why are there no WW1 games?

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The Tommy

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Just in case this post got lost in the wash..

I was just thinking... Maybe in a moment of adrenaline you could increase you firing rate like shown in the vid for about a few seconds until out of danger.

Over time you get faster and faster at the re-chambering of rounds as an upgrade.
 

WolfThomas

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Dec 21, 2007
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Here's how I think it could be done, a combination of scripted scenes, but mostly procedurally generated stuff.

The game would start with a pretty standard tutorial, learning how to use rifles, grenades etc. But emphasizing the rigid social structure at the time and the colonial jingoism at the start "tut, tut the war will be over by christmas and we won't have given the kraut a sufficient walloping". You'd probably be a reserve officer or something, fresh faced and straight out of school.

The first mission would be heavily scripted, you getting ready to go over the top for a charge. The atmosphere would be incredibly tense, from the music, the soldiers muttering and the sound of artillery fire. You'd feel scared of going over the top.

Then you'd leap over and run through no man's land while machine guns and artillery obliterate everyone around you horrifically, not a cinematic but rather if you bother to turn to the left you'll see a couple of men ripped to pieces by machine gun fire. Eventually a shell would land near you and you'd pass out.

You'd awake in hospital for a brief moment before it blacks out.

Now the bulk of the game would be about a single large area, your lines (+ no man's land and the germans) and perhaps the nearest village you billet at while on rest.

The game would a fps with rpg elements like STALKER, there'd be NPCs from officers who'd issue you orders, to supply clerks or medical officers who ask you favours (like bringing them so much of x) and just soldiers with great accents and funny senses of humour.

At your lines you'd be able to walk around reasonably safely, you'd have to be careful and crouch through sniper trouble spots, wade through the muck with rats and every now and then you'd hear the crump of artillery and have to seek cover or hit the bottom of the trench.

No man's land would be ever changing and initially very frightening, but eventually you'd begin to learn safe spots, good sniper vantages and the quickest routes as you went out on night patrols. It would change each sometimes not by much, at other times huge differences. Every now and then a flare would go up illuminating the whole area before fading leaving it darker then it was before until your eye readjust.

Missions would consist of repelling German attacks (sometimes fighting in the trenches), assisting artillery and mortars, sniping the German lines, scouting no man's land, ambushing patrols in no man's land, retrieving wounded and dead, and off course attacking the enemie's line.

You wouldn't go over the top often in an all out assault, but you'd dread every time, sometimes you'd be successful and hold a trench, until your relieved or ordered to pull out, but inevitably you'd lose it, and often you'd get wounded/die. When you got killed in game, you'd later wake up in hospital being told you'd been bravely rescued or dragged back. If this happened too many times the game would end with you being sent home crippled or actually dieing and you'd have reload a save or checkpoint.

After every "big show" npcs you'd gotten to know might be crippled/dead, this would be random and depend on what happened in the fight. You might hate certain officers and almost be happy when they bought the farm or change your opinion about them when they do something amazingly heroic. A NPC you like might make you think of doing something risky in the hope of saving them. A wounded NPC might right you letters from hospital or from home if they are crippled.

As the war progressed the nature of combat would adapt, you'd eventually have plane and tank support.

Weapon wise you'd be able to carry three type of weapon:

Primary:
Simple bolt action rifle (both English and German) and would have the advantage of a bayonet
Scoped bolt action rifle
Lewis Gun (later in the game)
Double barreled shotgun (perhaps as award for side questions)
Pump action shot gun (side quest)
Anti-tank rifle (agains later in game)
BAR rifle (later)
Prototype submachine guns (sidequest + later in game)

Secondary
Webley revolver
Mauser semi-automatic or a Luger(captured from Germans)
Colt 1911 (later in war)

Melee:
Bayonet
Bowie knife (captured from germans)
Cosh (steel rod rapped in leather favoured by English)
Improvised trench clubs
Officer's swords
Sharpened shovels
and more stuff

Your pistol and melee could be used together at times. You could also carry a couple of grenades.

A heavy element of combat would be the melee side, either a brutal scuffle in the confined space of a trench or silent killing in the dark of no man's land. You'd be able to perform melee attack like elbowing and kicking like in condemned also.

The gun play wouldn't necessarily be slow paced, I mean Call of Juarez make even older and slower weapons quite exciting. Player would have to get to trying to be accurate and maintain cover before closing in violently with bayonet or shovel.

