• Your Video Game Ideas v1 - Kill Butt 3 2
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Just post whatever video game ideas you've been thinking for a while and want to see in the future; that, or just really dumb ideas for giggles, the two can be interchangeable. I'll start: an Artist Tycoon that takes alot from Game Dev Tycoon's book. Oh and yes, there would be an obvious knockoff of DeviantArt and all the crap it brings. It would also include the ability to make stand-alone fetish art blogs and sites in later stages of the game.
A game where you play as a little mouse in a huge house, and there's a cat(s) that chases you. From a normal perspective it's a beautiful home with a cute kitty and a nice family. From the mouse's perspective, everything is dark and terrifying and stressful. The cat, from the mouse's eyes, would look huge and staggeringly tall. Like a creature from a nightmare. It's meows would instead be jumbled up to sound like a growls and gurgles. I'm not sure how the mechanic's would work. The cat has super ultra hearing and will stalk you. By default the cat will prowl when it senses you are nearby, making it easy for it to find you. You can't hold still for long and you are forced to move. Staying in one place is dangerous because you'd have a hunger meter, the biggest reason you have to force yourself to keep going. Maybe there can be multiplayer too. You and up to four other people. The fifth person can play as the cat hunting all the little mice.
Fuck Shit Up As for my own original idea, I'd have EU4 but throughout all to history
Left 4 Dead but set in a medieval dark-fantasy setting with magic and a much larger number of "special" infected.
A simple WWII FPS where you play as members of the Axis, and see things from their perspective.
get this, get this. kill butt. FOUR.
A game where you do literally everything [editline]4th August 2015[/editline] And I don't mean you [I]can[/I] do literally everything, I mean you [B]do[/B] literally everything
it's like Far Cry but with swords
A space sandbox game where you can buy any kind of ship from small to large, recruit npc crew members, take on jobs legal or illegal, and experience random encounters which can permanently affect your ship and crew.
TF2 and HL2 combined you can choose from the normal TF2 classes to use after each chapter.
A game where you are recruited into a flourishing faction, everything seems good storyline is basically good guys trying to defeat the bad guys, at the end of the game the base gets attacked, you are given orders to save the base by going to a control room, you defeat the bad guy leader that attacks you in the control room, and then you end up killed by him (cause he wasn't really dead) and the screen fades out to black, no music, no ending monologue or anything. And if you paid attention to the stuff that goes on in the background you'll realize you were the bad guys all along and the ending is your generic "good guy kills bad guy and saves the world" ending.
My dream game would be an amalgamation of ArmA, Rainbow Six, Space Beast, XCOM, Starcraft, Freespace 2 and something like Civilization or Empire at War or the Total War series, so ridiculously complex that by the time it was released it'd be graphically outdated by 10 years but would lag like fuck anyway. The point is it'd be dynamic, free-form, with many scales of warfare represented. Initially un-fucking-forgiving and designed so that on the small scale losses are acceptable (making it more compelling not to save-scum, you can lose many many battles but still win the war. There'd also be a straight up ironman mode) but if you're sending entire armies that get wiped out you're gonna find yourself knee-deep in your own shit eventually. To quickly sum it up, it's divided into space & ground battles played from several perspectives (Space president/Admiral/Company Commander/Individual) with an overarching metagame dictating when and where these battles will take place. So to start the player off, after an intro setting up the generic-as-fuck universe they're shoehorned into their first mission which is always the same (or at least the same type - procedural generation plz), played similar to a rainbow six/space beast mission with pre-planning, gear-queering and a selection of space marines (aliens/starcrafty types) to choose from: A space-QRF is sent to investigate a distress call from a research station on one of the most remote planets of human-populated space, to find it is infested with swarmy pointy alien beasts that killed everyone (SO ORIGINAL). So the player commands their team from the first person perspective after planning out the sweep, if you die you take control of the next marine. The mission objectives change once it's clearly apparent that everyone that was there before is fuckin dead - Get 5 samples of dead aliens (or download the computer data or some shit) and destroy the base by overloading the reactor... or some shit. At this point you can either complete the mission successfully and escape with your squad relatively intact and a little better prepared for the next mission or they all die and it's nuked from orbit anyway. The samples come in later i guess. So, upon completion or failure of the mission, you're given a cutscene "good job/bad job, oh no there are pointy aliens killing our shit/we got some data/samples so we can learn more about them" You're now given an overview (With a walk-through/tutorial voice over) of the space-cruiser orbiting the planet this research facility was on. In the cruiser you have fighter bays, a crew deck, a research lab, workshops, medical facility and a cargo bay. This is the main method (SPOILERS!!!) you will use to deploy your teams and armies, and in the (spoilers!!!) meta-meta game they can be upgraded, different variants created (customisation, not pre-set stuff, think Sword of the Stars or Earth 2150 - The same would apply to [I]everything[/I] up from the largest space ships down to small arms). In the cruiser, any losses you took in the previous mission are reflected, anyone injured is KO'd in the med bay while any non-recoverable casualties (ie dead or ultra-fucked up) are laid out in body bags - this factors into the meta-meta game by reducing public approval rates or some shit, reducing the commitment you will receive from the powers that be. So anyway, you're given a chance to promote any surviving marines, review all the equipment on board the ship and then it's on to the next