View Full Version : Really cool game ideas that you made up.
poop100
07-29-2007, 06:39 PM
Post some really cool video game ideas that you think would be really cool.
Keenan
07-29-2007, 06:41 PM
You first.
rand0m
07-29-2007, 06:48 PM
I want to see the love child of Oblivion and GTA
Lachrymose
07-29-2007, 06:58 PM
A video game version of Bulletball.
h4z4rd
07-29-2007, 07:00 PM
They should make a game about a plumber who takes shrooms and crushes bricks with his head. He also trips out and sees crazy shit like turtles throwing hammers...goddamn! That would be crazy fun, they should make a game like that, and by "they" I mean the Japs.
uglycatface
07-29-2007, 07:05 PM
i'd love to see a multiplayer version of Sid Mier's Pirates Gold!
i think it'd be pretty easy to do, just limit each game to 20 or so total users and all the other AI driven ships like the Treasure Fleet running around on their own like in the regular game. it'd make it really interesting.
Mr.SelfDestruct
07-29-2007, 08:54 PM
Long post, but I think this is what the MMO genre needs.
An MMO that focuses more on social and economical growth than all that grinding bullshit. First person FTW too.
The more stuff that the players have the power to do, the better. For example, tossing a griefer into jail, and leaving him there as long as they like.
Strength in numbers, not in player level. Sure, a trained knight in full plate riding a war horse should be able to plow through common peasants. But if you take down that war horse, that knight's SOL.
No stupid hitpoint systems that reach the thousands. An arrow through the neck is just as fatal to a veteran warrior as it is to someone that's never done manual labor a day in their life.
While we're on the subject of killing... Permadeath. You can become wounded, maimed, or unconscious; all of which could be fixed by rest, or powerful magic. But if you do something stupid, you can also die. A decent system could be, most enemies are animals, and most animals won't eat human flesh. They'll probably incapacitate you though if they see you as a threat. If you lose to an animal, you'll probably be fine, but might need medical attention of magical attention to regain your health, maybe a permanent debuff that needs to be cured? If you decide to go orc hunting though, it's best to go with a party. The orc would incapacitate and move on to the next threat. If there are no other threats, they'll kill you after a few minutes.
Magic is supposed to be extremely powerful. Make it extremely powerful. Also make it extremely difficult and time consuming to learn, while everything else is much easier.
Skill based combat. Sure, a veteran warrior will probably be quicker, and swing harder. But a veteran PLAYER should have a decent chance at taking down a veteran warrior with a brand spanking new character. Run into some asshat that decided to buy his account on E-bay? He won't be naturally bad-ass for spending the money.
The skill system shouldn't involve numbers in the hundreds. Instead, everything should cap at 10 or 20. Maxing out a single skill should be fairly easy to do, maybe a week for a casual player. Maxing out the character altogether should require much more effort and time.
Weapons shouldn't have skills associated with them other than the strength it takes to wield it. There is no reason why a man that's been mining his entire life shouldn't be able to swing a deadly blow with a war hammer, or drive a spear through a person. Again, player skill should play a role here.
Ranged weapons are always nice. But it's retarded to have a character carrying around 200 arrows, and the arrows being a few coins each. Arrows should be expensive, and there should be a reasonable limit to the number you can carry. A player that wants to hunt as an archer would be wise to learn to scavenge for suitable wood, and learn fletching.
I keep bringing up fighting. Hunting will be a necessary thing. Hunters will mainly try to find animals that functional for food, leather, bones, horns, hooves, feathers, scales, etc.. Keep it interesting. A hunter will have to be patient. They'll first have to find their prey, then they'll have to get close enough to kill it without it noticing. Smaller animals will likely be trapped instead, while deer will probably be killed by bow and arrow (crossbows and bolts are more expensive, and will usually be used for war purposes). A hunter could try to take down the animal with a melee weapon, but that would be stupid in most cases. A deer is also a large animal, the hunter could skin it, and leave the rest if they so desire, but it would be a huge waste of plenty of goods. Most likely, they will bring a deer down, string it up and let the blood drain (weight is an issue, and water is heavy, plus blood congeals quickly after death making the meat inedible), then take it back to town.
