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Author Topic: Fantasy Game Concepts  (Read 7583 times)

Melodic

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Fantasy Game Concepts
« on: 09 Nov 2008, 11:31 »

I played Left 4 Dead until about 3 in the morning last night, then watched 28 Days Later and the original Dawn of the Dead. And in that 7AM-stupor I have decided that the best game I could possible conceive of would be a zombie game. I suppose this is a thread for anyone who's ever thought "y'know what would be awesome?", but I just seriously need a place to write this all down. My mind is overflowing with good ideas.

My perfect game would be a multiplayer zombie survival-horror game. It would take place in a small section of a large city (LA, maybe, but shrunken to the size of a single GTAIII island). Game time would be one day post-zombie breakout. Players would start on opposite ends of the city with no means of common (ie. fourth wall) communication available; possible communication would include finding a walkie-talkie, using a CB, talking, and yelling (difference being how far the voice travels in the game). Every physical action would deplete the user's breath state, where full is breathing normally and empty is out of breath. Running, holding your breath, shooting, would all deplete this meter.

The zombies would have massively increased heart rate, which means that when not actively chasing people they enter a very slow, shambling, unaware state. In this state they behave like classic zombies, but whenever their dulled senses detect a human nearby they act like running zombies. If the player is bitten, there is a percent chance that he/she will start to become infected. Infection takes place over a course of 5 minutes wherein the player can hear his/her heartbeat slowly rising. In that 5 minutes, the player needs to find some arbitrary drug like Tylenol or Advil, which will acts as an antidote but also causes drowsiness, shakiness, and lack of energy.

Players would need to procure basic ingredients to survival, as the goal of the game would be to survive for X number of days until the zombies starve to death. Hunger, health, and sleep would all be things that the user needs to work around. Wherever the player chooses to bunk would need to be well-fortified, and defensive construction would be a major part of the game.

Non-necessary doors could be broken down into wood which could be used to fortify necessary ones wherever the user needs. Boards could be placed strictly on the door (to preserve structural integrity) or around the corners of the door to prevent the lock from breaking and the door from swinging open. While power is still on in some parts of the city, zombies naturally exit their "hibernation" at night and so leaving lights on is a bad idea if the windows aren't completely boarded up.

All players assume characters who have not had any form of firearms training, so any guns that ARE found are prone to jamming, ammo is scarce, reloads are longer than normal, recoil is higher, and steadying your hands is difficult. Guns are not the primary tool again zombies, and are considered a last and risky resort if you can't put a door between you and it before it eats you.

No HUD, no radar, no crosshairs. The inventory system would work in a 3D slot/weight system where both physical size and weight of items are important to consider. The number of actual zombies in the playing area would be finite, although it would be almost impossible for any number of users to kill close to half of them.



That's it, pretty much. I'm not sure if this justifies its own thread. We'll see.
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Muppet King

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Re: Fantasy Game Concepts
« Reply #1 on: 09 Nov 2008, 12:31 »

That sounds kind of like a snazzed up, non-text version of Urban Dead.
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Scandanavian War Machine

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Re: Fantasy Game Concepts
« Reply #2 on: 10 Nov 2008, 11:41 »

i would definitely play that game.

actually, i'd play the fuck out of it.
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Jackie Blue

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Re: Fantasy Game Concepts
« Reply #3 on: 10 Nov 2008, 11:48 »

My perfect game would be a completely open-world one, like Shenmue or GTA, but with almost zero violence, just nothing but plot and characters and the ability to go anywhere and do anything.

Basically a Real Life simulator except that something weird was going on and you had to figure it out with minimal clues and enormous amounts of well-written, true-to-life dialogue.