mission, which will be larger in scale: The source of the alien infestation on the planet is identified. This bit branches out: If you extracted with the computer data: They appear to have some form of flying strain with the ability to spit acid or some shit. Your company (Yes an actual company) is dropped several KM from the focal point. If you failed the first mission: The bombers deployed are destroyed before they can nuke the target - And half your dropships went with them. You start with half of your force beaten the fuck up and much, much closer to the swarmy pointy alien beasts while the other half broke off and landed in a safer area. At this point you're in the planning phase again (Which you [I]can[/I] skip and just go along for the ride), you're given an overview of the terrain, your forces, known enemy positions and the objective. You have several transport-capable vehicles at your disposal and can divide your forces how you please, either tackling several objectives simultaneously or as one combined force. There'd be a tutorial-y thing walking you through how to assign units and vehicles to squads and if your force is split cos you failed the first, recommend that you should link them up asap but you could go "nah fuck you" and do as you see fit anyway. You'd have things available like Rainbow Six' Go-codes to better coordinate stuff. Your squads would be able to function relatively autonomously - You give them waypoints, they fight their way there in an intelligent fashion remaining cohesive (within the squad) as possible. They'd be giving you sitreps, letting you know if they're getting fucked up and may require retreat. You'd also be able to (and end up needing to, really) evacuate not-totally-fucking-dead casualties and knocked out but serviceable vehicles via dropship but you'd have to take care of any threats to them, otherwise it's bye-bye ride home. So. Now you're playing. You can do it from the perspective of any marine, vehicle crewman, dropship pilot, whatever, in addition to being able to totally go "nah fuck this" and command from a strategic, RTS-style perspective handing control of your unit back to the AI, or switch between as you please to update the plan and whatnot. Again, if you die while controlling any unit you can take control of any other. Again, this mission would branch out. Your main overall objective is to plant a nuke or neutron bomb or w/e at the centre of their hive then get the fuck out. So you have several possible outcomes: It all goes smooth, you complete the mission; It gets too fucked up for your liking and you pull your forces off-planet; You plant the bomb but your forces are stranded because YOU FUCKED UP AND GOT THE DROPSHIPS KILLED YOU IDIOT, or you take too long getting them back to the dropships or getting the dropships off-planet, or you completely fuck up and everybody dies while the pointy aliens are free to roam. In any case, the losses you take are reflected once you're back on the cruiser. Whatever the outcome of that mission, the overall consequence will be minimal. You're shown a cutscene, long-range SPACE sensors are picking up a huge swarm of somethings, presumably more pointy aliens coming to fuck up your day. Your cruiser is ordered by SPACE command to pull back to a more secure colonized planet. This is where the meta (but not meta-meta) game comes in; You're given another tutorial-y thing, and it's all rather similar to Empire at War - You've got fleets (yours consisting of a single crusier), planets, SPACE stations and all that jazz. So, you pull your cruiser back - or don't - and are briefed on the situation; More reinforcements are en route but they're a [I]long[/I] way out you're going to have to weather the storm, somehow. SPACE camera footage from the colony you just left indicates there are a pair of pointy-alien HIVE SHIPS en route to your position! It also appears that the same pointy aliens that you encountered/that shot down your bombers/everythings are also capable of space-flight! If you pulled back, you start the next mission with an additional pair of cruisers and their complement of fighters and are given more time to prepare, however you will face many more enemies at once. If you didn't, you start the next mission alone, initially facing less enemies but the two cruisers will come to support you later (or you can decide to have them stay at the colony) - HOWEVER, if you failed to destroy the planet-side hive, you will have a LOT more on your plate to deal with from the very start. So from here, there are three perspectives to play from - The individual, which would allow you to control a SPACE fighter or bomber, tactical which would be similar to Homeworld or Sword of the Stars and Strategic which would allow you to "auto-resolve" the battle/accelerate time with an overview of the solar system. You can switch between them at will, if you feel you've done enough damage at the individual or tactical level you can auto-resolve it. Again, the ideal depth would be massive, you'd have space-ship subsystems for the largest capital and smallest fighter which dictate their combat effectiveness and whatnot. You'd be able to ram your capital ships into the pointy alien hive ships and have them make an heroic sacrifice and shit, as an individual pilot you can launch a torpedo into a critical system of the hive ship (though these wouldn't be explicitly identified at this point), whatever. If a ship is critically damaged and is gonna get fuckin destroyed, you can order them to eject escape pods, cargo and take off every zig and must recover them (if it's feasible) with dropships from the other cruisers and any that launched from the crippled one. So, your objective is to defend the colony (or prevent the pointy aliens reaching it in the first place) until a full evacuation can be actualised. You can fuck up, the colony falls but any evacuees that made it off planet are safe..for now. If you stayed at the research planet you can whittle the numbers down and FTL outta there to shore up the colony, provided those subsystems are still intact (If you leave any ships stranded including fighters/bombers, you'd be able to control and command them until wiped out, victorious or just let it play out in the strategic mode) Once again, the potential outcomes are numerous; You defend the colony until a full evacuation has taken place, your entire fleet and the unevacuated colonists are wiped out, you retreated everything because it all got