FPS, same old ideas, my attempt at new uses.
by Michael Vitagliano · in Game Design and Creative Issues · 04/01/2008 (7:46 pm) · 7 replies
Now, most FPS games have the same key elements in them. How many times do we see slow motion as a special ability? Even in games where they dont explain why the character has some special talent to slow down time and act faster then everyone around him, it still seems to make its way into the game.
Now, while it is unlikely that any truly new ideas for FPS are going to surface and be implemented (everyone knows the industry thrives on repetition, even the gamers buying the games are often too scared to try something new), I have had an idea kickign around in my head that I have always wanted to try. For the most part, it uses all the same old tricks that other FPS games use, but I have been trying to find new ways for them to be used.
Enough rambling, on to my idea. Couple of years ago, I had an idea for a FPS, based on the generic "Mercenary sent in to fix a government facility's screw up". The twist (because there is always a twist) was that when sent in, the soldier would find that an odd infection had begun to creep about the facility. Nothing new so far. Within the first 30 mins to an hour of playing this basic shooter, your character becomes infected (now I know it is similar to Dark Sector, lord knows I was pissed when I saw the game come out, but luckily they have so little in common in the long run). The character is saved by a scientist, who administers a vaccine, downside is it only slows the corruption, it cant cure it, yet. This adds a new danger to the game. As you play through, enemy attacks have a side affect of when they hit you, they will increase a corruption %, and if it ever hits 100%, you become fully infected and lose. Now you will have syriinges that can be used to carry or make vaccines to help control the infection, but here is the catch (always a catch). As the infection grows inside you, your character takes on new and powerful abilities. Depending on what the % of corruption, your character will have a permanent speed boost, making the game seem in slow motion (except versus enemies with speed equal to or better then yours. Thus creating a slow motion game around you, where only you and your enemy are moving at what seems normal speed to you. (idea comes from the last fight in Jet Li's The One)). You would be able to toggle it off outside of combat situations if you wished, but there would be no bar that controls it, you have it as long as enough corruption has altered you to have acces to it.
Now, there are various other ideas that can be used with this. Such as high levels of corruption would allow you to use melee attacks to damage environments (I loved the first Red Faction game, being able to blow your way through a wall to get past a locked door was fun, or blowing either end of a natural stone bridge to take out a tank.) I am sure vaious other ideas could be implemented with the system, and it would create, hopefully with otu being annoying to the player, a need to balance corruption with power, too high may make you god like, but the fact that you could hit 100% and lose control makes it risky. Too low and you are safe from corruption, but you would find your enemies difficult to battle.
Just some random thoughts, and a very basic idea for a game I have been mulling over for a while. Curious what thoughts or ideas others would have. Both good and bad.
Now, while it is unlikely that any truly new ideas for FPS are going to surface and be implemented (everyone knows the industry thrives on repetition, even the gamers buying the games are often too scared to try something new), I have had an idea kickign around in my head that I have always wanted to try. For the most part, it uses all the same old tricks that other FPS games use, but I have been trying to find new ways for them to be used.
Enough rambling, on to my idea. Couple of years ago, I had an idea for a FPS, based on the generic "Mercenary sent in to fix a government facility's screw up". The twist (because there is always a twist) was that when sent in, the soldier would find that an odd infection had begun to creep about the facility. Nothing new so far. Within the first 30 mins to an hour of playing this basic shooter, your character becomes infected (now I know it is similar to Dark Sector, lord knows I was pissed when I saw the game come out, but luckily they have so little in common in the long run). The character is saved by a scientist, who administers a vaccine, downside is it only slows the corruption, it cant cure it, yet. This adds a new danger to the game. As you play through, enemy attacks have a side affect of when they hit you, they will increase a corruption %, and if it ever hits 100%, you become fully infected and lose. Now you will have syriinges that can be used to carry or make vaccines to help control the infection, but here is the catch (always a catch). As the infection grows inside you, your character takes on new and powerful abilities. Depending on what the % of corruption, your character will have a permanent speed boost, making the game seem in slow motion (except versus enemies with speed equal to or better then yours. Thus creating a slow motion game around you, where only you and your enemy are moving at what seems normal speed to you. (idea comes from the last fight in Jet Li's The One)). You would be able to toggle it off outside of combat situations if you wished, but there would be no bar that controls it, you have it as long as enough corruption has altered you to have acces to it.
Now, there are various other ideas that can be used with this. Such as high levels of corruption would allow you to use melee attacks to damage environments (I loved the first Red Faction game, being able to blow your way through a wall to get past a locked door was fun, or blowing either end of a natural stone bridge to take out a tank.) I am sure vaious other ideas could be implemented with the system, and it would create, hopefully with otu being annoying to the player, a need to balance corruption with power, too high may make you god like, but the fact that you could hit 100% and lose control makes it risky. Too low and you are safe from corruption, but you would find your enemies difficult to battle.
Just some random thoughts, and a very basic idea for a game I have been mulling over for a while. Curious what thoughts or ideas others would have. Both good and bad.
#2
One thing you could do would be to somehow allow 'weaker' players more high-tech weaponry, so however much corruption you choose to have, you can still put up a good fight. Then players are more free to choose how much they want to be corrupted, and not be punished for the choice.
