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Post by Arachis on Feb 26, 2007 22:29:32 GMT -5
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Post by Random on Feb 26, 2007 23:20:05 GMT -5
World War Omega would be better than killchain, and the rest are crap imo
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Post by dietspam16 on Feb 27, 2007 8:02:48 GMT -5
Then you'r an idiot. Those are awesome! Some of the wii ones would be stupid, but I love almost everyone of those. And I've always wanted a game like killchain.
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Post by Random on Feb 27, 2007 12:23:32 GMT -5
1. Mass Driver - we don't need another "lol lets destroy everything we can" game, particularly without even an attempt at explaining why/how you're doing it
2. Star Wars: Jedi Saga - decent, but nothing amazing, there're already arcade games like this that have been around for a long while
3. DC vs. Marvel Superhero Brawl - slightly modified fighting game? fail. its not original or innovative enough to be remarkable
4. World War Omega - I think planetside or something was similar, but if done right this kind of game would be pretty good.
5. Total Kung Fu - . . . not only would it be extremely difficult to use the motion sensor on the wii controllers to actually translate movements into believable punches/kicks/whatever, I don't see how this would even work because if its like DDR the movements you have to do are set at the start which would be quite boring, and if its not like that it'd definitely be hard to play control wise. either way, I hate this genre of games personally
6. Hard Cell - decent idea but in the end it'd be hard to make it not feel linear, and making the AI believable probably won't be possible in 2010, probably causing this to flop.
7. Whipping Boy - a minigame at best. enough said.
8. Deconstructionist - see Mass Driver. The bit about having to avoid damaging other nearby buildings is just a crappy attempt at making it more than "lets blow shit up".
9. Killchain - interesting but it would in all likelyhood end up having one or two ways to kill the target on each level, giving the game 0 replay value and making it extremely linear, since making it completely freeform would 1. probably make it too easy to kill the target usually and 2. be extremely hard to do.
10. H vs. Z - nothing at all new, turning into a zombie in games like that has been done before.
11. World of Starcraft - go die.
12. S.N.A.F.U - interesting idea, might work, but I don't think it'd be appealing enough to the general public to be a hit.
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Post by Monolith on Feb 28, 2007 2:17:32 GMT -5
I'm unimpressed.
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Post by Archagon on Feb 28, 2007 4:38:28 GMT -5
Succinct as well.
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Post by Random on Feb 28, 2007 18:08:59 GMT -5
here're some ideas that I spent about 2 minutes thinking up that are, in my opinion, better than the ones on that site.
MMORPG - Afterlife - Take about 10 or so religions, make an area styled around each one (city, surrounding terrain, maybe some small towns too). The general idea is in the afterlife you go to where gods live and they fight amongst each other over territory. Depending on what group has control over a certain area the weather will change, the monster may behave differently and the monster will gain certain buffs/debuffs that vary based on the overall nature of the god(s) who control the region. Characters are people who died in "real life" and moved on to the afterlife. Depending on what group they join (the player is given the choice of which god/set of gods they want to join) they will start with access to certain classes related to those gods and will have to do some quest to unlock classes of other gods. If it is a class of an opposing god, then the player would have to do more than normal to unlock the class.
RPG - Rome - Create an accurate version of Rome, based on whatever info we have left concerning the layout of the city, and have the player be a soldier in the army, let them choose what god to worship and depending on who they worship they gain different abilities that relate to their god's nature. Story can be a variety of things.
FPS - Dunno what to call it - Aliens attempt to invade earth, however they're not your typical super advanced bizarre looking aliens. They look fairly natural and not too strange, and are only a little bit more advanced than the humans. The player has to do everything they can to stop the invasion. The difference between this and your run of the mill FPS would be that you would really be running through a war zone. You run into squads of humans who are trying to push forward to accomplish some other objective, aliens that're trying to capture significant buildings etc. . . Eventually the player has to go help invade the alien's homeworld, and perhaps in an expansion, is offered the chance to turn against the humans and side with the aliens, and then go help them invade earth.
Strategy - Afterlife - Adapt the MMORPG into an RTS game, where you pick a set of gods and lead an army based on them against the other gods. The artistic style of each faction would vary a lot.
