Ways to make a Zombie game innovative again.

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Straitjacketeering

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Left 4 dead, like almost all other zombie games, is fun although they all seem to be beating an undead horse when it comes to actual innovation in my opinion.

What are some ways that you think could change Zombie games and make their rotting flesh all fresh and new?
 

Rocksa

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Jul 26, 2008
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They could play it as you actually being a survivor of a zombie apocalypse. What I mean here is that you have to barricade yourselves in safe houses, go out and try to find needed supplies, and basically just survive.

Could play out a bit like this. You're trapped in 'big arse city' which is currently overrun with the undead, curiously enough though, they're only really active during the night. So, with this game we have a set day/night cycle and a sandbox type of world going on already. Now then, you need to make it to the other side of the city to an evac point. The catch is that you won't be able to make it in just one day, and you're still going to need food and everything else to make it, so you'll scavenge during the day and try to find a safe place to hole up at night. During the course of the game you'll meet other survivors that you can more or less recruit, some have special abilities to be able to make things for you, some help scavenge, some will actually join you on hunts, etc. Throughout the whole thing you'll be given a choice of moving your base or to just fortify the hell out of your starting one, even if it does end up being very cramped. You'll also have the option to spread out your survivors to multiple bases, or clump them up, or if you're a jerk, clump them up and make them zombie bait while you sneak towards safety. There's safety in numbers, but then the larger the group of people, the more zombies you'll have heading for them.
 

The Rusk

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May 25, 2008
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Possession looked like it could be pretty cool and innovative. Shame it got cancelled :(
 

Jumpman

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In the dawn of the dead series, much of the conflict comes not from the zombies themeselves, but from the disagreements between the survivors. The extreme circumstances of the zombie apocalypse provide a prime stage for complex character studies and conflicting viewpoints.

I realize when most people think of a zombie game, the characters are really just an afterthought to the carnage, but what if it was the other way around? what if you had some really complex characters with different agendas who became gradually more and more desparate as the zombies close in, forcing you to make alliances and break them just to stay alive? What if the real enemy wasnt the Zombies, but instead the guy who had your back?


Also, what if it was on mars? just sayin...
 

M0rp43vs

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Jul 4, 2008
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What if you were a zombie and had to help your friends take out the last few survivor. well, that sounded better in my head. but i'm with rocksa. that sounds really cool. wait, how bout as a mmorpg? except to not make the survivors overwhelm the zombies, spread them out on different "continents". (If one continent can survive a zomb-ocalypse, other surely can.
 

axle 19

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Aug 2, 2008
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The zombie idea in videogames has pretty much been beaten to death. As far as innovation goes, I agree mostly with some of the above. A zombie game in which you have to defend your self with whatever you can find in a big open world would most likely be the next step. Think an open ever changing destructible city and you are one of the survivors with an ever increasing number of zombies trying to kill you. You try to escape the city as best you can maybe save some people along the way or die trying.

Zombie games are always about shooting the zombies but in a true survival situation what's to say your going to have a gun handy. Fight the zombies with anything you can find from pieces of wood to chairs to appliances. The genre is by no means dead and can still be improved
 

JakalMc

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Nov 26, 2008
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Rocksa said:
They could play it as you actually being a survivor of a zombie apocalypse. What I mean here is that you have to barricade yourselves in safe houses, go out and try to find needed supplies, and basically just survive.

Could play out a bit like this. You're trapped in 'big arse city' which is currently overrun with the undead, curiously enough though, they're only really active during the night. So, with this game we have a set day/night cycle and a sandbox type of world going on already. Now then, you need to make it to the other side of the city to an evac point. The catch is that you won't be able to make it in just one day, and you're still going to need food and everything else to make it, so you'll scavenge during the day and try to find a safe place to hole up at night. During the course of the game you'll meet other survivors that you can more or less recruit, some have special abilities to be able to make things for you, some help scavenge, some will actually join you on hunts, etc. Throughout the whole thing you'll be given a choice of moving your base or to just fortify the hell out of your starting one, even if it does end up being very cramped. You'll also have the option to spread out your survivors to multiple bases, or clump them up, or if you're a jerk, clump them up and make them zombie bait while you sneak towards safety. There's safety in numbers, but then the larger the group of people, the more zombies you'll have heading for them.
A Sandbox zombie game is something that I reckon could really be pulled off. Nice idea.
 

bkd69

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Nov 23, 2007
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It should play out just like Shaun of the Dead or 28 Days Later.

