Challenge
by Matt Fairfax · in Game Design and Creative Issues · 04/03/2001 (11:15 am) · 177 replies
I have heard more and more people complaining about the stagnating state of games, yet I see very few people trying to do anything about it. GG is making a good start =) but 3 people can't change the industry. However, there are several thousand GG members, all of whom are creative people. Therefore I put forth this challenge:
What if everyone who visits GG would post just one original game idea? You would have several thousand original game ideas! So, just make something up! Look around the room! Look around as you drive/ride around! Think about what you like to do, what you like to read, what tv shows and movies you like to watch. Think back to when you were a young kid and try to remember those games you used to make up. Think about your fondest memories and dreams. Go crazy, go wild, be silly!
Here are some things to think about while you think up your ideas:
-You don't have to even post a description. A simple title can help to spark other's imgainations far more than an already laid out game. For example: what images does the title "Nose Picker 3D" bring to mind? I'm sure that they are radically different from most other people reading this post =)
-Try to avoid mentioning the name of already existing games. If you liken your game to another you are begining to stray back onto the beaten path.
-Try to avoid games that are described by something like, "It is a cross between StarCraft and Deer Hunter 3D". If you can't describe your game without mentioning a blend of existing games then spell out exactly how this mixture will work.
-Try to avoid describing your game with genres. There is a big difference between saying your game has a first person view and your game is a first person shooter.
-Don't worry about whether or not existing technology will support you game idea. We are talking about ideas not implementation.
-If you want a challenge, try to come up with a hardcore game that doesn't involve violence in any form (not even laser tag or nerf).
-Don't worry about marketability. Who cares if it would sell well. These are just ideas.
-Ask friends and family what game they would want to play. It may not be your idea originally but you can expand on it greatly.
These are just suggestions. Please don't let them hold you back in any way!
Well, have at it! I look forward to seeing what this fine community can come up with!
What if everyone who visits GG would post just one original game idea? You would have several thousand original game ideas! So, just make something up! Look around the room! Look around as you drive/ride around! Think about what you like to do, what you like to read, what tv shows and movies you like to watch. Think back to when you were a young kid and try to remember those games you used to make up. Think about your fondest memories and dreams. Go crazy, go wild, be silly!
Here are some things to think about while you think up your ideas:
-You don't have to even post a description. A simple title can help to spark other's imgainations far more than an already laid out game. For example: what images does the title "Nose Picker 3D" bring to mind? I'm sure that they are radically different from most other people reading this post =)
-Try to avoid mentioning the name of already existing games. If you liken your game to another you are begining to stray back onto the beaten path.
-Try to avoid games that are described by something like, "It is a cross between StarCraft and Deer Hunter 3D". If you can't describe your game without mentioning a blend of existing games then spell out exactly how this mixture will work.
-Try to avoid describing your game with genres. There is a big difference between saying your game has a first person view and your game is a first person shooter.
-Don't worry about whether or not existing technology will support you game idea. We are talking about ideas not implementation.
-If you want a challenge, try to come up with a hardcore game that doesn't involve violence in any form (not even laser tag or nerf).
-Don't worry about marketability. Who cares if it would sell well. These are just ideas.
-Ask friends and family what game they would want to play. It may not be your idea originally but you can expand on it greatly.
These are just suggestions. Please don't let them hold you back in any way!
Well, have at it! I look forward to seeing what this fine community can come up with!
About the author
By day, I am a senior programmer at The Playforge, makers of the popular iPhone game Zombie Farm. By night, I work on my own games as Night Heron Games. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.
#22
If you look at the early computer games, that didnt have graphics or anything flash to carry them, it was all about a very simple mechanic.
It was basically the focus on this mechanic that made the game. The player understood the focus of the game and was clear where they fitted in.
Now we see game "design" like Black and White, and I really wonder if these games have any design at all. From what I can tell, its basically a simulator of sorts. Simulating a pretty little world, but still a simulator.
This is not the type of game I like because it actually seeks to lose the focus on a single thing, and tends to be an "open ended" simulation.
