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What game would you design!


LordWushin

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Dang Vagrant0!

 

How about a text-based adventure...you can write all the stories...LOL.

 

As I was reading how your death and re-acquisition worked, I immediately thought of evil bully clans where they would target a player (learn where their town is) and kill him at the "best" distance from his town and guard his body to ensure the player death was permanent...then nab is town before his new body could do it. It would be a great pyramid scheme to build an army of players where a portion of the loot would go to the leaders and the captains would claim the new towns. The newbies would have to do the grunt work and earn a ranking position to acquire towns they steal. ** evil laughter **

 

LHammonds (* Evil Emperor of the World *)

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Dang Vagrant0!

 

How about a text-based adventure...you can write all the stories...LOL.

 

As I was reading how your death and re-acquisition worked, I immediately thought of evil bully clans where they would target a player (learn where their town is) and kill him at the "best" distance from his town and guard his body to ensure the player death was permanent...then nab is town before his new body could do it. It would be a great pyramid scheme to build an army of players where a portion of the loot would go to the leaders and the captains would claim the new towns. The newbies would have to do the grunt work and earn a ranking position to acquire towns they steal. ** evil laughter **

 

LHammonds (* Evil Emperor of the World *)

I have no doubt that it would happen that way regardless of the defenses of the settlement, the downside however is that it would likely lead to them being targeted with a large bounty and no safe place to return to. As prestige follows a family through generations, you'd only be screwing yourself over as your entire family gets jailed or slaughtered for your act. So while the person you attacked loses their settlement, you lose your entire legacy unless you feel like uprooting to a new region along with anyone who helps you. It could be even further discouraged by adding a sort of karma based system which follows the player's account across all incarnations. But really, part of the point is to establish a means of chaos and non-permanence, what is gained can quickly be lost. Meaning that you can grief for the sake of grieving, but you won't get anywhere doing it. An ambitious person instead would focus on building themselves up within one region, being established and just working to start border skirmishes against other regions if not all-out war. And at that point, most of the conflict would be happening near the borders unless the city itself ends up being stressed to the point of collapse... And even that is allowed :) All is transitive.

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So as I said before, I'd need several games most likely, as no one game can be THE perfect game for all time. (not even fallout 3 :P)

 

Let's start with the simplest of them, the catharsis game. A game of pure action, unadulterated by high-fallutin' concerns of plot, realism, or brain-teasers, these are games you can pick up and pretty much instantly be in the action, the games you go for when you just want to blow off steam, when you'd rather shoot something in the face than talk to it. This is where titles like DOOM and Painkiller lie. Unfortunately it seems lately there is a dearth of these games. Saint's Row 2 also resides here, since the story's really not much more than an excuse for more mayhem.

 

For this, Saint's Row 2 has it about right. There's a lot to do in the world, most of it pretty fun, and almost all of it optional. It also has a fair bit of humor. "I've got 30 gigs of uncensored tentacle porn....It's yours if you let me go." With an improved engine that can better handle high-speed chases, and perhaps some better animation, and if it were as moddable as say UT or Fallout 3, it'd be perfect. Call it Saint's Row 2.5. That's what I'd do.

 

I'd like to mention a notable failure in this category: Diablo 2. It tries very hard, but just ends up being boring. Shoulda stuck with the original's niche, Bliz.

 

Even that, perfect though it may be, wouldn't be enough. Sometimes you want something deeper, something immersive, something with a rich universe. Set in space.

 

Something like a cross between an Elite-like such as Privateer or Freelancer (of which the former is Elite-like whenever you want, the latter in-between missions and after the finale), and Mass Effect.

 

You'd have a choice to operate independently, or sign on with one of any number of factions, legitimate and otherwise. As an independent (ie: Freelancer) you'd be free to do as you see fit, but your actions might have unfortunate consequences if you step on the wrong toes. When you make enough money, you could buy better gear and ships. If you become powerful enough, you could become a faction in your own right, attracting followers to your cause. Joining a faction would get you financial support, a standard-issue ship, and an obligation to the faction. You could rise in the ranks, earning upgrades and new ships.

 

Meanwhile, lurking in the darkness, the plot waits to slap you upside the head. You can ignore it, letting NPCs handle whatever it may be, with the outcome of that being determined by your own actions; or you can plunge head-on into it yourself, handling it however you want, perhaps even perverting it for your own selfish desires.

 

That's assuming you wanted to take direct action in the first place. In most RPGs, the plot only moves along on your say so, when you do particular things related to it. What if it didn't wait for you? I've played one game where this was true, Terminus. Unfortunately, there wasn't much story in Terminus (that I recall), and if you dallied you'd miss most if not all of it. Not to mention there wasn't much warning that something was going to happen, so it was easy to miss whether you wanted to participate or just observe.

 

The concept has merit, despite how it was implemented. Imagine arriving on Babylon 5 in the middle of season three. The Earth Alliance has just splintered and plunged into civil war. The Shadow War looms on the horizon. The Narns have been conquered and formed a resistance. These stories will go on, whatever you may do. But you, with a ship and a fistful of credits, have the power to influence all of them, or none of them, or write your own. This is, essentially, what the online Freelancer server Discovery strives for. It would take a lot of story wizardry to accomplish something like this with NPCs, but it would be awesome. I'm unsuited to online games since I tend to run hot and cold on games and rarely have predictable times to play. I also prefer to be free to stop at any time rather than arranging large blocks of time for play.

