Your idea of a game.

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Manji187

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alygishere said:
So , what's your idea of a game?
A mix of Silent Hill, Vagrant Story, Eternal Darkness and the movie Solaris (preferably the Russian version, not the one with Clooney). You're an investigator sent to examine strange occult phenomena in a derelict ruin city in uncharted territory. You have to imagine it in a late Medieval setting (no friggin firearms). In this city nature's laws are weird...water running upstream...that kind of stuff. It's as if the city is alive and has a consciousness and likes to mess with your mind forcing you in all kinds of illusions until you don't know what's real anymore. Oh and it takes a peek in the depths of your soul and summons all your fears...(Scarecrow style, Batman Arkham Asylum).

Of course you're not alone in the city...so sometimes you find yourself in a collective illusion. Multiple playable characters/ scenario's would be interesting (Resident Evil 2 style). As for the end boss..hmm...could be the materialised evil that you bear within you....or the consciousness that's behind all this...I have no idea yet of how it could be defeated.

So whadda ya think?
 

alygishere

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Manji187 said:
alygishere said:
So , what's your idea of a game?
A mix of Silent Hill, Vagrant Story, Eternal Darkness and the movie Solaris (preferably the Russian version, not the one with Clooney). You're an investigator sent to examine strange occult phenomena in a derelict ruin city in uncharted territory. You have to imagine it in a late Medieval setting (no friggin firearms). In this city nature's laws are weird...water running upstream...that kind of stuff. It's as if the city is alive and has a consciousness and likes to mess with your mind forcing you in all kinds of illusions until you don't know what's real anymore. Oh and it takes a peek in the depths of your soul and summons all your fears...(Scarecrow style, Batman Arkham Asylum).

Of course you're not alone in the city...so sometimes you find yourself in a collective illusion. Multiple playable characters/ scenario's would be interesting (Resident Evil 2 style). As for the end boss..hmm...could be the materialised evil that you bear within you....or the consciousness that's behind all this...I have no idea yet of how it could be defeated.

So whadda ya think?
hmm , not bad , I think I would buy it , where do you reckon the price would be cuz if it were 60$ I might have some second thoughts , 40 $ = instabuy
 

The DSM

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A zombie survival game based on the Principals of the Zombie Survival Guide.

You customise your own Chracter and then have to survive for a set amount of time.

If you die its Game over, no loading. You have to start again.

And its true to the Zombie Survival Guide, enjoy trying to find a Shaolin spade....

I never said it was going to be easy...
 

leady129

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I've had an idea bouncing around in my head for some time of a story driven first person action survival game where your character finds himself trapped in the middle of a raging bush fire and has to try and find a way to survive and escape. There's room for some frantic action and impressive set pieces, especially if it was set in a valley area. The unpredictability of bush fires would be used to ramp up the intensity by having it constantly cut you off forcing you to take alternate routes. Gameplay could range from running from the fire both on foot and in vehicles interspaced with some quieter moments where you are searching houses (both standing and burnt) for useful supplies and running into and working with other characters. Later on in the game the intensity can be ramped up even further by introducing a human antagonist who is trying to kill you for letting his son die in order to save your own life...

I honestly have an outline for the entire game which I can post here if anyone REALLY wants me to. For the time being though, I'll leave you to dwell on the potential of this idea.
 

alygishere

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leady129 said:
I've had an idea bouncing around in my head for some time of a story driven first person action survival game where your character finds himself trapped in the middle of a raging bush fire and has to try and find a way to survive and escape. There's room for some frantic action and impressive set pieces, especially if it was set in a valley area. The unpredictability of bush fires would be used to ramp up the intensity by having it constantly cut you off forcing you to take alternate routes. Gameplay could range from running from the fire both on foot and in vehicles interspaced with some quieter moments where you are searching houses (both standing and burnt) for useful supplies and running into and working with other characters. Later on in the game the intensity can be ramped up even further by introducing a human antagonist who is trying to kill you for letting his son die in order to save your own life...

