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what drugs to include?

Started by September 26, 2006 06:23 AM
27 comments, last by dgreen02 18 years, 4 months ago
I actually think this sounds like a really badass game that I would enjoy playing if it was executed properly.

How about Crack? It could be an upgrade for your Coke factory that provides a highly addictive cheap version which can be sold in small amounts. Also for heroin, one thing that happened around here is that kids got hooked on those Oxicontin pills. Then, once they were hooked they switched to heroin because it is more affordable.

PCP? And I would split Booze into Beer and Liquor. As for weed there are lows (shwag), mids (middies), and highs (kind/dank). Then above highs there is "brand name" weed. That's the stuff with a special name like "purple haze," "northern lights," "bubbleberry," etc.

Also you could have painkillers. Vicodin, Valium, Percocet... Much less addictive but deadly when combined with booze.
Quote:
Original post by krez
if you insist on using real drugs in your game, you should research the actual classifications, effects, etc of them...

Or at least how to spell their names.

Check out my new game Smash and Dash at:

http://www.smashanddashgame.com/

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Quote:
Original post by suliman
hi

in my ganster rts you can manufacture and sell drugs (among other things). So what would be good to include, and still have a purpuse/function for everything. I might have drugs being refined from a simplified system of "raw materials" but im not sure. this is my plan plz comment:

VOID BASED
Inhalants (verylow class citizens will buy)
Booze(verylow and low)
Magic muchrooms (low, med, students)

WEED BASED
grass (low, med, students)
hasch (?)

OPIUM BASED
coke (upper)
heroin (broad use)

CHAMICALLY BASED
ectacy (med, students)
speed (med, upper, students)
meth/ice (?)
angelFist (upper, my own invention)


Just to correct some spelling

Mushrooms, hash (hashish), ecstasy

Funkymunky makes a good point. Prescription drugs are also a problem. See Generation Rx? and OxyContin: Hillbilly Heroin.
"I thought what I'd do was, I'd pretend I was one of those deaf-mutes." - the Laughing Man
Quote:
Original post by suliman
drugs do not always trancend demographically defined groups, besides this is a game.
my game will simplify a lot of things to give the player the ability to make strategic desictions.


Okay you can sell anything to anyone, but some targets are prone to buying more of this than that.
Here are some details that you might want to consider adding to your game: methamphetamine offender registry and Meth Hot Spots Program.
"I thought what I'd do was, I'd pretend I was one of those deaf-mutes." - the Laughing Man
Spend a few days at Erowid and figure out what you need to know. Whatever credibility you want from a drug-savvy culture, clumsy references will get you booed and ridiculed.

As with guns, cars, physics and religion, drugs should either be totally fake or thoroughly researched, because misinformation and half-assed representations based on what your cousin told you will just make you look like a chump.

And if your knowledge of guns is on par with your knowledge of drugs, study up on those, too. Ideally, talk to people who have used them. there are some discussion boards that will be very helpful to you.

And don't let your love of academic lecturing on the ins and outs of the subject matter get in the way of the game.
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I keep seeing this thread when I check the design forum, and I keep getting ideas.

How about a zeppelin or a plane unit or something that drops propaganda? There has been some seriously ridiculous propaganda throughout the years, especially regarding marijuana.

And how about steroids? I know you've mentioned guns but I imagine there might be a basic thug unit that could benefit from getting jacked up (don't let them get too jacked up and go berserk though!)

and LSD. pretty much just a more intense version of magic mushrooms.

How about stds like AIDS from needle sharing? How about cigarettes? (might want to tie them to booze) How about code words (fine china? cocobutter? the colonel's favorite 11 herbs and spices?) that you have to change every so often to keep the heat off you?
Ohhh goodie, this is my kind of thread ;-)

I'm working on a multiplayer Action/RTS game right now called 'Gang War', it's similar to what you mention...except selling drugs is less detailed than you describe. You essentially purchase the drugs from a 2D menu and give them to your gangsters in 3D. They in-turn sell the drugs throughout the city as one form of income for your gang.

I'm including the following drugs: Cocaine, Marijuana, Heroin, Ecstasy, Opium, Crack, Meth.

Here are a couple of cropped images of the 'Drug market' you use to buy the drugs...you use a scroll bar to pile more stuff onto the scales, then "Check out" and the drugs are part of your inventory. I had a much more complex scheme planned, with real-time city wide supply/demand curves of each drug etc...but there are a lot of other aspects I have to focus on :-(

Hey kids! Guess which one is crack!??!


Here's an screenshot of the world representation...I have versions of each type of drug inside a plastic bag :-)


Quote:

Whatever credibility you want from a drug-savvy culture, clumsy references will get you booed and ridiculed.

As with guns, cars, physics and religion, drugs should either be totally fake or thoroughly researched, because misinformation and half-assed representations based on what your cousin told you will just make you look like a chump.


QFT. Well said.

Lots of interesting thoughts in this thread [grin].

- Dan
There's been enough informed suggestions in this thread that I feel free to make a joke:

You either need to do much more research or much less.
all around the world today, a kilo is a measure;a kilo is 1000 grams, easy to remember
Damn.
This thread really got going.

First of all: I wasnt gonna have names in my game without checking the spelling first. I think you could have figured that out. I wrote my question fastlyn (im not english as you might suspect). I also understand that correctness is to be prefered.

The problem is that when you reach a certain level of "realism" one can always start wondering why not <this particular> drug is not included. But im not doing a simulation, the main object s to do a funny game and include just about right amount of choices and objects that i have an idea how to fit into the game. I know that i havent presented (and will not at this point) enough info about my project to let everybody make valid suggestions.

About the lection thingy, im not really following you there. My plan is to have almost only bums use inhalants for example. The social-classes will randomize a citizens disires loosely following a set of predefined factors.

Meth is a good addition. Maybe even cigarettes, but i tend to decline drugs that doesnt gives a clear buzz, and cigarettes are a bit too legal (so is alcohol but not homemade). Painkillers etc is good, but i think you can only steal/buy them (from hospitals for example) and not produce them yourself.

Thanks alot for your feedback! (although some answers are unneccisarily hostile) Who knew this would spark such an interest.

Erik

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