Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Geek Culture / Fantastic, wonderful, amazing Game Ideas!!!... This is not a Team Request... Team Request!

Author
Message
Pincho Paxton
22
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 7th Jul 2013 15:50
.... that never get made.

I worked for Arc Developments in Walsall at the time when Outrun was just coming out. We had a great team. One guy was programming a 2D/ 3D simulated driving game that was way better than Outrun for the Amiga. It was his baby, and a hobby program in his spare time. I told him that if he released the game it would be the best game on the Amiga. But it never saw the light of day.

I woke up today with yet another game idea. I have probably 20 game ideas, and I will never get to work on them. You don't tell people your best ideas. What do you do with them?

You can't make a team request, and not tell anyone the game idea. Of course the person working with you then finds out the idea, and they might not like it to work on it.

What do you do with these ideas???

You can talk about the general concept, and stray away from the original ideas...

My new idea...

It's a 2D side scrolling space shoot em up. I want to work on the graphics, and music, and I need a programmer. It's a bit different to any other side scrolling game. If you like side scrolling space shooters, you will like this.

But as a team request this is not allowed, because it breaks all of the team request rules. So I made this thread....


It's just to talk about your ideas that may never get made.


And it's a place to put a team request that breaks all of the team request rules.

Well yes. If you do have a team request, that doesn't have media, you are not allowed to post it... but you can talk about it. And who knows, the dice may roll, and somebody might take a gamble.

Also if you have an idea that you can't get around to, then you can perhaps talk about that idea.

What do you do with these ideas?

Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 7th Jul 2013 19:22 Edited at: 7th Jul 2013 20:07
I tend to put these ideas aside, with hope one day they'll receive my attention, the good thing with having many ideas is that they offer you a pool, which can be used to help with projects you're actually working on. To be honest I've started loads of projects with the intention of finishing, and I've thought of loads more, but I'm one man and some of them are too big to do on my own, so they hit the sidelines until it seems suitable to steal from them.

I'll give an example. Ages ago i started an adventure game called Shadow Behind the Leaves, inspire by some of the great point and click adventures like Beneath a Steel Sky, Broken Sword and Longest Journey. I also have had numerous ideas for RPG games, one of which was called The Downward Spiral, which was turn-base and psychological.

Annoyingly i wanted to make an adventure to challenge people mentally and also make a turnbased RPG, so The Downward Spiral became Abeyance and I've introduced an aspect of the game requiring the heavy use of clues to solve puzzles or to find ways to defeat an enemy.

I've also had an idea for a game that uses Finnish folklore, but it would actually work with what I'm doing with Abeyance. So having this idea pool helps develop existing projects.

Pincho Paxton
22
Years of Service
User Offline
Joined: 8th Dec 2002
Location:
Posted: 7th Jul 2013 19:56 Edited at: 7th Jul 2013 19:57
Combine it with another idea... hmmm. I'm not sure I can, but you have a good strategy. I'm making some graphics just to get something started.

Libervurto
18
Years of Service
User Offline
Joined: 30th Jun 2006
Location: On Toast
Posted: 8th Jul 2013 03:38 Edited at: 8th Jul 2013 04:03
I was going to ask why you didn't post this in the Game Design board, and then I remembered it is a ghost town.

I have a couple of dormant ideas. Most of the ideas I have are adding unique twists to things like text-based MMOs, mainly because I've played a few and found them all to be lacklustre; they never seem to use the player-base to their advantage. This approach has lead me to think about what I would like to see players do in a game, and then design mechanics around that.

Crime/Politics/Economics Text-Based MMO - The idea behind the game is that there is an automated economy, which the players must exploit for their own gain. How they do this is up to them: they might form an organized crime family and terrorize the citizens. Other groups might form political parties to try and gain power and control over the city. Others might start a business to gain power through commerce. I wanted to create a game with conflicting styles of play because I thought it might have some interesting consequences.

