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Llil

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Jul 24, 2008
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I'm thinking of a game that tells a story about the life of a fairy, from birth to death. It would be some sort of an adventure game, focusing more on the story than complex gameplay.

Based on the player's actions, the events and the ending would be shifted towards good or bad. The bad things would something like injuries, starvation, loneliness, depression or getting eaten by a fox, and the good would be learning new things, friendship, love, finding a purpose in life and reproducing. (I'm still thinking about that reproducing bit, since there are no male fairies apparently. Maybe with flowers?)

The story would be mostly sad or even depressing, and even the happier parts would have a dark tone. The graphical style, however, would be very bright and lively, so that it's like the opposite of the story.

So basically, I would like to tell a dark and depressing fairytale in the form of a colorful little adventure game.
 

SomeBritishDude

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Nov 1, 2007
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Helljumper44 said:
I registered just to post in this thread.

I had the idea of an FPS with water pistols and stuff. Instead of grenades you're given water bombs, instead of miniguns you get super-soakers, and instead of killing you get people wet. It can be a family FPS. It could make use of the gears-style screen splatter, only using water to impair vision instead of blood.

Here in Australia we've got water restrictions, so I reckon going outside and wasting heaps of water isn't an option anymore, so we've gotta bring the fun inside. Anyway, that's my idea.
Haha, I could imagine this being fun. Have the players have customizable kids as their characters, making it an FPS about an awesome summer where everyone has water guns. Sounds like the most family friendly FPS ever, send this to nintendo now!

EDIT: Brainwave!

A game inspired by the Wizard of Oz!

No, please, stay with me

You play as Hanana, a out of place teenage living in a dull lifeless world. In fact, its so lifeless, that the worlds in black and white, except for Hanana. This is during the day. At night, Hanana enters the world of her dreams...her dreams. Here, everything is in colour. Bright colours. Mostly bright red.

Ok, the Simulity with the Wizard of Oz end here. From now on, this is inspired by my faviourite comic, the Sandman.

Something has invaded Hananas mind. An strange force is strangling and distorting he faviourite fantasys and turning them into nightmares. Its your job to find and stop this parasite, before Hanana looses her mind.

Basically, this game is a huge mind fuck. While Hananas normal dreams are simular to thoughs of a saturday morning tv show its throught by truelly destirbing and horrific scenes ment to destirb. What if you had been watching Scooby Doo, and, when found out, instead of the villain making a dash for it and getting caught, he'd grabbed Scooby and slit his throat. This is the kind of game I want to make. The kind that will seriously messes with your inner child. The problem with this concept is getting it exactly right, other wise, people are just going to laugh.

The gameplay within Hanana's dreams is a 3rd person survival hour , well, when the horror kicks in, with light platforming elements. Along the way you'll confronted by the infection, the nightmares that are destroying Hananas mind. They'll take many different hidious forms, mostly relating to Hananas fears in the real world, such as her fear of father dieing because of smoking, symbolised by a zombiefied father with a mass of black tar ripping itself from his stomach. Hanana will, for the most part, won't be able to confront these imaginings head on, and will have to destroy them though platforming and puzzles (lead them into a trap)

The real world gameplay is very simular to dream gameplay, except for the confrontations obviously. Mostly its there as a story devise and a hub, the main game lies within Hananas dreams.

Music is very important in this game. During the day time, its a sort of...tingle. Not sudden or loud like the dream world, but suttle and sinister. During the dreams it starts off suttle then builds up to a crushendo as the nightmare sweeps in.

Anyway, this is another half formed idea, but I like the jist.
 

Powerhelix

New member
Dec 19, 2008
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Atak Cat said:
OutLaw Star the Game

MMORPG

Start off deciding what you want your character to be like; Martial arts master, sword fighter, sharp shooter, Tao user, pub brawler, technical genius, or a bit of everything maybe?
Will you join the Space Forces or the Pirates or become an Outlaw? This choice will alter the game Tao magic for example is Pirate only and Space Forces have the best Equipment Outlaws Get CASTOR GUNS (YAY :D).

