Aja on 29/4/2009 at 04:27
Quote Posted by demagogue
Also, hit up public domain stuff. There's more and more of it out there.
I wrote out a design doc for a game using an LSD-like mechanic, because there's so much great (untapped) potential there. In my version the visions complement each other to fill out an overarching narrative, like each showing only isolated fragments of a bigger, disturbing world. I was inspired by things like the movies Rashomon and Mulholland Drive, and novels like Sound & the Fury and Gravity's Rainbow.
Also, the links between worlds/visions will have some twisted sense to them, and part of the "game" is to crack one world, to figure out its punchline, and how its links to other worlds gives a new & interesting context to them ... and part of the beauty of the mechanic is that you don't have to do it linearly. It's such a great idea for tackling a narrative in piecemeal fashion, and not necessarily even get all the pieces, whatever path you want to take through it.
That's an amazing idea, but also amazingly complex. We're trying for something much simpler, though in our ideal scenario the player's reaction to the dreams he sees will dictate the kinds of dreams that get fed to him, to an extent (random occurrences are always a possibility). Basically for our first attempt we just want to address some of LSD's obvious shortcomings: namely, not enough variety, not enough interaction. But we want the player to still be uncertain as to whether or not the game is responding to him. The sense of paranoia that LSD inspires is key to the experience.
Jackablade on 29/4/2009 at 05:28
pretty much a really great sex game. aw yeah
june gloom on 29/4/2009 at 05:52
Is this all Edmonton has to offer?
PigLick on 29/4/2009 at 06:14
I actually wouldnt mind a GTA sandbox style game, but set in the 40's or 50's, the main protagonist an alcoholic private eye, all noir-like and art deco.
Call it animal cunning, intuition or whatever you godamn want, the minute the blonde walked into my office, I knew I wouldnt be spending the afternoons down at Bennies with the Colonel and Fatboy anymore. This girl was trouble...
EvaUnit02 on 29/4/2009 at 06:23
Quote Posted by PigLick
I actually wouldnt mind a GTA sandbox style game, but set in the 40's or 50's, the main protagonist an alcoholic private eye, all noir-like and art deco.
Call it animal cunning, intuition or whatever you godamn want, the minute the blonde walked into my office, I knew I wouldnt be spending the afternoons down at Bennies with the Colonel and Fatboy anymore. This girl was trouble...So basically LA Noire?
Tonamel on 29/4/2009 at 06:42
In the spirit of roguelikes, I'm currently toying with "narrative atoms" as a way to randomly generate compelling characters and storylines. Sounds dumb and implausible written like that, but early playtesting has been positive.
I came up with the idea to make a game purely about the joy of flight where you could swoop through beautiful, slightly surreal environments. A week later I saw a trailer for Flower and I was all DAMMIT. This comes from the more general idea I have of making games designed to evoke one very specific emotion.
I really want to make a game where you start tiny (mouse size) and slowly become gigantic (Godzilla fears you) over the course of the game, but I can't find a decent mechanic to fit the idea. Well, there's always Fishy or Katamari, but I'd like to do something a little deeper. This sort of thing happens a lot: And intriguing idea, but no game to back it up. Another example is the idea of Player vs Rain, but on such a small level that you're dealing with individual raindrops instead of the weather as a whole. There's probably a rhythm game in there somewhere, if I can find it.
demagogue on 29/4/2009 at 06:44
Quote Posted by Jackablade
pretty much a really great sex game. aw yeah
Funny enough, the champion of sex games, at least 2 years ago,
Artificial Girl 3, has given me a lot of inspiration mechanic-wise.
There aren't actually many mainstream games where the gameplay really focuses entirely on AI, where it's centered around engaging with NPCs, figuring out their individual motivations and personalities, and interacting with them to persuade them to do different things. Granted in AG3 the goal is to persuade a girl to sleep with you... and you have to "work" each one based on her individual peculiarities.
But there's a lot of untapped potential in that kind of gameplay.
I'm thinking about a game like you're trying to lead a coup d'etat, and you need to get the support of all the governors of each province, to persuade them to join your cause, some by idealism, some by favoritism, and some by bullying. Or anything where the goal is to "sell" something to NPCs ... a product, or a religion. Just the idea of AI-centered gameplay seems really interesting to me, and it's just funny that the best example I could find of it in a commercial game was a porn game... :p
Edit: I guess another example would be (
http://www.storytron.com/index.php) StoryTron, though they're taking it in a somewhat different direction than I'd go.
Jackablade on 29/4/2009 at 06:51
...and some by blow jobs awyeah
Neb on 29/4/2009 at 06:56
A (relatively open-world) zombie survival game. The combat is pretty simple and there's plenty of down-time, but the gameplay rests mainly upon interactivity with the other survivors.
At the beginning of a game characters are generated with different temperaments which dynamically play off each other and your choices. Each NPC has valuable skills yet there may also be incentives for any character not to cooperate. Anyone might develop into a brutal leader, a back-stabber, passive-agressive, diplomatic, etc.
Barricade buildings while you tend to the wounded, re-stock, etc, and then make plans for further action. Run into other groups of survivors who might not want to join up, resulting in armed stand-offs that don't necessarily have to end in bloodshed
I haven't really thought it through, but weeee; that's all I've got.
Scots Taffer on 29/4/2009 at 06:57
Quote Posted by PigLick
I actually wouldnt mind a GTA sandbox style game, but set in the 40's or 50's, the main protagonist an alcoholic private eye, all noir-like and art deco.
Call it animal cunning, intuition or whatever you godamn want, the minute the blonde walked into my office, I knew I wouldnt be spending the afternoons down at Bennies with the Colonel and Fatboy anymore. This girl was trouble...This.