The REVERSE Person Shooter

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xXAsherahXx

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Apr 8, 2010
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I like your idea.

Perhaps a good way to work that in would be to play on both sides leading up to one huge blowout at the climax of the game in which characters the players has grown very fond of die on both sides.

Just a suggestion though, it's your idea.
 

Averant

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Jul 6, 2010
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Hah. This reminds me of an Xkcd. Fits what you're talking about pretty well.

EDIT: slightly ninja'd but the poster didn't actually post what the comic was.

 

Dan Steele

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Jul 30, 2010
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That is an amazing idea sir, my friends and I are trying to create an original game from scratch. Would you mind if we used this idea?
 

Biosophilogical

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Jul 8, 2009
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Mr. Underson said:
Interesting idea. I dont think many people would have a problem with it, unless you played as the other characters first.
Which raises the issue if you don't: How do you have a protagonist that you kill and yet manage to have a game longer than one cutscene? I mean, if you kill them, that's it, you'd have to spend the game being killed because you aren't allowed to kill these guys (otherwise the story ends). I mean, pick your favourite shooter, now imagine being the bad guy without altering the story. Either you die, or you end the story. The only way I can think of this working is if you play as a double agent or something, where have your 'unit' of close and likeable protagonists, then whenever you split up (and you make 'logical' arguments to do so), you sabotage the missions until at the end one of them walks in on your sabotage and you have to kill them in hand-to-hand combat, one at a time, hunting them down while they plead with you to remember the good times you all had together.
 

Lucane

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Mar 24, 2008
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Ephraim J. Witchwood said:
Soviet Heavy said:
It is dependent on how well the game makes players care about the characters. Killing someone with an identity is much harder than killing a blank slate.
Not really. In the end, it just pixels on a screen

Same here I kill people... in video games... all the time with or without a name and face, the faceless masses and look a likes are like that to save on character design most people don't look like anyone one in their town/city unless their related so having a 50 guys with the same face is more of putting than 50 ski-masks on 50 guys from the same enemy forces.

I've never heard of people being more okay with shooting storm troopers than people without helmets(I mean if that was a real life combat side effect and not just but for vision on their side wouldn't people never want to wear them?)I thought the idea was it's more intimidating to the enemy that your never really sure who your fighting at anytime is it a rookie? A vet? Are they scarred? not knowing can cause a kind of fear to develop.
 

Nosense

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May 24, 2010
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Sounds a little depraved to be honest, but the mad scientist in me wants to see the end result. I shall play it....FOR SCIENCE!
 

johnstamos

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May 17, 2011
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didn't star wars battlefront already let you play as a faceless stormtrooper or droid. i think so ...
 

Tdc2182

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May 21, 2009
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Star Wars Battlefront 2?

Edit: ninja'd

johnstamos said:
didn't star wars battlefront already let you play as a faceless stormtrooper or droid. i think so ...
 

Alanj95

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Aug 20, 2010
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Give the mooks the ability to recognize deaths and have each group of them have randomized relationships between each mook, and also give them special behaviors if a close squadmate was killed. Ex: You shoot down the first of the group you see and his bro/lover "hears" the gunfire and comes running. Upon seeing his bro's/lover's corpse, he starts shoot erratically in your general direction yelling in grief about his dead friend/lover/whatever/moose.

Edit: Also have the mooks vocally communicate when you are in a fire fight with them, giving updates on squadmates and having their voices noticeably hysterical if their numbers are low.
Give the last mook alive behaviors that involve cowering and running.

Also have atleast 5 random personalities, and over 26 random names.
 

Subwayeatn

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Jan 28, 2011
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What if, there are no "stormtrooper" like characters. It was all main characters.

Instead there are multiple groups with their own stories on their own paths. BUT, YOU control ALL of them. And the conflict arises when these groups are put into situations that get in the way of each other.

Say group A and group B both need shelter for the night. They both find the same shed. But it's too small for both groups. Since your controlling both groups, YOU decide what they do.
Group A could try killing B, or B decides to leave and try to live through the night. (Should be something dangerous at night so sleeping outside isn't safe)

The goal of the game might be to keep a number of groups alive for a certain amount of time, i don't know. But this way, it will be harder to kill a character you like, with a character you like even more, all for the sake of other characters you like as well!
 

johnzaku

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Jun 16, 2009
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I think that's a pretty great idea.

I must say it needs a little polish, but really, I like it.

For instance, L4D2 did a neat thing like this with the zombies.
 

blankedboy

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Feb 7, 2009
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Suilenroc said:
be the faceless masses? does this count as a 2nd person shooter?
No, a second person shooter would have a camera facing the actual player and splicing their movements into the game or something. EyeToy is a good example of second-person gaming.
 

Mr.Floppy

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Jan 14, 2011
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Sorry for the wall of text, but I had to get this into a single thought.