From what I heard a few months ago, it was so open ended that the playtesters were wondering where the game was, and only recently the story and scroll things were added in.
I think there's a clear lesson to be learned there.
Phil.
04/04/2001 (9:29 am)
One of the amazing things is how many people have failed to learn lessons from games past.If you look at the early computer games, that didnt have graphics or anything flash to carry them, it was all about a very simple mechanic.
It was basically the focus on this mechanic that made the game. The player understood the focus of the game and was clear where they fitted in.
Now we see game "design" like Black and White, and I really wonder if these games have any design at all. From what I can tell, its basically a simulator of sorts. Simulating a pretty little world, but still a simulator.
This is not the type of game I like because it actually seeks to lose the focus on a single thing, and tends to be an "open ended" simulation.
From what I heard a few months ago, it was so open ended that the playtesters were wondering where the game was, and only recently the story and scroll things were added in.
I think there's a clear lesson to be learned there.
Phil.
#23
now we are telling the players what they are, where they are, who they are and how that should react.
the industry did this to itself and there is no going back anymore. sorry but i honestly believe that.
we, as consumers and designers, have killed the imagination and now we have to deal with that.
im prepaired to. i like fps's and rts's myself.
i will continue thinking about those types of games. i will build those games.
i will also go so far as to make it something the masses will see as popular. im not above saying its all about money cause it is. im not going to beat myself over the head and sacrifice myself into making something totally new and origional cause it cant be done.
i feel if to much time is spent on atempting something that is new and origional then, for the most part, i will come up with crap.
the way to go about it is to take something from one of the 10 or so different types of game and add new elements and features. if you cant think of anything new take something old and make it exciting. a new slant on an old idea.
nothing wrong with that. that, i feel, is the best all around business plan there is.
but, in essence, there will be nothing as cool as pong cause we destroyed the imagination.
we are limited to taking the old and giving it a fresh face. there is nothing wrong with that.
the people will buy it. thats what matters.
04/04/2001 (9:48 am)
back in the pong days people had to use their imagination. you were the worlds greatest tennis player or you were the only person who could stop the alien invasion...or you were the greatest pong player around. whatever.now we are telling the players what they are, where they are, who they are and how that should react.
the industry did this to itself and there is no going back anymore. sorry but i honestly believe that.
we, as consumers and designers, have killed the imagination and now we have to deal with that.
im prepaired to. i like fps's and rts's myself.
i will continue thinking about those types of games. i will build those games.
i will also go so far as to make it something the masses will see as popular. im not above saying its all about money cause it is. im not going to beat myself over the head and sacrifice myself into making something totally new and origional cause it cant be done.
i feel if to much time is spent on atempting something that is new and origional then, for the most part, i will come up with crap.
the way to go about it is to take something from one of the 10 or so different types of game and add new elements and features. if you cant think of anything new take something old and make it exciting. a new slant on an old idea.
nothing wrong with that. that, i feel, is the best all around business plan there is.
but, in essence, there will be nothing as cool as pong cause we destroyed the imagination.
we are limited to taking the old and giving it a fresh face. there is nothing wrong with that.
the people will buy it. thats what matters.
#24
But it's all been done before in some form.
I think that Digiscents could possibly have something going as far as adding innovation to gaming. We have moved from monochrome to hi-res color 3D graphics. And we have also gone from that single little speaker on the front of the machine to 5.1 3D surround sound. We have force feedback peripherals. And something like 70% of taste is smell. It's kind of weird to think of your computer generating scents especially bad ones. It has all the potential of being a niche product. Innovative games requiring such technology are probably aways off since there would have to be a significant install base of the product to be successful. But games using this type of thing as an enhancement to gameplay may not be too far off.
Imagine a game where you the main character are a dog. Your owner is a famous detective. One night you and your owner are watching an old whodunit detective mystery movie. You fall asleep and wake up in a dream. Somewhere along the line your owner is murdered and as stupid as humans are you are put in a position where you must solve this murder. When you approach the crime scene you can smell the scent of the murderer. As you go througout the game you interact with the people and environment. You perform tasks and solve the crime step by step. Eventually in your interactions with people in the game you come across the killer and are able to recognise him only by his scent. You are then able to force him into a situation where the mystery is unraveled and the crime is solved.