too heavy or any mix. The losses you take are permanent, but in this case the consequences are minimal in the overall scale of things - the aliens ultimately end up in control of the planet whether or not you evacuated the colonists, lost all your ships or whatever - you will be reminded of the option to retreat once the evacuation is complete and if you're smart you will, if you're not it will be encouraged by more and more and more aliens. At this point, you're introduced to the meta-meta game. You're given an overview of the galaxy/galactic sector whatever with several different SYSTEMS. This is where all the research, economy, diplomacy and unit designing takes place. You'd be able to establish new colonies, build and dispatch fleets, etc. I'm not big on the kind of game that's focussed solely on all that, so I'll leave it up to your imagination, but the intent is for it to be relatively complex, with several "SPACE nations" who have differing technology, the ability to invade and annex or ally with one another, perform black ops to steal that technology (all of which would be played out in the strategic, tactical and individual scales wherever applicable) etc. So yeah, from here it's all up to you. Ideally the dispositions between you and other space nations would be randomised and depending on your actions humanity can end up tearing themselves apart as the pointy space aliens encroach on your territories, or unite to fight them. There'd be some wildcards who hate your or another nation's guts, some who say "well the aliens aren't a threat to us they're just in XYZ's territory; YOU deal with them", all that good shit. Also another cliche'd-as-fuck thing, it'd eventually be revealed by progress through uncharted, alien territories that they're actually being... guided by a more technologically advanced race and the PAIN STARTS ALL OVER AGAIN There'd be some kind of sandboxy-mode where you can define whether or not the aliens are present at all and you just wanna focus on human v human shit, or it's all humanity vs the aliens, all peaceful or full-scale war, the ability to set up any kind of strategic or tactical situation etc. So basically you can do all kinds of cool shit from different individual games all in the same one, in the same universe, with a narrative that is forged almost entirely through player interaction with the game. Things I didn't include but want to shoe-horn in: Being able to have the campaign play its self and take on a specific role as a specific individual - So, you want to be an ultra-badass space specop marine? The space campaign handles its self with the player faction controlled by AI and you're just put into missions featuring those marines until they die. Or you want to be a dropship pilot? Ferry troops and equipment to and from planetary warzones and help them board enemy ships Losing the entire war wouldn't be possible in this mode, it'd be either perpetual or would progress to the "ending", where you've basically defeated the "controller race" Multi-sided battles - You and space russia are duking it out, the aliens come along. YOu can form a temporary cease-fire depending on your faction dispositions and tat of the enemy comander and fight the aliens together, potentially ending the conflict peacefully afterwards, one could withdraw from the battle leaving the other to duke it out with the aliens, or you could keep blowing each other and the aliens up. This also includes joint operations between ally factions. Ship to ship boarding, instigated by either you or the enemy - This can be in the tactical overview and individual perspective, or ignored while the space battle continues - boarding parties can be given the objective of seizing the ship intact after which a crew will have to be flown to it, or to sabotage the ship and destroy it. There would also be left-over derelicts from other battles, from which you can recover equipment and if it's from another space nation, technology. If the battle was recent enough even possibly survivors, or pointy aliens. Hybrid planetary/space battles, seamless transition between space and ground. Simple enough, fly a space fighter into the atmosphere and blast your ground troops' adversaries. Use planetary defence cannons to shoot up the alien hive ships threatening your fleet, intercept enemy dropships carrying reinforcements planetside from space, sabotage enemy shipyards with spec-ops teams before the arrival of your space fleet Modular construction of vehicles - Choose armaments, turrets, propulsion, armour etc Modular small arms - Ammunition type (Ballistic/advanced ballistic/laser/plasma/gauss/rail/missile/rocket etc), guidance package, optics, feed system and action, all influencing performance characteristics and weight (Think XCOM Long War's technologies coupled with Blacklight Retribution or Borderland's weapon customisation). Make any weapon standard or special issue, divide them into classes (Sidearm, AR, MG, Marksman etc) - All would have associated resource costs and prerequisite technologies Modular spacecraft - For cruisers to dropships to fighters, customise crew accommodations, fighter bays & compliment, cargo capacity, propulsion, armaments, armour, countermeasures, specialised equipment etc. Modular infantry armour - Protection of each body-part, equipment capacity, special capabilities (Night/thermal vision), level of protection affects mobility, powered armour, making mechanized infantry units eg wolverines from tiberian sun Base building - Establish colonies and their defences, military outposts and their garrisons down to the placement of buildings or design blueprints that are automatically applied. Procedurally generated cities and colonies for the existing ones and enemies, which are automatically added on to when you build a new thing in them. Logistics - Production of all this stuff would require the raw materials, shipping, etc, your fleets down to the individual ship would have a finite number of troops, vehicles, spacecraft, equipment, ammunition and fuel for each. Much of this could be automated in a way. [QUOTE=slayer20;48373975]Left 4 Dead but set in a medieval dark-fantasy setting with magic and a much larger number of "special" infected.[/QUOTE] Isn't there a game set in the Warhammer fantasy un- Oh yeah, Vermintide [URL]http://store.steampowered.com/app/235540/[/URL] I'm not sure if to what extent it includes magic but I'm pretty sure there are mages or similar in the WH fantasy universe.
