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Codexjam 2014 - true game design innovation

AlexOfSpades

Arcane
Joined
Aug 19, 2013
Messages
494
Game Idea Creator Simulator -

You have several basic concepts (such as world war, space opera, cowboy) plus game genres (rpg, racing game, dating sim). You must mix them together to create a super cool new game! The better the combination, the higher your score. You can also add extras (nazis! zombies! vampires!) for score multipliers! War-themed shooter? Boring! Vampire cowboy RPG? Sweet. Space nazi dating sim? FUCK YES HIGH SCORE
 

Alex

Arcane
Joined
Jun 14, 2007
Messages
8,750
Location
São Paulo - Brasil
Tectonica​
Tectonica is (well, would be) a game taking place in a fantasy pulpy setting, akin to the one in the Conan stories. The game would center around the city of, well, Tectonica. Tectonica is a free settlement in the middle of the desert, encompassing one of the only sources of water in miles, and is kept alive thanks to the caravans of merchants that regularly stop there to resupply and trade. Unfortunately for its inhabitants, Tectonica is also built on the strange and monolithic ruins of an ancient civilization far before the dawn of humanity. The city is surrounded by the ancient buildings, huge blocks of stone, most of which don't seem to have any opening whatsoever. Still, some do, and seem to connect with others in what seems to be an endless mazes, full of eldritch remnants of a civilization not of men. This has attracted to the city two other classes of people, both equally undesirable - adventurers and wizards. Thanks to those who come in the hopes of plundering the city of its pre-historic bounty, the place is far less safe than it could be. Carelessness ensures that awful things never meant to walk under the sun in this era regularly come out to haunt those living in the city. As a result, the place is very compartmentalized, with the richer living in relatively safety of what seem to be unbreachable walls of unknown construction, while the poor litter maze like passages in the city, more exposed to the eventual monsters and oddities that may roam those places, as well as the barely human mutations that live at the edge of society.

Game​
At first glance, Tectonica would play like a text adventure, with inspiration taken from the Zork series (both the original three games and the enchanter triology), the Legend Entertainment games and the Quest for Glory games. The game would feature a graphical room view, similar to the ones in the early Legend games. This view could be interacted via mouse, allowing for the most obvious kinds of actions (such as leaving rooms, getting objects, opening/closing things). However, more specific commands need to be typed into the parser. The idea here is that there would be a host of different things different PCs can do in the game, but thanks to the parser, it requires the player to explore the gameworld, pay attention to everything he finds and try out new things to find them.

The basic gameplay is similar to that of Adventure games, but the way you interact with the world depends on what kind of attributes you have. I would use the word "puzzle", however I think it is important to stress that the game wouldn't have its gameplay built arouns a specific path the player needs to take like many adventure games have. For instance, if you need to go through a door, you might do it in several ways. You might steal the door's key, or find a way to lockpick it, or maybe cast a spell to open it. However, this game would go way further than the simple multiple puzzle approach in games like Quest for Glory. By having certain systems simulated, the player can explore opportunities created by them. For instance, an NPC schedule might mean someone might go through that door every day. If your PC can hide nearby and go through unnoticed, you would be in. Not because the designer created a specific check in the code to see if you did that, but because the schedule and sneaking systems interaction in such way. And the "puzzles" the game present are themselves more like interactive subsystems (like many of the puzzles in Maniac Mansion) rather than the puzzles in, say, Day of the Tentacle, where you are much more often required to just find the right item combination.

However, although the gameplay is based in adventure games, this game would be an RPG. You get to make a character, get to roll his attributes, possible mutations, choose a class, a profession and several skills. Depending on those, the game would play very differently. If you get the knock spell, then doors will be much less frustrating. If you learn to track, you would be able to avoid fights that would certainly kill you (besides, you know, being able to track). Being able to hide in shadows and move silently would open up all kinds of possibilities. Knowing how to properly use a shield would make you much better suited to fight human(oid)s. But against, say, rats, they aren't very well suited.

Combat​
Combat in this game would be, up to a point, a tactical affair. However, it would be more like a logical puzzle than an optimization problem. That is, it isn't so much about reliably lowering the enemy's HP while keeping your own high. It is more about how you react in combat. If you approach those rats with strangely human hands holding your shield in front of you and your sword high, it is probably going to climb up your leg, possibly into your clothes or armor. Non magic shields are nigh useless against an ogre, unless you have really high strength. And of course, parrying their oversized clubs isn't possible unless you can match their strength, especially with a normal weapon. Skeletons are pretty hard to kill, unless you use a blunt weapon to their skulls.

