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Unread 05-11-2009, 05:06 PM   #1
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Default Game Ideas Thread

It's been a bit since we had one, so let's roll with it!

Have Quicktime Events that don't punish you for failing, but instead change the way the cutscene unfolds and how your character interacts with people. For example: Fail a QTE and your character accidentally spills soda all over his keyboard, causing his stress meter to rise. Later, he's talking to someone, and he's being all cranky and jerky towards the person he's talking to. Alternatively, pass them and he'll be good-natured and such.
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Unread 05-11-2009, 05:26 PM   #2
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I asked about this a while ago, but a system that alters your main PC's personality based on his actions in battle with different weaponry and skills, rather than dialog trees.

I hold that one pretty close to me.
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Unread 05-11-2009, 05:37 PM   #3
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Quote:
Originally Posted by NonCon View Post
It's been a bit since we had one, so let's roll with it!

Have Quicktime Events that don't punish you for failing, but instead change the way the cutscene unfolds and how your character interacts with people. For example: Fail a QTE and your character accidentally spills soda all over his keyboard, causing his stress meter to rise. Later, he's talking to someone, and he's being all cranky and jerky towards the person he's talking to. Alternatively, pass them and he'll be good-natured and such.
In other words - do what Indigo Prophecy does, only better.
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Unread 05-11-2009, 08:12 PM   #4
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A game that increases in scale exponentially:

Instead of fighting stronger opponents or enemies that dynamically increase in stats to challenge you no matter what your level, the stronger you are the more enemies you can take on at once.

Level 1: Take on 1 kid of your age.
Level 2: Take on 2 kids of your age, 1 local monster.
Level 3: Take on 3 kids, perhaps 2 local monsters with help.
Level 4: Take on a fairly weak adult.
Level 5: Take on a strong adult.
Level 6. Take on 2 adults.
Level 7 Take on 3.
Level 20: Take on a gang of heavily armed bandits by yourself.
Level 30: Muster an army by yourself, taking out their Calvary and mounted units personally.
Level 40: Screw your allied army, you'll take down the enemy yourself with naught but a damned oar!

So that by the end of the game, you are taking on entire armies, and the only thing that can go mano y mano with you are enemy generals, demon lords, and bosses.

Add on weapon mastery, a nice mix of Mount and Blade plus Elder's scrolls plus Dynasty warriors, alignment and loyalty modifiers, and 12 different fighting styles that not only determine what attacks you use, but also how your character will act in cutscenes.
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Unread 05-11-2009, 08:38 PM   #5
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Quote:
Originally Posted by bluestarultor View Post
I asked about this a while ago, but a system that alters your main PC's personality based on his actions in battle with different weaponry and skills, rather than dialog trees.

I hold that one pretty close to me.
Alpha Protocol might be what you were looking for
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Unread 05-11-2009, 08:43 PM   #6
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Remake Kingdom Hearts 2, only this time better.

Now that that's out of the way, I am an economics-oriented person. I enjoy economic type things; i.e. buying, seeling, reselling, monopolies, businesses, etc. This is why EVE appealed to me. But I also enjoy the standard game approach of "I-have-a-sword/futureweapon-therefore-I-grind."

I wouldn't mind a game that gives me the option for BOTH.
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Unread 05-11-2009, 09:00 PM   #7
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I had an idea for an MMO in which people would construct cities more or less from scratch. Groups could work together to build on instance of a building (the building tools would have to be fairly simple) and after that they'd have the 'plans' to build however many more of that building they want (factoring in materials cost and build times based of course). Different cities could be parts of different alliances and could go to war with each other, destroying opposing faction's cities, stealing designs for buildings they'd made, raping, pillaging, the list goes on.
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Unread 05-11-2009, 09:59 PM   #8
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I had an idea of a simple MMORPG that mixes Harvest Moon, Animal Crossing, and Nethack.

When the server starts, there is a 9 square round hub. New players are given plots of land in an isometric square around the hub, clockwise, and after the hub is completely encircled, a new square begins one space away, growing a new layer. These plots of land have some sort of living space, a reasonably sized expanse of land for farming or placing home objects, and some simple barrier to keep other players out.

Players make most of their money by growing items and selling them to the hub. The farther player homes eventually get a wagon trail to aid them in delivering goods. THe hub's items sold in their shops are dependent upon what items are sold to the hub, likewise the gold players will get for their items is dependent upon the demand for said items.