Make it an MMORPG, with a limited signup window, say, 8 weeks prior to Z-day, and a definite endtime, say, one year after launch.

In the 8 weeks prior to Z-day, communities will form, countryside will be explored, and the occasional skirmish with zombies will occur. On Z-day, signup is closed, and World War Z begins.

Now, just like the movies, humans will need food and water to survive, as well as ammo and medicine. As tempting as it is to allow characters to starve to death, perhaps it best to keep them alive, but severely degrade their abilities to the point of total incapaciation, so as to force hard choices on their companions.

Being infected by a zombie means you turn into a zombie, which entails first, a complete regeneration of stamina, which starts a steady, constant decrease. As your stamina decreases, whatever infographic was used to show food and health boosting stuff is now applied to your boon companions. If you let your health drop too low, so as not to attack your boon companions, you'll lose control of your avatar, and it'll just go ahead and attack them, until it get some braaainnnssss and restore your stamina. If your zombie avatar is killed, you'll simply respawn in a nearby zombie avatar. If you don't want to become a zombie, you'll have to die before you get braaainnnssss, or your stamina drops too low to lose control, to avoid being perpetually respawned into zombie avatars. Suicide and player killings will always be options.

After Z-day, playing as a zombie will be free and open to the world at large, though some nominal registration fee might entailed for statistical tracking and achievement/trophy purposes. Players will get two sets of achievement tracks, one track for survivor play, and a second track for zombie play.

Some crafting should be in there as well, to create improvised weapons and defenses.
 

scnj

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Nov 10, 2008
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Rocksa said:
They could play it as you actually being a survivor of a zombie apocalypse. What I mean here is that you have to barricade yourselves in safe houses, go out and try to find needed supplies, and basically just survive.

Could play out a bit like this. You're trapped in 'big arse city' which is currently overrun with the undead, curiously enough though, they're only really active during the night. So, with this game we have a set day/night cycle and a sandbox type of world going on already. Now then, you need to make it to the other side of the city to an evac point. The catch is that you won't be able to make it in just one day, and you're still going to need food and everything else to make it, so you'll scavenge during the day and try to find a safe place to hole up at night. During the course of the game you'll meet other survivors that you can more or less recruit, some have special abilities to be able to make things for you, some help scavenge, some will actually join you on hunts, etc. Throughout the whole thing you'll be given a choice of moving your base or to just fortify the hell out of your starting one, even if it does end up being very cramped. You'll also have the option to spread out your survivors to multiple bases, or clump them up, or if you're a jerk, clump them up and make them zombie bait while you sneak towards safety. There's safety in numbers, but then the larger the group of people, the more zombies you'll have heading for them.
I thought of something like this a while back, except I had the idea of having to go out into the city and get parts to repair a bus (kind of like in the Dawn of the Dead remake) to break through the military barricade.

I'd also like to see a zombie game not set in the modern day. A sort of steampunk zombie game, using old style weapons and technology.
 

Simalacrum

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Apr 17, 2008
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story never really comes into play with a lot of Zombie games (or movies), why not try and weave some of that in there? for example, the protagonist could be a student in medicine, and his girlfriend has been infected, along with most of the global population. as well as surviving you find clue's as to your zombified g/f's whereabouts, and you have to find medical books, etc, to find a way to cure the infection. you could then (as other people have already mentioned) try and interweave betrayal and such into the story as well; there could be a lot of mistrust within the survivors, so you also have to fight off other survivors during the day (over food, water, basic supplied, etc), while fending off the zombies at night. you can try to use diplomacy to try and team up with other survivors when you meet them, but theres also a chance (depending on the character/personality of the other survivor) that it won't work, and you'll have to fight them.
 

Danny Ocean

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Jun 28, 2008
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Well, I'm looking forward to what the GECK will throw up. Someone's bound to make a zombie mod, what with the extisting open-world aspect of that game. If only they could make it MMaO, so that you could just find other random people wandering around and have to team up.

There has to be other motivation besides 'survival' or else people will get bored. What happens when you log off? What if you inadvertently killed your team-mates? Do you get a bad reputation, or does no-one ever know (except a few seriously pissed zombies)?
 

Rocksa

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axle 19 said:
The zombie idea in videogames has pretty much been beaten to death. As far as innovation goes, I agree mostly with some of the above. A zombie game in which you have to defend your self with whatever you can find in a big open world would most likely be the next step. Think an open ever changing destructible city and you are one of the survivors with an ever increasing number of zombies trying to kill you. You try to escape the city as best you can maybe save some people along the way or die trying.