Thus, the combat system depends a lot on how you approach your opponent, what stance you have, what weapons you are using and how you attack them. This is not a question of each of these things giving you bonuses or penalties for different actions, but also a question that different enemies are able to act differently. Keeping a parrying position with your sword is usually a good way to stay alive and even find an opening in your opponent's defenses. However, shoggoths like to suddenly project jaws from unexpected places into their victims, making this not of much use against them.

Your stats and skills are crucial in combat, however. For instance, dodging a charging enemy so he has his back to you is a very good technique against slower foes. But if your dexterity isn't up to the task, then you will need to find some other way to deal with them.

Magic​
Magic in Tectonica is supposed to be mysterious, dangerous and, ultimately, wrong. Magic is a perversion of natural order, an affront to the very creation, a denial of the inherent dignity of everything and everyone. Magic has the potential to be very powerful, but it can sometimes backfire or even corrupt you (much like in the Dungeon Crawl Classics RPG). In order to use magic, your character has to not only learn the magic, but prepare it. This, I hope, will mesh well with all the puzzle themes of the game. For instance, a shapechange spell might have as its preparation the construction of a throne of skulls, with each skull used allowing you to take its previous owner's form. Thus, if you want to use something's (or someone's) form, you need to kill it without destroying its skull. You will need a way to actually build a throne out of skulls. You could, however, take someone's appearance and fool people into thinking you are that peson... if they don't know the guy died!

Ideally, the wrongness of magic would be relied in all of its aspects, that is, what it can accomplish, how it can go wrong, how it can corrupt you and what you need to do in order to use it. However, I don't want to simply be gratuitous here. First, I want this dark side of magic to actually touch the gameplay, or else you get something like Diablo, that has a very interesting "lore", which nevertheless doesn't matter one bit during the game. I also don't want to follow the same path as Carcosa (the RPG), or Lamentations of the Flame Princess, or even of FATAL. I mean, magic in LotFP is interesting (and with much more tasteful than FATAL), but in the end, magic there just evokes desperation. That whole game line is always about desperation only. A bit like Lovecraft's own stories (if a lot less dignified). I want something more like Robert E. Howard's stories, where at least some characters do have a chance of actually succeeding. By the way, I know this isn't always the case with Lovecraft, but he was much more likely to write this kind of story.
 

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,205
Location
Ingrija
A party of 6 assembles in a tavern and goes to dungeons to kill stuff that lives there and loot their bodies in a tactical turn-based fashion. That's all game design innovation I would ever need.
 

Haba

Harbinger of Decline
Patron
Joined
Dec 24, 2008
Messages
1,871,744
Location
Land of Rape & Honey ❤️
Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Liberal Social Justice Squad

Modernized version of a certain accidentally similar game. Use your squad of Social Justice Warriors bring forth a more inclusive society. Game ends in victory when CIS-het correction camps are in place and the final misogynist rebellion is crushed.


Lootwhore, Inc.

You follow in the tracks of a bunch of serial murderers traditional RPG adventuring party, collecting loot from corpses, then acquiring the newly freed-up real estate and finally steering the adventurers towards making actions that benefit your ventures and political ambitions
 

Borelli

Arcane
Joined
Dec 5, 2012
Messages
1,261
Create-your-own-order-of-warriors-game.

An XCom clone in a generic fantasy setting. You lead an order of warriors and you fight evil. You have the overworld map where you move troops and initiate combat, then switch to a battle map. Standard fare so far.

The catch however is, you can customize every aspect of the order. And i don't mean "do my soldiers have maces or axes" but every aspect from the ideology to the lifestyle. Jedi, witchers, night watch, grey wardens, paladins, there are lots of warrior societies in fantasy/scifi/videogames each with their own quirks. Quirks which you can replicate in the game. Aside from LARP every customizing option would have a gameplay effect, some of which i have some i haven't thought of in detail.