I should also mention gas and disease. If pushed though gas would create in game, impassible spots in no man's land and another thing you have to worry about on your lines, you'd have to run get a crude gas mask or something.

Disease, could be mentioned quite often (by medical officers, NCOs etc), but would be harder to implement in the actual play. At most things like trench foot and respiratory infection could be implemented as restrictions to running speed, health etc. But anything worse might have to skip by your character, for the shake of maintaining the story.

I've also been thinking that environment having effects on your clothing could be implemented quite well. You start each day with a pristine (well at least cleaner) seat of clothes, each time you hit the dirt and land in mud, the clothing gets dirty, can get torn when going through wire and bloodstained in combat.
 

The Tommy

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BrynThomas said:
Here's how I think it could be done, a combination of scripted scenes, but mostly procedurally generated stuff.

The game would start with a pretty standard tutorial, learning how to use rifles, grenades etc. But emphasizing the rigid social structure at the time and the colonial jingoism at the start "tut, tut the war will be over by christmas and we won't have given the kraut a sufficient walloping". You'd probably be a reserve officer or something, fresh faced and straight out of school.

The first mission would be heavily scripted, you getting ready to go over the top for a charge. The atmosphere would be incredibly tense, from the music, the soldiers muttering and the sound of artillery fire. You'd feel scared of going over the top.

Then you'd leap over and run through no man's land while machine guns and artillery obliterate everyone around you horrifically, not a cinematic but rather if you bother to turn to the left you'll see a couple of men ripped to pieces by machine gun fire. Eventually a shell would land near you and you'd pass out.

You'd awake in hospital for a brief moment before it blacks out.

Now the bulk of the game would be about a single large area, your lines (+ no man's land and the germans) and perhaps the nearest village you billet at while on rest.

The game would a fps with rpg elements like STALKER, there'd be NPCs from officers who'd issue you orders, to supply clerks or medical officers who ask you favours (like bringing them so much of x) and just soldiers with great accents and funny senses of humour.

At your lines you'd be able to walk around reasonably safely, you'd have to be careful and crouch through sniper trouble spots, wade through the muck with rats and every now and then you'd hear the crump of artillery and have to seek cover or hit the bottom of the trench.

No man's land would be ever changing and initially very frightening, but eventually you'd begin to learn safe spots, good sniper vantages and the quickest routes as you went out on night patrols. It would change each sometimes not by much, at other times huge differences. Every now and then a flare would go up illuminating the whole area before fading leaving it darker then it was before until your eye readjust.

Missions would consist of repelling German attacks (sometimes fighting in the trenches), assisting artillery and mortars, sniping the German lines, scouting no man's land, ambushing patrols in no man's land, retrieving wounded and dead, and off course attacking the enemie's line.

You wouldn't go over the top often in an all out assault, but you'd dread every time, sometimes you'd be successful and hold a trench, until your relieved or ordered to pull out, but inevitably you'd lose it, and often you'd get wounded/die. When you got killed in game, you'd later wake up in hospital being told you'd been bravely rescued or dragged back. If this happened too many times the game would end with you being sent home crippled or actually dieing and you'd have reload a save or checkpoint.

After every "big show" npcs you'd gotten to know might be crippled/dead, this would be random and depend on what happened in the fight. You might hate certain officers and almost be happy when they bought the farm or change your opinion about them when they do something amazingly heroic. A NPC you like might make you think of doing something risky in the hope of saving them. A wounded NPC might right you letters from hospital or from home if they are crippled.

As the war progressed the nature of combat would adapt, you'd eventually have plane and tank support.

Weapon wise you'd be able to carry three type of weapon:

Primary:
Simple bolt action rifle (both English and German) and would have the advantage of a bayonet
Scoped bolt action rifle
Lewis Gun (later in the game)
Double barreled shotgun (perhaps as award for side questions)
Pump action shot gun (side quest)
Anti-tank rifle (agains later in game)
BAR rifle (later)
Prototype submachine guns (sidequest + later in game)

Secondary
Webley revolver
Mauser semi-automatic or a Luger(captured from Germans)
Colt 1911 (later in war)

Melee:
Bayonet
Bowie knife (captured from germans)
Cosh (steel rod rapped in leather favoured by English)
Improvised trench clubs
Officer's swords
Sharpened shovels
and more stuff

Your pistol and melee could be used together at times. You could also carry a couple of grenades.