--------------------------------
I could go on, but you get my drift. A game that's heavy on the community effort aspect, on the RPing aspect. Death would suck, ALOT, so people would want to avoid it, but regaining your skills and such shouldn't be too difficult. Actually ''killing" another player should involve something special beforehand. Maybe a sort of bounty system, so you'd have to take the bounty first, the player would be alerted that you're coming for them, and you have a certain amount of time to fulfill that bounty (24 hours of time that the player is logged on, or one week, whichever comes first). The world should be huge, and traveling from one town to another should require planning since it's such a huge endeavor, unless the towns are close.
Basically make the main aspects of MMO's slower paced, while making the tedious aspects quicker paced.
Long post, but I think this is what the MMO genre needs.
[quote=Me :P]An MMO that focuses more on social and economical growth than all that grinding bullshit. First person FTW too.
The more stuff that the players have the power to do, the better. For example, tossing a griefer into jail, and leaving him there as long as they like.
Strength in numbers, not in player level. Sure, a trained knight in full plate riding a war horse should be able to plow through common peasants. But if you take down that war horse, that knight's SOL.
No stupid hitpoint systems that reach the thousands. An arrow through the neck is just as fatal to a veteran warrior as it is to someone that's never done manual labor a day in their life.
While we're on the subject of killing... Permadeath. You can become wounded, maimed, or unconscious; all of which could be fixed by rest, or powerful magic. But if you do something stupid, you can also die. A decent system could be, most enemies are animals, and most animals won't eat human flesh. They'll probably incapacitate you though if they see you as a threat. If you lose to an animal, you'll probably be fine, but might need medical attention of magical attention to regain your health, maybe a permanent debuff that needs to be cured? If you decide to go orc hunting though, it's best to go with a party. The orc would incapacitate and move on to the next threat. If there are no other threats, they'll kill you after a few minutes.
And on the subject of permadeath, a family member "another character of the same player" can inherit everything the dead character owned.
Magic is supposed to be extremely powerful. Make it extremely powerful. Also make it extremely difficult and time consuming to learn, while everything else is much easier.
Skill based combat. Sure, a veteran warrior will probably be quicker, and swing harder. But a veteran PLAYER should have a decent chance at taking down a veteran warrior with a brand spanking new character. Run into some asshat that decided to buy his account on E-bay? He won't be naturally bad-ass for spending the money.
The skill system shouldn't involve numbers in the hundreds. Instead, everything should cap at 10 or 20. Maxing out a single skill should be fairly easy to do, maybe a week for a casual player. Maxing out the character altogether should require much more effort and time.
Weapons shouldn't have skills associated with them other than the strength it takes to wield it. There is no reason why a man that's been mining his entire life shouldn't be able to swing a deadly blow with a war hammer, or drive a spear through a person. Again, player skill should play a role here.
Ranged weapons are always nice. But it's retarded to have a character carrying around 200 arrows, and the arrows being a few coins each. Arrows should be expensive, and there should be a reasonable limit to the number you can carry. A player that wants to hunt as an archer would be wise to learn to scavenge for suitable wood, and learn fletching.
I keep bringing up fighting. Hunting will be a necessary thing. Hunters will mainly try to find animals that functional for food, leather, bones, horns, hooves, feathers, scales, etc.. Keep it interesting. A hunter have to be patient. They'll first have to find their prey, then they'll have to get close enough to kill it without it noticing. Smaller animals will likely be trapped instead, while deer will probably be killed by bow and arrow (crossbows and bolts are more expensive, and will usually be used for war purposes). A hunter could try to take down the animal with a melee weapon, but that would be stupid in most cases. A deer is also a large animal, the hunter could skin it, and leave the rest if they so desire, but it would be a huge waste of plenty of goods. Most likely, they will bring a deer down, string it up and let the blood drain (weight is an issue, and water is heavy, plus blood congeals quickly after death making the meat inedible), then take it back to town.
