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

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saintdane05

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Aug 2, 2011
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Great! Now I'm going to steal your idea and copyright it first, then sue you when you try to release your idea!
 

Meatrod05

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Jun 13, 2011
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Hmm... sounds like a neat idea, but I would have to agree with the people saying that you should put more focus on just a couple of the mechanics and only include the ones that will really enhance the core elements of the game (which seems to be the free-running and the hacking). Otherwise you're probably just going to get bogged down with too much extra stuff and the final project will end up suffering as a result.
If you're really serious about your idea, I would recommend checking out this website. It may be of some use to you. I wish you luck!
http://www.gamesprout.com/about
 

KeyMaster45

Gone Gonzo
Jun 16, 2008
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I think I might steal it. You really shouldn't proclaim your ideas to random anonymous people on the internet; you've got little to no proof of theft is someone releases a similar game before you.

(btw I'm not stealing it, I don't have the skills to do so, plus I'm not a morally bankrupt ass)
 

Platypus540

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May 11, 2011
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That sounds awesome, but honestly, the number of features and things sounds more like a AAA release than a one-man indie project. A lot of that stuff sounds like it would need some serious visuals, besides just complex programming. That said, if you think you can do it, go for it-- I know I'd buy that if it came out well.
 

alphamalet

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Nov 29, 2011
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First-person platforming doesn't work. It just doesn't. Mirror's edge did it passably, but platforming in third-person is superior in just about every single way. I would steer clear of first-person platforming. the industry has had years to do it, and the best examples of it are moderate successes at best.
 

saintpinhead

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Sep 25, 2010
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Sounds like it could be worth the time, I would defiantly need more detail in story and gameplay.

Just some ideas that I would like to throw to the lions. What if during the hack sequence you could initiate a slow time (focus). This could be used during crunch times that you can figure out something to help you through a crucial area, although this causes the periffiral to shrink (tunnel vision). This will make players choose between taking time with harder difficulty after, or quick choices. This can help with the RPG aspect as well because you could increase the focus time or reduce the penalty.

Depending on how you would like to go with this project, I think it would benefit from it being broken down into episodes. This will give you time to develop things better, improve on the story as you go, and work on anything extra. With episodes, if you choose to sell the game to people you can do so at lower prices which is shown to sell better to people that are unsure. Charging $5 for smaller episodes, compared to $20-$30, for one large newish title is easier to swallow.

For the rpg aspect I think it would be a good idea, just don't make it to overpowered. Give it branches so if you go one way for one play through it leaves others open for different playthroughs. To me, the thing I find more irritating on RPG games (and I play tons) is when you get towards the end, you tend to be godlike. I can understand getting better, but when you go from noob to elite in the course of in game days or weeks it feels wrong.

I'm interested to see a repost or edit to show support of what you think about suggestions. This would help us see what way you would like to move with other suggestions/ideas people may want to offer. Good luck.
 

DoPo

"You're not cleared for that."
Jan 30, 2012
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KeyMaster45 said:
I think I might steal it. You really shouldn't proclaim your ideas to random anonymous people on the internet; you've got little to no proof of theft is someone releases a similar game before you.
While true, this very topic gives him some measure of protection. He has copyright over the idea as soon as it was conceived, and if anybody else does lift it, OP could pursue legal action and would only need to prove he had the idea from before. The thread is one such proof. Development would be another, also any notes and such can be used, assuming there is a trusty timestamp.

Meatrod05 said:
If you're really serious about your idea, I would recommend checking out this website. It may be of some use to you. I wish you luck!
http://www.gamesprout.com/about
I saw it the other day and I didn't really like it. It's for...hmm, less ambitious people, perhaps. It's more like if you have an idea and don't want to make it yourself, give it to them and maybe you'll get it launched, in which case you'll get a whooping 15% of the revenue. Or you could actually go and do work on some project and get AT MOST 10%. However, you'll likely be sharing it with others.
 

Smooth Operator

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Oct 5, 2010
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James Joseph Emerald said:
I'm just wondering, does any of that change your mind about the idea of first person platforming?
Well not really because in general you don't want to be reinventing water on your first game, unless you already have a system that trumps all the others this will end in tears, especially when you are doing 20 other things on top.
Also you are already doing animation for all the NPC movement, your character and theirs will mostly use the same stuff, and you quickly get around doing detailed animations by going for robots or cartoon characters (they can be just as expressive as humans but the viewer is less anal about it).