Is the order monastic and secluded or out in the open with everybody knowing their name? - out in the open means better reputation with the locals but also means that when Evil decides to strike back you are more easily found
Is it an order of knights or maybe criminals (ala night watch)? - fighting evil is a hard job and everybody is cut out for it. Sometimes you have to force them but people who are forced have lower morale or something
Do you allow them to have wives? Do you even allow them to have sex? - being disciplined to have no pussy makes them resistant to temptation and corruption but some people may not handle that and switch sides/drop out
Do you recruit adults or purely children - children could be more easily molded into whatever ideology your order espouses and thus grow up to be nice brainwashed corruption resistant warriors but it takes much longer than simply grabbing an already trained adult
Are you well trained but otherwise ordinary humans or do you have a supernatural source of power? - Having a supernatural source of power may make the authorities suspicious i.e. you use fight fire with fire in your fight against evil even if it means taking hate from the civilization you are protecting
Do you recieve funding from whatever medieval government there is or do you fend for yourself - Being in bed with the government is easy mode but you get tied up in politics (king wants your super warriors for his personal wars) and increases decadence (instead of spartan lifestyle your men live like pampered nobles)
Men only or do you include women? Or other fantasy races? Magic haters or not? Et cetera and so, lots of options to replicate (or create your own) all those warrior orders from other works.

Other game mechanics could be:
People don't believe in the existence of evil you are fighting so you must constantly try to assure them while being painted as madmen all the time
The continent you are on is divided between many kingdoms which are hostile to each other. So your starting HQ is in kingdom A and all your recruits are from kingdom A, you find out that evil has hideout in kingdom B, you send men to destroy it, but all the king B sees is armed men from kingdom A crossing the border with shoddy explanations. Building bases in multiple kingdoms and developing relations could alleviate this problem but if you recieve funding from kingdom A then you may never get on kingdom B good side (see above).
A starting scenario where evil has already won and your order is the resistance movement.
Evil sends spies and diplomats to kingdoms trying to demonize your order. If your reputation falls too low you lose the game (or just make it harder).
If your order is exceedingly powerful you may dominate a kingdom (king is your puppet).
Essentially the world would be simulated with kingdoms warring each other, armies on the world map, trade caravans going between towns, evil hideouts sending parties to attack those caravans, every king and his top nobles having personalities CK2 style etc.
 
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Western

Arcane
Joined
Oct 25, 2007
Messages
5,934
Location
Australia
Codex 2012 Codex 2014 Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
Prospers Carnival

You play a travelling freak-show circus/carnival in Victorian England.

There is a light simulation game element as you move to different locations and set up your carnival, hiring freaks and setting up shows, etc, trying to ensure the financial success of the carnival while balancing cons and not trying to draw the ire of authorities.

Each location has adventure game elements with various puzzles that can be solved, NPCs to interact with, shows to participate in and actions taken to help the Carnivals success, these will depend on the 'freak/performer' you choose to play as when beginning the game. There will be 3 classes with different options such as the mystic (Prosper class/light magic user), gypsy (rogue class) and madame (diplomat).

The narratives will be slightly different depending on the classes, the final location having the largest change with each class having a unique end goal and ending (with failure state endings). The gypsy class needs the carnival to reach a critical level of funds he can then abscond with, the mystic needs to kills the gypsy (without drawing attention to himself or pinning it on someone else) to prevent a nebulous disaster he's predicted in his cards of hopw and the madame wants to keep things going as they are.
 

Gozma

Arcane
Joined
Aug 1, 2012
Messages
2,951
Low-fi 2.5D (i.e. like Street Fighter 4) robot fighting game with Armored Core style parts switching. Parts give different specials and normals, and stuff like "engines" or "sensors" give different fighting game systems like supers, chipping normals, 4 button style, 6 button style, gatling cancels, drive cancels, revenge moves, etc. Completely not possible for an indie though and probably not worth the investment for Koei or From style "AA" which is why it doesn't exist already.
 