Ok, here goes. This one I call [B]Violet Velvet: From Beyond.[/B] It's sort of like Fatal Frame meets Alan Wake when you throw a hearty helping of H.P Lovecraft into the mix. You control one Violet "Velvet" West, an Asian-American graduate from the Miskatonic Institute of Otherworldly Matters (described in lore as "MIT's estranged occultist cousin") taking a gap year to explore Eastern Europe with her friend David "Doc" Carter. While resting in an inn in Josturn, Greater Ralechia, Velvet wakes to an oddly silent town, unable to find anyone or get any bars on her touchphone, though shortly she is forced to hide from the town's rather unnatural inhabitants. When she finally manages to connect to a Wi-Fi spot, she realises that it's not normal at all judging by the presence of the Elder Sign, and ends up downloading a series of otherworldly programs that grant her smartphone a variety of magickal powers. Despite her attempts to flee, she finds herself trapped in this ghastly otherworld with no means of escape, and must travel in the direction of the castle on account of a beam of indescribable colour shooting out of it towards the churning skies. The only way out of this hell is through, it seems... The game acts like first-person survival horror, most confrontations are discouraged and stealth is an ideal alternative in many circumstances, as many creatures will not only harm you physically, but also mentally. Stamina and Sanity are both like different kinds of health, in that if either one of them is rendered critical, it only takes one hit to knock Velvet out, or worse, send her spiralling into crippling insanity. Stamina governs how many attacks Velvet can endure, as well as how much she can exert herself, while Sanity governs how much of the madness she can handle. In addition, her Heartbeat is a statistic too, wherein exertion and stress can cause it to increase, granting her bursts of energy when she needs it the most, though having it go too high could make her run the risk of a heart attack. However there are a variety of consumables that can help govern the various statistics, though a few have certain drawbacks. For instance, while cooking and eating an eldritch invertebrate will restore max HP and Energy, their repulsive nature will hurt your Sanity the first couple of times, though like with many unnatural things in the game world Velvet will "get used to them", weakening the Sanity damage dealt as you work Bull Maggots into your diet. Other examples include smoking mystical herbs to relieve stress and restore Sanity, as well as drinking alcohol to relieve stress and make all hits deal negligible damage, although the act of smoking hurts your Stamina and can result in a strongly stunted energy bar and max Heartbeat, while drinking alcohol can make your aim wavy and may cause you to stumble much easier when running. However, while a "clean" run is possible from not using the more potent consumables, you may be in for an unpleasant surprise later on. As for your weapons, you may be lucky to find a plank of wood or a lead pipe, maybe even score a wavy-bladed knife from knocking out a cultist, but don't expect a shotgun or even a pistol until [U]much[/U] later in the game. Besides, whacking a dimensional shambler about the head with a lead pipe is a sure-fire way to have the thing turn around, slap you unconscious, then carry you off to some other horrific nether-realm where unspeakable horrors and blasphemous rites ensue. After all, there is power to be found in virgin blood... If you are unfortunate enough to attract the attention of an eldritch beastie, your main line of defence is the set of programs given to your phone, programs published by the Elder Gods themselves to arm their "Inquisition". [quote]First up is [B]Ulthar's Flash of Wrath[/B], which takes a photograph of your quarry and sears them with the light of an angry god. Smaller fiends are vaporized in a single Flash, while others may be on the brink after a Flash and require a slap around the gabber to finish them off, although a great many fiends have an alien glow about them that negates the effects of a Flash, which leads into the second power the phone possesses... The second gift of the Elder Gods is [B]Bastet's Dirge of Chaos[/B], essentially the arcane equivalent of combining dubstep with nightcore, blasting magick-disrupting music tracks which dissipate magickal barriers and hamper the concentration of any eldritch horror subjected to the music of an Elder God that got caught up listening to more Skrillex than any mortal could normally handle. Later gifts include [B]Vorvadoss' Shade of Protection[/B], which can render Violet invisible in a flash of green smoke; [B]Shai's Borrowed Time[/B] which effectively slows down time to give Velvet time to line up an excellent shot; [B]Nodens' Eyes of the Hunter[/B], which gives you a "sonar" application to detect nearby items/enemies, and so-on. However, while most of these divine powers don't drain your soul or sap your Sanity, they eat up your smartphone's battery as it attempts to channel cosmic power from beyond, so you'll end up needing to conserve your phone's already-limited power, especially since in this game's retro-future of 1999 