What larger games do you want indie devs to be more inspired by?

Recommended Videos

Aerosteam

Get out while you still can
Sep 22, 2011
4,267
0
0
So we've had tons of games inspired by the Souls series, here are some examples. Even though they're all in different perspectives the basic aspects of what makes up Souls games are there. Obviously those games are hot topic right now so naturally we're getting borderline fan games of them.

But what game (series) that larger devs have put forward would you like indies to follow suit? Like Shadow of the Colossus to Jotun and Titan Souls, Metroid to Axiom Verge and Earthbound to Undertale.

For me, now that the Zero Escape series has ended I want more VN-style games where it has a cast of characters trapped in a secluded location by some mastermind. They of course have to escape in a way that has something to do with killing other characters. It's a genre that doesn't require a lot of gameplay plus with Danganronpa's popularity I'm surprised I haven't seen any indie devs try to do something similar.
 

Bobular

New member
Oct 7, 2009
845
0
0
Usually I want the larger games to take inspiration from the indie ones.

I would love to see more Bioware style RPGs, so if Indie devs could do some cool stuff in that format I'd be all for it. The problem is I think Bioware style RPGs need a load of time and money thrown at them, not usually the kind of recesses available to an Indie Studio, but if anyone managed I would be first in line to have a go.
 

totheendofsin

some asshole made me set this up
Jul 31, 2009
417
0
0
Persona (specifically the style present in 3-5 as I have never played 1 and 2)

I love the time management aspect of balancing normal activities with jrpg style dungeon crawling, and more games that focus on human psychology are always welcome in my book
 

Squilookle

New member
Nov 6, 2008
3,584
0
0
A really good question!

First thing that comes to mind is Battlefield, actually. I love the concept of soldiers and war-vehicles on the same stage, but but I think DICE has gone so far into being an industry juggernaut that when it branches out into, say, WW1 in BF1, gameplay footage reveals it's still the same old run and gun screamfest exemplified by all the latest Battlefield games.

I'd like an indie game that gives you the vehicles and weapons, and then leaves it simplified. Let us discover the great sandbox gameplay rather than funneling it down our throats.

Sort of like a vehicle inclusive version of how Ace of Spades used to be before it went to s#)%

 

Cowabungaa

New member
Feb 10, 2008
10,806
0
0
None, really.

If anything I want indie devs to do their own crazy weird shit. Completely ignore popular trends and such. That doesn't mean that indie devs that take inspiration from AAA games can't be good, but it's not what I'd like them to aim for.
 

SweetShark

Shark Girls are my Waifus
Jan 9, 2012
5,147
0
0
Good idea for a Thread.

Here some games I want to become material for inspiration for indie and AAA companoes:

- Saya No Uta obviously. We need someone to create a similar VS like this, but more lengthier woth more choices. The original was only 2 hours long and had only two choices....

- Copy Kitty. If Mighty Number N9 was like this game it would be awesome. But it isn't....
This game a megaman "clone" with random generated levels with awesome Boss fights. Greatest game ever!! I want other companies copy this game.

Many more I want to say, but maybe later.
 

Mister K

This is our story.
Apr 25, 2011
1,703
0
0
The first one that comes to mind is Jade Empire, because so far (as far as I am aware) the "Magical Medieval China" setting was used only by JE and a few F2P MMORPG's.

Aerosteam said:
For me, now that the Zero Escape series has ended I want more VN-style games where it has a cast of characters trapped in a secluded location by some mastermind. They of course have to escape in a way that has something to do with killing other characters. It's a genre that doesn't require a lot of gameplay plus with Danganronpa's popularity I'm surprised I haven't seen any indie devs try to do something similar.
I think Zero Escape is a solid choice, but for a slightly different reason: I want more visual novels that have SOMETHING in them in addition to text-scrolling and character portraits.

For example, I watched the Team Four Star LP of Nekopara (or however this thing is called). There isn't much to actually do in this game except for reading awfuly cliched and boring story. At the very least add some puzzles, or bullet hell elements, or at the very least allow players to make damn dialogue choices. Jeez, it's not a game, it's a light novel with voice acting.
 

cikame

New member
Jun 11, 2008
585
0
0
I want retro inspired games to move from pixel art to Playstation era graphics, i want to see modern interpretations of Time Crisis, Tekken, Tomb Raider, Soul Reaver, Syphon Filter, Fighting Force, hell even RPG's like Vagrant Story or even huge scale games like Final Fantasy 7. "Retro" doesn't have to be limited to 16-bit platformers.
 

DoPo

"You're not cleared for that."
Jan 30, 2012
8,665
0
0
I'd like to see more takes on what Shadow of Mordor did with the orcs. None of the mechanics around the Nemesis system were completely unique on their own, yet I believe the combination was. Which is a bit strange, given that we've had the technology to do it before hand. At any rate, it was rather fun - having enemies that can progress and advance and you can devote to hunting down and killing or maybe even helping then stabbing in the back or manipulate in order to kill others. Rather fun aspect, that one. The traits system I felt was a really good addition, as well, where enemies could have particular strengths or weaknesses - so sometimes you could exploit the latter or at least try to not fall into the former.