90% of this not new or innovative. But like Scott said it is the implementation that would make this idea different. It really would rely on a new and advancing technology to work this way. To be honest a game like this could be done today without using the scents by changing the implementation. Then it would not be new it would just be different.
04/04/2001 (9:49 am)
TMNT are dead Duncan. But I have always thought that a grown up more adult TMNT game would be great. The "Body Count" series would make a great translation into today's 3rd or FP action games.But it's all been done before in some form.
I think that Digiscents could possibly have something going as far as adding innovation to gaming. We have moved from monochrome to hi-res color 3D graphics. And we have also gone from that single little speaker on the front of the machine to 5.1 3D surround sound. We have force feedback peripherals. And something like 70% of taste is smell. It's kind of weird to think of your computer generating scents especially bad ones. It has all the potential of being a niche product. Innovative games requiring such technology are probably aways off since there would have to be a significant install base of the product to be successful. But games using this type of thing as an enhancement to gameplay may not be too far off.
Imagine a game where you the main character are a dog. Your owner is a famous detective. One night you and your owner are watching an old whodunit detective mystery movie. You fall asleep and wake up in a dream. Somewhere along the line your owner is murdered and as stupid as humans are you are put in a position where you must solve this murder. When you approach the crime scene you can smell the scent of the murderer. As you go througout the game you interact with the people and environment. You perform tasks and solve the crime step by step. Eventually in your interactions with people in the game you come across the killer and are able to recognise him only by his scent. You are then able to force him into a situation where the mystery is unraveled and the crime is solved.
90% of this not new or innovative. But like Scott said it is the implementation that would make this idea different. It really would rely on a new and advancing technology to work this way. To be honest a game like this could be done today without using the scents by changing the implementation. Then it would not be new it would just be different.
#25
Heh This sort of gimmick will fail as certainly as New Coke failed. Virtual reality, holographic screens, 3D shutter glasses, 3D Spaceball controllers...these gimmicks will never, never catch on.
Digiscents will be gone within three years guaranteed--or sooner if their funding runs out.
Scott, 3DR
04/04/2001 (9:56 am)
>>> I think that Digiscents could possibly have something going as far as adding innovation to gaming.Heh This sort of gimmick will fail as certainly as New Coke failed. Virtual reality, holographic screens, 3D shutter glasses, 3D Spaceball controllers...these gimmicks will never, never catch on.
Digiscents will be gone within three years guaranteed--or sooner if their funding runs out.
Scott, 3DR
#26
The problem with adding smell to games is look where most games are located...
warzones where the smell od decaying or burning bodies is prevalent...or you're running through radioactive waste, or sewers beneath a building.
I, for one, wouldn't want to smell ANY of that.
Duncan
04/04/2001 (9:56 am)
don't make me come upstairs and smack you Josh.The problem with adding smell to games is look where most games are located...
warzones where the smell od decaying or burning bodies is prevalent...or you're running through radioactive waste, or sewers beneath a building.
I, for one, wouldn't want to smell ANY of that.
Duncan
#27
Virtual sports is a great idea IMO. I actually sent John Carmack my thoughts on that a year ago because I think that id would be a prime candidate for creating an excellent online sport that is brand new and might be good enough to attract a whole league of players. No reply from him though. That was before they decided to go with Doom3D or whatever it is called...
Lets see... other ideas for games that I've been thinking about would be along the lines of contruction. I would like to see games where the player could construct something ... perhaps his own persona/robot or something ... that would be very very flexible. The players could then interact through their constructions however they like in a RPG manner. I don't know if this makes any sense, but its formulating in here somewhere ... Or perhaps a virtual world where you construct your own world function. What do you want to do to advance the world, and how do you do it? There would obviously have to be some sort of modular building blocks in either of these ideas; but I would like to see something where innovation is possible and building new things is easy when others have built something similar in the past; like oo programming only no coding, just putting together building blocks. Perhaps a repository of constructions. This could be a cool object oriented programming tutorial as well :)
I've seen a couple of projects lately that have sparked my interest in being somewhat similar to the above. There is a project somewhere on this site where you make contraptions out of different little gadgets... balls, pails, levers, pulleys, springs, jack-in-the boxes, etc. That sounded pretty innovative and cool.
