Urban Games Announcing Their First Title
by Rob Sandbach · in General Discussion · 07/17/2005 (7:52 am) · 4 replies
Urbaan Games is proud to announce it's premier game, currently in deveopment. With the working title "Lone Existence", it is a game designed to offer a different, fresh and innovative gaming experience to the casual, mass market gamer.
Key Features
Dynamic and Non-Linear Gameplay
The game will allow for a variety of routes between key points, which offer a different experience to the player. These routes will appear to be all available options, and so the player is not aware of the preset methods of completion. The game plot will be flexible and will be able to portray itself on all routes, and at the set crossing points.
Flexible and Responsive AI
The enemies AI must be immensly powerful, to the point where it is able to second guess the players actions. For example, should a player continue to escape enemy pursual in a jeep, the enemy would create road blocks quicker in the event of detetcing the player. If a player is prone to stealth kills, the enemy may start to patrol in pairs.
Strong, character driven, involving plot
The storyline of the game must be strong and emotive, and emotive and make the player want to complete "just one more section". Comparisons could be Metal Gear Solid or Max Payne. The plot will be evolved through cutscenes, in game conversations and perhaps in-game items.
Description
The game is set in about 2100. It is a first person played experience. As the game is not linear, the player is at liberty to do as he wishes throughout all of the game (an example is Grand Theft Auto or most RPG's), which must be considered when designing gameplay elements. Throughout the game very few if any weapons will be used by the player, it is an objective of the title to spawn a new style of gameplay without resorting to the old formulae of "shoot/blow things up to get past it". Insteas game mechanics must revolve around interesting and fresh gameplay ideas, and of course not be restricted on one method of achiving a task. Examples of this could be:
Key Features
Dynamic and Non-Linear Gameplay
The game will allow for a variety of routes between key points, which offer a different experience to the player. These routes will appear to be all available options, and so the player is not aware of the preset methods of completion. The game plot will be flexible and will be able to portray itself on all routes, and at the set crossing points.
Flexible and Responsive AI
The enemies AI must be immensly powerful, to the point where it is able to second guess the players actions. For example, should a player continue to escape enemy pursual in a jeep, the enemy would create road blocks quicker in the event of detetcing the player. If a player is prone to stealth kills, the enemy may start to patrol in pairs.
Strong, character driven, involving plot
The storyline of the game must be strong and emotive, and emotive and make the player want to complete "just one more section". Comparisons could be Metal Gear Solid or Max Payne. The plot will be evolved through cutscenes, in game conversations and perhaps in-game items.
Description
The game is set in about 2100. It is a first person played experience. As the game is not linear, the player is at liberty to do as he wishes throughout all of the game (an example is Grand Theft Auto or most RPG's), which must be considered when designing gameplay elements. Throughout the game very few if any weapons will be used by the player, it is an objective of the title to spawn a new style of gameplay without resorting to the old formulae of "shoot/blow things up to get past it". Insteas game mechanics must revolve around interesting and fresh gameplay ideas, and of course not be restricted on one method of achiving a task. Examples of this could be:
#2
my only suggestion is to be careful when it comes to your game execution. when you put all the different parts of the game together it sounds compelling, but what about good old-fashioned fun? most of the examples you put for gameplay sounds realistic and detailed, but ya gotta ask yourself, would this really be fun to play? it probably seems exciting in theory, the tension of avoiding discovery and getting caught, but think about it from the players perspective. once the player knows what works and how to evade the guards, it can become repetitive really fast. sure the player has lots of different choices, like bribing guards, sneaking thru air vents, taking out the surveillance, but again, would any of this stuff really be that fun to do?
theres a reason most games are driven by violence. its because creating fun games without violence is very tricky.
07/17/2005 (10:57 am)
Sounds like you got some good ideas. i especially like the concept of a an adventure or action game where the central game mechanic isnt shooting or blowing stuff up. im forming ideas for my games based on the same principle; fresh, dynamic, story-driven gameplay where the player has lots of freedom and violence is only one of many choices.my only suggestion is to be careful when it comes to your game execution. when you put all the different parts of the game together it sounds compelling, but what about good old-fashioned fun? most of the examples you put for gameplay sounds realistic and detailed, but ya gotta ask yourself, would this really be fun to play? it probably seems exciting in theory, the tension of avoiding discovery and getting caught, but think about it from the players perspective. once the player knows what works and how to evade the guards, it can become repetitive really fast. sure the player has lots of different choices, like bribing guards, sneaking thru air vents, taking out the surveillance, but again, would any of this stuff really be that fun to do?
theres a reason most games are driven by violence. its because creating fun games without violence is very tricky.
#3
Thanks for the reply. Obviously this is a very early concept, and the above situations were just examples. I think at this point I was just trying to post the ideas and thoughts we had which seperated us out from other FPS's. You know the general reaction when someone announces s "revolutionary FPS set in 2100 with a good plot", people claim it's generic, and non-involving. We undoubtedly understand that deliberatly taming all action would eventually lead to dull gameplay, we're still going to have those high-octane thrills.