the popularity of smart mobile phones overshot the capabilities of rechargeable batteries. Thankfully, you manage to find adapters and outlets to recharge your phone, thanks to the Red Star Alliance rolling out infrastructure upgrades throughout Eastern Europe, and the manufacturers of Velvet's phone had the foresight to have interchangeable batteries so you can fumble with AAA nickel-cadmium cells while a ghoul meeps intimidatingly at you. Using the phone powers in skilful ways, especially when combining them with other powers, will affect how the Elder Gods view you, for while you start out as just another foolish mortal that might live long enough to maybe do something that benefits them, as you prove your worth through the use of their gifts they will grant you additional "mods" to affect your phone's functions, such as adding a DPS effect to the Flash or boosting the knockback granted by the dubstep.[/quote] Another aspect of the game is that, while overexertion can be a bad thing, forcing Velvet to push her boundaries can help her survive hairier confrontations. Going low with Stamina and Sanity yet managing to survive can increase the maximum limits of respective statistics, such as if Velvet gets exhausted or nearly exhausted when she's fleeing from something far greater than she can handle, she will be able to run for longer in later encounters. In addition, as mentioned before with the Bull Maggots, Velvet will gradually become less horrified by specific enemies as she sees them more often, syncing up with the philosophy of the monster being scarier the less you see of it and how, after a certain point, the horror can fade and struggle turns into tedium. However, while she might end up acquiring an affinity for Bull Maggots, or finding a meeping ghoul to be a laughable threat in the face of alien phone magick, as she progresses through the hellscape that was Ralechia, she will still find things that will deeply disturb, frighten and unsettle her, especially if they are far too dangerous for her to take on at the time, though eventually she will have what she needs in order to defeat the dread behemoth. Maybe. In terms of the worldspace, it would start out in the semi-open town of Josturn, but after many failed attempts to leave the town behind Velvet heads towards the castle, which initially has the medium-range exploration and complexity of something like the Spencer Mansion, but then after finding a mysterious slate responsible for the horrors happening around the region, you are able to phase between dimensions and enter alternate versions of the castle a'la Quantum Conundrum. Few combinations of sigils on the slate will lead to stable realities, and fewer still will lead to places that are NOT unspeakable hellscapes. From here, sneaking around alternate versions of the castle will lead to finding the right codes needed to presumably seal the interstice that bridges this world and a darker corner of the universe, and such travels will likely lead Velvet into utterly unfamiliar territory. For all she knows, she could end up in a castle filled with Welsh samurai bunnymen, or end up dissolving into the ground of some flesh-eating Hellstar, so she will only jump with the right codes. Unless her Sanity is low, in which case she'll accept any code and either meet a horrific fate or end up sequence-breaking if she's lucky enough. So there you have it; it starts out with sneaking around trying to avoid monsters, to blasting them with divine wrath and magick dubstep, to jumping between worlds trying to prevent something unspeakable from crossing over. Oh, and trying to avoid becoming an involuntary surrogate for things that daren't be spoken about. Pretty twisted, but that's cosmic horror for you.
My idea would be to make a new Perfect Dark, but with Deus Ex mechanics and story.
Not really an original idea, but I'd like to see more FPS games implement filler AI grunts to not only breathe more life into warzones, but to also provide an alternative way for players to contribute to the team other than killing other players or killing themselves via suicidal objective play.
Here's my idea for a game, one that I've always wanted; It's an medieval, fantasy RPG without a violence focus. Combat is rare and might never even happen, but will certainly be quite the event when and if it does. Instead, the focus of the game is living in the world, as a normal person. More of an opportunity to be who you want to be instead of a world saving adventurer. You might become an alchemist, or a politician, attend, teach at, or head a magical academy, run a tavern, be a town guard, be a smith, a miner, a sailor, a world class chef, poke around in ruins as an archaeologist, be a merchant, run a trading caravan, so on and so forth. There's so many interesting things to explore in a fantasy world and so many interesting lives that we don't get to see because we're so often busy being the hero and slaying monsters. You know those bits in games like Oblivion, and Skyrim, where you just spend hours in town trading, crafting, talking to people, decorating your house, doing alchemy and smithing and just sort of living in the world? It would be a more advanced spiritual successor to that.