These various Talents are learned from missions or doing minigames depending on the nature of the ability and as you become an expert in certain fields learning other skills starts to detract from others on a basis of rustiness (I love that word for some reason) then when you have earned enough cash a mission sends you off in to space to get a ship off your own and start off on other adventures and missions.

Full PVP combat and even player made missions and thats as far as my ideas have got sooo...
Anyone like it?
Nice Idea For a Game
Kudos
 

Archemetis

Is Probably Awesome.
Aug 13, 2008
2,089
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I won't go into details about my game, because i don't want people using my ideas before i get a chance to anything with them, but let ti be known that i plan on putting "In-Game Graphics" back into style, in the way of everything looks very childish and cartoony while you're playing it, but FMV sequences will be splendiferous and wonderous and other words with ous on the endous.

Also i wanna bring back an RPG with a World Map and Airship you can actually USE.

Also, I want more Steam-Punk in my games.
 

Powerhelix

New member
Dec 19, 2008
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Anyway this is my idea for a game.
The game will be post appocolyptic, probbably a zombie type game. The game takes place in an overly large city, a city that is larger than the Oblivion or fallout world...
The game would have a nearly limitless supply of zombies, the only way to kill them would be to either shoot them in the brain or sever their spine, all other limbs could be chopped or shot off.
I would steal the Dead Rising idea of "Anything is a weapon", including the zombies own limbs and the (whole) bodies of their fellow zombies.
Based on your actions, you set unseen timers off in the game, EVERYTHING you do affects those timers (the timers being for time till survivors die and such).
The weapons arsonal would be nearly limitless, with military grade guns to civilian hand guns, ect. (which goes hand in hand with improv. weapons).
You can learn skills to make things, such as barrers and walls and defences. You can also learn to hotwire cars and trucks, fortify them and turn them into mobile fortresses. You would need to constantly aquire gas for them, from gas stations or cars or other sources. You would also need to upgrade the engine for each improvement, and even occasionally repair the engine of your car or truck.
You would constantly need food and water, while trying to escape the slow mass of zombies constantly coming for you.
Also, the environment would be fully destructable (however, that isnt to say you can take down a whole building with a handgun. Missle launchers would be nessessary, or enough interior damage to the inside of the building).
There would be a weight (carry) limit, preventing you from hoarding food and such.
Zombies and other survivors would also be looking for food and water, and would plunder your stash if you left it alone for too long.
There would also be relationships (both friendship and romantic) to maintain amongst the survivors, perhaps leading to children and an increased number of survivors.
EVERYONE in the game would age, except you. Leading what may have been hours of wooing a specific character into loving you to a waste for her death of old age.


In general it would be a 100% realistic zombie survival game, with no end goal, and a well hidden story that would require the player to figure it out for his or her self.
Perhaps not the best idea for a game, but I think it would be a cult favorite.
 
Sep 1, 2008
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My game would have a open world or some sort of GTA gameplay, only I would add much more cops and restriction so it would be realistic, It would be about teenagers and have 4 different storylines...
Story 1: You are one of the "cool" and popular kids and must live up to your reputation and bang girls and have parties, "Spoiler" It would all end up at prom where your date would try to kill you because your lack of fidelity.

Story 2: You are one of the goth kids who live in the shadow side of the community, you would sell drugs and run from cops for the most part, because writing sad poems and putting on black eyeliner isn't fun gameplay.

Story 3: You are one of the loser who would have to climb the popularity latter in society and it all would end up in you trying to score a chick at prom.

Story 4 is the RPG mode where you mostly free roam around and make a name for yourself...

Well... the game isn't brilliant, but at least i would play it ^^.
 

SomeBritishDude

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Nov 1, 2007
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UNKNOWNINCOGNITO said:
SomeBritishDude said:
I was going to say Wild West FPSRPG but everyone said it already. Why hasn't this been made yet!?

Anyway, I always liked the idea of a Superhero RPG, like City of Heroes, but not an MMO, and a much more fun game all round.

Basically, your given a base character called Storm Parker (named by his nerdy dead father), a 20 something comicbook nerd with no cash, no girlfriend, and no life. In some bizzar circumstance he comes in possession on super powers. This is where the customization begins.