I honestly have an outline for the entire game which I can post here if anyone REALLY wants me to. For the time being though, I'll leave you to dwell on the potential of this idea.
That would be some heck of a bushfire :p. It could be made into an interesting game but it's rather hard to see how , if you could explain further I would really apreciate it.
 

leady129

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alygishere said:
leady129 said:
I've had an idea bouncing around in my head for some time of a story driven first person action survival game where your character finds himself trapped in the middle of a raging bush fire and has to try and find a way to survive and escape. There's room for some frantic action and impressive set pieces, especially if it was set in a valley area. The unpredictability of bush fires would be used to ramp up the intensity by having it constantly cut you off forcing you to take alternate routes. Gameplay could range from running from the fire both on foot and in vehicles interspaced with some quieter moments where you are searching houses (both standing and burnt) for useful supplies and running into and working with other characters. Later on in the game the intensity can be ramped up even further by introducing a human antagonist who is trying to kill you for letting his son die in order to save your own life...

I honestly have an outline for the entire game which I can post here if anyone REALLY wants me to. For the time being though, I'll leave you to dwell on the potential of this idea.
That would be some heck of a bushfire :p. It could be made into an interesting game but it's rather hard to see how , if you could explain further I would really apreciate it.
Not really. Bush fires can spread up to 100 kmph or faster depending on wind speeds and direction. Smoke is yet another factor to the experience which causes both visibly and breathing problems. There are plenty of real life stories the game could draw on. Two which stood out for me were one where a man and his son were escaping the fire in their car, however low visibility caused them to run off of the road and tumble down a short cliff. Both survived the fall however the son ended up stuck in the car and despite his best efforts to free his son the father witnessed his son burn in the car. The other is about a young child who was abandoned at a house and was rescued by fire teams some time later as the fire was approaching.

There'd probably be more scripted events involved than MW but there's room in there for some really emotional moments as well as the fast paced action where your desperately trying to stay ahead of the inferno. One risk though is that if not done well, it could risk becoming a bit samey towards the end of the game (which is my reason for introducing the new human danger)
 

KrakFoxx

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olikunmissile said:
A zombie game set inside a city where every building is unique and can be accessed. You must survive 3 days (real days of game play) by any means necessary. Teaming up with survivors or killing those that get to close to where you are hiding. Barricading the windows and doors with furniture. You need to get provisions like water and food. Let alone guns. And the game starts just as the city is put into quarantine, where only one or two of the 100,000 population are infected, and from your hiding place you can see the entire city begin to crumble and fall as you watch society break down. NOW that would be a zombie game done right.
This would be pure liquid awesome! This game has to be made NAOW!
 

crimsonshrouds

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A game where you just murder and kill tons of dudes and have access to a gun that shoots shurikans and lightning.

Or a world war II game where you play a german soldier defending his home country from the a ardennes forest to the fall of germany. (this game will not be supporting naziism for all you politically correct assholes)
 

Manji187

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alygishere said:
hmm , not bad , I think I would buy it , where do you reckon the price would be cuz if it were 60$ I might have some second thoughts , 40 $ = instabuy
Well, how about 50 bucks and the possibility of DLC? New characters/ scenario's, extra areas to the city...that kind of thing. I imagined this game mostly as a singleplayer...but I'm sure a coop option would be possible.

Personally, I don't think this is a game for online multiplayer...at least I don't instantly see how it would be possible.

Basically, it is a very story and immersion dependant/ driven game with lots of mystery and intrigue with a constant atmosphere of lurking undefinable threat... This would not be a game you could play through in 8 to 12 hours on the first go. I'm thinking of at least 20 hours with the initial character's first scenario. Depending on how well you play (end rating) or if you have fulfilled a set of special criteria during the game...you can unlock new characters/ scenario's (apart from DLC). Yes, replayability is of utmost importance.

How does that sound? ;)
 

alygishere

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leady129 said:
Hmm , I'm actually starting to like the idea , but what other elements could you introduce into the gameplay in order to make it interesting for the player all the time and not just some specific moments , the rest becoming a chore. If you could pull that through I think that might just work as a great game.
Manji187 said:
alygishere said:
hmm , not bad , I think I would buy it , where do you reckon the price would be cuz if it were 60$ I might have some second thoughts , 40 $ = instabuy
Well, how about 50 bucks and the possibility of DLC? New characters/ scenario's, extra areas to the city...that kind of thing. I imagined this game mostly as a singleplayer...but I'm sure a coop option would be possible.

Personally, I don't think this is a game for online multiplayer...at least I don't instantly see how it would be possible.