An FPS with a bunch of chapters taking place in Southern Africa that has the Portuguese Colonial War, the Rhodesian Bush War, the Mozambican Civil War, the Angolan Civil War and the South African Border War. You'd play as all different sides in the conflicts (for example: in the South African one you'd play as both a member of UNITA and a soldier of the South African Army on one side and the other side you would be an MPLA member and a Cuban soldier). The closest thing I'll probably ever get to this is the Black Ops II level in Angola though.
a sandbox game where you build your own civilisation entirely from scratch, and the progression of science, politics and other such societal constructs are based entirely on your needs without limits, so it's possible to have a druid-like civilisation that is entirely dependant on nature to survive, people would live in giant hollowed-out trees or houses made from simple rocks, the key political figures are of course druids, for example or you could have a barbaric civilisation that relies on torturing the living shit out of other civilisations to keep them under your rule, or you could have a civilisation in which morals and ethics are non-existant and everything is decided purely by the rule of logic which allows for terribly painful but logicwise perfect situations, and so on and forth. The starting humans are the equivelant of cavemen, and you as the player has the ability to influence their progression. So you could steer them into a technological civilisation, or a military one, or an anarchistic one, or a tribal one, or anything you damn well please. The only winning condition is to survive. The relationship with other civilisations is entirely fluid, so it's possible to be a secluded civilisation with no interaction with others, or you could unite them under a giant empire, whether or not that is done through totalitarian means is up to you.
[QUOTE=Exploders;48375412]A game where you are recruited into a flourishing faction, everything seems good storyline is basically good guys trying to defeat the bad guys, at the end of the game the base gets attacked, you are given orders to save the base by going to a control room, you defeat the bad guy leader that attacks you in the control room, and then you end up killed by him (cause he wasn't really dead) and the screen fades out to black, no music, no ending monologue or anything. And if you paid attention to the stuff that goes on in the background you'll realize you were the bad guys all along and the ending is your generic "good guy kills bad guy and saves the world" ending.[/QUOTE] Better yet, the "bad guy" is unkillable because they abuse the fuck out of healing items and respawn after every death.
Another idea I've had is sort of a strategic god game, where you select a "chosen people" and guide them through the various ages of development. Your influence is more hands-off than something like Black & White, in that you can't just pick up villagers and drop them off on another island, but there are a variety of other ways in which to influence them, including miracles and spells granted by the power of prayer. However, your main connection to your chosen people is through whispering into their minds and speaking through powerful conduits known as Oracles, allowing you to relay "orders" of sorts to construct buildings, perform special rituals, create a wondrous work of art, or delve into the secrets of the cosmos to unlock its greatest secrets. Speaking of which, there are three "experience" style paths of progression in the game; Science, Faith, and Culture. Science unlocks new technology and furthers your people's understanding of the universe, Culture enriches the people's cultural identity and allows them to better understand themselves, and Faith keeps the populace under your control and increases your own personal power. The key to success is keeping a balance between all three; an extreme focus on Faith may allow you to do some truly amazing things, but your people will progress slowly and remain dependent on your every action. While a supreme focus on Science will unlock all manner of new scientific wonders but without a good balance with Culture your people may become savage and warlike as strong men seek to use new advancements for war-like purposes. And as for a grand focus on Culture, while your people may become peaceful and understanding, without a good deal of Science they may be ill-equipped for the challenges the world throws at them. As your people grow more advanced, faithful and cultured, they may begin to pray for favours, such as using some of your power to heal their sick child or influence the outcome of a race. Initially it will be up to you whether to accept or ignore their prayers, for while indulging their prayers will increase their Piety and increase your long-term power gain, they will cost you in the short term and the individual may become more dependent on you to solve their problems. In addition, if an individual reaches a certain level of Piety before they reach their deathbed, you may choose to turn them into an Angel, which acts like a familiar and a governor, granting you a good deal of power per second while they are in your employ, and are able to take care of the ever-increasing mountain of prayers that piles up on your desk like in Bruce Almighty. However, be sure to keep your angels in check in case they do things that go against your wishes, or worse end up going rogue. Various victory conditions are available, including discovering the Philosopher's Stone as a Science Victory, being the only god left in the Domination Victory, being the strongest power on the planet in the Faith Victory, having a talented philosopher pen the Universal Treatise in the Cultural Victory, and the list goes on.