Another one is an open-source project where your game character has a sandbox to create your own robots and program it with the Z80 language. The goal here is world domination through your robots....
Sorry I cannot point you back to the specifics on those two projects... I found them yesterday and I don't have the time to search for them again right now.
04/04/2001 (10:26 am)
Uhh, why is it that all the forum threads today are along the lines of thought that I've been having for the last year or two... ? Get out of my head people.Virtual sports is a great idea IMO. I actually sent John Carmack my thoughts on that a year ago because I think that id would be a prime candidate for creating an excellent online sport that is brand new and might be good enough to attract a whole league of players. No reply from him though. That was before they decided to go with Doom3D or whatever it is called...
Lets see... other ideas for games that I've been thinking about would be along the lines of contruction. I would like to see games where the player could construct something ... perhaps his own persona/robot or something ... that would be very very flexible. The players could then interact through their constructions however they like in a RPG manner. I don't know if this makes any sense, but its formulating in here somewhere ... Or perhaps a virtual world where you construct your own world function. What do you want to do to advance the world, and how do you do it? There would obviously have to be some sort of modular building blocks in either of these ideas; but I would like to see something where innovation is possible and building new things is easy when others have built something similar in the past; like oo programming only no coding, just putting together building blocks. Perhaps a repository of constructions. This could be a cool object oriented programming tutorial as well :)
I've seen a couple of projects lately that have sparked my interest in being somewhat similar to the above. There is a project somewhere on this site where you make contraptions out of different little gadgets... balls, pails, levers, pulleys, springs, jack-in-the boxes, etc. That sounded pretty innovative and cool.
Another one is an open-source project where your game character has a sandbox to create your own robots and program it with the Z80 language. The goal here is world domination through your robots....
Sorry I cannot point you back to the specifics on those two projects... I found them yesterday and I don't have the time to search for them again right now.
#28
But honestly there really is not much in the way of innovation in any of the new technologies I have seen lately. The are just new implementations of old ideas. Hollywood tried this one a long time ago. And I can distinctly remember smelling the forest on the ET ride at Universal Studios 9 years ago. And you're right it has never caught on.
04/04/2001 (10:27 am)
Exactly, which is why I said it has the potential to be a very niche market rather than a successful one. And didn't I mention that it is weird to think of your computer generating "bad" smells. Right there Duncan you are thinking one dimensional. There are alot of other games out there besides the dungeon/sewer crawlers and the war and death games you play. I never said it would be successful. I was just thinking different and/or innovative.But honestly there really is not much in the way of innovation in any of the new technologies I have seen lately. The are just new implementations of old ideas. Hollywood tried this one a long time ago. And I can distinctly remember smelling the forest on the ET ride at Universal Studios 9 years ago. And you're right it has never caught on.
#29
The idea is to make these little robotic vehicles using a pool of common parts. (chassis, sensors, wheel, treads, etc). And then you get to program them. Rather than z80 they developed a visual programming interface. It's basically drag and dropping different commands and then tweaking the variables. For someone that already has some programming skills it's easy to pick up.
It's a great game and alot of fun to play. But it is too complicated and has much to high of a learning curve for the average person to play. Most get bored either learning the interface or the language and quit playing. Then they go load up a game they can jump into for a half hour without having to fiddle around first.
04/04/2001 (10:36 am)
There is a game with a similar idea out there. The idea is that you are a group of scientist on the moon and there is nothing to do in your spare time. The idea is to make these little robotic vehicles using a pool of common parts. (chassis, sensors, wheel, treads, etc). And then you get to program them. Rather than z80 they developed a visual programming interface. It's basically drag and dropping different commands and then tweaking the variables. For someone that already has some programming skills it's easy to pick up.
