Alone (there's a demo here [http://www.thomaswasalone.com], if you're interested), which managed to be fun, engaging and even touching despite being merely a bunch of rectangles.

So, the idea I've come up with is thus:

Setting: 3D Cyberspace. Specifically, you're a "cowboy" from a William Gibson-style cyberpunk world, running around hacking into mega-corporation databanks and getting chased by viruses. The graphics consist mostly of colourful abstract shapes (similar to this [http://www.youtube.com/watch?v=vySfT1zVseg]).

Core Gameplay: Mirror's Edge-style first-person platforming, but with a twist: at any moment you can go into "hacking mode", which takes you into an isometric view, from which you can 'hack' your surroundings. It'd be like The Matrix, where you're being chased by agents/viruses and hit a dead-end, so you create a door for yourself to escape through (I'm thinking the actual mechanics would be similar to Minecraft, where the world is made up of blocks that can be created/deleted/altered, but there's a delay while the hacking is in progress, so you need to plan it out strategically). The emphasis would be on emergent gameplay, and finding creative solutions to obstacles (like a real hacker).

Ancillary Gameplay: In addition to being a platformer/strategy hybrid, there would be RPG elements (such as buying new software and upgrading it so it runs faster), open-world hub environments that randomly shift and change in real-time (like the Internet), and an emphasis on stealth/deception/infiltration (not so much "hiding in the shadows", but finding ways to thwart security, like taking control of another user's avatar and waltzing past security checks Hitman-style).

Story: I want the gameplay to be fun, but what really excites me about games are the story-telling possibilities. There's so many interesting things you could do that you couldn't with any other medium. I want to make characters whose attitudes are directly influenced by the things you do in-game (not just during scripted "choose A or B" events), and who argue and converse with each other and seem like real people. I'm a firm believer in the principle that a story is only ever as good as its characters.


That's pretty much the gist of it.
I'm just wondering -- assuming I can actually do all (or most) of that -- is this a game you would be interested in?
What about it sounds the most appealing (or appalling)?

I realise it's hard to form an opinion based on a short description, but any comments, feedback or suggestions are very welcome.
 

Glongpre

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Jun 11, 2013
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I just have to say that in the Matrix, the main characters are the virus. They are "infecting" the program, as the agents would say. The agents are like any anti-virus software you install on your computer.

You might not want to try and put so many different systems in at first. The rpg elements don't really add anything significant to the game.
 

Vern5

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Mar 3, 2011
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Sounds like Mirror's Edge in TRON with useless RPG mechanics stapled on. It's been done.

If I were you, I would just stick to the high-speed "pursuer-pursuee" "change the block environment to suit my escape" gameplay. Forget any story concerns you may have; they are unimportant. Create and perfect the flow and balance of the actual gameplay. You won't even need a story if the gameplay is actually tense, exciting, and fun.

Also, I would spring for optional third-person POV and definitely controller support.
 

frizzlebyte

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Oct 20, 2008
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Sounds a lot like Uplink, actually, only in a 3d environment. Could be fun. As I say, there are no bad game ideas, just bad game execution.

Good luck with the project!
 

lacktheknack

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Jan 19, 2009
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So, it's Mirror's Edge + Gunpoint?

... with constantly changing levels?

... with dynamic characters.

Good luck, man. You'll need it. I'd stick with something MUCH less ambitious, especially if you're going with semi-intelligent NPCs. That's a hell of a project in and of itself.
 

ZZoMBiE13

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Oct 10, 2007
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Sounds interesting. Are you building a team, or planning to do this all on your lonesome?
 

Greg White

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Sep 19, 2012
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Sounds kinda interesting, but first person platforming...I don't think that has ever ended well.

Even Mirror's Edge didn't do too great a job at it.

On the plus side, you have a planned game mechanic to work with, you just have to figure out how best to implement it and build the story around that.
 

Smooth Operator

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Oct 5, 2010
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First person platforming is a really horrible idea, I found Mirror's Edge bearable only because it left such huge margins for error, but at no point did it feel precise or skillful which are the two most important aspects of any platforming section.
But hey that is your call to make, I would just stick to third person because it makes things that much simpler for the player as well as designer.