Job Creator

Arcane
Joined
Jan 1, 2012
Messages
4,322
Location
tax haevan
A horror game with randomly triggered horror events/clues. Gameplay would consist of tedious yet usually relaxing sudoku-level puzzles and walking through spooky areas. Over 60% of playthroughs should not encounter anything that crosses from eerie into scary. Some 10% should include one of many variants of cat scares, 0.1% should get to see a figure in the distance or find a dead body or fall down into a hidden pit with spikes and so on. Print-screening should be made complicated if possible to ensure the flow of grainy cellphone videos of people's computer screens showing sp00ky stuff on YT. Most hyperrare events should also be subtle, like an object presumed static changing (a statue missing the second time you pass by its place, a portrait changing its expression) or finding a mysterious thing (creepy drawings, diary pages about mundane stuff that people can compare online, inscriptions of nonsense words), the puzzles should also vary, with some types appearing more rarely than others. Controls should include running, sneaking, hiding inside containers and making ritualistic hand motions, all of which would have no real use, but would be thought of as a part of some hidden feature by the players. The game should be published by an unknown company and should request access to internet from a tiny portion of its users and also sometimes run as a background process to be discovered via task manager
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
A game that reverses character progression. Instead of growing more powerful, you age, get mutilated, break limbs, chip your sword, etc.
God sees my soul, I was thinking about the same thing. We are soulmates afterall. :love:

The final goal could be that you have to keep as much of your strength and abilities as you could, to face a totally average guy in the end.
 

markec

Twitterbot
Patron
Joined
Jan 15, 2010
Messages
45,669
Location
Croatia
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Dead State Project: Eternity Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
A 4X strategy game where you can control every aspect of your country but with huge focus on diplomacy and intelligence gathering.

In game you could make secret alliances and betray your allies in a middle of the battle. Players can use spies to see diplomatic actions of enemies/allies but only as much their and opponents skills allows. For example you find out your ally sent a diplomat to your enemy and you have no knowledge of what they discussed and your ally says its something of little value like future exchange of prisoners. You could use spies to gather informations on your allies but if found out it might cause a scandal and loosing of a important ally. Players can also frame others, planting fake documents or bribing spies in order to misinform their enemies.

Spies could also be used to manipulate merchants guilds in order to destabilize economies of states, or fabricate news about illness in crops and force destruction of food reserves to create famine and increase food trade output of your neighboring province.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Since others gave more than one idea

X-Com: Wasteland
You take the role of Snake Vargas right after the events of Wasteland. The Rangers have just defeated the enemy of all mankind, and just took over a cool new base, but they're severely lacking in man power and supplies. So you have to go about building the Desert Rangers back into a formidable force. The gameplay would be very similar to X-Com. Various places would get attacked you would go fight them. However, the strategic layer will be different.

In the wastes of Arizona, there would not be unlimited man power to recruit. What fighting people do exist don't really want to join the Rangers. There is almost no chance at being rich and powerful, and given their decimation, it might be the most dangerous job around. So you have to build up the reputation of the Rangers. Every time you let a ranger die, it increases your danger rating, making people less likely to volunteer. The rangers will also have a reputation with each community for how well they protect it. This is not too different from funding reputation in X-Com, but in the wasteland, it affects how many people want to join. Also, there would be more resources than just money. You'd need food, water, and munitions. Each community would produce different amounts of each, so you'd have to manage that.

Eventually there would be some big invasion and you have to hope your rebuilding efforts are enough to fight them off. At the same time, you have to hope your diplomatic efforts were good enough or the communities might side with the invaders.

Age of Reason
A 4x game that combines aspects of Imperialism, Colonization, and Civilization, and Master of Orion 2.

In the game you take control of a small empire with approximate 1650s level of technology. You have to expand into unsettled areas to grab resources. Then you have to ship the raw resources back to factories to process them into intermediate resources, then ship them to other factories to produce usable goods. Having efficient and safe supply lines is the key to succeeding at the game. This makes a lot of poor options from Civ games suddenly interesting. Getting a horse unit behind enemy lines and pillage a railroad could cripple your opponent's ability to produce units.

Research wouldn't come from investing a percentage of your economy, but from assigning civilians to work in universities. Universities would have limited slots that can be worked. You would expand them by building additional wings, but wings would have a field, like a chemistry wing or an agriculture wing. You'd gain a bonus while researching a project in that field and they would be unable to research the opposite field. There would be an inefficiency penalty for working on the same project at multiple universities. These mechanics should lead to working on multiple projects at once, but the choice is up to the player.

I picture it looking and superficially playing like Civ 4.
 

Whisky

The Solution
Joined
Feb 22, 2012
Messages
8,555
Location
Banjoville, British Columbia
Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
This is a little game idea I've had for awhile now. I haven't really made a concrete battle system for it aside from turn-based. I've even considered trying to make it in RPG Maker or at least make a demo of the idea.