If you still want to go first person then I suggest you avoid any precision jumps, make it more about general travel then platforming like Dishonored, that didn't even need a jump button because you just teleported from point to point safely without the need for spacial awareness making it was all about finding a route and being there at the right time.
Since you are doing terrain creation / destruction that shouldn't be too difficult.

Also consider Oculus as an extra feature near the bottom of your to-do list, because in retail this thing will be around $500 and very few games will support it properly thus few people will have it, even less of those will be looking at your particular game. It is a cool extra but do remember that about 99% of your audience will not have one.
 

MrHide-Patten

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Jun 10, 2009
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Sounds a bit much for an individual. Unreal is a good program to use for FPS games even if the code side of things is a different beast to understand than Unity, a couple of programmers on our team where hesitant, but after going through a guide for one week they had a good grasp for it.


It couldn't hurt to look for like minded individuals who might me interested in your idea, or you could bite the bullet and help somebody else with theirs, if only to get some experience. It's what I've been doing started up a company with a couple of mates, now we're up to over 10 developers at this point, Not tripple A, but not bad for a small indie team.
 

Mister K

This is our story.
Apr 25, 2011
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So, from what I understood, you want to make something like upcoming Watch dogs, but with parkour instead of boring shooting? Yeah, sure, sounds nice.

Although, if it's your first project, you should delay it and make a few crappier games to gain a bit of experience.
 

Eomega123

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Jan 4, 2011
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Sounds very interesting, but I am one of those weirdos who doesn't have much of a problem with first person platforming. The main problem I'm seeing is that you are laying out a WHOLE LOT of features, and doing them all, especially with the indvividual/very small team you seem to be picturing, would be a pretty intense task and it seems inevitable that something would slip through the cracks. You might want to try some smaller projects first, each focusing on a particular element, before diving headlong into this monster task. Not only will it help you tweak the ideas, but you can generate some hype, as long as the games are good in their own right. Also, concerning the RPG elements, doing them well and organically might be a bit of a challenge. No one is going to want to grind bank accounts to get a tool that lets them make doors faster. Acquiring the abilities should seem like a natural progression of the character's increasing skill. And of course, considering the character is all about beating the system, shouldn't stealing the new tech be a perfectly viable option, as well as buying it? Just my two cents. Now if this game actually came out, exactly as you're describing it, I'd be stoked to play it, but a lot happens on the journey from idea to object. If you can get some kind of dev build up and running and show off a bit of it, it might help with some of the heavy skeptisism this project is currently receiving.
 

Bruce

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Jun 15, 2013
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It sounds a lot like Remember Me - in that's its got a lot going on in there.

I would consider not even having a combat system. Have it that the guards or agents catch you, you're done. You've already set yourself quite a task, and sometimes simply skipping a mechanic is better than having a mediocre one.
 

Hydro14

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Sep 23, 2010
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Given that you've received a fair bit of negative feedback on the RPG elements, can I suggest an alternative: Metroidvania? You've already mentioned an open-world hub (which I assume must also be in cyber-space based on your graphics limitations) so the exploration elements aren't a stretch. It also bypasses the problems you might run into with platforming based powers where a specific puzzle is either inordinately difficult or too easy based on what powers they have because you will know exactly what tools a player has access to at what time. All this, while still preserving the sense of character progression which is the main purpose of the RPG mechanics you describe in the first place.
 

BabuNu

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Nov 19, 2009
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Sounds like a cracking idea to me, and it sounds like something that you're really passionate about so I say go for it! If I were you, I'd include the RPG elements too, I know they're a bit token these days but I quite like the option to unlock new abilities and feel like I'm getting stronger.

I wouldn't worry about things being too ambitious, generally when you're making a game, there almost always a way to achieve what you want, you just need to figure it out. Just for a bit of fun, I started making a "battle simulator" in batch. 15 months later and it's exploded into this huge RPG and I've had to utilize the language in ways that I never thought were possible.
 