Basically, it is a very story and immersion dependant/ driven game with lots of mystery and intrigue with a constant atmosphere of lurking undefinable threat... This would not be a game you could play through in 8 to 12 hours on the first go. I'm thinking of at least 20 hours with the initial character's first scenario. Depending on how well you play (end rating) or if you have fulfilled a set of special criteria during the game...you can unlock new characters/ scenario's (apart from DLC). Yes, replayability is of utmost importance.

How does that sound? ;)
45 bucks and I'll be first in line:D.
 

scire

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I'm sorry that everything is in a random order but I came up with some ideas while writing this :p

I've had this idea for quite a while now: a papparazi game :D
The controls would be a bit like a FPS, when you look through your camera you can take pitures, but you move a lot slower (bit of a call of duty looking down the side system but you can't hip fire). When you're standing still and your target is standing still you get te highest quality pictures, and certain poses give higher quality too. You can customize all kinds of things on your camera, like adding a zoom or it takes a few seconds before it starts taking pictures but it takes three short after another etc. There could be all kinds of mission objectives, like take a picture of this celeb with his/her new boy/girlfriend or take a picture of this celeb pregnant or just take a picture of this celeb. All papparazi could be focussing on one celeb or on different celebs, depending on the objective. The goal of every game is to take a better picture than the other papparazi, you will get paid by tabloids if you have the best picture and you can use the money to customize your camera. There could also be a game mode in which one player drives a car and the other one takes pictures while hanging out of the window, some kind of 2 vs 2 vs 2 vs 2 (depending on the ammount of participating teams). I could keeping giving examples of the endless possibilities of game modes, objectives and customizable camera parts but I think you all get it. If you add some story to it, some variation to the envoriment and the mission objectives you'll have a solid single player, and you can come up with tons of ideas for the multiplayer. If the community grows there could be patches to keep the missions full of fresh faces and bring out a online monthly magazine with the best uploaded pictures. Most missions will be generated which makes no map completely the same and there could also be body guards (played by either players in some game modes or AI) who can take away your camera after a warning or directly if you're sneeky around in places you shouldn't be. Body guars will also try to block the line of sight to the celeb (who als can be played as eithe players in some game modes or AI). While playing I want the player to feel the pressure of having a lot of competivety and being a low life of the society, but making tons of money out of it if you do it right. There could also be tons of choices and hidden missions an storylines in the game, for instance if you take a picture of two people kissing in a back aley before taking a picture of your objective your head editor might recognise the kissing woman as his wife and orders you to take a picture of the face of the lover of his wife (well paid bonus mission). There could be a choice at the end of the single player story in which a desperate celeb begs you to delete a previous taken picture, yes = no money no = celeb kills herself, you get tons of money and while playing online your name will be displayed with a devil icon behind it.

Thank you very much if you read all this stuff, there are some good ideas in this topic and I hope you think mine is one of those good ideas.
 

DeathChairOfHell

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ho about... we find a new planet called...Fandora. but there's already creature's living there. they're green. so one guy. who is crippled, no! blind! gets the mission to go there and learn about them. observe them. i think it should be called... avalar! pretty neat idea, huh?
 

scire

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DeathChairOfHell said:
ho about... we find a new planet called...Fandora. but there's already creature's living there. they're green. so one guy. who is crippled, no! blind! gets the mission to go there and learn about them. observe them. i think it should be called... avalar! pretty neat idea, huh?
it reminds me of something... but what?... I remember! The planet in borderlands is called Pandora which is almost the same as Fandora!
I knew I would remember :)
 

e2density

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Animal Crossing: Life of Crime

Ask my sister, my friends, everyone, I've been thinking about this for a LONG LONG TIME. It's Animal Crossing, except your a mercenary, and your sent to a town in order to find out whats happening there. The villagers will slowly become your merc pals, and the more you talk to some of them/the more things you do together, the more reliable they become. You enlist all of your villagers as different classes, like Rowan can be Spec Ops, Pinky can be my Team Sniper, etc.

Here are a few plot twists:

-Tom Nook loses his mind, takes Timmy and Tommy hostage. You must snipe him when the opportunity arises.