Museum RPG (No title)


You take control of one of four characters, three of which are hired by a particular intergalactic museum each with a strong obligation (Financial, dogmatic, imperialistic) to scour distant planets, discover ancient sites and scrape the surface clean of any artifacts to be put up on display at one of their many museum branches across the galaxy. The fourth character is a tourist whose goal is to survive his trip by any means necessary without going into debt.

Speculation among the academic circles have pointed to a planet far on the fringe of the galaxy. Ancient and rich in diverse cultures and civlization, but currently very primitive. Some speculate that it may have been the very first planet to develop sentient life! Due to its distance, few have visited it, but recent advances in hyperdrive engines have made visiting it a simple matter. It's your job to get to the planet and discover anything worth discovering and retrieve any artifacts worth collecting while racing against your rival museums and your visa expiration date.

Four Classes (Each main character would represent one, but there would also be recruitable NPCs of each):

1. Mercenary

Basically a fighter. Has almost non-existent non-combat skills, but can specialize in any weapon or armor type.

2. Archeologist

Similar to a thief. Can develop some lighter weapon and armor skills. Mostly useful for passive skills such as trap detection, lore checks, and reconstruction of artifacts. A necessity for your mission.

3. Arcanist

A mage. No weapon or armor skills, but has access to magic. Develops non-combat skills at a moderate rate.

4. Tourist.

A non-skilled class. Can be developed in any way, but begins with nothing but a credit card which can be used both as a lockpick (like in Nethack) or to charge money to. Failing to pay back your weekly payments will cause the bank to send slavers or mercenaries after you among other horrible things.

System:

The first thing that happens to each player is they get shaken down by the local authorities. All weapons and armor will be confiscated, including the Arcanist's spell tablet computer.

You have 90 days to explore the planet, discover sites, and recover artifacts; the clock is constantly ticking and there is a day/night cycle. If you're a tourist, your goal is to survive, which can include stealing precious historical artifacts and selling them. The other main characters you didn't pick will also arrive on the planet on the same day and will also be doing the same thing as you (The tourist will wander aimlessly without direction, but can contaminate sites and artifacts by littering and accidently destroying things.). You will be able to disrupt their progress in numerous ways, which they can return the favor to you, or you can cut a deal with one of them, agreeing to a share of the discoveries in exchange for them joining your party.

As more discoveries are made, more tourists will start to appear on the planet and more technology and weapons will be allowed at the local stores at the expense of indiginous products and weapons becoming rarer and replaced with cheap plastic replicas. Sites that have been discovered will start to develop businesses around them and you might have trouble re-entering a site that's 95% complete without paying to skip the line-up.

After 90 days are up, the total score is tallied and the museum with the most points wins. Your character will have multiple endings available to him depending on what secrets you discovered about the planet and based on certain choices you make.
 
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sexbad?

Arcane
Patron
Joined
Apr 7, 2013
Messages
2,812
Location
sexbad
Codex USB, 2014
A space sim about a group of fighters serving a small exploratory ship, stranded in a small (in terms of space) but diverse and bizzarre region of space, like an unexplored nebula. Players would have to explore the oddly secluded area for clues to its history or ways to escape, gather resources such as fuel from formations within the nebula, and fight off menacing attackers of unknown origin. Depending on how menacing these attackers are, and how hazardous the world is, perhaps it could be considered a survival horror game.
 

DefJam101

Arcane
Joined
Nov 11, 2007
Messages
8,047
Location
Cybernegro HQ
A fantasy mountaineering roguelike.
The evil flying wizard sorceror demon god king So andh'So has stolen the Amulet of Fuckshit and retreated to his ancient death fortress atop Mount Reallybig, a tall and treacherous mountain never summited by man. In your quest to retrieve the Amulet you must learn to overcome not only the wizard's army of summoned creatures but also the extreme conditions, difficult climbs and unpredictable storms of the mountain.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
An RPG where you can re-spec fairly often. For every dungeon at least, if not every encounter. The different sections would be designed for a certain type of build to beat them. However, there would be c&c based around getting through challenges using sub-optimal builds.
 