And I would do one system at a time leaving room for the others to come into play, because each part will take a long time to get it right and trying to juggle them all at once is a recipe for madness / burning out and ending up with nothing to show for.

Most importantly is for you to know now that this sort of feature packed game will probably take years to put together properly.
 

ThriKreen

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Sounds cool but I'd scale it back and focus on one gameplay aspect at a time, like just the running around and then pausing and switching to hack mode.
 

DoPo

"You're not cleared for that."
Jan 30, 2012
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I like the sound of it - a lot. Not sure why the RPG mechanics are frowned upon, I can definitely see use for them and I think they can be awesome. I'm not sure if it sounds too ambitious or not, as I don't really know your abilities and resources, however, if you are able to make it, I'd definitely be interested in playing the game.
 
Jun 16, 2010
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Thanks for the feedback so far, everyone!

ZZoMBiE13 said:
Sounds interesting. Are you building a team, or planning to do this all on your lonesome?
Well, I don't really have the money to hire anyone right now, and in my experience teams that aren't being paid are inherently unreliable. Once the going gets tough (and it always does), volunteers start to seriously ask themselves why they're spending so much of their life trying to realise someone else's ideas.

Vern5 said:
Also, I would spring for optional third-person POV and definitely controller support.
Greg White said:
Sounds kinda interesting, but first person platforming...I don't think that has ever ended well.

Even Mirror's Edge didn't do too great a job at it.
Mr.K. said:
First person platforming is a really horrible idea, I found Mirror's Edge bearable only because it left such huge margins for error, but at no point did it feel precise or skillful which are the two most important aspects of any platforming section.
But hey that is your call to make, I would just stick to third person because it makes things that much simpler for the player as well as designer.
That's a fair point, and something I've been debating a lot with myself.
There are three major reasons why I'm favouring first person platforming:
  • [li] It strikes me as a lot more immersive (especially if I can get Oculus Rift integration going) and visceral (though I hate to use that buzzword) than just pushing a thumbstick in a certain direction and watching your avatar do all the work;[/li]
    [li] It fits the lore better, because I want it to seem like you are actually the main character, and not just some disembodied spirit possessing an avatar in a game. As much as possible I want it to feel like cyberspace is a real-life thing, and you're really inside of it. I want players to be so immersed, they're half-afraid they really did just hack into a real person's bank account;[/li]
    [li] It saves me from having to make a 3D player model with lots of fancy, smooth free-running animations.[/li]

But there's also downsides, like the aforementioned reduction in precision (I have a few ideas about that though), and the fact that it just doesn't seem as satisfying without the fancy animations from games like Assassin's Creed.

However, I have a few arguments for why first person platforming should be given a chance:

  • [li] There aren't enough games in the genre to properly come to a judgement. The only one I can really think of (that isn't an FPS with shoe-horned in platforming sections that its mechanics can't properly accommodate) is Mirror's Edge, and I think the reason some people weren't thrilled with it has less to do with the first person perspective, and more to do with too many confusing indoor levels, too much getting shot at by arsehole helicopters, and not enough freedom to find your own way;
    [/li]
    [li]Coming back to the Oculus Rift, it might be a bit gimmicky, but I think it's a cool idea that could be awesome if integrated into a game properly. And it fits perfectly into the theme of cyberspace and virtual reality. I was even thinking of having "hyperlinks" which you ride on like the skyrails from Bioshock Infinite, just because it would work great with the Oculus. Once the thing goes retail, people are going to be clamouring for games that are actually designed with it in mind, which could be enough to give a massive boost to my game's popularity. Abandoning FPV ruins that chance;[/li]
    [li] The ability to freeze time and enter a third-person overview at any point should mitigate the disorientation and lack of environmental awareness that can be caused by FPV;
    [/li]
    [li] The ability to alter your surroundings should also give you a greater sense of control (similar to how the blinking system from Dishonoured made the platforming palatable). For example, if you miss a jump, you could quickly create a platform in mid-air to land on, or open a hole in the wall below the ledge you were aiming for.[/li]
    [li] Then there's an idea I had recently: a jump prediction indicator. If you're having trouble making precise jumps in first person, you could get an upgrade that automatically predicts at any given time where you're going to land if you jump, and displays it with a little spotlight. That way it takes the guesswork out, but it would also be a considerable drain on your resources.[/li]

I'm just wondering, does any of that change your mind about the idea of first person platforming?
If not, do you think it could be done well, or will third person platformers always be better?