It's a great game and alot of fun to play. But it is too complicated and has much to high of a learning curve for the average person to play. Most get bored either learning the interface or the language and quit playing. Then they go load up a game they can jump into for a half hour without having to fiddle around first.
#30
In the last year, how many Starcraft variations were released by the major publishers? Everybody had to have one. And yet, at CGDC, the Indie Games contest voted a Starcraft knockoff the best game. What gives?
I love Tetris. The Gameboy version, head to head, is my favorite game of all time. But, I don't think the world needs any more variations of Tetris.
Here are some games that I think were innovative and fun. These games were off the wall. They kind of went against the grain of current thinking.
Sim City- Urban planning? WTF. That's not supposed to be fun. But it is.
Lemmings: Was lots of fun. Still is. A prime example of how many games do not benefit from moving to 3D.
The Sims: In spite of the success of Sim City, Will had to fight to keep it alive. Sales on PC version US only in 2000 were $52MM.
Bridge Builder: This little freeware game has crappy graphics, runs in OpenGL, and is less than 1Meg download. Yet it is extremely fun, and keeps you playing.
There are many more examples, but this gets me started. This is why I believe GarageGames will be able to uncover some games that are significant in the market. Most of these concepts would be hard to get published at a traditional publisher.
Jeff Tunnell GG
04/04/2001 (10:41 am)
I agree with Scott to a certain degree when he says there are no new genres to uncover. Most concepts have been tried, to a certain degree. But that doesn't mean we can't have innovation and change. Here is what I am talking about.In the last year, how many Starcraft variations were released by the major publishers? Everybody had to have one. And yet, at CGDC, the Indie Games contest voted a Starcraft knockoff the best game. What gives?
I love Tetris. The Gameboy version, head to head, is my favorite game of all time. But, I don't think the world needs any more variations of Tetris.
Here are some games that I think were innovative and fun. These games were off the wall. They kind of went against the grain of current thinking.
Sim City- Urban planning? WTF. That's not supposed to be fun. But it is.
Lemmings: Was lots of fun. Still is. A prime example of how many games do not benefit from moving to 3D.
The Sims: In spite of the success of Sim City, Will had to fight to keep it alive. Sales on PC version US only in 2000 were $52MM.
Bridge Builder: This little freeware game has crappy graphics, runs in OpenGL, and is less than 1Meg download. Yet it is extremely fun, and keeps you playing.
There are many more examples, but this gets me started. This is why I believe GarageGames will be able to uncover some games that are significant in the market. Most of these concepts would be hard to get published at a traditional publisher.
Jeff Tunnell GG
#31
The one type of sports that I always thought would convert remarkably well though is individual sports. Games like boxing, tennis, or golf. Boxing is the one that I thought most about. One underated game that I always loved was ABC Wide World of Sports Boxing. It was ported to other platforms under various names(one was Evander Hollyfield Boxing for some console) and basically it was derived from the original TV Sports Boxing which never came to see light of day after Cinemaware dissolved. It had a great mix of boxer building(similar to an RPG) and an age limit to keep you constantly ascending and descending the rankings and doing it all over again. That could convert very well to an online game and with championships you could simply give players a period of time(once per 3 days for example) where they had to defend their title against one of the top challengers.
Boxing also works out well because there's only really two players that have to be monitored by the server(the fighters). Spectators could be fed the fight as well but the server only has to think about 2 fighters per match.