Talby

Arcane
Patron
Joined
Mar 15, 2008
Messages
5,507
Codex USB, 2014
Open world RPG with a randomly generated world similar to Mount & Blade, with countries, landmasses, cities, villages, resources, forests etc. all being created for each new game. Countries would go to war, invade eachother and get conquered while the player explores and can influence events. Quests would be generated the same way, with the king of an invaded kingdom giving bounties to adventurers to fight the invaders as one example of a quest generated on the fly.
 

taxalot

I'm a spicy fellow.
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Oct 28, 2010
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9,613
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Your wallet.
Codex 2013 PC RPG Website of the Year, 2015
*sigh* This post is going to make me sad. Here's the concept of a game called COMMOTION that I have been working on for a while.

Two years ago I wrote a book (in french) called Débranchés ("Unplugged"). The story was a webmaster in a not-dystopian-not-just-yet world that was about to close down the Internity, blaming procrastination for the new economical crisis. The webmaster was working with a shady associate with cellphones to reinvogirate the BBS culture and replace the Internet. It ended badly with hints of a dictatorship being set in place.

While looking out for game ideas, I had the idea of a "sequel" that could take the form of a game. It was inspired by two things.

First thing was the actual Commotion protocol. If you do not feel like looking it up, it was some kind of "parallel Internet/ISP" done with WiFi. People would set up nodes with their computers and communicate with each other, not being on the actual Internet, and thus being un-interceptable by authorities. I'm not sure if I'm making myself clear.

The second thing is one of my favorite game of all time.



Motherfucking Dune from Cryo. What made this game special? It had an absolutely incredible atmosphere, the music was awesome (seriously, search for "Dune - A Spice Opera" on youtube, it's the best video game music ever made) and also it had a very unique blend of classic Adventure and Strategy. Basically, you would go around, interact with NPCs in first person view, do some stuff in your environment ; but at the same time and as time passed actually, you had to give orders to your troops, manage the spice harvesting and the war on the dreaded Harkonnens.

Dune3.png

ADVENTURE !

6.jpg

STRATEGY !

So what was Commotion about ?

In its core it was a bit the same, but it aimed to be a much more complex game.

The setting is Paris, In the 2100s. But you would hardly know that looking at it. All sense of time has disappeared since the early 2000s. Techological progress hasn't happened. The city is under some kind of lock down and people cannot get in or out. The place is like a little Pyongyang and nobody is minding much. An omnipotent government tracks down enemy of the states and those are never seen again. People struggle to survive and you're considered rich if you can eat meat twice a week. The Internet is still down. In fact, nobody even remembers the Internet.

You and your friend both have an official desk job. But at night, you are burglars. You break into abandoned houses, the ones that were emptied because someone talked too loud or too much, take what you can, and try to sell it back. Nobody minds. Certainly not the government.This one day, you found something of apparently no value. An old computer, with old flash drives. You sell it to a third friend.

When he contacts you, he mentions that you found something very big. Apparently, the guy whose computer this used to belong to tried forty years ago to recreate the Internet locally using plain amateur radio waves . That did not work out well. But what if we used encryption ? What if those radio waves could be hidden ? This could be the start of something big.

The goal of the game is to rebuild the Internet and start a fucking revolution.

You would be in first person view with the ability to switch to a strategic map at anytime. You would need to place nodes, antennas in various areas of Paris. You would need to research encryption technologies and to get access to more powerful antennas. You would need to recruit mercenaries to attack the government's jammers when it starts to take action against you. You'd be hunted in stressful adventure phases and would need to find a way to escape the agents after you.

I wrote a lengthy design document. I did some mockup screenshots. I bought GameMaker.

rSvIfgc.png


2aIA84V.png

It looks almost prosperian. I'm a very awful artist and this was the biggest struggle I would encounter during development. I cannot fucking draw. But maybe, you know, I could do the compete game with those lame ressources and maybe I could do a kickstarter to hire some artists and replace the art or something ! It would be awesome.

So what happened ? Why didn't this awesome game get ever made ? Why didn't Commotion happen ?

Because Procrastination.
 
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ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,237
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Cold Noir
Set sometime in the 1950s, you control two characters- One a Private Detective in NY and the Other a STASI agent(or KGB plant) in Berlin. Both end up having to track down the same person(terrorist, arms dealer, whatever) and it's entirely up to you whether you want to have both characters work together, against each other, etc. Add that and randomized cases as fits either character and then some strategy in having to manage your underlings and superiors, and yeah. Pretty much it.
 

Hitoshura

Educated
Joined
Nov 9, 2013
Messages
54
There's no game design in this thread, these are high level concepts. Game design a is part of the implementation of the concept.
 

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