You design Storms costume, with his body as the main base (I don't want a customizable main character, as I have a vision on a huge geek getting everything he ever dreamed then having to deal with the responsiblity of it, and I don't want that idea destroyed). You'll have an incredible number of design options, from caped crusader to more spy esc action hero or anything inbetween.

You then get to decide the class and powers, and this is where it gets really intresting. The power you choose fundimently changes the game your playing. This is not like in a MMO where a class changes your abilitys, but your still playing

For instance, if Storm has fire powers, lazer eyes, energy blast ect, the game becomes a 3rd person shooter, where you use cover and your powers to take down enemys.

If you choose super strength, ninja reflexs or something, the game becomes melee, it becomes about stringing together combos at close range and all that jazz.

Then you have stuff like, if your choose invisabilty the game becomes about stealth, if you choose telekenises the game becomes sort of puzzily and so on.

This means a hell of a lot of replay value. The main gameplay and the levels and side missions actually physically change to suit your needs and provide different challenges. So, he can fly can he? Well, theres no point in putting in some platforming here, he'll just fly straight past it. Here, have some flying combat or something instead.

Look, I know this game is really impossible to make, or at least, make well. As a general rule, the more game options you add, the more shitty each individual one becomes. Maybe it'd work better if you had like 4 different choices of powers, with a different game to each (super reflexes means combo fighting and platforming, invisabilty means a stealth game, fire powers becomes 3rd person shooter, telekenis is puzzles and combat puzzles). Yer, that would probley work better actually.

Anyway, the story itself remains generally the same. A comedy about a moron with super powers trying to save the world from alien invasion (did I mention the alien invasion?) and get a girlfriend (there has to be a hot girl way out of his league). It isn't too seriouse, but it has a certain amount of twists and turns but mostly it's ment to make you laugh.

The game is individual missions split up by an open world inviroment set in the typical comic book city. There a serveral side missions you'd expect any super hero would have to deal with (bank robberys, saving cats from trees, stopping minor super villains and pimping out your superhero mobile) which are completely optional. Though your powers will become more devistating and spectacular if you level up with them you'll be able to complete the game without them.

Wow, this is a long post. Anyway, I'm rambling, I'll come back when I've thought of another game.
you have got the most intresting and highest potential idea

kudos to you
Thanks, but this is mostly stolen here and there from other games. I'm just suprise no one has tried to make a customizable super hero game before (appart from CoH ofcoarse, but im talking single player)

I suppose it sells a lot more just to make a marvel or DC universe game.
 

Jacklin

New member
Dec 10, 2008
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The start off, please do not copy this text, because I have already E-mailed many gaming Developing companies about it. If you do copy it, I will find out, hunt you down, and possibly tell you that?s not very nice, as opposed to killing you, which is just as tempting. Thank you.

First of all I would like to point out ?The Player? is the person playing the game? And there will be many spelling mistakes, and grammatical errors, please excuse them.

I was searching around the despicable swamps called the internet, and I stumbled across you guys, pretty much a great, noble warrior in what seemed to be hope less development that EA spews out. Now you are a small company which just astonished me completely because I don?t see a lot of small companies which I usually give great respect for. I looked at what you made, and conveniently you made a game call Spartans (I own this game) so I decided to look you guys up in hopes you would respond to what I am writing right now, because small companies usually like it when people like me E-mail them, because I E-mailed EA games funny enough about my idea, but they turned me down flat. My Idea had to do with Harry Potter?

In the popular world of Harry Potter, there is EA, a garbage company which makes loads of money, fame, bad games, and money there is. They own the Harry Potter game business, and frankly it has been working out great for them. They promise so much, but disappoint so many seeing that it they pulled a ?Peter Moleneux? (who created Fable) this sums up everything about EA?s marketing strategy. Generate an excellent Trailer, and Game play demos, and bribe reviewers to give good reviews. EA made it so you play as Harry Potter, and go through the Linear Story Line, following his adventures. This bothered me because there was no Adventure, not a lot of Freedom, not a lot of Free Will. In fact, none. Now what I am about to explain to you, I have already looked up on Google, and there was nothing what I had in my vision, or even close. They were really just like Facebook versions of Harry Potter, and were not fun. My vision had to do with an RPG version of Harry Potter, let me explain?