--------------------------------
I could go on, but you get my drift. A game that's heavy on the community effort aspect, on the RPing aspect. Death would suck, ALOT, so people would want to avoid it, but regaining your skills and such shouldn't be too difficult. Actually ''killing" another player should involve something special beforehand. Maybe a sort of bounty system, so you'd have to take the bounty first, the player would be alerted that you're coming for them, and you have a certain amount of time to fulfill that bounty (24 hours of time that the player is logged on, or one week, whichever comes first). The world should be huge, and traveling from one town to another should require planning since it's such a huge endeavor, unless the towns are close.
Basically make the main aspects of MMO's slower paced, while making the tedious aspects quicker paced.
probably the greatest MMO idea ive heard, i completely agree with the death, death in games now is just too easy to get passed, with rez timers or just walking to your corpse, its too easy.
Nick is cool
07-29-2007, 11:20 PM
They should make a game about a plumber who takes shrooms and crushes bricks with his head. He also trips out and sees crazy shit like turtles throwing hammers...goddamn! That would be crazy fun, they should make a game like that, and by "they" I mean the Japs.
Ya, and then he has to throw this dragon off a cliff 3 times to get laid by a girl in a pink dress.
Wyld Chyld
07-30-2007, 03:35 PM
mechs vs dragons (ala "reign of fire")
a re-make of Goldeneye with next gen technology
a football game thats actually realistic and good. NFL 2K5 is the closest of all time
a decent Predator game. Concrete Jungle is a good attempt
anobody
07-30-2007, 03:42 PM
You might think my idea is gay. I want an epic side-scrolling RPG. Online or offline. It can be a shooter like Metal Slug or a more medieval, tactical Final Fantasy. As long as it's a side-scrolling game, I'll be good.
I'm giving myself an orgasm. :ahhh:
Nocturnal
07-30-2007, 03:49 PM
They should make a game about a plumber who takes shrooms and crushes bricks with his head. He also trips out and sees crazy shit like turtles throwing hammers...goddamn! That would be crazy fun, they should make a game like that, and by "they" I mean the Japs.
I was going to make a very similar joke. A little more vague, but same Mario deal. Excellent work sir.
skater910
07-30-2007, 11:11 PM
I remember someone mentioning a very comprehensive zombie survival game idea. He mentioned things like permadeath and team tactics being essential. I read it and was amazed.
I thought to add onto that, there should be the same thing but with extremely realistic environmental damage and physics. Lucas Arts has that tech preview of wood that splinters randomly every time it gets hit and has different strengths, so the technology isn't that far off. The player can board up a house or block it with furniture, scrap, bodies, etc. so that the zombies don't get in. The player can find tools to cut down the wood or furniture to shape it in various ways (cut it down into many planks to cover more area, cut holes in it to shoot outside, etc.).
The zombies will be typical Romero zombies that move slow and are only strong in CQC or in large numbers. The player will have some second chances but permadeath is still a looming threat. Buildings will become valuable but people cannot stay in them forever. They must take care of their needs just like regular humans. Food, medicine (for zombie bites and regular disease), toilets and outhouses (pissing and shitting all over the place can spread dysentery and hepatitis), rest, etc. An interesting random thought: Players can stalk other players scavenging for supplies at night and follow their trail of trash, excrement, bullet casings, blood, and things like that and ambush them.
The player can and must group with people to survive. People can cooperate or become raiders (much like the bikers in Dawn of the Dead). The raiders will become infamous and word will spread around the community to kill on site while the nice people will come together and trade/share. To avoid one side overpowering the other, admins can deploy NPCs that will stay loyal to one side and balance things out. This is an emergency tactic, though.