-Resetti ends up being the leader of this underground crime society that you must "take out". The game ends with him accidentally popping up out of the ground, only to pop up in the train tracks and get hit by a train,
similar to the ending of Syphon Filter: Dark Mirror
.
 

alygishere

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scire said:
Well it is an interesting ideea but there have been some similar games , although not exactly this way. The only problem I'm having with this ideea is that it's too casual , it's not very challenging so I wouldn't be that much into it.But then again this is just my opinion
 

ribonuge

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I would like a game with a heavy emphasis on psychadelia. You freak-out meter is determined by your deaths (similar to Demon's Souls tendency) so the more you die the crazier the trip becomes. When things are going well for your character the trip is benign and the enviroments have a surreal and welcoming look to them. But when things are going bad the genre switches to horror with strong survival elements. Things that are extremely disturbing slowly leak into the enviroments, for example a tree that was beautiful and aesthetically pleasing beforehand, is now oozing pus and other effluents. However, subtle changes to the enivorments could be more effective. Such as a character who was previously normal looking, now has no eyes. There would be a pervading enemy throughout the game, aswell as puzzle elements akin to portal (if that sort of genius could be acquired). The dynamic changes in the game would be quite interesting I think. The key would be to get the player to dread messing up. An sanity meter could also contribute to it. I just made this up on the spot so I think i'll go get my thoughts more in order and post something a little more stuctured later.
 

DrDeath3191

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Rather than come up with brand new ideas, here are four I've already put on these forums.

You are a girl who falls in love with a handsome Prince. You really fancy the Prince, but you're pretty average looking, so you go to the Goddess of Love and Beauty for assistance. The Goddess takes one look at the Prince and becomes smitten with him as well. So in order to prevent your success, she makes you ugly and casts you off into the Forsaken Lands. It's up to you to prevent the Goddess from having her day, and to marry the Prince yourself.

The gameplay is essentially an RPG. You battle monsters and evil baddies, and gain experience. You can spend your experience on your stats to make you more combat efficient, or you can use the experience to adjust the way you look. Why would you want to change the way you look? Because you want to have as many people as possible in your party.

You see, the people in the world all have their particular tastes in women. If you get close enough to their ideal, the can join you in your quest. You can change a large variety of things: foot size, hip width, breast size, hair color, hair style, what have you. All of these things will be taken into account when an NPC sees you. If they like what they see, they'll join up. In addition, some creatures will also react to certain physical traits. For example, perhaps a tribe of Molemen fear people with large feet, or Bandits become distracted by large breasts.

So you have to choose whether to be pretty and weak, but have lots of friends around or to remain ugly but be able to hold your own in a fight. I think it's an interesting idea, anyway. I do appreciate feedback if there's something you wish to suggest or berate me for.

P.S. Yes, I've considered that this might make for a decent Ero-game. My good friend suggested that this is the route it should go if I ever make it. If you think sex sells, this is the product for you.
You play as a farmer named Old Farmer Higgins. All your trying to do is grow your crops, when suddenly a tribe of Beedlegrumps (don't ask me to describe them: I haven't completely thought this through) have decided to make your farm their home. You don't have any combat experience, so what is an old man to do? Why, grow Warrior Plants, of course! Using these plants, you need to defend your farm from the menacing Beedlegrumps.

The game plays as a combination of Harvest Moon and an RTS. The goal is to prevent your Farm from being destroyed. You are given some seeds which you need to plant to create your soldiers. The location of the plant can affect its stats, as can how you water, fertilize, and otherwise take care of your plant. Each different plant has different needs, so that must be taken into account. The goal to make the best plant is to balance these aspects. After the plant grows, you can command it to attack enemies, patrol an area, protect Old Farmer Higgins and his Farmhands, as well as a variety of other things based on what unit they are.

You don't necessarily need to grow only soldiers, though. You can also grow Corn, Rice, Tobacco, and other cash crops to sell at the market. With the profits from the market, you can buy new seeds, upgrade your equipment, hire Farmhands, or repair your Farm. As well as being sold for profit, some plants like to eat those specific cash crops, or grow well around them. So it's wise to devote some space to the cash crops.

Farmhands basically act as assistance to Farmer Higgins as his Farm grows larger. They can handle any task that you can, but not always as efficiently. As they spend more time on the Farm, they get better at their jobs and become more efficient.

I've also considered the idea of farm animals (cows, chickens, etc.), but I'm not too certain.
Anyway, the nation of Iteria is at war. Kings are going at eachother's throats for control of the major cities in the nation. It's a war on a grand scale. But the nation of Iteria handles war differently than most nations. Instead of merely throwing their soldiers at eachother, they must travel by road to attack an enemy fortress. This is where your role comes in. You are a Road Builder, and by your hammer you define the war.