Just like in the book, at age 11 a magical girl or boy will be given a letter that informs them that they are invited to Hogwarts. This will be the beginning of the game, where the player will choose the facial structure of the student, the height, weight, name, gender, and a few other essential elements. The Letter will come in, and will re cap on everything the player filled in. Next they will be on the train that will be just arriving at Hogsmeade, the village near Hogwarts. The Player will learn how to iterant with other NPC?s, how to buy things, make trade, walk, and be well aware of the interface in front of them. Just as the tutorial finishes, The Player will be given a chance to look outside the train, and walk around, testing out their current knowledge. The train will slow down as it arrives at the station, where the player will get out of the train, out into the grounds where a man will stand gathering up the first years, the player will come to him and he will explain how their things have been taken to the castle, and they just need to follow him. And if you did not know yet, the man is Hagrid. The Player will follow, as the man shows them to the boats, the same as the ones from the movie. The Player will get on the boat via action button, then will see the castle ahead, just as they reach solid ground. The Player will also follow along the group whose impressions are the same as the Player?s first experience. It will consist of ?Oh?s and Awe?s?. Then the Player will go through the sorting station where the registered students will be sitting at their benches for the great feast, and will welcome any new students to their house. Two previous students will be sorted, and then the Player will sit on the stool, where the sorting hat is placed. The player fills out a quiz. Questions will be like: You are artistic, and have a creative mentality to things. You take what you are given and use the most of it. You are Frugal, and are good with money. You are smart, even if your academic marks sometimes don?t represent that. All these questions will be answered with: 1, not characteristic. 3, a little characteristic. 5, somewhat characteristic. 7, quiet characteristic, and 9, very characteristic. All of these answers will determine in the end, the house the Player will be sorted into. Instead of choosing the house them self which breaks game flow. After their character walks to the house table in a cut scene, the greetings will be said by Dumbledore, and a few other teachers will greet the students. The Player will continue seeing the cut scene of the great feast which will be only 10 seconds, and then the Player will be directed to their common rooms for further instructions. The cut scene will end, when the Player is inside their common room, where many other students are gathered to talk about their stories. This is where the Player is allowed to talk to other students, and build a friend or two. Soon a list of the rooms the students are given for the year, the list will be posted on the Notice board in their common room. The player will search for their name, then find their room, and look around for a bit. Until the students are instructed to all come down to the Player?s common room, Dumbledore will be there. The Player goes down to the notice board, and Dumbledore will be telling everyone to be quiet. Dumbledore will say that some people?s items have been misplaced, and Hogwarts will replace them, free of charge. He will put the list of the student?s who?s items have gone missing, and it will say the Player?s name. The students will be told to go to bed for a big day ahead of them. The Player goes back to their room, and sees two other students of same gender. The Player will introduce them self, and interact however they please. After the Player goes to bed, and wakes up, the Player will see their clothing for the whole school year on the ends of their beds. The Player will be given many different out fits that he/she may choose from. They can also customize make up, facial hair in much further years. After getting up completely, the Player will be taken to the main hall, where other students that had their things misplaced. Some teachers will be handing out the wizard money for the misfortunate children. As some older students will escort individuals to Diagon Alley to purchase their needs. The Player will be escorted by a random 7th year who teleports the player to the wand shop. Here the player will freely move about, while testing their knowledge of interaction, and the ability to purchase anything. While this happens, the 7th year will be a guide on what to buy, and recommendations on what to get. In the end, the Player will have purchased a wand, pet, some accessories, and a cheap broom stick, with other necessary school supplies. All these things will be to the player?s choice on their statistics. Because some wands will be better at certain tasks then others, as does with most other things in the game. Now the Player will notify that he/she is done with their purchases, then the 7th year will teleport them back to Hogwarts, where some children are done, or just walking about. The 7th year then says that he has to go back to his dorm room for something. But before he does he will show the player back to his/her dorm room, but then he cannot be of further assistance. Before he walks the player back to their common room, he grabs a folded up piece of paper, and then grabs some ink from the table near him, he pour some on the opened paper, then takes out his wand, then says (kart over Hogwarts) which makes the ink rearrange into the map of Hogwarts. The 7th year then escorts the player back to their common room, then says to just follow the map, and you will be good to go.