I thought about two occurences during WW1 when I read this.
The first story goes that the Americans were shelling a little too close to a German hospital, so the germans sent over a runner and they brought an American officer behind german lines and showed him. When he got back he told them whats up and they quit shelling that area.
the second story is the famous christmas when both sides called a ceasefire and went and hung out together in No Mans Land for a day.
Both of these occurences show how similar the soldiers are, how much their wants are exactly the same. Think about it, your average Joe blow was probably drafted into the war, and all he really wants is to go back to his wife and kids, or his girlfriend, or even to go to college or something normal, something that everyone wants. The trick wouldnt be in characterization, the trick would be in making the two opposing sides seem eerily similar to each other.

my thoughts on the execution of this game would be something like this: the setting would have to be during another world war. A war where entire countries get drawn up into the fight out of mere bureaccracy. Something similar to WW1 where there were petty alliances between countries, then a small rebellion took place and the whole thing just escalates out of hand very rapidly and the countries involved didn't really have a stake in the fight to begin with, but they have their alliances to various countries and the whole domino effect of declaring war happens just like it did back in early 1900s. (seriously, go look it up. WW1 started in with turks and some other nobody country and wound up involving major world powers).
The people involved are two spec ops groups, one on either side of the conflict.
the first group you play as, the "winning" side, was created solely to destroy the spec ops group on the opposite side, because the opposite spec ops group was doing so badass and was doing too much damage. throughout the story, you hunt them down through various major battles, ambush them once or twice to seriously screw them up, then the final act is your last confrontation with them, culminating in the second in command being the final man standing and your character looking him square in the eyes before executing him.
the second group you play as is the one that you just spent an entire act hunting down and killing. It starts with their formation, and takes them through the battles that got them their status as a badass spec ops unit (the same status that got them a group specifically assigned to them) and then follows them as they get ambushed and have their numbers dwindle, see their commanding officer get killed, deal with all the crazy crap that happens to them in the "winning" campaign, but from a "losing" angle, all the way up to the final scene where your character (the second in command) having a barrel put to his forehead and gunned down.
both acts would focus on the normalcy of the people involved, how both sides weren't brainless, marcus phoenix meatheads or demonic hellrazers like what they thought of each other, they were fathers and wives and brothers and sisters and daughters and sons that were simply assigned a job. They would have to make both main characters relateable, so you find yourself agreeing with their ideologies and what they do and say, because they are so freaking normal (and not making one side demonic like what they did in battlefront, where the recorded catchphrases include "destroy the rebel scum." not exactlty relateable material) despite that they are opposing each other the whole time, so that you are torn between which side was "good" and which was "evil."
and I'm pretty sure the whole "kill the main character" thing would work, since they did it in CoD4.
 

matrix guardian

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Feb 6, 2010
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Mr.Floppy said:
Sorry for the wall of text...-snip- see above
This actually sounds like a pretty cool idea. I like it. I think it would be cool to have two different versions of the game, or a playthrough A and a playthrough B. So mode A you play the "winning" team first, and then switch to the "losing" side. And mode B you play the "losing" side first and then switch to the winners. It would be neat to compare how differently those two experiences felt. Because in mode A, you kill off the other team, and then later play as the characters you just killed. You get to know them and (hopefully) like them, but all the while knowing that YOU killed them. So it would be a cool moment when they eventually die, you are essentially getting killed by yourself in a way.
And then mode B will offer a totally different feel. You play as the losing side, again getting to know the characters and (hopefully) starting to like them, and then the other team comes and kills everyone. Then you switch, and play through as the other team, whose mission objective is to perform the killing of those characters you were so fond of. And again, by virtue of having "been" that character in the first part of the game, you'll come to a point where you are supposed to kill "yourself." This is a very cool concept. And I think what could make it a very very cool experiment is to have two different copies of the game. One has mode A as the default, and one has mode B as the default, and then have the other mode unlockable. So each copy of the game would have a 50/50 chance that you would play mode A or B for your first playthrough. So, that way about half the people would get experience A and half would get experience B and then they could compare and contrast what their differing experiences were. (Because playing one mode after having already played the other won't have the same effect as someone playing that mode on the first runthrough). Man, I'm really liking this idea. I hope someone makes this game.
 

fix-the-spade

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Feb 25, 2008
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Soviet Heavy said:
What do you think of this idea?
If you have a Xbox (or a N64, but...) get Perfect Dark and try Counter Operative mode. It's a two player mode that's more or less what you describe, one player gets to big badass Joanna Dark, the other plays as (often several of) the faceless mook security guards. It's quite tense playings as the mooks, but also very frustrating as you have to face unwinnable situations ninety percent of the time.
 

Prince Regent

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Dec 9, 2007
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Psychology isnt the only reason that faceless enemies are well faceless. It simply saves memory usage.

A quote from the vault (the Fallout wiki)

During the battle at Hoover Dam, most NPC wear masks. This has been motivated by J.E.Sawyer as an attempt to reduce memory usage, since "FaceGen/FaceFX data can be expensive". This is very true on consoles.

Your idea itself seems like a 2d person shooter.