I like XKCDs "every time you kill someone, it plays a 2 second clip about what they hoped to achieve with their life" idea.
EDIT: Ninja'd
EDIT: Ninja'd
Pretty sure that Yahtzee published an article on this very website about exactly this.Soviet Heavy said:Remember how THQ wanted to convince us that Homefront would make killing carry an emotional impact? And how it failed utterly the moment your character's rescuer slammed a truck into your bus killing other prisoners?
I had a funny thought about how to give an FPS that impact. Play as the faceless mook.
[...]
What do you think of this idea?
A very interesting concept, though I can't help feeling it might be a little jarring.Soviet Heavy said:snip
Also intriguing. Kind of a hopeless guerilla warfare kind of situation. Perhaps seeking to find any prisoners before trying to escape? Witnessing your friends being brutally executed etc.zHellas said:Hmm... I'm thinking more like you are one of the faceless mooks, and after a few days of chatting with your buddies, doing some stupid guard duty where the only real threat was some baby in a stroller nearby left unattended for a few minutes, suddenly the "good guys" of a stereotypical burly, gritty brown "'MURRIKA, FURK YEAH!" FPS burst in, mocking & slaughtering you and your friends.
And you decide to try and survive through the onslaught (not win, just survive.) by stealthily moving around, occasionally fucking with the "heroes" whenever and if you can by sabotaging their equiptment, the path to what they're looking for, etc.
this is cool, you would need to execute the story correctly so that the cops actions were justified with him knowing full well that he was going to bust the peeople he was with. Or else use amnesia (bleh!)brunothepig said:A very interesting concept, though I can't help feeling it might be a little jarring.Soviet Heavy said:snip
So, different thought. The player is a cop, working deep undercover in a street gang or whatever. Shhhh, don't tell the player. So, for a while they do things for the gang, learning about why some people fell into a life of crime, getting to know the characters and shit. Then you have to bust them. It could also make for some confrontational scenes, since the player wouldn't just be shooting them, they'd have to speak to them after.
Yeah, it would take some impressive story telling. So definitely no amnesia! Then you know, your partner in crime escapes, you have to hunt him down. Could even have a proper "moral choice" at the end, bring him in or let him go? No cut and dried, good or evil bullshit haha.Mr.Floppy said:this is cool, you would need to execute the story correctly so that the cops actions were justified with him knowing full well that he was going to bust the peeople he was with. Or else use amnesia (bleh!)brunothepig said:A very interesting concept, though I can't help feeling it might be a little jarring.Soviet Heavy said:snip
So, different thought. The player is a cop, working deep undercover in a street gang or whatever. Shhhh, don't tell the player. So, for a while they do things for the gang, learning about why some people fell into a life of crime, getting to know the characters and shit. Then you have to bust them. It could also make for some confrontational scenes, since the player wouldn't just be shooting them, they'd have to speak to them after.