This game would cost millions of dollars to make and exactly twelve people would buy it.
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Melodic

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Re: Fantasy Game Concepts
« Reply #4 on: 10 Nov 2008, 12:19 »

Sort of like, uh... Shenmue?
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Jackie Blue

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Re: Fantasy Game Concepts
« Reply #5 on: 10 Nov 2008, 12:34 »

Like Shenmue, only much better and bigger.  And I said "well-written dialogue".   :-)
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Melodic

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Re: Fantasy Game Concepts
« Reply #6 on: 10 Nov 2008, 13:09 »

Sorry, I meant the "cost millions of dollars to make and exactly twelve people would buy it" part.
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Scandanavian War Machine

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Re: Fantasy Game Concepts
« Reply #7 on: 10 Nov 2008, 14:27 »

ooh double burn on Shenmue
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Jackie Blue

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Re: Fantasy Game Concepts
« Reply #8 on: 11 Nov 2008, 00:27 »

To be fair, Shenmue 2 was pretty darn good, but it still had that "this could be SO MUCH MORE AWESOME" feel to it.
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Xerostyle

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Re: Fantasy Game Concepts
« Reply #9 on: 11 Nov 2008, 07:33 »

The only problem is that Shenmue 2 came out on the Xbox in America. If it came out on the Dreamcast, I'd have picked it up, but I didn't want the original Xbox, because it only had Breakdown for me.
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Jackie Blue

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Re: Fantasy Game Concepts
« Reply #10 on: 11 Nov 2008, 08:02 »

Actually I had Shenmue 2 for Dreamcast, Gamestop sold the European version with a boot disk that would allow you to play it.  It was expensive though, like 60 of my American dollars.
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snalin

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Re: Fantasy Game Concepts
« Reply #11 on: 11 Nov 2008, 08:20 »

I came up with the idea of the best game ever as I woke up one morning. The first thought I had was "I know what'd been fun to play!"

I'm thinking of a first/third person swords and sorcery RPG. What I want is a world as big as Oblivion or Morrowind, the same level of greatness when it comes to plot and story as Fallout. And the gameplay, when it comes to slashing/blowing things up would be the same as in Dark Messiah of Might and Magic. Because that's the only game I've played where all the aspects of fighting was fun. You could seriously kick people of ledges or into spike walls, or make roofs fall down on their heads.

And to top the cake, the same feeling of a kinda harsh, Gothic world that you got from Diablo 2.

The OP was a great idea, though. How many players do you imagine would play at the same time? because I can see what you're taking about with 5 players and with 50. It'd also need a randomized map generator (to a certain point), so people couldn't just go running to the gun deposit the second they started. Would you want everyone to be starting with the same possibilities, or would you want to pick certain positive specs (like "has been in the army" that gives firearms bonus, "was a scout for four years" that gives you the ability to make fires easier) and so on?

What about the realism level? Would you want a no health bar, no fatigue bar, no ammo meter type of game? How long would 24 hours in the game world be in RL? Because a mulitplayer "survive for x days" game couldn't actually be played for x days, unless people agreed to meet and play on certain days, and you had individual breaks.

Just some questions since you caught my interest. I've never played Shenmue, so I cannot relate to that, sorry.
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Melodic

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Re: Fantasy Game Concepts
« Reply #12 on: 11 Nov 2008, 11:44 »

Player count is something I couldn't figure out. I'd imagine 5-10 people would be the butter zone for good communication, teamwork when necessary, and not bumping into one another all the time. I think the map could be random to a certain extent, but I believe the AI Director from Left 4 Dead would work even better, shuffling around what, and who, spawns where.

I would think I'd shy away from general spec'ing to avoid people being typecast as a certain character. Maybe, maybe have a system where it becomes easier to fire a gun after using one X number of times, but it would be an invisible system.

Realism would be as close as I could get without becoming ArmA. Health would be handled in that the more damage (or the more infected) you become, your character both sounds and moves differently. Decrease in health would have you stumble or limp, with a bloody tint around the edges of the screen, and infection would make you gradually sound more and more zombie-esque, complete with moaning and the slight outline of warm flesh.

I think a half-hour per game day would be fair. Gives people enough time to scavenge during the day, and is just long enough to be trapped in a room defending yourself all night.
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actreal

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Re: Fantasy Game Concepts
« Reply #13 on: 11 Nov 2008, 19:48 »

Sounds awesome.