Now this is the introduction to the game, but now I will explain where the fun starts, and the game part of the game comes in.

The player will go to classes, and learn spells from there. The player will be allowed to sign out books, and read them. The player will be allowed to duel other wizards in events. The player will live a real life of the Wizard. But his may all seem fine and dandy, but there?s no real action. My idea was that other schools could challenge Hogwarts, and the Player could compete in them. Another is the Player would be allowed to play little clever mini games in some classes. There would be quittidge matches abound. The Player could explore the beautiful environments of Rowling?s universe. The Player will be able to customize their dorm room, and their out fits. The player will be able to play fun mini games with other students, like Wizard?s Chess, and tons of other stuff, that can be easily made up, by your excellent company. Though in every RPG, there is the repetitive ?grind? that games like World of Warcraft have. The constant quests that the player must go through. I am not saying that there should be no more quests, period. But there should be more interesting quests. Like spy on a certain person. Find out information about someone. There could also be another game play element that will allow the player to find out secret spells, and magical objects. This will be done by discovering magical beans, by finding them, fighting for them, or beating mini games. The player should also interact with NPC?s realistically, earning reputations with teachers, students, the ghosts, even paintings. The player will be allowed to also visit other schools, meet new people, and explore even more! They could find new styles, new objects, new friends, new rivals, and new creatures they could interact with. The player could also interact with the characters from the book. They could work for the Wesley?s doing mischievous acts, or be one of Umbrages puppets to fill out her officious orders. You could pick up a real job that has you hunt down mythical creatures, or be a Thief, which you could steal things that would included action. There would be mini games like hide and seek, tag with broom sticks, a tower builders using previously known spells, there could be decorating contests, where house points will be rewarded. Amazingly there will be a story where the player will be by the side lines watching Harry do amazing things, and after which you may talk to him, or even be friends. Finally I wanted it so the player could learn from the game, when they attend classes; they should learn a new spell or two that they will use for the future. Other features could include a school editor, where the player may create a school for their own, and share with friends. Another feature could include the ability to not only learn at Hogwarts, but learn at other schools in Europe. For example, they could go to the French school, or a Russian one, a German one, a Mediterranean, and a Scandinavian one. All these can be made by you, the developer, and come up imaginative teachers, students, buildings, creatures, factions to align with, and enemies to make, new environments, and new spells. A main story could come into play, where the player may choose how it unfolds, not by choices that are good, or evil, but by choices that will differ their friends, and reputation. More Ideas, the player will do everything like they would if they were a student, they can just learn spells and does nothing fun, or they could not learn, and work for the Wesley?s and pull pranks, it?s the player?s decision. Each class the player attends will have a game play element, for example, if they attend Herbology, they will be forced to find a potion for a certain plant creature, which they will learn about. If they are in Potions, then they will try to find the ideal combonation of ingredients to make it work. If they are in Defense against the dark arts, they can face a deamon, or evil creature, which they will learn about for final exams. My real goal is for the player to be a wizard at one of these many schools, and how to can be re played many times, because they can go to many schools, excel in different subjects, make new enemies, and friends, and choose a new adventure. Now I want you to come up with more Ideas for the game, because I could not think of a lot more then I have already, because like in any MMORPG, there must be the grind, and not my ideas, of being a student, and having many mini games. All my gaps in my ideas can be easily filled in by you, easily, but it will take more time than my 20 minutes of imagination.

In the end I really just want to know your reaction to my idea, and what you think about it. I don?t even expect a positive reaction, but you will probably not be as good as EA games did. (It?s not possible) Thanks For reading.

Also, I am sorry for the spelling mistakes, I made this in Microsoft Word, and I did not use the spell check properly. Thanks for reading. ;)
 

HobbesMkii

Hold Me Closer Tony Danza
Jun 7, 2008
856
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Right, I've got a few.