DarkTalon
07-31-2007, 12:58 AM
Mob based MMO, it would be a fairly large city. player can chose to be mob member or a cop.
mob members would start off as a drug/gun runner. and would have to drive shipments from ports to gang HQs maintained by NPCs.
cops would start off as recruits and would have to chase jewel thieves and pickpockets with a baton until they become actual cops.
once the player has proved his worth. they will get the ability to join a player run police dpt. or specific player controlled gang.
gangs would fight over sections of the city, each section gives them different benefits.i.e. port = more access to weapons/drugs (more profit)
cops could go undercover and gain ranks which gives them acess to new equipment (battering rams, shotguns etc.)
essentially MMO GTA with 2 main factions (plus indiv. gang wars)
Mr.SelfDestruct
07-31-2007, 02:22 AM
I remember someone mentioning a very comprehensive zombie survival game idea. He mentioned things like permadeath and team tactics being essential. I read it and was amazed.
I thought to add onto that, there should be the same thing but with extremely realistic environmental damage and physics. Lucas Arts has that tech preview of wood that splinters randomly every time it gets hit and has different strengths, so the technology isn't that far off. The player can board up a house or block it with furniture, scrap, bodies, etc. so that the zombies don't get in. The player can find tools to cut down the wood or furniture to shape it in various ways (cut it down into many planks to cover more area, cut holes in it to shoot outside, etc.).
The zombies will be typical Romero zombies that move slow and are only strong in CQC or in large numbers. The player will have some second chances but permadeath is still a looming threat. Buildings will become valuable but people cannot stay in them forever. They must take care of their needs just like regular humans. Food, medicine (for zombie bites and regular disease), toilets and outhouses (pissing and shitting all over the place can spread dysentery and hepatitis), rest, etc. An interesting random thought: Players can stalk other players scavenging for supplies at night and follow their trail of trash, excrement, bullet casings, blood, and things like that and ambush them.
The player can and must group with people to survive. People can cooperate or become raiders (much like the bikers in Dawn of the Dead). The raiders will become infamous and word will spread around the community to kill on site while the nice people will come together and trade/share. To avoid one side overpowering the other, admins can deploy NPCs that will stay loyal to one side and balance things out. This is an emergency tactic, though.
Sounds like the idea I posted awhile back.
One of the things I stressed was that the game should be about SURVIVAL. A player should be able to hole up in a single building, but they'd have to leave eventually to gather resources, such as food and fresh water. I also said something about players never actually being out of the game world. When they log off, they're considered to be resting. As such, it's paramount that players work together, to protect a character that's sleeping. I think eventually I decided that the player be "active" while sleeping for a few hours after they log off, before they disappear from the game world.
To fully simulate the strong survival aspect of the game, permadeath would be the ultimate solution. You mess up, you hesitate at the wrong time, anything, it costs you big time. Your gained experience is gone. Your possessions are gone. The only exception is anything you've holed up in a storage area is always up for grabs, so stockpiles would be extremely useful (but the game won't recognize it as "belonging" to you).
I thought that weapons should be fairly realistic. Pistols, shotguns, rifles. And while it's possible a player could find a grenade launcher, it would be highly unlikely, and the ammunition for it would be rare.
Players should be able to gain skills over time. Things such as electronics, so they could fix gadgets. Or mechanics, so that they could build a machine. Carpentry would allow them to create better barriers. Smithing would allow them to fix guns, and make ammunition. And the most important skill would be scavenging, the likely-hood that a player can find something useful.
I liked the idea of cutting back on the graphics, to keep things running well on most systems. Three dimensional environments with two dimensional characters and NPC's, the idea being that a computer could easily support a shit ton of sprites on screen, but only a handful of 3d-models in comparison.
Ideally, the game would be first person (for added atmosphere), but a top-down game with first person properties would work wonderfully. Basically, you're actual view would be limited to what your character could see. A perception skill could allow a player to hear enemies close by, there-by "seeing" something behind them, or through a wall. When something goes out of your view, it slowly fades, simulating memory, and details drop off bit by bit. Maybe at first, the zombies in a room vanish, than various furniture, and finally the room becomes unknown again. Once again, a memory skill or cartography skill could allow you to see what's in a room after you've left it (cartography would require the player taking more time to map stuff out, a smarter player might simply map hallways, thereby having quick access to where rooms were).