Wild West Text-Based MMO - This one was about bringing people together in interesting ways. When playing Text MMOs I've always felt disconnected from everyone else, there's barely any interaction with others at all.
I like the idea of throwing people into random, sometimes dangerous, situations and seeing how they react; for example, if they were travelling across the plains and saw a stranger (another player) being attacked by a cougar would they help, wait to see if the cougar kills them then loot the body, or ignore the situation and keep moving? The wild west seemed like a perfect setting for this type of game. I was also influenced by Red Dead Redemption's multi-player: there's a great tension when you meet other players, it's not easy to kill in that game so you are reluctant to pull your gun and start a fight that would be a waste of time, but you never know what the other guy is going to do. A lot of the time you slowly circle each other a bit until you both come to some unspoken truce and move on. I wanted that kind of tension in my game. I think I was actually talking with Jerico about making this but we both got distracted by other things.

Space Adventure - The concept for this game is all about exploration and dynamic levels of detail. I thought about how games like Skyrim have these huge worlds with smatterings of story and detail scattered here and there. That type of world seems very unauthentic to me, it's like you are walking into different scenes of a play rather than exploring a living world.
I wanted to make a world that built itself around the player.
For example, there might be a rebellion taking place on a distant planet, you decide to travel there to aid the rebels. Once you reach the planet, you walk down streets that had been generated for your arrival and into a bar where people, who until now had not existed, are seated in the corner speaking in hushed voices. You think they are rebels but you cannot be sure, you must find a way to get talking to them without raising suspicion. One of them notices you and whispers something to the others. You think they must know why you are here, but what if they are government spies!? You start to think this whole adventure was a big mistake.
Suddenly a voice beside you, the voice of a large and frightfully ugly creature whom you somehow did not notice before, booms out a string of words in a language you've never heard with such power it overcomes the rabble of the crowded room, "Eeksca Noga Nucasi Booraina Pochee". You are simultaneously shocked, confused, repulsed and scared but fail to hide any of these emotions. You look around nervously for someone to help you but the only eye you meet is that of an elderly local, who squints at you then quickly loses interest once he fails to recognise your face. The only other people in the room who are paying any attention to the situation are a group of youngsters who are now rapidly cluing each other in and snickering at your predicament.
Finally, the head of grey-skinned man (or at least you think it's a man) appears from the other side of the giant, despite appearing to be quite slender and tall he is clearly straining to be seen past the considerable girth of his enormous companion. He peers around the giant with a suspicious expression, "My friend wants to know what a Nucosan is doing all the way out here", you stutter and then say the first thing that comes into your head,
"My ship was hit by some space debris and I needed to land for some repairs."
"I don't think you heard me right kid", the grey man's voice turned deeper and his stare grew sharper, "my friend here doesn't like Nucosans, and neither do I. During the war we were shooting down twenty nuc-nucs a day."
After hearing this line your skin immediately turned pale, your heart beat so violently it felt like it was trying to flee while the rest of your body stood there frozen in silence. The giant rose up towering above you, it let out a fearsome roar, grabbed you by the collar and dragged you out of the bar as you squirmed and kicked in terror. No one dared intervene, not even the mysterious group at the corner table. If they really were the rebels you'd been looking for this was not the first impression you wished to give. Why where you even thinking about that now!? You're about to be pulverized by a giant and all you can think about is how this makes you look? The beast drags you down a neighbouring alleyway and drops you by a wall. The grey man appears, he towers over you from almost the same height as the giant, "Sorry about that mate, but we had to do something, you were sticking out like a sore toe in there. Now, you're not here for repairs are you? Anyone needing repairs would have stopped at Actan, not here."
Were these freaks the rebels?...

...err yeah, like that. Got a bit carried away there.
I would be amazed if it was anything like as detailed as that but the idea is that there are a number of events happening in the universe and the more you look into them the more detail is generated. Unique stories develop procedurally through different combinations of events. It's like the entire universe is a big story tree that you can join and exit at almost any point, but first you have to find a way in. Similar events will take place all over the galaxy but who you speak to and what you do determines the path you take through it. So, basically what I'm trying to do is turn the traditional story arc on its head: instead of the player following the story, the story follows the player. It sounds like magic but I don't think so, all I'm doing is chopping up narrative into tiny pieces and letting the player influence where each piece goes. This gives the player the freedom to go where they want, do what they want, speak to who they want, and the game will adapt to those choices.

The game will be 2D with PG art for ships, planets, scenery and aliens. All the speech will be text-only. I'm not even going to attempt animations.

Login to post a reply

Server time is: 2025-05-15 04:10:26
Your offset time is: 2025-05-15 04:10:26