IDEA 1

Gangster MMORPG. Basically, it's set in a city divided into five zones, like The Projects, Downtown, Upscale Neighborhood, Industrial Park/ Wharves, and I dunno what no. 5 would be. Basically, players are able to join together into gangs and fight for control of zones (there's an economy thing here too, players need cash to do stuff, so they need to extort businesses, jack cars and sell them for parts, steal stuff (some to use, like guns, some to sell), sell drugs, etc). The game is set up so that if you die, that character is dead permanently. You're free to start over as you wish. Also, players aren't that different when it comes to stats. A brand new player and a veteran player's characters aren't that different in terms of basic skills (like carjacking, robbery, hustling, threatening, weapon accuracy) except for maybe a dozen or so differences (there aren't that many levels, maybe ten). The main advantage to playing for a long time is that you've got a reputation which gives you an advantage in extorting (for instance, you can extort money from businesses "protected" by people with less of a reputation), you've got lots more money (meaning you can hire bodyguards) and you've probably got a Crime Family of your own (meaning you get a portion of whatever the members of your family or gang make).

Oh, and players can also choose to be cops. But there will be a limit on player-controlled cops, with a majority being NPCs. Also, police officers will be prohibited from acting against the law (i.e. they must make arrests and have warrants)


IDEA 2
Zombie Survival MMORPG

Two phases, (taking place in alternating hours) a Day phase and a Night phase. During the day phase, Zombies are the slower, dumber and fewer in number. Players scavenge for food, guns, ammunition, gear, etc. among the wreckage of humanity. The important part is not to be caught outside town areas during the night. When night falls, Zombies begin to attack towns in mass numbers, and players must fight to protect town areas. If a town is overrun, all players currently in the town (including those logged off) are redistributed to nearby towns. They can reclaim the lost town during the day, if they wish. Naturally, some towns will be better defended than others, and larger towns will probably have an influx of weapons and gear.


IDEA 3
Grand Strategy Games (Civil War and WWI)

This would probably be series. In it, you would be able to direct a nation in their industry, conscription, technology, diplomacy, deployment and readiness of armed forces, etc, prior to the outbreak of the conflict which is central to the game (Game A: the Civil War, Game B: WWI). During the war, country management, while still active, takes a backseat to over-all war planning, as you are now encouraged to plan campaigns against your enemies. This means creating and disbanding/combining armies, selecting suitable commanders (yes, Grant can lead the Army of the Potomac in 1863!) then designating where you want the armies to move too (you'll also receive reports, limited by the historical constraints, about enemy army locations). Armies will move through the country, taking part in minor engagements by outlying forces and then whole Corps and Divisions at a time if you choose to pursue. There will be an incredible scale to the game, with the ability to go from a very broad Planning and Staging screen, where your armies are little more than red or blue arrows moving around on a map, to a command of an individual army, including Corps Commanders, to Corp Management, to Division management, to Brigade management and so forth until your at a tradition RTS screen, where your units run around with the "Attack Here" and "Stand Ground" commands that we all know so well.

Oh, the WWI version will feature trench warfare as well as an emphasis on air and naval combat.
 

[Gavo]

New member
Jun 29, 2008
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Picture an open-world Mirror's Edge, in the setting of an Oblivion town, except huge. Also, 3rd person.
You run around on rooftops and jump to them.

And go inside houses by braking into the windows and stealing and/or killing.

**EDIT**

Also, a Half-Life FPS-MMO

White Forest base as the rebel HQ, and The Citadel as the Combine HQ. Kinda like HL: Deathmatch, but better. and bigger. and awesome-er.
 
Jan 3, 2009
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sirdanrhodes said:
Shurikens and Lightning said:
I made this thread 2 days ago. Search a thread before you make one next time please.

/thread
Even your thread was a repeat.
Smart Idea huh! Blame people for copying a copyied idea.