A L4D styled game with a twist of sorts. 4 survivors crash land on a ~mysterious island~ (spooky) and have to make their way towards the mountain in the center to call for help. The island also happens to have dinosaurs on it. 4 dinosaur players with 3 classes of dinos. The twist is that the survivors only have limited weapons that they have to find. Otherwise, they're down to fists or using rocks/branches to defend themselves. Dinosaurs would have special bonuses, like [quote] [url=https://upload.wikimedia.org/wikipedia/commons/3/33/Deinonychus_ewilloughby.png]Deinonychus[/url] - Can smell "outlines" of survivors, and if they bark, other Deinonychus players can see the outlines too (if they're in the vicinity) [url=http://i.telegraph.co.uk/multimedia/archive/02185/Yutyrannus-SUM_2185950k.jpg]Yutyrannus[/url] - Has a "charge" ability that can knock down survivors if they're close together, deals the most damage [url=http://img2.wikia.nocookie.net/__cb20120725145909/dinosaurs/images/9/91/Kaprosuchus.jpg]Kaprosuchus[/url] - Can "lie in wait", and camouflage itself in bushes so it can't be spotted by survivors. If it lands a successful pounce, it can drag survivors a short distance away[/quote] Of course, the Survivors will get the upper hand. They'll come across abandoned buildings, and can use barricades to keep the door shut behind them, close up windows or plug holes in the walls, forcing the Dinosaur players to find a new way inside. Survivors would also be different characters that have different skills, such as one heals team-mates faster, another can run faster, another has more health, etc. etc. The main skill all survivors would have would be a "call out" ability, which means if they have a dinosaur in their crosshairs and press, idk, q, they'll "spot" the dinosaur and give it a big red outline that won't disappear until it's out of sight of the humans. Stuff like that, I'll go onto it later. [editline]5th August 2015[/editline] Like, you might say "Wow we'll all pick Yutyrannus it'll kick ass". Yutyrannus won't be able to hide very well, and if the survivors get into enclosed areas (caves, buildings, tightly packed trees), Yutyrannus becomes useless
A Postal 2-like game in which you play as Satan with amnesia in Albanian-occupied America (probably just in New York or some other city), where your goal is to get the albanian general who sold his soul to you in exchange for world domination and then refused to pay due to some occult gimmick he pulled off [editline]5th August 2015[/editline] Gameplay incudes: starting a resistance movement by recruiting dumb american kids to die for you, limited mind control (since you're devil you can remove self-controll from people and make them act impulsively on their stupid desires, which is great for causing infighting but unfortunately doesnt make them not hate you), and various suvival mechanics including eating pigeons.
A rougelike type game (like randomly generated dungeons and perma death) with somewhat easier dark souls style gameplay that takes place in my own fantasy setting. I want there to be a ton of playable races that all provide unique benefits. Like the lizardmen can spot more treasure due to their dragon heritage, or the Doln (a race of psychics) can use a power to force some enemies to fight for them for a short period. Also there will ofcourse be classes like Knight and Wizard and that typa shit. I'd want the loot to be really awesome so there's a point to playing besides the challenge of it. Alongside your standard randomly generated boring loot there will be handcrafted cool ass items. Also I want to keep weapon/armor drops semi rare so you won't find this awesome legendary sword and then two second later throw it away for a random enchanted one. The deeper you'd go into the dungeon, the cooler shit you will find. Eventually you'll start finding rayguns and shit And maybe there would be coop. If you wanted to have a character play in a friends game and that character is deep into a dungeon, you will have to have them leave said dungeon (it'd be a menu option and not you actually making your way out) and if you wanted to return to your playthrough you'd have to start the dungeon all over sans bosses you've killed. This would discourage ultra high level characters from blasting through the first few levels of the dungeon, but not prevent it. Instead it should make people want to make brand new characters for coop. I'd also want there to be like 10 different end bosses, so when you go through the whole game you don't know what your final challenge would be. Each boss will drop a special weapon for your class to use when you go to newgame+ or start an all new dungeon with that character. The deeper into the dungeon you go, not only will get harder, but it gets more sci-fi and less fantasy. You will start facing off against robots and cyborgs instead of the usually monsters and goons (cyberskeletons) and finding rayguns and laserswords instead of crossbows and normal swords
An RTS game in a typical fantasy setting with humans, elves, dorfs, skeletons and wizards. Except the entire world's military technology is up to second world war standards and it plays like Company of Heroes. The main focus of the story is that Humans, elves and dwarves live in a very grim, foggy, grungy, contemporary, European looking land that is cursed with a very severe undead problem and constant plagues. Every few years the dead will rise and shamble off somewhere into the wild lands, eat rural villages or just corrupt the land around them into rotting horrors. So naturally the Human cities are walled off and rife with disease, so everything looks like a mix of Dishonored and French countryside. Defence and plague control are central elements to the gameplay. Players in skirmish missions are given a corner of the map to start in with a basic headquarters and small community which they must protect. Careful expansion is encouraged as players on one team are given the task of destroying the sources of undead influence whilst protecting their small hamlet of operations. The other team are basically there to spread the undead infection. It favors asymmetric gameplay, The not-dead races have to tread very carefully, as any units that die and aren't burnt or sanctified after a certain amount of time will get up and start roaming around. If you lose a tank and haven't scuttled it, chances are 15 minutes later into the match, it'll be attacking you whilst adorned with bodies and be driven by a skeleton. Large clouds of diseased fog will move about and hinder the Living factions' movement. They can enter the fog with the aid of gasmasks or magical assistance but for limited amounts of time, as it slows movement, and prolonged exposure will corrupt your units. Undead can also move freely in the clouds so its only recommended you enter this areas if the importance is dire, such as completing objectives or grabbing rare resources. there'll be side objectives usually in the form of evacuating or quarantining small hamlets. The longer you leave them, the more chance of the undead players taking control of them. The living races would have bolt actions rifles, heavy machineguns and stuff, as well as the ability to wall off and build heavy fortifications, whilst the undead have access to spoopy ghosts, necromancers, and lots of stolen equipment. Things like 20mm guns will obviously mow down undead, but using the environment, strength in numbers and turning the living units against eachother will be pretty much how the undead can overpower the other factions. It'll be a very grim game tonally and visually but it'll enforce a playstyle that'll make you think "How do I deal with this situation without fucking myself 30 minutes from now." Had it at the back of my head for a while now, mostly after looking at stuff like this [url]http://img13.deviantart.net/fbe2/i/2014/189/9/0/return_by_proxygreen-d7pscrf.jpg[/url] [url]http://www.keiththompsonart.com/undead.html[/url]
Wolfenstein style roguelike, with the tactical play of ToME 4 and the randomized complexity of crawl. Along with a kitchen sink of all the mods/existing games, set in an era where the Nazis won.