We're going to be putting Torque's vehicle systems to heavy use, and try to include some action packed vehicular action, we're going to be having stages where violence may be the only alternative, even if it's not with an assault rifle and a rocket lancher. I didn't think it necessary to post about these sort of claims, as very other fps action game claims similar things. I don't think the game needs to be driven by violence, moreso it needs to be driven by action and excitement. The trouble is getting the feeling of excitement and action in new and refreshing ways.
Thank you for your valued input, it's interesting getting others opinions, and gives us somthing to think about!
07/17/2005 (11:52 am)
Hey Sean,Thanks for the reply. Obviously this is a very early concept, and the above situations were just examples. I think at this point I was just trying to post the ideas and thoughts we had which seperated us out from other FPS's. You know the general reaction when someone announces s "revolutionary FPS set in 2100 with a good plot", people claim it's generic, and non-involving. We undoubtedly understand that deliberatly taming all action would eventually lead to dull gameplay, we're still going to have those high-octane thrills.
We're going to be putting Torque's vehicle systems to heavy use, and try to include some action packed vehicular action, we're going to be having stages where violence may be the only alternative, even if it's not with an assault rifle and a rocket lancher. I didn't think it necessary to post about these sort of claims, as very other fps action game claims similar things. I don't think the game needs to be driven by violence, moreso it needs to be driven by action and excitement. The trouble is getting the feeling of excitement and action in new and refreshing ways.
Thank you for your valued input, it's interesting getting others opinions, and gives us somthing to think about!
#4
Maybe we can help each other out? I'm a designer and concept/2d artist, not to mention I'll be getting into 3D (modeling/animation) just as soon as I can afford it. I'm also learning Torque.
Right now I'm kinda at a standstill due to stolen property, but I can let you know when this changes. ;)
- Ronixus
07/23/2005 (12:28 pm)
Wow, sounds like 13 CD, just with a focus on spy action/suspense instead of horror.Maybe we can help each other out? I'm a designer and concept/2d artist, not to mention I'll be getting into 3D (modeling/animation) just as soon as I can afford it. I'm also learning Torque.
Right now I'm kinda at a standstill due to stolen property, but I can let you know when this changes. ;)
- Ronixus
Torque 3D Owner Rob Sandbach
indiespring
You are trying to escape enemy pursual, having just left a building the enemy are looking for you in a crowded street.
1.If you start to sprint down the high street, the public will react accordingly and potentially give you away, however the guards couldn't just open fire upon you under the public eye.
2.You could jump into a clothes shop and purchase a new outfit, but run the risk of being cornered , having to pay for the items, and being found out by the keeper.
3.You could try and steal the car at the side of the road, but what if you set the alarm off? You've given the guards a good reason in the public eye to forcefully arrest you.
4.You might try and just blend with crowd, avoid looking straight at the soldiers and making eye contact. If the soldiers ask the crowd to all crouch down, you would have to do so.
5.You could pick off that lone guard down an alley, and jump into his uniform, but you'll have to start acting like a soldier, and following orders.
2)Infiltration Mission
You need to infiltrate higher access work levels in a building:
1.Maybe bribe the security guard? Hope he's open to such corrupt actions?
2.Break the security CCTV systems and try to sneak in?
3.Dispose of a worker, take their id and clearance, but you best look a bit like them!
4.Try and sneak through the "air vents" or other "spy style" approach
5.Create a high security alert elsewhere and divert securities attention.
3)Travelling Between Locations
You need to travel from city A to city B.
1. Could steal a car and take it, might attract attention once your in it though. And if you continually have used this method, the AI will start lacing roadblocks around all major cities
2.Could walk? Slower, and you best take some sort of drink or water. If the enemy locates you your pretty much had. But they're less likely to find you. You'd better learn some basic survival skills if it's quite a trip though.....
3.Maybe disguise yourself as an enemy, and jump into a convoy truck?
4.Could try public transport, but depending on your usual travelling patterns the enemy may have placed heightened security there.
These examples are just that, examples, but show how the first 2 of our 3 key features can be implemented without too much difficulty. If all possible options are defined by level design and situational factors, we can limit the player into a set number of routes, all of which can be accounted for and planned for in advance. This would lead top the player beliving he can do as he wishes, whilst in reality he is being guided into one of many paths. It also highlights ways in which we can offer a different kind of challenge to the player without the usual assault rifle and explosions combination!
Currently, lone existence is in it's earliest design stages. Therefore we are looking at recruiting 2D concept artists and even 3D modelers who are willing to use their imagination a bit ;)! No previous expeperience is required, just a genuine commitment, artistic talent and a creative mind. We have a competent storywriter currently writing a compelling and involving plot-line, we now need 2D concept artists to start designing a world this story can take place in. Team work and co-operation between departments is essential.
Thank you for reading through this post. If you are interested in joining, or have any questions, then please email us (or add me to MSN) with robsandbach@urban-games.net. Once more, thank you gain for your time!