Zombie games are always about shooting the zombies but in a true survival situation what's to say your going to have a gun handy. Fight the zombies with anything you can find from pieces of wood to chairs to appliances. The genre is by no means dead and can still be improved
Maybe toss in a nice crafting system there. Allow the player to do stuff like mix that bat with those nails to come up with a nasty spiked club, or let them weld that cardoor handle onto that stop sign to make an improvised shield. Let them barricade themselves into that auto garage with that ambulance and let them transform it into a mobile weapons platform capable of picking up survivors from crowds of zombies.

Also, if we go sandbox here, how about putting things like radio transmitters, radio towers, and power generators in there. Building have gas powered generators that will, of course, need gas, which means you give the player a reason to leave the safety of their base to go on supply runs, either that or give them a reason to abandon their base of operations. Likewise with the towers and transmitters. Maybe we make the zombies attracted to these somehow, pass it off as it being the heat and/or noise that makes them come close and subsequently destroy these things, which means that the player will be forced to either go out and repair these things (also forcing them to scavenge for parts here) or be faced with a communication blackout that can potentially leave them unable to find pockets of survivors to fill their own groups ranks with.

I also wouldn't mind seeing an army mechanic in place here, something like what we had in Kingdom Under Fire, or at the very least some squad based mechanics, like what we have in games like Rainbow Six.

The Kingdom Under Fire approach would lead to some pretty epic battles with the undead, maybe you have some riflemen take up posistions on rooftops while you have some machinegunners run down the alley with you, using yourselves as bait, you wait for the zombie horde to chase you into the alley before the riflemen open fire and the demolition men you had in hiding spring forward to blow up both ends of the alley, trapping the undead in a shooting gallery.

On the other hand the Rainbow Six approach leads to some less epic but more suspenseful encounters, it also opens up the possibility of showing off your fellow survivors as being actual people instead of just faces in a crowd...plus you can show the player that they also have to worry about the guy that's supposed to have their back, especially when Frank, the father of the missing girl your looking for suddenly finds her teddy bear and runs off screaming while you're trying to carefully sneak your way through a zombie infested hospital. You look to your right, Harvey, the grizzled vet that came along with you has already went running around the corner after Frank, you try to follow, and you quickly hear Frank's cries cut off with an 'Ooomph'. You round the corner to see Harvey holding Frank down on the ground with a hand over his mouth telling him to hush. Frank pulls away from Harvey's grip and screams out for Emily again, frantic this time. If only you'd been closer you could have seen the desperation and fear in his eyes, you would have known that there was no reasoning with him, and that he'd only keep screaming until you either found the girl or the undead found you. Only you're not close enough to see this, but Harvey is, and now you get to watch as he swiftly snaps Franks head to the side, a loud crack echoes the air as Frank goes silent. You stand in disbelief as Harvey looks at you as if to say "it had to be done, him or us". The silence is palpable, and then you hear it, weeping. You look behind you to see a small scared girl step out of the shadows, she rubs her tear stained eyes and simply whimpers "daddy?". Yeah, the small squad, 'Rainbow Six' approach would let you really see the drama's play out, and would also give you some pause to consider the people that you're picking to take along on your little scavenger missions. Harvey's a grizzled vet, trained soldier, crackshot, great in a fight, real survivalist, but he's also a cold blooded killer that won't hesitate to kill someone to protect himself. Frank's the guy next door, the do anything for a neighbor guy, the one that won't hesitate to throw himself in harms way to save you, but he's frantically looking for his kid, and will quickly go off the deep end if anything happens to her. Maybe you should have brought Jake instead of Harvey, after all he's the weekend warrior, trying to be all he can be, reservist, he's just as good in a fight, but he's stupid, he's seen too many action hero flicks and thinks of himself as the hero of this particular horror, and he thinks that makes him invincible.