This game plays essentially like the opposite of a tower defense game: you try to make a path for a line of soldiers to follow and avoid towers that the enemy builds. How you build these roads matters a great deal, both in style and in location. If you build the road with certain materials, the soldiers walking behind you may walk faster, take less damage, or a variety of other effects. Likewise, if your road gets near enough to certain natural features (i.e. a special tree, a river, etc.) the soldiers will get other bonuses.

You shouldn't rely on a single road for long, though. The enemy will see that many soldiers are coming that way, and will build towers to defend their fortress. In order to deal the most possible damage to the enemy fortress, you need to avoid as many towers as possible, while connecting the road to the fortress itself. And don't get killed yourself: you must abide by the Road Law as well, and the towers will attack you if you're in range. As soon as you connect the road to the enemy fortress or an enemy controlled road, there will be a skirmish to control the road. This just plays out as whose soldiers are more powerful, so watch what you build where. If you are succesful, you troops will overtake the road, and you will be able to freely travel and build on it. Otherwise, your road will become shorter, and you're in risk of losing health.
This one's going to be a hard sell to many of you 'hardcore' types. But I would like to see this game come into fruition: Mii RPG: Battle for WuHu Island.

The story goes like this: Your Mii is vacationing on the beautiful WuHu Island. Suddenly, the sky darkens, and a dark hole appears above the volcano. Suddenly, thousands of Yuus have arrived on the island with the intent to take over. It's up to you and a party of three other Miis to save the island and restore order.

The game plays like this: outside of combat, it plays as a regular platformer. You explore the enviornment to find collectible Stamps and make it to the next objective. These Stamps play an important role in combat, which I'll get into later. Here you'll also speak with NPCs, accept Quests, and otherwise interact with WuHu and its inhabitants. Enemies also wander about the field. If you come into contact with one, you'll engage it in combat.

In combat, it plays like a mixture of a tactical RPG and Wii Sports Resort. When you initially start, the field appears as a grid. You can move your Miis about it however you see fit, if that space fits within their movement range. If you're within range of an enemy, you can fight it to deal damage to it. There are three ways to attack enemies, which work by the three classes available: Swordfighting, Archery, and Magic. The way combat works is by playing a thirty second minigame. Swordfighting is just like it sounds, and plays similarly to the way it does in Wii Sports Resort. The difference is the inclusion of a Stamina Bar. The more you swing, the more it goes down. The higher your stamina bar, the more damage you deal with a sword blow, and the less damage you take by an enemy's counter attacking. If the bar reaches 0, you're in grave risk for a guaranteed Critical Hit from your enemy. Avoid getting hit for three seconds in order to start recovering Stamina again. Archery has you shooting three arrows at an enemy at long range. They'll be moving about, trying not to get hit. You only have three shots and thirty seconds to deal as much damage as possible. If the arrow hits the enemy, he takes damage. It's just that simple. Magic works differently than the other two fighting styles. The minigame can vary from Frisbee, Bowling, or Tennis style of play. The difference between these styles is how much damage is dealth vs. how accurate and fast the spell is. Bowling-style spells are heavy hitters, but you can't hit aerial enemies, and the spell moves slowly and cost more mana. Frisbee, on the other hand, is fast and much more accurate and the mana cost is paltry, but the spell's damage is very small in comparison. Tennis is a happy medium between the two.

Now we come to those Stamps I mentioned earlier. They can be equipped to your party members to increase stats, or to enable an activated ability. These abilities can range from deal more damage to slowing the flow of time. There are also class-specific stamps, like the Spike Stamp for the swordfighter. This makes all swings in the downward direction much more powerful, while upward strikes suffer. In other words, they essentially work like Badges in the Mario RPGs. Using the stamps, you can come up with your own custom playstyle that suits your needs.

There would also be flying segments reminiscent of Star Fox 64, where you fly on a rail, moving and turning your remote to avoid obstacles and down enemy ships. I was thinking that in the final part of the game, you fly your plane through the hole to reach the Yuu World, when you crash, and have to skydive off, avoiding obstacles on the way down, like the Skydiving game in Resort.

This style of gameplay is accesible enough for the 'casual' crowd to enjoy themselves, while the 'hardcore' can explore the depths of Badge collection and tactics. It's the best of both worlds, really.