As I said - I don't believe any of the separate mechanics were particularly new - roguelikes have done the "you can meet your killer" bit, for example[footnote]Free off-topic story: I still remember one of the first times I played Dwarf Fortress in adventure mode (which is, just a roguelike in a world generated by the DF engine) - I found some crypt and went in. I thought it'd be really easy to plunder. And it was. Until I entered a room with a lich (or was it a necromancer?) and I died HORRIBLY. My hand got sliced off and then REANIMATED into attacking me - I kept losing more things that turned around and beat me - feet would assault me, my entrails would strangle me, and so on. It took a while until my character died while the mage was sitting on the side doing a very literal and horrifying take on "Stop punching yourself". The next character I rolled very carefully tried to avoid that tomb. I think I did go there at the end and the bits and pieces of my previous character tried to attack me. If I remember correctly, that's when I noped out of that save game and paved it completely - I generated an entire new world because THAT SHIT WAS JUST DISTURBING.[/footnote] and the traits aren't exactly new. Some games, I think have also done the "track down enemies" bit but I don't think I've seen all of them in one place. It makes for quite an interesting mechanic to play against. I'd like to see some more games taking it and trying to do more with it.

In addition, there was some very basic idea in Shadow of Mordor that I'd love to see realised more. I don't even know if it ever was in video game form, but I imagine it might have. I'm talking about the terror system. In short, you can scare enemies into fleeing and you don't really have to kill them then. I've seen some places that do the combat version (kill enough of the enemies and they rest will scatter) but not the straight up "scare them into retreat". I don't know if it was a the game responding to my gameplay or just a generic thing, but when I played I could overhear orcs talking about how scary I was. I think (or hope) that was because I did a lot of the terrorise things. However, what disappointed me is that the enemies would still fight me.

I'd like to see a game where my character could be so legendary scary that they don't need to fight any more. With enough intimidating reputation and throwing an evil look that says "I can kill you, feast on your flesh, burn your home, murder your kin, and not even in that specific order" and they will piss them selves and just leave.

I mean, come on, that's pretty much what happens in most games anyway - enemies just don't respect that in general. For example, in Witcher 3 I've slaughtered countless people and monster all of whom have tried their best to kill me. Do the group of level 4 bandits I meet really think they are going to be the ones that are going to take down Geralt? Even after Geralt opens his palm and incinerates a couple, turns around decapitates a third and then cleaves another one in twain. Do their buddies just go "Perfect - those four really softened him up for us - now it will be a piece of cake for us three to...oh that guy's sword just blurred and Gary is bleeding way too much. Well, anyway, we two can just...oh Bill is definitely not getting any more children...ugh, and I don't think his insides should be outside. Whatever, now I am free to just kill him..." That's not really the only example either - how many games, especially RPGs, have had the main character with a kill count in the triple digits and yet still there are more and more bandits, or robbers, or highwaymen or whatever, that think they can take on the person with a flaming weapon, armour made of the rarest of materials, and so on.
 

Fat Hippo

Prepare to be Gnomed
Legacy
May 29, 2009
1,991
57
33
Gender
Gnomekin
DoPo said:
Enemies reacting to the player's reputation is totally something that could be used to great effect in many RPGs as well. Weak enemies scampering away instead of fighting is cool for two reasons: it rewards the player in a tangible way for his previous efforts, and also eliminates the tedium of fighting weak enemies that pose no challenge. That is unless the player wishes to give chase, in which case he gets to experience his empowerment fantasy, which RPGs tend to focus on anyway.

It would also be interesting if it simultaneously led to more powerful enemies intentionally seeking confrontation. Their motivations could take many forms: they wish to see how they match up against this reportedly dangerous foe because they believe they are even more powerful, or they may simply wish to hinder the player character from dealing more damage to their faction. Whatever the case, this kind of mechanic could be used to implement a more elegant form of the level scaling we see e.g. in Bethesda RPGs. Instead of enemies simply leveling up in different areas along with the player character, we have the weaker mobs running away, while the new and stronger foes intentionally seek confrontation. Instead of breaking immersion, it would strengthen it, while still letting the challenge scale with the player's power without hindering freedom of movement throughout the game's world.

That's the theory anyway. Implementing it would probably be a pain. But like you said, Shadows of Mordor already took some steps in that direction. And if someone pulled it off in a more complete way, it could be very badass.
 

DoPo

"You're not cleared for that."
Jan 30, 2012
8,665
0
0
Fat_Hippo said:
DoPo said:
Enemies reacting to the player's reputation is totally something that could be used to great effect in many RPGs as well. Weak enemies scampering away instead of fighting is cool for two reasons: it rewards the player in a tangible way for his previous efforts, and also eliminates the tedium of fighting weak enemies that pose no challenge. That is unless the player wishes to give chase, in which case he gets to experience his empowerment fantasy, which RPGs tend to focus on anyway.