With enough money, players can build up their houses, put up stronger fences, and more importantly pay sprites (that own the world) to build them a dungeon on their land.
By sacrificing an item, a dungeon is generated based upon the specific qualities the item possesses: It's rarity, value, elemental properties, and item type. For instance, a "Mystic Fire Sword +5" will create a massive dungeon filled with strong fire based enemies, decorated like a fire temple, and all enemies will typically have a stronger attack than those found in a Mystic Fire Shield, and have greater magic strength and defense.

A simple "Green herb" item will spawn a short 3 floor dungeon filled with weak plant based monsters that know healing magic, and look like a mossy cave.

Levels and monsters are randomly chosen per party instance, and at certain floors there is a chance of a Puzzle level, which possesses puzzles ranging from Sokoban, to complicated math, to a logical question. Completion of the puzzle will both net items and allow going down to further floors.

At the end of the dungeon, the conquerors are guaranteed a copy of the weapon used for sacrificing, at lesser, equal, or greater value than the original one sacrificed.

Players can change the nature of their dungeon by swapping out sacrificed items, but also add onto existing dungeons by sacrificing another item, adding onto the current floor count of a dungeon and giving the dungeon a dual nature.

Players can then charge other players to enter their dungeon, give friends passes to enter their property to challenge the dungeon (or aid them in completing their own dungeon).

The hub itself has a giant, high level dungeon for players to try and beat, as well as shops that reflect the goods generated by players, and what other players have put up to sell. There are also player shops that use what trade a player has picked up, so players can by swords smithed by people other than the weak NPC smithy.

Much of the game involves obtaining passes to other's dungeons, killing monsters for special minerals for smithing, growing your own crops, and cultivating your own dungeon, with hopes of eventually conquering your hub's dungeon or starting your own hub.
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Unread 05-11-2009, 10:06 PM   #9
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Intelligent NPCs.

EDIT: Or even just less-stupid ones.
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Unread 05-11-2009, 10:14 PM   #10
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Originally Posted by Fifthfiend View Post
Intelligent NPCs.

EDIT: Or even just less-stupid ones.
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A good Beast Wars game, something I've ranted about before and I could dig up the link if I wasn't lazy.

EDIT: Ahah! I've found it.

Quote:
Originally Posted by Mirai Gen View Post
I want a Goddamn Beast Wars game and I will only die happy seeing one come to fruition.

In Beast Wars, you can pick between the three Seasons (campaign mode resembles GTA in that it goes along a storyline and you go successfully between them) - In the Season 1 it's straight-up free-roam Maximal vs Predacon. You use Beast Mode for overland travel because of energon buildup, each character with their own statistics and advantages. Staying Maximized starts to deplete 'energon bar', and if kept drains your life before resorting to stasis lock. Individual missions are based on episodes and completely fictitious events that the writers can make up, GTA style. For canon fodder, you have "Predaclones", based off of Megatron, Tarantulus, and Skorponok's technological know-how. Boss fights are against the Predacon soldiers themselves.

Cheetor's super fast and his 'gut gun' has a high rate of fire but low damage, with sprinting speed in Beast Mode. Tigatron has similar statistics but moves slower overall but faster in the Winter-season area. Airazor can fly and has decent gunning power. Dinobot has medium overland travel and lousy gunning but shreds in close combat and can defend himself from ranged attacks with his rotary shield. Primal's super strong in close range and can fly, as well as throw overland items at enemies. Rhinox's chainguns have extremely high rate of fire but overheat quickly, and if he's sprinting he boulders through enemies. Rattrap has Stealth Mode and demolitions while Maximised.

When you go into Season 2, that all changes. Everyone in Season 1 gets a Transmetal body, giving them a second mode. And I mean everyone, none of this 'CR Chamber protected them' BS. Nobody gets killed, we see everyone get Transmetal. The Fuzors and everyone whom joins your side still pop up. Airazor gets aerial rocket boosters, allowing her to 'sprint' midair in Beast Mode. Dinobot can fire lasers from his eyes in Beast Mode and now can close-combat attack. Rhinox's Beast Mode becomes faster and his sprint now gives him an energy shield.

If you insist upon Season 3, it becomes a defensive game. The game now is much harder, and while you're out doing missions you frequently will get called back to base (But not TOO frequently) to help defend against assault. Blackarachnia joins you, and she's in her Transmetal 2 body. Cheetor gets his too. Optimal Optimus is not a fucking pansy whom only gets one cool scene in the beginning, but now he's a powerhouse tank. The only reason you don't play as him is because he's slow as hell when not in Jet Mode.

And, sadly, because the cartoon is over, I'll never have it.
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