First person or third person?

If there was no radar, you would need to make the sound of zombies behind you pretty obvious to make up for lack of peripheral vision in either mode I would think.
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Re: Fantasy Game Concepts
« Reply #14 on: 11 Nov 2008, 20:12 »

I was going to write this big long ass post, but then I decided I just want a decent sequel to Rock 'n' Roll Racing.
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Re: Fantasy Game Concepts
« Reply #15 on: 13 Nov 2008, 00:03 »

I'd like to see Descent 4, since the first three were so fun.

For the OP's idea, it'd have to be first-person, since the idea is that it's YOU, not someone else, that's there.  Plus you couldn't have autoaim in a game with no crosshairs, anyway :)

I'm fine with how L4D's doing things, especially given how fun it is playing with my friends at the gaming community I'm involved in.  I would like to see additional resource management in the game to ratchet up the tenseness on Expert (which is already pretty intense), particularly in the form of scarcity of ammo.  Always have JUST enough to get by, but still be limited so that you really need to make those shots count.

And if basic ibuprofen or acetomiophen cured the disease, wouldn't it be a very ineffective disease? ;)
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Surgoshan

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Re: Fantasy Game Concepts
« Reply #16 on: 13 Nov 2008, 17:19 »

And if basic ibuprofen or acetomiophen cured the disease, wouldn't it be a very ineffective disease? ;)

Not if the symptoms were incredibly mild until so advanced that you couldn't cure it.  Like AIDS.
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Boro_Bandito

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Re: Fantasy Game Concepts
« Reply #17 on: 13 Nov 2008, 17:45 »

hmm, I've definitely got a concept for my perfect game, but you'd guy would just make fun of me anyway for saying it so there.
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Melodic

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Re: Fantasy Game Concepts
« Reply #18 on: 13 Nov 2008, 21:17 »

HAW HAW HAW HAW
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PizzaSHARK

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Re: Fantasy Game Concepts
« Reply #19 on: 13 Nov 2008, 21:32 »

And if basic ibuprofen or acetomiophen cured the disease, wouldn't it be a very ineffective disease? ;)

Not if the symptoms were incredibly mild until so advanced that you couldn't cure it.  Like AIDS.

Guess that'd be a way of explaining off the survivors, too... you'd never again bitch about those migraines.
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CarrionMan

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Re: Fantasy Game Concepts
« Reply #20 on: 13 Nov 2008, 21:39 »

A mix of two genres: in one box you can buy an MMORPG, in the other box, you can buy an MMORTS. They both work on the same server. It starts with the champions(RPG people) helping out small primitive communities(RTS people). Tech advances as either champions or the countries/tribes/cities discover new stuff.
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PizzaSHARK

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Re: Fantasy Game Concepts
« Reply #21 on: 14 Nov 2008, 01:14 »

A mix of two genres: in one box you can buy an MMORPG, in the other box, you can buy an MMORTS. They both work on the same server. It starts with the champions(RPG people) helping out small primitive communities(RTS people). Tech advances as either champions or the countries/tribes/cities discover new stuff.

Sounds a lot like being commander in a game of Battlefield, if you assume your teammates are your "champions."  Only desgin hurdle that immediately comes to mind is having the champions follow orders from their RTS commanders while still allowing them to have fun doing what they want.
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Shinryuu

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Re: Fantasy Game Concepts
« Reply #22 on: 14 Nov 2008, 04:36 »

A mix of two genres: in one box you can buy an MMORPG, in the other box, you can buy an MMORTS. They both work on the same server.

So pretty much what Demigod is doing + MMO. Or should I say what it was doing, since I heard they mostly scrapped the whole controlling-multiple-units-RTS bit.. shame if that's true.
http://en.wikipedia.org/wiki/Demigod_(video_game)
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Re: Fantasy Game Concepts
« Reply #23 on: 14 Nov 2008, 17:24 »

hmm, I've definitely got a concept for my perfect game, but you'd guy would just make fun of me anyway for saying it so there.