A heavy element of combat would be the melee side, either a brutal scuffle in the confined space of a trench or silent killing in the dark of no man's land. You'd be able to perform melee attack like elbowing and kicking like in condemned also.

The gun play wouldn't necessarily be slow paced, I mean Call of Juarez make even older and slower weapons quite exciting. Player would have to get to trying to be accurate and maintain cover before closing in violently with bayonet or shovel.

I should also mention gas and disease. If pushed though gas would create in game, impassible spots in no man's land and another thing you have to worry about on your lines, you'd have to run get a crude gas mask or something.

Disease, could be mentioned quite often (by medical officers, NCOs etc), but would be harder to implement in the actual play. At most things like trench foot and respiratory infection could be implemented as restrictions to running speed, health etc. But anything worse might have to skip by your character, for the shake of maintaining the story.

I've also been thinking that environment having effects on your clothing could be implemented quite well. You start each day with a pristine (well at least cleaner) seat of clothes, each time you hit the dirt and land in mud, the clothing gets dirty, can get torn when going through wire and bloodstained in combat.
Just occurred to me that you could kill rats in a certain area for rewards of food for health or weapons purchases and customization. Clothing though would be dirty for as long as they were in the line. When your platoon was in the reserve or billets you could get a fresh uniform which can boost morale and improve various stats.

It shouldn't be a staple activity, just something available to a player for when they see one and need some extra material for their next outing into no man's land or the next set piece battle.
 

saibot216

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Dec 11, 2008
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Iron Storm was alternate future WWI, but that game brutally sucked so who cares. Black for PS2 had a fun trench warfare level. Trench warfare would get kind of old, but hell it's WWI I wouldn't care, to me it's just like, "Oh my god, finally!"
...actually Necrovision takes place in WWI as well... I think... but that game supposedly sucked as well.
 

The Tommy

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saibot216 said:
Iron Storm was alternate future WWI, but that game brutally sucked so who cares. Black for PS2 had a fun trench warfare level. Trench warfare would get kind of old, but hell it's WWI I wouldn't care, to me it's just like, "Oh my god, finally!"
...actually Necrovision takes place in WWI as well... I think... but that game supposedly sucked as well.
That's because those two games couldn't just take the plunge and actually explore the era realistically in depth or at least to the degree WWII games were explored before they became assembly rubbish.

Interesting point on BLACK. I played that game and thought that too. There are trenches all through both Call of Duty, COD UO and COD2. Those games have been widely acclaimed. Iron Storm had a very intriguing premise but was wasted on graphics, physics and mediocre gameplay.

NecroVision is just WWI Wolfenstein. There is no need to set a horror story in WWI since its conditions are realistically haunting enough.
 

WaywardHaymaker

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Because sitting in a trench for months on end and barely moving a few miles by war's end doesn't make for a great game. Sort of think, "Why haven't we had any of the good ol' trench warfare lately?"

I'm sure someone could pull it off and make it fun, but in a war where you'd be more worried about trench foot or heavy rain than the enemies, you'd have to have some solid out-of-combat mechanincs, or take the WWI out of the equation and put heavily armed space marines into the trenches.
 

The Tommy

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RamboStrategy said:
Because sitting in a trench for months on end and barely moving a few miles by war's end doesn't make for a great game. Sort of think, "Why haven't we had any of the good ol' trench warfare lately?"

I'm sure someone could pull it off and make it fun, but in a war where you'd be more worried about trench foot or heavy rain than the enemies, you'd have to have some solid out-of-combat mechanincs, or take the WWI out of the equation and put heavily armed space marines into the trenches.
Please read the previous posts more carefully and you'll observe that it wouldn't be as boring as you say. Certainly the real war had boring moments. All wars do. But that doesn't mean WWI should be excluded from being tried because of preconceived ill informed notions.
 

WolfThomas

Man must have a code.
Dec 21, 2007
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RamboStrategy said:
Because sitting in a trench for months on end and barely moving a few miles by war's end doesn't make for a great game. Sort of think, "Why haven't we had any of the good ol' trench warfare lately?"

I'm sure someone could pull it off and make it fun, but in a war where you'd be more worried about trench foot or heavy rain than the enemies, you'd have to have some solid out-of-combat mechanincs, or take the WWI out of the equation and put heavily armed space marines into the trenches.
Here's how I think it could be done, a combination of scripted scenes, but mostly procedurally generated stuff.