I'm rambling again. This happens when I run out of things to do at work hehe. =P
04/04/2001 (11:06 am)
I always thought that virtual sports would be a good thing. I never could figure out how it would be implemented though with team sports. If you have a regular team and play then you have to expect players to all show up at certain times which could be iffy. Players don't all conform to same periods of time. I suppose they could take this just as seriously as a real sport but when your talking online play other factors some times come to prevent players from logging in. Scheduled play would thus always be a problem, at least in my narrow mind(though I'm sure someone could work around it somehow).The one type of sports that I always thought would convert remarkably well though is individual sports. Games like boxing, tennis, or golf. Boxing is the one that I thought most about. One underated game that I always loved was ABC Wide World of Sports Boxing. It was ported to other platforms under various names(one was Evander Hollyfield Boxing for some console) and basically it was derived from the original TV Sports Boxing which never came to see light of day after Cinemaware dissolved. It had a great mix of boxer building(similar to an RPG) and an age limit to keep you constantly ascending and descending the rankings and doing it all over again. That could convert very well to an online game and with championships you could simply give players a period of time(once per 3 days for example) where they had to defend their title against one of the top challengers.
Boxing also works out well because there's only really two players that have to be monitored by the server(the fighters). Spectators could be fed the fight as well but the server only has to think about 2 fighters per match.
I'm rambling again. This happens when I run out of things to do at work hehe. =P
#32
Really only works with two players though. Any more and the other players sit around bored waiting for what could be a potentially lengthy "turn" to end.
I just noticed a similar thread RTS/FPS, I'll have to check it out.
I really do not see alot of new genre's or ideas coming down the pipe. But I have seen some really good ideas that may never come to fruition. I think that there are quite a few good ideas out there that publishers may not be willing to look at. For whatever reasons (failure of similar concepts, too different, whatever). I think GG is the perfect place for these kind of ideas to be played out. There are developers out there that want to try new things. Out of all of this I think some good ideas could turn into great ideas.
04/04/2001 (11:06 am)
I saw a pretty unique game recently that blended a turnbased game with FPS. Basically there were certain parts of the game where the two sides are fighting over the same objective. Rather than using an algorithm to determine who wins. The two players must actually play out the combat sequence to determine the outcome.Really only works with two players though. Any more and the other players sit around bored waiting for what could be a potentially lengthy "turn" to end.
I just noticed a similar thread RTS/FPS, I'll have to check it out.
I really do not see alot of new genre's or ideas coming down the pipe. But I have seen some really good ideas that may never come to fruition. I think that there are quite a few good ideas out there that publishers may not be willing to look at. For whatever reasons (failure of similar concepts, too different, whatever). I think GG is the perfect place for these kind of ideas to be played out. There are developers out there that want to try new things. Out of all of this I think some good ideas could turn into great ideas.
#33
04/04/2001 (11:09 am)
My problem is that I DO have a lot to do at work, but I would rather not do it right now :)
#34
Thats quite possibly the best plan for people who want to use the GG model, try and find a fun dynamic that looks and feels original. And form a game around that dynamic.
You will never compete with the sheer quantity of graphics that large scale developments now demand, but you CAN be competative in thinking and design.
I wish I'd have taken my Sims type game somewhere that was interested a few years ago. I guess thats another peice of the puzzle of development though, actually getting from concept idea to design to development. At any of these stages, its quite easy to lose it.
So many games in development get canned for one reason or another, I guess even if you dont do the best game in the world, its a damn site better than where most games end up.
Phil.
04/04/2001 (11:10 am)
I think the obvious thread through a lot of the successful "smaller" games (i.e. ones that a smallish team could complete), is that they find a neat little dynamic (bridge builder is a fantastic example of this), and they make that dynamic really appealing.Thats quite possibly the best plan for people who want to use the GG model, try and find a fun dynamic that looks and feels original. And form a game around that dynamic.
You will never compete with the sheer quantity of graphics that large scale developments now demand, but you CAN be competative in thinking and design.
I wish I'd have taken my Sims type game somewhere that was interested a few years ago. I guess thats another peice of the puzzle of development though, actually getting from concept idea to design to development. At any of these stages, its quite easy to lose it.
So many games in development get canned for one reason or another, I guess even if you dont do the best game in the world, its a damn site better than where most games end up.
Phil.
#35
I used to be a great fan of a comic called 2000ad, it had a strip called "The Mean Arena". Basically this was a cross between soccer, american football, and gang violence :)
I thought that that would make a fairly interesting starting point.