x-post from WAYT, a few days ago: [QUOTE]I want a video game where I can go on a power fantasy I played Brutal Doom with cheats but it didn't quite click I want something with a noisy soundtrack a la HEALTH And fast action and gunplay like in Hotline Miami but in FPS form I want something to play when REALLY PISSED OFF[/QUOTE]
It's pretty much almost the same as Rising Storm, but it's a Fallout New Vegas theme. It'd be NCR against the Legion. The most common guys you see in the game would be in the Rifleman class, where they'd have access to limited equipment, like the Service Rifle. The more powerful units go up the list into the more smaller classes.
Since I have a novel (and a series of novels at that, but let's not get ahead of ourselves) in mind, I mainly have wet dream about how they could be translated into a game, ala the Witcher I'd see them mainly as action RPGs with hard as shit bosses. I love the fuck out of hard bosses in videogames
I've always had this idea of an "open world RPG" - basically, something like Pokemon in the form of a MMORPG. Each player will have their own different story, their own home location, and will be able to customize their own character. It is not, however, leaned toward realism (note how I mentioned Pokemon). The game is set in the near future in an entire country. Assuming it takes place in a country like Japan, the player's home location could be as far north as Hokkaido or as far south as Okinawa. On the first startup of the game, the game MUST be connected to the internet/official game servers, in other for the player to be given a home location and a distinct story. For the rest of the game, the player can decide to play in singleplayer without any connection to the internet. No online DRM bullshit (although it wouldn't really be necessary since it's probably on a portable console like the 3DS anyways). However, if they choose to, the player can also participate in online multiplayer - the home location and character, as well as its customizations and money earned, will be the exact same as in single player. The story will be the same and progress at the same time during singleplayer and multiplayer - people like the player's friends, IRL or on the Nintendo Network, could help the player progress through the story if they're struggling at doing so. That's done so by either another player joining in the session and somehow getting to the player (all players are in the same session due to the large nature of the environment). However, if it's an IRL friend, the friend can spawn right next to the player in-game by using local communication. It could also be accomplished by something like StreetPass on the 3DS - the player could earn additional combat skills and weaponry by StreetPass-ing another player who already has it. That brings us to the action. The player must build up combat skills and weaponry to progress through the story. Various objectives must be cleared to do so, obviously. It won't be anything too violent, either, as I have the audience of something like Pokemon in mind as well. There's also the sort of side objective of exploring new locations - the player can earn things like badges to show that they made it to a particular location. To get to that location, the player must also complete an objective - for example, there might be a power outage in an area, preventing the player from reaching that area (*cough* Pokemon XY *cough*). Additionally, things like long train, bus, and airplane rides can be skipped to the next location at which they hop off. The player must figure out on their own things like changing train lines - inspired by struggles getting around places like Tokyo. However, all players have one primary objective in common - defeat an evil group that aims to destroy all the small companies via harsh practices. There will also be augmented reality features - since the in-game locations are based off of real-life locations, the player could go to one of those "Nintendo Zones" IRL (available at seven-eleven locations and various major electronics stores that sell video games) to have the in-game equivalent of that location added to the collection of available destinations via transportation methods (bus, train, etc.). I do see a huge downside to that, however - it will not work for people playing the game outside of Japan. tl;dr Pokemon MMORPG with insanely huge world and crazy player customization. The entire idea isn't even close to complete, though - this is stuff I haven't written on paper or anything and just took out of my brain. Some might also say we have too many of these kinds of RPGs, too.
Megazords: The Game.
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