But If you must know here is my game: My original videogame would be a top down shooter. But with 64 player brutalness in a huge map. you would see in a 2d plane and would handle like everyday shooter but instead of AI your fighting against other humans and you run instead of glide across the screen. The backgrounds would be realistic such as an office or a warehouse. You would have cover that you could attach to but it would all be destructible. I would want a variety of weapons that after killing somebody and dieing you get to purchase for that game only.

you can only survive about 2 pistol bullets which makes it more intense and you dont respawn so be careful. I would have a variety of modes like team deathmatch, deathmatch and God in which one player is given the most powerful gun and extra health and must live before being killed. but everyone knows his location. I would sell this on as many places as possible perferabbly on consoles and sell it for $9.99
 

NeedAUserName

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Aug 7, 2008
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UNKNOWNINCOGNITO said:
Mine: i always had a respect for the "Red Dead Revolver" game on PS2 it let
you live out your little cow boy dreams..
I like that game too, and Gun. Although I was terrible at Red Dead Revolver (except at the multiplayer, where I went Mann E Quinn (something along those lines) and set everything on fire, constantly)

Mine would be an action/adventure Western too, probably. I dunno about anything else, its all yet to be confirmed, need to get a production team, etc. Lol.
 

BigbadaBEEF

New member
Jan 5, 2009
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Split screen online, for example me and a mate on the same sofa could enjoy a match of call of duty online without having to take turns

ive never seen it and i reckon it would make online even more fun, so please feel free to correct me if its been done
 

Lazzi

New member
Apr 12, 2008
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Im aware that its probely unoriginal, but i woudl like it if dot// hack was an MMO (the ones with kite and black rose, not the crappy other one that they made)

But personal game i would like a cross between prince of persia: sand of time , P.N. 03 and a dash of assassins cread. Alot of free running and any fighting you encounter will have a very dancy feel to keep on with the acrobatic feel.

I want it taking Place in a semi-futureistic Spain. no flying cars but were people can pay for cyberneticly, or biologicaly enhance sense and bodies.

Long story short, your an assassine and its yoru job to... well assassinate people. You run up walls, pull of olympic class physical feats, and then use your gun or what every super gagetry the future holds.

OH and you would always be abel to hear a spanish guitar playing.
 

Colonel Rosso

New member
Jan 1, 2009
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I got it. you play as a fish. The idea is to eat, mate, flee from sharks, latch on to whales and run away bubbling in fear when the nearest oil tanker comes along. You start out as an egg of any of: remora, great white, tuna, sea turtle, angler fish, and lobster (maybe clown fish, I'm not sure). The game is completely open world. Maybe with a couple talking lobster traps. Preferably french and named JAQUES. You gain points based on how long you survive, from not wanlking into traps and going for longlines. You need to eat twice per game day. (1 day lasting about 3 real life hours) The ocean is divided into the standard zones(trench, abyss, dark zone, deep zone, light zone, surface . if you go too far up or down of your starting zone(angler fish can't go too shallow without exploding and tuna and the others can go too deep without imploding) you die. sharks and anglerfish eat other fish. Remoras latch on to great whites, and everything else scavenges for drifting food particles.
 

Dahemo

New member
Aug 16, 2008
248
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I always wanted to make, and I know this is an already crowded market, a big fantasy MMORPG.

However, I wanted to build it from the ground up, all new world, mythology, something new and involving for the players. Crucially, I'd want big, overarcing events happening gamewide that players of all levels could become involved in, cutscenes for crucial events and planning years in advance to avoid Anarchy Online problems.

I'd want it to cater to individual players, groups and clans in play, but most importantly for me would be the play experience, players should enjoy being Level 3 as much as being Level 80, there would be grind but also activiy and reward throughout...
 

DanDanikov

New member
Dec 28, 2008
185
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I always wanted to see/make a game called Evolution, where you start off with an incredibly simplistic game in which doing well earns you points. These points do not upgrade your avatar or game entity, however. You upgrade the game. So you can purchase things like extra colours, more visual detail, at some point upgrade your camera angle to isometric or full 3D. The real crux of the idea rests on being able to upgrade the gameplay- adding more player units can evolve the game into a tactical shooter, or you can change the method of competition and end up with a sports or racing game.

In some ways, the game could naturally document the evolution of games historically (although in a more symbolic way with the later levels). In other ways, it'd be interesting to consider the possible implications of certain combinations- perhaps discover new game genres in the process.