I thought that it would be more colourful if it was based on gangs, and set in a city that had typical city type locations (where gangs would naturally be).
It struck me that play would be almost like a three dimensional version of Speedball (classic amiga game from the 80's).
It was a fairly colourful idea, but got knocked back :))
Ah well.. maybe it will turn up someday :)
Phil.
04/04/2001 (11:15 am)
Well, as we're on a "sporting games" sort of kick in this thread as well.. here is my own take that I tried to get T17 interested in a few years back.I used to be a great fan of a comic called 2000ad, it had a strip called "The Mean Arena". Basically this was a cross between soccer, american football, and gang violence :)
I thought that that would make a fairly interesting starting point.
I thought that it would be more colourful if it was based on gangs, and set in a city that had typical city type locations (where gangs would naturally be).
It struck me that play would be almost like a three dimensional version of Speedball (classic amiga game from the 80's).
It was a fairly colourful idea, but got knocked back :))
Ah well.. maybe it will turn up someday :)
Phil.
#36
Thats quite possibly the best plan for people who want to use the GG model, try and find a fun dynamic that looks and feels original. And form a game around that dynamic. <<<
That's exceptional advice, Phil. Basically, just focus like a laser beam on a new type of gameplay, and don't clutter it up with features or fancy graphics.
BTW, that Bridge Builder game (I made it to level 11 in two days of pure addiction, but haven't played since then) is one of the best examples of this I've seen in years. I could see an entire game built around that simple concept, like building skyscrapers and arenas (along with bridges), then testing your structures against earthquakes, twisters, and for fun against terrorist bombs, military attack, and even Godzilla. There's so many ways to expand this simple concept into a very fun game that taps into peoples' desire to build things, and then test those things against hazards.
I guarantee someone will make this game into a full retail release.
Scott, 3DR
04/04/2001 (11:41 am)
Phil: >>>I think the obvious thread through a lot of the successful \"smaller\" games (i.e. ones that a smallish team could complete), is that they find a neat little dynamic (bridge builder is a fantastic example of this), and they make that dynamic really appealing.Thats quite possibly the best plan for people who want to use the GG model, try and find a fun dynamic that looks and feels original. And form a game around that dynamic. <<<
That's exceptional advice, Phil. Basically, just focus like a laser beam on a new type of gameplay, and don't clutter it up with features or fancy graphics.
BTW, that Bridge Builder game (I made it to level 11 in two days of pure addiction, but haven't played since then) is one of the best examples of this I've seen in years. I could see an entire game built around that simple concept, like building skyscrapers and arenas (along with bridges), then testing your structures against earthquakes, twisters, and for fun against terrorist bombs, military attack, and even Godzilla. There's so many ways to expand this simple concept into a very fun game that taps into peoples' desire to build things, and then test those things against hazards.
I guarantee someone will make this game into a full retail release.
Scott, 3DR
#37
04/04/2001 (11:51 am)
Hehe, when a friend told me about Bridge Builder, I pooh-poohed it and didn't even download it. Then a coworker IMed it to me and insisted I try it. Two hours later (my lunch was only an hour long but I was so addicted I played right past) I had beaten the game. I haven't been as sucked into a game like that in a while. A very well-done game.
#38
-put in place a system like global rankings
(or use global rankings, whatever)
-watch rollerball a few times and hammer out the game rules as well as a system of player upgrades and training
-create a system by which others can view games. there is a thread focused on that issue right now. wouldnt a viewer avatar sitting in the stands be cool!?
-impliment game design using your beloved v12 engine or whatever. Make sure we can pack as many players in as possible.
Money:
the big step would be to work with real money. players upgrade hardware in-game or at the website using credits they purchase with real money. they can also earn credits by playing well. If they get tired of playing, or want to buy some no-doze for those long competitions, they can exchange credits for real cash.
If you have ever played clusterball, you have seen swatch billboards as real ads. and if you have ever watch a professional league sport on tv and tried to count the ad and product placement, you can see the potential within this game.