So's your face.  There, now we've made fun of you.  Feel free to share.
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Boro_Bandito

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Re: Fantasy Game Concepts
« Reply #24 on: 14 Nov 2008, 19:34 »

Thanks, needed that. I'd purchase the rights to the Creatures franchise from Gameware, and make a new game of that a sort of combination of it and Spore, with features such as:

-fully 3-D, obviously a given with modern games, but the last game of that series in 2001 was still in 2-D, they weren't expensive games, This would mean a world of it that wasn't side-scrolling like the originals, but set on Albia 10,000 years after the Shee have left, when the rotation of the planet has been disturbed by some unknown force and the previous disc-shaped world has spread out, separating old ruins and revealing new ones, for an interestingly shaped planet to explore. This allows the user to make the planet into a hell hole or a Nornish paradise that would make the Bondi norns proud.

-advanced ecology tools, turn a desert into a jungle paradise or a frozen tundra

-advanced creature genetics and evolution, make it to where the Norns have a set of variable paths for evolution, colors, patterns, the ability to over generations get them to breed out certain characteristics, like horns, wings, gills, and fins, go from fur to amphibious skin or feathers or scales, even insects, even different behavior traits like agressiveness or advanced fight or flight and weight or size. This would allow players to create their own Norn breeds though generations of selective breeding rather than the old way of independant amateur artist making their own sprites and handwritten genetics. combinations of the above would allow for people to do some of the previous breeds from Creatures 2 and 3 like Scorpio norns, MerNorns, etc.

-the same to a limited degree for Grendels and Ettins, and of course some kind of gene splicer machine to mash them all up into one hideous monstrosity with behaviors and phenotypes, though melded together better. Possibly allow the gene splicer to react with certain environmental critters or objects to speed along the above in some cases. I'm talking the ability to create/breed/genetically enhance giant spider grendels (like in the original design doc) or Ettins that actually build things and make cookies.

-cob and critter creation tools, a lot like the procedural animation of Spore combined with the blueprint system of Creatures 3. Allow players to create or edit existing objects, plants and animals.

-Yggdrasil come back to life

-an in-game trading feature that allows you to trade DNA information for cloning creatures to easily share creations and norn breeds that you've come up with from others.

-in addition to the six starting eggs (which would be 3 all new starting breeds) find stashes of eggs in various hidden areas around the world that are previous norn breeds from the other games.


I don't know, I was really a fan of these games when they came out, I love the Sims and I love what Spore was trying to do. I've always liked life simulator games, and games about evolution and "genetics" like the Creatures series was were fun to experiment and play with, and it had a really good community around it.
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Surgoshan

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Re: Fantasy Game Concepts
« Reply #25 on: 14 Nov 2008, 21:19 »

So's your FACE!
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Boro_Bandito

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Re: Fantasy Game Concepts
« Reply #26 on: 14 Nov 2008, 21:21 »

HEY! You Know what?! Yer... yer MOM'S FACE.
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Surgoshan

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Re: Fantasy Game Concepts
« Reply #27 on: 14 Nov 2008, 21:22 »

With a rubber hose!
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ackblom12

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Re: Fantasy Game Concepts
« Reply #28 on: 15 Nov 2008, 11:04 »

A mix of two genres: in one box you can buy an MMORPG, in the other box, you can buy an MMORTS. They both work on the same server.

So pretty much what Demigod is doing + MMO. Or should I say what it was doing, since I heard they mostly scrapped the whole controlling-multiple-units-RTS bit.. shame if that's true.
http://en.wikipedia.org/wiki/Demigod_(video_game)


It depends on what type fo Demigod you choose. There are Assassin types and General types. With Assassin types you have no control over your troops and you play your character kind of like a Diablo style Action/RPG. If you play as a General you get to have a lot more control over your troops and you focus more on boosting your troops and getting a leg up in that manner.
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