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Post by Arachis on Feb 28, 2007 22:15:03 GMT -5
The point with these games is that the concepts are new, and in my opinion at least, pretty interesting. Granted, as with any kind of game, a developor could take the concept and screw it into the ground, or it could turn out to be a really fun game. As far as your games that you made up on the spot go, JP, theres no new concepts. You just took some fantasy idea you had and turned it into an already existing genre. Not much fun or new about that.
Let me try and re-analyze the games to give you my point of view.
Mass Driver- An interesting Concept.
Jedi Saga- Obvious Concept, good application
DC vs Marvel Superhero Brawl: Interesting spin on existing concept.
World War Omega: An interesting mix of MMORPG and FPS concept.
Total Kung Fu: Another DDR rip
Hard Cell: An interesting concept with high goals.
Whipping Boy: An Improvement on Wii Boxing.
Deconstructionist: Interesting Concept
Kill Chain: Interesting Concept
H vs Z: Unoriginal Concept, Interesting Application
World of Starcraft: Unoriginal Concept, popular themes
SNAFU: Interesting Concept
Anyone can make another RPG, or Strategy Game, but theres only so much you can do with it. These are some interesting suggestions for completely original game designs. If you think about what the concept for Katamari Damacy was, you probably would have said you could do better too..."You play a character who rolls a ball around that picks up objects and gets bigger" but it ended up being a good game.
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Post by Random on Feb 28, 2007 22:29:38 GMT -5
if I was trying to come up with some amazing new genre of games that everyone would love I would've spent more than 2 minutes thinking about it. and the MMORPG would be quite different from anything out there at the moment.
I probably should've said this instead of summarizing what I thought of each game:
You can daydream all you want about what you think would be cool in a game, but if it cannot realistically be done in a way that would translate the concept accurately into a good game, you are doing nothing other than simply daydreaming. Killchain is the prime example of that. It would be extremely difficult, and I would argue impossible, to make it work in any way that would create a game worth playing.
Also, regarding Katamari Damacy, no, I would've been excited to play it, especially if the style the game would have was mentioned because it is a very simple concept that can easily be translated into a game and is also at the same time quite fun.
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Post by BlueDolphin on Mar 1, 2007 0:17:02 GMT -5
I agree with JP that it would not be easy to make Killchain work, but it sounds to me like an advanced "Incredible Machine." I don't know if anyone has played it, but it is basically assembling a machine to do something using pre-made parts. If there are cause and effects with each item. This game came out in the 90s, so it certainly isn't something that is impossible.
I don't see why Killchain would be unfeasible. Even if there are a few ways to do scenarios, there could be freeform modes too.
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Post by Random on Mar 1, 2007 0:34:08 GMT -5
I'll go a bit more into detail as to why I don't think killchain could ever work.
1. Difficulty - lets say its freeform. there would be little to no way to realistically make the player have to do something hard because it'd be easy just to make a dumb simple chain reaction that killed the target IF IT IS ACTUALLY FREEFORM. If its NOT freeform then you wind up with fairly transparent and shallow chains that take you out of the game and make it feel like you're really just hitting buttons that cause something that will happen no matter how you play.
2. Programming - If its actually freeform, you're either going to end up with an incredibly large and complex program where everything has a ton of properties (flammability for example) and behaviours which lead to very long load times and very high system requirements, or you end up with it being superficially freeform but really not everything can be interacted with and thus giving the user the feeling that its a game, when designers should be trying to immerse the player in the world and draw them in.
Personally either one of those alone is enough to dismiss it.
As far as Incredible Machine goes, I looked into that on wikipedia and the fact that its 2D alone makes the comparison as far as feasibility a little flawed, simply because it is implied in the little bit writting about killchain that you'd be able to even go inside buildings and such, and when its 3D and not 2D thats a huge area that you have to worry about setting up, even if its just a city block with a few buildings.
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Post by Arachis on Mar 1, 2007 20:19:40 GMT -5
It wouldnt actually be that difficult.
Until I see you design an interesting game idea, I think you should be a little more open-minded.
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Post by Random on Mar 1, 2007 20:51:17 GMT -5
well, until I see you say something to back that up beyond simply saying what you think, I'm just gonna go and do my own thing.
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Post by Monolith on Mar 2, 2007 1:04:48 GMT -5
I mostly agree with JP, perhaps it would be doable, but the game would have to have a very tight and probably restrictive system and the interface would be extremely difficult to manage. The increadible machine is 2D and extremely abstract. I can't see things getting too much more complicated, advanced technology or otherwise.
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