Arnoxthe1

Elite Member
Dec 25, 2010
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Honestly? I don't think you're going to finish this.

And about your ideas, well, I'll just quote someone who is much better in this field than I.

Ken Levine said:
A lot of people tell me: "I've got a great idea for a game." Frankly, who gives a crap? A great idea is meaningless. A great idea that leverages your existing technology, gets the team excited, is feasible to do on time and budget, is commericially competitive, and, last but not least, floats the boat of a major publisher... Now you have something.
Since you're planning on working on this yourself though, I think you can safely disregard that last requirement.
 

BabuNu

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Nov 19, 2009
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Arnoxthe1 said:
Honestly? I don't think you're going to finish this.

And about your ideas, well, I'll just quote someone who is much better in this field than I.

Ken Levine said:
A lot of people tell me: "I've got a great idea for a game." Frankly, who gives a crap? A great idea is meaningless. A great idea that leverages your existing technology, gets the team excited, is feasible to do on time and budget, is commericially competitive, and, last but not least, floats the boat of a major publisher... Now you have something.
Since you're planning on working on this yourself though, I think you can safely disregard that last requirement.
Surely that's assuming that the plan is to make some money off the game? If he just wants to create a game in his spare time and then put it on the internet for free then I say go for it.
 

SweetShark

Shark Girls are my Waifus
Jan 9, 2012
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MMMmmm...sound interesting I must say [the way I am imagine it], but my first suggestion is to not only have elements from Mirror Edge.

See how I imagine it:

You are a 40 years old man wearing a grey suit. You are also have a brown leather heavy briefcase with you.
You go inside to one of the many high-security banks inside your town.
At first the armed cyborg police men scanned your briefcase, with their eye scanner attached to them. They didn't found nothing dangerous or suspicious, so they ignore you after few seconds.
You take a ticket and you wait for your turn for an assistant to help you. But you don't want that.
You very carefully and lightly press a button that it is exacly to the back of your head. No one can see it because of the fake hair you have for a cover.
You are at last inside. This time the programm is more straight foward: A giant door of the safe in front of me and a 20-30 A.I firewalls to eliminate me. Also there is a security program. It doesn't detect me yet.
Well, if I first destroy the security programm without see me, then..........I think my shotgun ill be a good choice. Yes indeed it will be. I love to get close to this walls and make a giant holes to their no-existance guts.
Time to play.

To be continue.
 

saintpinhead

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Sep 25, 2010
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Arnoxthe1 said:
Honestly? I don't think you're going to finish this.

And about your ideas, well, I'll just quote someone who is much better in this field than I.

Ken Levine said:
A lot of people tell me: "I've got a great idea for a game." Frankly, who gives a crap? A great idea is meaningless. A great idea that leverages your existing technology, gets the team excited, is feasible to do on time and budget, is commericially competitive, and, last but not least, floats the boat of a major publisher... Now you have something.
Since you're planning on working on this yourself though, I think you can safely disregard that last requirement.
Really that would apply to triple A games, but for an Indie game that doesn't entirely apply here. Look at minecraft, it is a huge hit and it doesn't look great, doesn't boast a huge group of developers, and was started as a beta that expanded into a full game. Even if he doesn't finish this, his heart is in the right spot, and needs encouragement rather than someone telling him "who gives a crap". There is quite a lot of work ahead, and if the OP plans on finishing then better make time and become very dedicated. As for the major publisher, that would only matter if the OP takes it in that direction. We are in a time that indie games are popular for their creative approach.
 

Glaice

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Mar 18, 2013
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Sounds better than any other generic FPS AAA Publishers push out these days..
 

purf

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Nov 29, 2010
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James Joseph Emerald said:
By the sound of it, this is really cool. Buuuut, I'd like to mention two things. First, random stranger on the internet, I don't know your skills, but I have a certain feeling that they're not good enough to pull off the 1st person Mirror's Edge thing, sorry. Making this work, look and feel well is freakingly hard.
Two, You lost me around me "Character" and "Story". In my wildest dreams I imagine a gameplay between Mirror's Edge, Gunpoint and a dash of Minecraft because "configurable" environments. None of those are particularily interesting becasue of their story...