It would also be interesting if it simultaneously led to more powerful enemies intentionally seeking confrontation. Their motivations could take many forms: they wish to see how they match up against this reportedly dangerous foe because they believe they are even more powerful, or they may simply wish to hinder the player character from dealing more damage to their faction. Whatever the case, this kind of mechanic could be used to implement a more elegant form of the level scaling we see e.g. in Bethesda RPGs. Instead of enemies simply leveling up in different areas along with the player character, we have the weaker mobs running away, while the new and stronger foes intentionally seek confrontation. Instead of breaking immersion, it would strengthen it, while still letting the challenge scale with the player's power without hindering freedom of movement throughout the game's world.

That's the theory anyway. Implementing it would probably be a pain. But like you said, Shadows of Mordor already took some steps in that direction. And if someone pulled it off in a more complete way, it could be very badass.
It's not really that hard to do, though, that's the thing. We have already had games that simulate status/reputation in various ways, so this is an easy extension. In Fable: The Lost Chapters, for example, the more status you have, the more NPCs in towns will react to you - that includes them turning around when you walk past and shouting things. They will even like you more in general (easier to romance them). Then their reaction will be further shaped depending on whether you are scary or not - an evil ass ************ with horns, eyes glowing red, and a suit of the blackest material will send any NPCs scampering crying and fear and running away. If you are a walking picture of Jesus Christ and you literally leave rainbows and butterflies in your wake, then people will have a different reaction.

That was already there back in...2004, was it? Around there, anyway. But it only affects towns - bandits outside will totally keep attacking you even as you swat them away like flies. There are other games that do stuff with status, as well - often it's just rolled with the karma meter, so NPCs will react differently to good/evil. We've had the opposite in places where you can have reputation and if you get particularly high one, you may be left alone[footnote]in Morrowind if you had stupidly high Personality stat then random opponents could be neutral to you because Personality boosts reputation and bandits normally have negative or zero, hence they attack you. Yet with enough of a boost it goes to something like 10 or so, so they won't. It's not REALLY part of the game, though, since you'd mostly get that using cheats and exploits and even if you do it "legit" you can't really converse with bandits or anything. What happens is that bandits aggro and when they get close enough for the Personality modification to kick in, they stop. [/footnote]. It's not a new concept. The Total War series even has the whole "scare enemies into submitting" mechanic - you can have a general who gains the reputation of being ruthless which will shake the confidence of any who oppose them. It's just something that I've never really seen in other games.

Again, we have the technology - the implementation doesn't even need to be that complex - you have an Intimidation stat of some description and if you hit, say, 60 then low level mobs don't attack you, at 80 slightly higher level mobs will be running away. And so on. Intimidation can probably be gotten from equipment[footnote]an armour made of living flesh, ornamented with skulls and constantly oozing black blood may not protect as much against normal attacks but it would subtly (or not that much) remind enemies that if they lose, they'll be added as further decorations[/footnote] and quests (one a choice may have you earn more Intimidation but less gold) and if you want to be really fancy - actions (murder a group of bandits in cold blood and let the last one run away to spread the word).

This could, of course, be expanded further - like building enemy scaling off, as you suggested, for example. Maybe now more dangerous foes will seek you out. Maybe now you have a bounty on your head, so you have to deal with those who want to claim it. At the same time, it might cause trouble like some characters not wanting to talk to you or perhaps the guards/police/law/whatever following you REALLY CLOSELY just in case you cause trouble (where as a character who lacks fame/infamy may be able to remain under the radar easier).

It would be rather interesting if you could capitalise on your infamy as grim version of a pacifist route. Perhaps you aren't really as ruthless and as evil as the rumours claim, however it's still in your best interest to keep those circulating. So you can take actions that increase your intimidation stat in order to avoid fights.
 

Pyrian

Hat Man
Legacy
Jul 8, 2011
1,399
8
13
San Diego, CA
Country
US
Gender
Male
Bobular said:
Usually I want the larger games to take inspiration from the indie ones.
Yeah. I'm just going to go with that. Indie's chasing AAA isn't where it's at.

How about a really pretty, high production value. really big AAA FTL-style game?

Games like LIMBO and INSIDE, but full 3D Mirror's-Edge-style-controls puzzle platformers.

Frozen Synapse with AAA production values.
 

Chaos Isaac

New member
Jun 27, 2013
609
0
0
Dragon's Dogma.

Ai Companions who learn tactics to fight monster types and can fight as, if not more, effectively then their leader? Awesome. Who'll give tips to those who haven't learned so they may become better? Even better.
 

Canadamus Prime

Robot in Disguise
Jun 17, 2009
14,334
0
0
Pyrian said:
Bobular said:
Usually I want the larger games to take inspiration from the indie ones.
Yeah. I'm just going to go with that. Indie's chasing AAA isn't where it's at.

How about a really pretty, high production value. really big AAA FTL-style game?

Games like LIMBO and INSIDE, but full 3D Mirror's-Edge-style-controls puzzle platformers.

Frozen Synapse with AAA production values.
That would only be a good idea if you got the AAA production values without the AAA Executive Meddling.