You could even have the storyline be dictated by how corrupted the character is... alter certain character elements (personality, appearance) based on the level of corruption.
04/02/2008 (12:53 am)
That is a really good idea. You could make all sorts of thematic points in a story, with a premise like that. It'd be great to make your game atypical for an FPS in that it has a story, not just great gameplay :POne thing you could do would be to somehow allow 'weaker' players more high-tech weaponry, so however much corruption you choose to have, you can still put up a good fight. Then players are more free to choose how much they want to be corrupted, and not be punished for the choice.
You could even have the storyline be dictated by how corrupted the character is... alter certain character elements (personality, appearance) based on the level of corruption.
#3
04/02/2008 (1:21 am)
As you get corrupted you mutate to such a size that your hands are too big for weapons, and your forced to go hand to hand... so smaller = use guns ;)
#4
04/02/2008 (2:19 am)
Wow that's a really cool and interesting idea! I'd like to see how well this would really work.
#5
pretty cool & would love to see a good PC FPS use the same idea!
04/02/2008 (12:10 pm)
Sorry to say, it's Metroid Prime Corruption for Wii. On the first mission you get corrupted. Then you get more & more corrupted as you move through the game. MPC didn't have a slow down but you could get corrupted to a certain point & then must expell the excess energy to survive. IE a beserk mode.pretty cool & would love to see a good PC FPS use the same idea!
#6
I had a similar idea that I'm working toward figuring out the mechanics for. In my case, it was inspired by the BSG episode '33', where one of the pilots has been using stims to keep in flying shape, and ends up nearly wrecking while trying to land. The idea was to allow 'stim' use in the game, but have repeated use lead to negative effects (possibly even character death in extreme cases). In the beginning, stims would essentially act like a minor maneuverability & targeting boost, and if used rarely and sparingly would stay that way. If over-used, however, it would lead to sluggishness after the stim wore off, and even hallucinations (not seeing enemy ships, or having friendly/enemy ships misidentified as the other, nasty things like that). The trick was that the more you used stims, the more severe these withdraw symptoms would become, but that nobody could tell without experimenting exactly how much was too much for a given character. (This is for a MMO Space sim game. Certain character 'stats' would be completely unexposed by the interface.)
I also had a similar concept in mind based on pain-killers.
04/02/2008 (2:01 pm)
The story aspect has similarities to several things I've seen out there, but the mechanics behind it seem to be pretty unique. The 'corruption' in this becomes a resource to be managed, just like health, armor and ammo in the typical FPS. You want to sit at some sweet-spot for the best effect. If you get too high, you'll just be begging for a stray shot to finish you off. If you get too low, the 'monsters' are going to seem pretty fast, and be tougher to handle because of it.I had a similar idea that I'm working toward figuring out the mechanics for. In my case, it was inspired by the BSG episode '33', where one of the pilots has been using stims to keep in flying shape, and ends up nearly wrecking while trying to land. The idea was to allow 'stim' use in the game, but have repeated use lead to negative effects (possibly even character death in extreme cases). In the beginning, stims would essentially act like a minor maneuverability & targeting boost, and if used rarely and sparingly would stay that way. If over-used, however, it would lead to sluggishness after the stim wore off, and even hallucinations (not seeing enemy ships, or having friendly/enemy ships misidentified as the other, nasty things like that). The trick was that the more you used stims, the more severe these withdraw symptoms would become, but that nobody could tell without experimenting exactly how much was too much for a given character. (This is for a MMO Space sim game. Certain character 'stats' would be completely unexposed by the interface.)
I also had a similar concept in mind based on pain-killers.
#7
I never played Metriod Prime Corruption, so I dont know what affects it would have in similarity to what I was thinking. I like the ideas for balancing corruption versus weapons. Using physical alterations such as loss of thumb making most weapons unusuable as you reach higher corruptions levels. I agree fully with the idea that gameplay should not cause storyline to be thrown to the wayside. I spend some of my free time writing fantasy/ science fiction stories, and would like to make sure the game had a full storyline that makes sense. Played too many games that have fluff for story.
My biggest fear is that without a perfect balance between corruptions positive and negative affects, everything would fall to pieces. Thanks again for your your ideas and thoughts, and both positive and negative feedback. I feel the need to play metriod prime corruption, I do not want it to feel like a knock off of that game.
04/02/2008 (2:50 pm)
Thanks for the positive feedback. I was unsure if the idea would sound like it was plausible or not.I never played Metriod Prime Corruption, so I dont know what affects it would have in similarity to what I was thinking. I like the ideas for balancing corruption versus weapons. Using physical alterations such as loss of thumb making most weapons unusuable as you reach higher corruptions levels. I agree fully with the idea that gameplay should not cause storyline to be thrown to the wayside. I spend some of my free time writing fantasy/ science fiction stories, and would like to make sure the game had a full storyline that makes sense. Played too many games that have fluff for story.
My biggest fear is that without a perfect balance between corruptions positive and negative affects, everything would fall to pieces. Thanks again for your your ideas and thoughts, and both positive and negative feedback. I feel the need to play metriod prime corruption, I do not want it to feel like a knock off of that game.
Torque 3D Owner Caleb
Anyways, I think your idea is great, and I'd play a game like this. :)