Again, this is still something I'm debating, so any input is invaluable.
 

ZZoMBiE13

Ate My Neighbors
Oct 10, 2007
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James Joseph Emerald said:
Thanks for the feedback so far, everyone!

ZZoMBiE13 said:
Sounds interesting. Are you building a team, or planning to do this all on your lonesome?
Well, I don't really have the money to hire anyone right now, and in my experience teams that aren't being paid are inherently unreliable. Once the going gets tough (and it always does), volunteers start to seriously ask themselves why they're spending so much of their life trying to realise someone else's ideas.
[/quote]

Well let me know if you need any help with concept art. I might be able to help out. You know, until things get rough then I'll bail. :p
 

Evonisia

Your sinner, in secret
Jun 24, 2013
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I think you might be spreading yourself thin with this idea and chances are that you'll have to slim down or remove some parts to make it work.

Also, if you want to first person platforming, try to make it better than Mirror's Edge's... it was just, urgh, bad in that game.
 
Jun 21, 2013
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I think this sounds like a great idea, but if you're going to be working predominantly by yourself/with a small team, you're more than likely going to need to reduce your number of features or simplify them to some degree, unless you have a lot of experience with game design. If you were to make this a larger-scale project, with a full-fledged team and a heck of a lot of commitment, you could reach the impressive level of imagination and depth that your current concept possesses. I think that if you were to make a game's first-person platforming similar to that found in Dishonored, it would work like a charm. I was happy when you brought it up in your post.

Hopefully, this project will go well for you, and please do make sure to let me know if/when it is completed!
 

DragonStorm247

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Mar 5, 2012
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You're going to want to define the core experience and feel that the game is supposed to deliver. Once you have that, don't just cobble together various mechanics, actually take the time to sit down and think about how they all blend together to serve that core. You'll find that a focused game is better than one that isn't sure exactly what it is trying to be. The starting point I see here is as an action-puzzle hybrid, if I'm reading you correctly.

As you get further in development, you will find a need for some team members to help keep things moving. I myself am experienced with preproduction design, so if you have any questions, feel free to PM me.
 

alandavidson

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Jun 21, 2010
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I would drop the RPG elements. The game would work really well without them, and adding "leveling up" feels like a gimmick that you couldn't do much with anyways. Focus on making the levels more interesting.

Also, I see a great potential for some Portal-esque gameplay with the "hacking".
 

Roberto Perez

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Nov 21, 2011
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I Personally think that the game feels WAY too ambitious for one single person unless you have ALOT of expirience, I d personally think you should drop most of the features and focus on good platforming in the cyberspace with 8-10 levels MAX, do not worry about the story or the fancy features.

Without sounding rude If you go in with such big ideas your game will most likely never be finished.
 

Vern5

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Mar 3, 2011
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I told you to maintain the option of third-person pov, not to drop the first-person angle altogether. You'll need a button reserved for quickly switching between first and third for the ease of the player.

First person platforming is a chore, especially when you are under the duress of combat. First person pov is more suitable for tricky jumps or specific maneuvers but you will need to be able to get a glimpse of third-person so you can estimate your distance from an aggressor or his relative position to your character.

Again, you're getting caught up in setting and immersion. Don't do that. Not yet.

Before you do anything else, you must absolutely refine the gameplay and all controls that are relevant to that gameplay. You can fine tune the other stuff afterwards. You will find that your work on the core gameplay will actually come to change any story ideas you have right now.