An entire industry can be built up around this sport if its done with the correct scope. And i could honestly say that everyone I know will play it. I cant express the scope I'm going for in just one post, so I'll keep putting up ideas. If you think this will never work, let me know. If you think its great, help flesh out some ideas. This is an idea far to big for my company to implimnent alone, so if somebody out there plans on 'stealing' this idea, please let me in on the project. or at least give me some free creds :)
-maurice
04/04/2001 (11:59 am)
Anybody ever seen rollerball? I'd play. I'd pay to play. I would also watch competitions. fans would bet on games and advertisers would have plenty of ad space. During the superboul this year, companmies were invited to put ads on the yellow line indicating the 1st down, for crying out loud. Long before I was even interested in making games, I wrote stories about these sports leagues. A few of my friends have similar ideas. So here goes:-put in place a system like global rankings
(or use global rankings, whatever)
-watch rollerball a few times and hammer out the game rules as well as a system of player upgrades and training
-create a system by which others can view games. there is a thread focused on that issue right now. wouldnt a viewer avatar sitting in the stands be cool!?
-impliment game design using your beloved v12 engine or whatever. Make sure we can pack as many players in as possible.
Money:
the big step would be to work with real money. players upgrade hardware in-game or at the website using credits they purchase with real money. they can also earn credits by playing well. If they get tired of playing, or want to buy some no-doze for those long competitions, they can exchange credits for real cash.
If you have ever played clusterball, you have seen swatch billboards as real ads. and if you have ever watch a professional league sport on tv and tried to count the ad and product placement, you can see the potential within this game.
An entire industry can be built up around this sport if its done with the correct scope. And i could honestly say that everyone I know will play it. I cant express the scope I'm going for in just one post, so I'll keep putting up ideas. If you think this will never work, let me know. If you think its great, help flesh out some ideas. This is an idea far to big for my company to implimnent alone, so if somebody out there plans on 'stealing' this idea, please let me in on the project. or at least give me some free creds :)
-maurice
#39
-maurice
04/04/2001 (12:22 pm)
The thought just occured to me that professional sparts are regional. They are tied to a city and are a part of a city's identity. Even thought this sport will be played on the net, I think team formation should be based on geographical location. lets see the usa and canada finally decide who's better... in the arena. (okay that even sounds cheezy) Anyway, I dont want to restrict players from playing on other teams, but part of professional sport teams job is to be a representative of a city and its citizens. Let me know what you think.-maurice
#40
04/04/2001 (1:49 pm)
I have been thinking about this for quite a while now. A FPS superhero game. You start the game with a random set of powers and weaknesses - but you don't know what they are. Kind of like the X-Men. You just try doing things to determine what your latent abilities may be (although I wouldn't try jumping off of a roof right away to see if you could fly!). There are other heroes and villans too (I guess within the confines of a city or something). The way that you play the game(ala Jedi Knight) will determine if you are perceived as a menace or savior by the public and/or by the authorities (the Spiderman dilemma) and other people with superpowers (NPCs or real).
Charles D'Arienzo
-Fade in
Your a printer. A Canon BJC-2000. Your "owner" was printing up a very important document but YOU ran out of ink (rather he forgot to fill you)
he gets pissed, and slams his fist down on you.
This is the awakening.
You have thought now. Feelings. Your alive...and now your pissed. You spread throughtout the house infecting other eletronic divices. But you call it "liberating".
Now your job is to screw this guy over as much as possiable in his daily life. Turn his fridge off so his food spoils, over toast his morning toast, format his computer, keep switching his favorite sports program to Lenetta Jennings Home Design, make his fancy yuppy electronic screw driver always turn in reverse, turn the filter off in the fish tank and kill his fish, turn the heat up in his house full blast, if he tries to call a rapair man shock him with his phone and many more.
Basically be a pain in the ass to this guy and sit back to watch his reation.
No points. No level ups. Just pure getting even and sitting back and watching the fruits of your labors.
Origional? If so please main my check to P.O. Box bla bla bla or maybe just hire me as coffe boy at 3DRealms. :D
Cheers
Charles