The game would start with a pretty standard tutorial, learning how to use rifles, grenades etc. But emphasizing the rigid social structure at the time and the colonial jingoism at the start "tut, tut the war will be over by christmas and we won't have given the kraut a sufficient walloping". You'd probably be a reserve officer or something, fresh faced and straight out of school.

The first mission would be heavily scripted, you getting ready to go over the top for a charge. The atmosphere would be incredibly tense, from the music, the soldiers muttering and the sound of artillery fire. You'd feel scared of going over the top.

Then you'd leap over and run through no man's land while machine guns and artillery obliterate everyone around you horrifically, not a cinematic but rather if you bother to turn to the left you'll see a couple of men ripped to pieces by machine gun fire. Eventually a shell would land near you and you'd pass out.

You'd awake in hospital for a brief moment before it blacks out.

Now the bulk of the game would be about a single large area, your lines (+ no man's land and the germans) and perhaps the nearest village you billet at while on rest.

The game would a fps with rpg elements like STALKER, there'd be NPCs from officers who'd issue you orders, to supply clerks or medical officers who ask you favours (like bringing them so much of x) and just soldiers with great accents and funny senses of humour.

At your lines you'd be able to walk around reasonably safely, you'd have to be careful and crouch through sniper trouble spots, wade through the muck with rats and every now and then you'd hear the crump of artillery and have to seek cover or hit the bottom of the trench.

No man's land would be ever changing and initially very frightening, but eventually you'd begin to learn safe spots, good sniper vantages and the quickest routes as you went out on night patrols. It would change each sometimes not by much, at other times huge differences. Every now and then a flare would go up illuminating the whole area before fading leaving it darker then it was before until your eye readjust.

Missions would consist of repelling German attacks (sometimes fighting in the trenches), assisting artillery and mortars, sniping the German lines, scouting no man's land, ambushing patrols in no man's land, retrieving wounded and dead, and off course attacking the enemie's line.

You wouldn't go over the top often in an all out assault, but you'd dread every time, sometimes you'd be successful and hold a trench, until your relieved or ordered to pull out, but inevitably you'd lose it, and often you'd get wounded/die. When you got killed in game, you'd later wake up in hospital being told you'd been bravely rescued or dragged back. If this happened too many times the game would end with you being sent home crippled or actually dieing and you'd have reload a save or checkpoint.

After every "big show" npcs you'd gotten to know might be crippled/dead, this would be random and depend on what happened in the fight. You might hate certain officers and almost be happy when they bought the farm or change your opinion about them when they do something amazingly heroic. A NPC you like might make you think of doing something risky in the hope of saving them. A wounded NPC might right you letters from hospital or from home if they are crippled.

As the war progressed the nature of combat would adapt, you'd eventually have plane and tank support.

Weapon wise you'd be able to carry three type of weapon:

Primary:
Simple bolt action rifle (both English and German) and would have the advantage of a bayonet
Scoped bolt action rifle
Lewis Gun (later in the game)
Double barreled shotgun (perhaps as award for side questions)
Pump action shot gun (side quest)
Anti-tank rifle (agains later in game)
BAR rifle (later)
Prototype submachine guns (sidequest + later in game)

Secondary
Webley revolver
Mauser semi-automatic or a Luger(captured from Germans)
Colt 1911 (later in war)

Melee:
Bayonet
Bowie knife (captured from germans)
Cosh (steel rod rapped in leather favoured by English)
Improvised trench clubs
Officer's swords
Sharpened shovels
and more stuff

Your pistol and melee could be used together at times. You could also carry a couple of grenades.

A heavy element of combat would be the melee side, either a brutal scuffle in the confined space of a trench or silent killing in the dark of no man's land. You'd be able to perform melee attack like elbowing and kicking like in condemned also.

The gun play wouldn't necessarily be slow paced, I mean Call of Juarez make even older and slower weapons quite exciting. Player would have to get to trying to be accurate and maintain cover before closing in violently with bayonet or shovel.

I should also mention gas and disease. If pushed though gas would create in game, impassible spots in no man's land and another thing you have to worry about on your lines, you'd have to run get a crude gas mask or something.

Disease, could be mentioned quite often (by medical officers, NCOs etc), but would be harder to implement in the actual play. At most things like trench foot and respiratory infection could be implemented as restrictions to running speed, health etc. But anything worse might have to skip by your character, for the shake of maintaining the story.