Blah, you got me going again. =D
Rapex
07-31-2007, 09:32 AM
^^^^^great ideas, just wanted to add/change a few things to better suit my likes.
Sounds like the idea I posted awhile back.
One of the things I stressed was that the game should be about SURVIVAL. A player should be able to hole up in a single building, but they'd have to leave eventually to gather resources, such as food and fresh water. I also said something about players never actually being out of the game world. When they log off, they're considered to be resting. As such, it's paramount that players work together, to protect a character that's sleeping. I think eventually I decided that the player be "active" while sleeping for a few hours after they log off, before they disappear from the game world.
To fully simulate the strong survival aspect of the game, permadeath would be the ultimate solution. You mess up, you hesitate at the wrong time, anything, it costs you big time. Your gained experience is gone. Your possessions are gone. The only exception is anything you've holed up in a storage area is always up for grabs, so stockpiles would be extremely useful (but the game won't recognize it as "belonging" to you).
I thought that weapons should be fairly realistic. Pistols, shotguns, rifles. And while it's possible a player could find a grenade launcher, it would be highly unlikely, and the ammunition for it would be rare.
Players should be able to gain skills over time. Things such as electronics, so they could fix gadgets. Or mechanics, so that they could build a machine. Carpentry would allow them to create better barriers. Smithing would allow them to fix guns, and make ammunition. And the most important skill would be scavenging, the likely-hood that a player can find something useful.
I liked the idea of cutting back on the graphics, to keep things running well on most systems. Three dimensional environments with two dimensional characters and NPC's, the idea being that a computer could easily support a shit ton of sprites on screen, but only a handful of 3d-models in comparison.
Ideally, the game would be first person (for added atmosphere), but a top-down game with first person properties would work wonderfully. Basically, you're actual view would be limited to what your character could see. A perception skill could allow a player to hear enemies close by, there-by "seeing" something behind them, or through a wall. When something goes out of your view, it slowly fades, simulating memory, and details drop off bit by bit. Maybe at first, the zombies in a room vanish, than various furniture, and finally the room becomes unknown again. Once again, a memory skill or cartography skill could allow you to see what's in a room after you've left it (cartography would require the player taking more time to map stuff out, a smarter player might simply map hallways, thereby having quick access to where rooms were).
Blah, you got me going again. =D
First, I like the idea about being in the game while you're logged off. But what if somebody goes on vacation or has something important to do? A good thing for that could be like he stays in the game world for 1 hour then he disappears and the zombies can't get him. I think you said it but you just worded it funny.
I'd like guns to be very realistic. Every once and a while, or in if swim through water, I want guns to jam and require fixing. One thing I found missing in many games is good sound effects for guns. I want them to have power! People blocks away should know you are fighting off zombies with your AK47 just from the blast of the gun.
I really think it'd make the game less fun to have someone able to make ammunition. It should be something that is very hard to come upon and considered very precious. I don't want it to be like GTA where you can carry 500 rounds of ammo and 4000 grenades. I think the game would be much more fun if you could only carry say 3 clips and had to conserve ammo efficiently.
I don't think we have to tone down the graphics. Just look at Dead Rising. The graphics on that were great and there were probably 100 zombies on the screen at one time. If this game comes out, in say 5 years, then future computers could easily handle a MMOG with the graphics of Dead Rising.
First person is okay...but when I think of zombie survival I think of Resident Evil and Dead Rising, both 3rd person. And both of those games were amazing. Maybe you could switch between 1st and 3rd. 1st would be more useful if you were making a barricade, while 3rd could be more useful if you are in the open to make sure there are no zombies behind your back.
omg, I wrote so much!
Lividum
07-31-2007, 09:41 AM
SimAnt 2 in 3d, with more things to do, and the ability to play as one ant. That would be awesome.
rand0m
07-31-2007, 09:58 AM
SimAnt 2 in 3d, with more things to do, and the ability to play as one ant. That would be awesome.
