Keava said:
I think it would actually be interesting to make a new typ of game. Of of the gritty realism you mentioned. I knowmy ideas are incredibly flawed, but I'd love to see where it goes. You see all these mafia games of dricing around, doing contract hits on "Made Men" and when you go to jail, you come out and feel no remorse and can still go on your killing spree.
Now the Irish Mafia was interesting: they didn't have the "No women, no children" rule. The IRA set bombs in squares where anyone could die. There were select members of the mob however that rerfused to do this, and it was a personal decision. I would love to have a videogame where the Irish mob asks you to perform dark work, and you have the option to botch the job and make it look like a mistake and go rogue.
Obviously a "Botched" job would not please the Mob, and the more consecutive jobs you abandon, the faster the game goes from "doing jobs for the family" to "fighting for your life."
One mission could ask you to plant a bomb in a square, but last minute you find out there's a field trip for kids there one day, or you're to assassinate a woman with you bare hands. I know this idea will never fly, but every now and then, give it some shocker value.
Mowing down crowds of civians turns them into sheep. It doens't mean anything because well.... You can do it anytime you want. GTA doens't have civilians anymore, it has targets that people go on a frenzy to punch holes into at their leisure. There is no effect on the player from one death to another. If you are told "Do THIS! We know there will be kids there, but too fucking bad, plant the bomb!" What would you do?
Specific, intended targets make the player think. Waves upon waves of targets that you have the option to kill don't.