It's not about the two trenches its about what's in between, the no man's land. An ever changing strip of land where death can come from anywhere, you'd have to learn safe spots and hidden routes but they'd change every now and then.

If you could jam the tension and atmosphere, from say the zone in STALKER, into a strip of a few miles long and half a mile wide, it could be a success.
 

The Tommy

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The game could be built around set piece battles. After these sandbox yet somewhat cinematically intense battles were completed, you;d enter a frontline area of a few square miles where you can encounter RPG elements of gameplay where you advance time and your skills, command and weaponry by completing objectives of primary and secondary nature within the map.

Set piece intro battle of Arras attack in 1917.
Then you are given a sandbox RPG environment. You enter your Company Co's dugout for orders to raid an enemy trench at night for a prisoner. Primary objective for that map.
Secondary objective would be to help eliminate snipers over a period of a few days.
Second SET BATTLE of Third Ypres.
You then enter a new map. (each time you must learn the area to use to your advantage.
Your Primary objective in this map is to retrieve a downed RFC pilot.

The game continues using set piece quasi Call of Duty like intense battle sequences in a fairly large map. Then you move on to a GTA - Fallout 3 like sandbox environment until you complete all the objectives and advance to the next set piece battle. All the while advancing a storyline to the final climax. The game should focus over character development of a few friends over a year. You also command them in the sandbox mode with BIA style command interface.
 

Bamboochakill

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ok peoples, i and many others don't care about u complaining how bad a ww1 game would be and that u not gonna buy it, cuz we don't GIVE A SHIT, WE ONLE POST TO SAY HOW GOOD A GAME WOULD BE AND WANT POSTS ABOUT WW1, SO DON'T COME WITH THAT WW1 WAS A HELL ON EARTH AND WW2 WAS LIKE HEAVEN, SO READ SOM EHISTORICAL BOOKS, AND ALSO, STOP SAYING PEOPLES WANT TO FORGET WW1 BUT NOT WW2, A WAR IS A WAR, ANDO NO ONE WANTS TO REMEMBER ANY WAR!
 

TimeLord

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The Tommy said:
Timelord91 said:
Dunno if this would work (or be historically accurate) but you could be a lone British spy/infiltrator within germany trying to get to whoever-the-hell was the bad guy (apologies, again, for lack of historical knowledge) trying to kill him, long walks through war-torn lands etc and set it in the fallout 3 style.

Actually after writing that it seems stupid, im still gonna post it though
No that could be interesting. Its not exactly trench combat but you could take some creative liberties to do something like that. I would guess that a spy game would have more emphasis on gathering intel and pursuing someone like a scientist or engineer who is working on a way to effectively dispense a new type of gas into the trenches by way of twin engined Gotha bombers or Zeppelin. You could do it Hitman style with WWI era setting.
Yea I was trying to avoid the whole trench warfare thing, although you could always come across trenches in the corner of the map or something as part of a quest or something.

Or make that the first mission, you are in the trenches for the learning levels and when you go over the top you get captured, escape, then begin the game proper from behind enemy lines. Receiving new orders from operatives or rouge enemies to complete your ultimate goal, cutting off supply lines to the Germans in the trenches.
 

The Tommy

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Timelord91 said:
The Tommy said:
Timelord91 said:
Dunno if this would work (or be historically accurate) but you could be a lone British spy/infiltrator within germany trying to get to whoever-the-hell was the bad guy (apologies, again, for lack of historical knowledge) trying to kill him, long walks through war-torn lands etc and set it in the fallout 3 style.

Actually after writing that it seems stupid, im still gonna post it though
No that could be interesting. Its not exactly trench combat but you could take some creative liberties to do something like that. I would guess that a spy game would have more emphasis on gathering intel and pursuing someone like a scientist or engineer who is working on a way to effectively dispense a new type of gas into the trenches by way of twin engined Gotha bombers or Zeppelin. You could do it Hitman style with WWI era setting.
Yea I was trying to avoid the whole trench warfare thing, although you could always come across trenches in the corner of the map or something as part of a quest or something.