"oh noes a spider!"
<Switch to Detective Mode>
<Spray spider with pestisides>
<Switch back to Ant mode>
"Victory!"
Mr.SelfDestruct
07-31-2007, 10:32 AM
First, I like the idea about being in the game while you're logged off. But what if somebody goes on vacation or has something important to do? A good thing for that could be like he stays in the game world for 1 hour then he disappears and the zombies can't get him. I think you said it but you just worded it funny.
Yeah, I mentioned that. The character disappears from the game world a few hours after logging off.
I'd like guns to be very realistic. Every once and a while, or in if swim through water, I want guns to jam and require fixing. One thing I found missing in many games is good sound effects for guns. I want them to have power! People blocks away should know you are fighting off zombies with your AK47 just from the blast of the gun.
Agreed. Higher quality guns should be more reliable. It would also encourage players to carry around a side arm.
I really think it'd make the game less fun to have someone able to make ammunition. It should be something that is very hard to come upon and considered very precious. I don't want it to be like GTA where you can carry 500 rounds of ammo and 4000 grenades. I think the game would be much more fun if you could only carry say 3 clips and had to conserve ammo efficiently.
Again, I agree.. To an extent. First, ammunition shouldn't be easy to make. Generally speaking, players will be making crude arrows and crossbow bolts more often. In theory, a group of players would be able to stockpile tons of ammunition, bullets, grenade rounds, etc. But if they do, there's a few problems would arise: First, a player would be limited in what they could carry. Ammunition isn't light, and a player would quickly become burdened if they decide to carry ten grenades with them. Second, if the building they stock everything at is comprimised, they might be forced to leave the majority of it behind. Zombies would be able to pick stuff up (for purposes of balance and interest), but they wouldn't use it. So when you got back, stuff wouldn't be where you left it.
I don't think we have to tone down the graphics. Just look at Dead Rising. The graphics on that were great and there were probably 100 zombies on the screen at one time. If this game comes out, in say 5 years, then future computers could easily handle a MMOG with the graphics of Dead Rising.
Well, of course it's not absolutely necessary, but there are plenty of advantages to doing it. The obvious being that the game would be accessible to a larger audience. A few other notables would be the larger number of zombies that could be visible, better detail to the environment, and better detail to player characters. The 2-d sprites are just a suggestion for a smaller development team. Low poly 3-d models could be used instead.
First person is okay...but when I think of zombie survival I think of Resident Evil and Dead Rising, both 3rd person. And both of those games were amazing. Maybe you could switch between 1st and 3rd. 1st would be more useful if you were making a barricade, while 3rd could be more useful if you are in the open to make sure there are no zombies behind your back.
First person would increase the atmosphere and the tension. There have been a several fantastic, and successful SH games that have been first person, but you never hear about them because people don't call them that, they call them FPS's. The Doom and Quake series were survival horror. Half-Life, System Shock, etc.
Frostdaddy
07-31-2007, 12:56 PM
I swear to fucking God I came up with the idea of Paper Mario first. I wanted to make a Game Boy out of notebook paper once, and you could play "Paper Mario" on it.
anobody
07-31-2007, 03:28 PM
I swear to fucking God I came up with the idea of Paper Mario first. I wanted to make a Game Boy out of notebook paper once, and you could play "Paper Mario" on it.
lawl... FUCKING lawl.
Travman93
07-31-2007, 05:37 PM
I thought of a Napoleon Dynamite video game. It's be like a racing game when he rides Kip into town, DDR when he dances at the end, a fighting game when he fights Rex Kwan Do, and an RPG the rest of the time
poop100
08-01-2007, 01:14 AM
I thought of a Napoleon Dynamite video game. It's be like a racing game when he rides Kip into town, DDR when he dances at the end, a fighting game when he fights Rex Kwan Do, and an RPG the rest of the time
They really are making a napoleon Dynamite game!
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