So, yeah, we definitely need to make some good survivor characters here that the player will be able to become attached to, or, at the very least, come to depend on for their unique talents and special abilities. The player will also have to try to please and get along with these people, and anticipate which might be a hazard to a mission or to eachother. Also, while on the topic of survivors, give each one a special talent or ability, make them useful. I mean, Dead Rising had a ton of survivors for you to find and rescue, but once you rescued them that was it, they didn't do anything for you (except for a few rare exceptions) and ultimately they only mattered to you if you were going for an achievement. Give the survivors the player can find a real use and make the player actually want to find and rescue them all. Using the examples above. Frank was an emt, he can help heal you, and at your base he can help heal the rest of your psuedo army as well and keep everyone in fighting shape. Harvey knows a lot about war, and he definitely knows how to hold a posistion, if he's with you he's a great fighter, if he's at the base, then he benefits you by being able to help fortify it beyond what others normally could. Jake is the reservist, he's a great guy to have watching your back since he's all gung-ho soldier, but at your base he's able to help train and coordinate some of your less combat oriented survivors to be a lot more effective at defending your base of operations.
 

curlycrouton

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M0rp43vs said:
What if you were a zombie and had to help your friends take out the last few survivor.
Sounds like the Versus mode of Left 4 dead to me. Maybe you should consider buying it.
 

J-Man

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Rocksa said:
They could play it as you actually being a survivor of a zombie apocalypse. What I mean here is that you have to barricade yourselves in safe houses, go out and try to find needed supplies, and basically just survive.

Could play out a bit like this. You're trapped in 'big arse city' which is currently overrun with the undead, curiously enough though, they're only really active during the night. So, with this game we have a set day/night cycle and a sandbox type of world going on already. Now then, you need to make it to the other side of the city to an evac point. The catch is that you won't be able to make it in just one day, and you're still going to need food and everything else to make it, so you'll scavenge during the day and try to find a safe place to hole up at night. During the course of the game you'll meet other survivors that you can more or less recruit, some have special abilities to be able to make things for you, some help scavenge, some will actually join you on hunts, etc. Throughout the whole thing you'll be given a choice of moving your base or to just fortify the hell out of your starting one, even if it does end up being very cramped. You'll also have the option to spread out your survivors to multiple bases, or clump them up, or if you're a jerk, clump them up and make them zombie bait while you sneak towards safety. There's safety in numbers, but then the larger the group of people, the more zombies you'll have heading for them.
Seconded. If I may, I shall throw in a suggestion. Due to the horrific trauma of a zombie apocalypse, survivors may become hysteric. You must now socially manage the people around you, before they end up getting you all killed.
 

vede

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Dec 4, 2007
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AGAGAGAGAGH!!!

Random city generators!!! I just get more and more enthusiastic every time I mention this!

Also, playing a game recently (which, curiously, had nothing at all to do with zombies, but actually involved aliens, but the alien swarm reminded me of zombie hordes, and I got the idea) gave me the idea (mentioned parenthetically) for teleporting zombies.

Zombies that have limited teleportation capabilities. I think it (would make almost no sense at all) would add to the tension if it were done in a way so as to remain fair to the player.

Best zombie game possible == random cities, realistic mechanics (for health and ammo and such) (but which can be toggled in options), arcade style gameplay (as in, the whole point is to rack up points), kick-ass physics engine (graphics don't matter, physics would be important, though).

That's as good as it gets.
 

Thaepheux

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Dec 30, 2008
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Rocksa said:
They could play it as you actually being a survivor of a zombie apocalypse. What I mean here is that you have to barricade yourselves in safe houses, go out and try to find needed supplies, and basically just survive.

Could play out a bit like this. You're trapped in 'big arse city' which is currently overrun with the undead, curiously enough though, they're only really active during the night. So, with this game we have a set day/night cycle and a sandbox type of world going on already. Now then, you need to make it to the other side of the city to an evac point. The catch is that you won't be able to make it in just one day, and you're still going to need food and everything else to make it, so you'll scavenge during the day and try to find a safe place to hole up at night. During the course of the game you'll meet other survivors that you can more or less recruit, some have special abilities to be able to make things for you, some help scavenge, some will actually join you on hunts, etc. Throughout the whole thing you'll be given a choice of moving your base or to just fortify the hell out of your starting one, even if it does end up being very cramped. You'll also have the option to spread out your survivors to multiple bases, or clump them up, or if you're a jerk, clump them up and make them zombie bait while you sneak towards safety. There's safety in numbers, but then the larger the group of people, the more zombies you'll have heading for them.
This.
 

M0rp43vs

Most Refined Escapist
Jul 4, 2008
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curlycrouton said:
M0rp43vs said:
What if you were a zombie and had to help your friends take out the last few survivor.
Sounds like the Versus mode of Left 4 dead to me. Maybe you should consider buying it.
Right, forgot. sorry. just said whatever was the top of my head. (that said, I haven't bought a new game in a while. this is what I get for staying with the ps2)