Or make that the first mission, you are in the trenches for the learning levels and when you go over the top you get captured, escape, then begin the game proper from behind enemy lines. Receiving new orders from operatives or rouge enemies to complete your ultimate goal, cutting off supply lines to the Germans in the trenches.
An interesting idea. Trench Warfare can work but again its all about the approach the designers take. But an espionage thriller could also be an interesting candidate.
 

whaleswiththumbs

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The Tommy said:
whaleswiththumbs said:
suhlEap said:
we all know there are many (many) games set in world war 2, and yet there aren't any set in world war 1, and i wonder why this is!
The idea of trench warfare doesn't strike me as fun for my money, just saying. There are a few battles no involving it,but 2 battles a game doesn't make.
That's fine. Not everyone will like it as no game has found unanimous appeal. We are just discussing how it could possibly be done well and that many of the one sentence comments whether for or against aren't helpful. But couldn't quite make out the last bit. What do you mean?
I had a typo, I meant to say there were a few battles in WWI not fought through the trenches, but there are so few that it wouldn't make a long or good game.
 

Brett Alex

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Danzaivar said:
I can't remember the name of the battle, but a game version of it would go like this.

You fire idly across your trench at the enemy about 30 yards away, this has been going on for several weeks. A while passes and artillery begins to batter the enemy trenches, 6 days later the artillery clears, and now is your chance to take the enemy trench and make it all worth the hell so far!

But wait, what's this? Your commander is telling you to WALK through no-mans land or you'll be shot (As it's improper to run), suddenly the enemies machine guns are back on as you watch yourself get ripped to shreds along with all your nearby allies.

Credits roll saying 150,000 people or so died in that attack, the war dragged on for a few more years and your death was a pointless waste caused by incompetent command. You're also told that the enemy (A respectable sovereign nation much like your own) suffers so massively from their surrender terms that the war indirectly leads to the rise of the most evil power of modern times. Fighting this evil power also happens to destroy your own nations glorious empires rule, and paves the way for the previously isolationist crazies to replace you.

It doesn't quite have the punch of 'Kicking the evil nazi's ass! Fuck yeah!' WW2 had.
I would actually love that. Like as an 8-12 hour game, encapsulating everything you mentioned just there. Hours and literal hours of waiting, maybe attempting to play cards in little dugouts, reading letters from home. Perhaps a few defence actions against German assaults to give some taste of action every now and then, gas alarms sounding as you scramble for your mask. With RPG style and sandbox elements, you have certain quest like tasks that need to be completed each day (Picket duty, supply runs, courier work etc). You could talk to the men in your company, face inspections from haughty superiors, find out background information and etc as you are slowly moved up from the reserve trench to the front line. And the whole while tension is building up for this big allied assault, the propaganda gets thicker, and pride and patriotism return (its still kind of early in the war, so there was some of that still going around) and all the conversations become about how 'the hun' is going to cop a hiding in this sortie. Then in about, the last 30 minutes of the game, you wake up on the morning of the assault that the whole game has been building up to. You and your company take positions, ready to hop the sandbags, rifles unloaded (historically accurate, ammunition in rifles was thought to encourage men to go prone and start firing, rather than continuing the charge). Wait, let tension build that little bit more as artillery shells fall on enemy positions.

And then all of sudden, randomly get the order to go over. You jump up with patriotic vigor, ready to give the hun what-for. This is where the game becomes a complete bastard, and gives you multiple ways to finish. German machine gun and counter-shelling begin about half way across No Man's Land. It becomes very hard to stay alive. Falling shells and bullets won't usually kill you outright, but drop and give you a chance to crawl to your eventual demise Call of Duty 4 nuke style. Nothing will stop you from running back to own lines, or even refusing the order to charge in the first place. But do so, and a surviving officer will quickly arrange for your execution by firing squad, the price for cowardice (thats a legitimate way to complete the game) If you die here, its the end of the game. You've for all intents and purposes "won."

If you do manage to survive somehow, you watch your entire company wiped out as you move along. If you are incredibly skilled at dodging, or just plain lucky, you arrive at the German trench. Maybe a few of your mates have. Maybe its just you. You jump down ready to give the foreigners 6 inches of cold British steel, only to find an empty trench. German guns open up on their recently vacated lines. Rocks fall, everybody dies. You win.

Whichever way you finish the game, the credits you suggested roll.

It would definitely be a step away from the mainstream, but it'd sure pack one hell of an emotional punch.
 

The Tommy

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In any event, the content should focus on the story at the end where this a climatic battle that decides the fate of several characters and yourself based on your actions.
 

The Tommy

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Bamboochakill said:
wich games would be a great idea to make mods to?
I think a completely new engine would have to be designed for something this ambitious. If the subject matter is to be delivered correctly, then the game should set a new path as combination of different elements of FPS/RPG/ sandbox play.