 

So that's my perfect RPG anyway. Actually, the perfect one would be a highly modular engine capable of supporting all those things. The settings would simply be data sets. Kind of like the relationship between Gamebryo and Oblivion and Fallout 3. Only better. ;)

 

More later. I'm still not finished. ;)

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:bunny: I'd like to help with TES games. You know, work on more puzzles, better combat system, quests and story lines, etc, but then again...I'd like to see another Twisted Metal...which is actually come at some point
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I was just about to make a thread on this. Anyways, I want the best of two worlds...

 

I want the complexity of leveling up and the diversity of classes and races available within D&D style games like Neverwinter Nights and the in-game freedom and modding capabilities that's available in games like Oblivion and Morrowind. Those are the two qualities I think serve as part of, if not on their own, the foundation for a really solid rpg game.

 

If only NWN2 didnt force me to play the main quest and i could travel freely....If only Oblivion had more complexity in terms of its classes, races and the way leveling works. Ahh if only. They would both be so much greater than they are now.

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If i had the resources and igenuity and $$$ to create a game.... ( sony, bethsada collaboration hint hint..) I would create and open ended fully modable game about the time of ragnorok, the apocolypse, armaggeddon ( whatever ). . I would mash the concepts of Fallout3 and oblivion into one game, set into a dark age of man setting...the main goal i would try to create though is a generational storyline. where the warrior ages and dies. And gives birth ( if a woman ) or has a child numerous times through various ages. multiple times.

 

Start out with swords, spears ect.....end 2000 years or so later, with lazer, plasma ect ect ect.

 

To be serious the story development would need to be a long process. The engine would need to be perfect ( or close to it ) and i dont think there would be an ending......places you visited in ancient times you go back and find...Find the magic sword your viking grandfather beowulf used to slay the dragon in an ancient tomb and use it to slay the viscious little alien basterds who are trying to invade the world. Maybe even in if your path takes you there invent time travel and redo some stuff to improve your character, but suffer consequences.

 

AND IT WOULD NOT BE AN FN MMO.

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I'd make a Wild West-style online shooter, would the opportunity to make a real game fall in my lap.

 

I'd call it 'Guns & Beans', and it'd be quite close to Counter Strike and other shooters like that. It'd be set in a desert, Wild West enviroment, and would center around making characters, much like in Battlefield Heroes and taking them to the field to have some shooty fun.

 

It'd have a exaggerated ragdoll and physics-engine, making killed players flying backwards through windows and things like that. It'd feature customizable characters that you can equip with different weapons and clothing (weapons are unlocked as you progress in skill/level, clothings can be bought with Vanity Points) that recieve stronger abilities and weapons by killing enemies, completing objectives and winning games. No point subtraction would be featured, that's what obscure sadistic MMO's are for. :whistling:

 

 

There'd be several different classes with different styles to choose from.

 

Gunslinger.

 

A class that reflects running & gunning, with large healthpools but limited range. Would be limited to powerful dual sixshooters and shotguns.

 

Have a shield-ability that makes him harder to kill for a short time, along with a sprint-ability and can throw a dynamite-bundle for AoE-damage.

 

 

Desperado.

 

Long range marksman. Quite vulnerable in the open, but with powerful sniping weapons.

 

Have a sprint-ability (sound sfx: 'Arriiiiba!!') and a camo-ability that makes them harder to see at a distant. Also, can mark a target, which makes it visible to his allies, as well as giving an accuracy-bonus.

 

 

Native.

 

Support-class. Equipped with medium range weapons (bows and the like, of course) and quite good at mêlée.

 

Can heal himself and his allies with an AoE-ability. Can send bees in an AoE-circle around the target which cause damage and can stun for a brief moment in AoE with a warcry-ability.

 

 

Detective.

 

Deception-based. Equipped with a silent pistol and a sharp knife that recieve a large bonus when it's a backstab. Quite weak, but fast and nimble.

 

The detective can sneak, using the same cloak as the Desperado, but can move while it's active. He can also activate an ability that allows him to jump much higher up into the air. Also, can drop a booby-trap that goes off when someone pass over it.

 

 

There'd be different scenarios to play. Like, two gangs showing down to chase the other out of town (team deathmatch). Or breaking into the Sheriff's office to free a prisoner/prevent it from happening, or rob the bank, defending while explosions are being set before running off with the loot. Or just utter mayhem (deathmatch).

 

The settings would be various little western towns, with several killable NPC's blundering about for sport. There would be plenty of things like window glass or furniture that'd be breakable and the gunshots on the wall should remain for the rest of the round.

The style would be cartoony, trying to envoke the feel of an old western and a cartoon show, playing with the tropes present. The vanity clothing should be fun and worth the vanity points, but it shouldn't ever need to feel like a grind.

 

This game would be about having fun for as long as you'd like, but made so that you can leave instantly when you need to and don't require you to grind your time away to reach the good stuff. Just a fun, actionfilled western cartoon-game, with cacti, beans, powdersmoke and everything. It'd be rather cheap and user-friendly, allowing you to host own servers and there'd be a trial-mode without some tiers, levels or any vanitypoint-system, to give a sample. Also, it shouldn't be one of the games that requires the dvd to play. Making things more inconvenient for the customers won't stop the internet piracy.

 

Anyway, that'd be my game.

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I would love a rpg game a mix of Oblivion and DAO. I know it´s said in previous posts, but I miss the freedom to go and research, the freedom to move my weopons myself. On the other hand I also mis a more advanced rule set like D&D rules.

Then I also miss like in Assasins Creed, the ability to climb walls. It should not be so difficult to make, not all, but some walls climable, and without the annoying multi key func like in AC. Then some windows without havok, so they could be accessed by a theif.

On top of that, a good engine like Ubisoft. They have smooth graffics, or Crytec. But will they still be smooth when they have to calculate a lot of calculations other that used ammo.

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