"[color="#1C2837"]ORIGINAL ... Most people (unfortunately including me) can only thing of classic genres like MMORPG, strategy etc. I just need something new"
[color="#1C2837"]You'll probably wind up with something resembling things, but if you approach it from a ground-up approach, you can have something decently fresh.
[color="#1C2837"]I'm about to go to my next project and I'm planning to build 4 prototypes before I decide which. I just finished a 1-dude project and am going to try something bigger than 1-dude. I'll tell you what I'm going to prototype and maybe you can take a swing at one.
[color="#1C2837"]I forewarn you that they won't all sound good, because I have a thing for challenges. Right now I'm fascinated by drawing from life, but nothing I am about to describe is a simulation. I'll skip over most details and leave the hard part - the actual game design - to you.
[color="#1C2837"]1) Cops and Robbers
[color="#1C2837"]Two player game. One person has a car and is driving, while the other person has a top view, a bit like an RTS, with all the roads and everything, and instructs squad cars and such to go around and set up traps and try to capture the driver.
[color="#1C2837"]I had an idea that if anyone crashes into a bystander, both players lose. So that both players are mindful of this. (Stopping the chase, which is inherently dangerous, is on the police player's agenda.)
[color="#1C2837"]Aside from the obvious double-challenge of production, I have a bad feeling about it but can't quite quantify anything obviously wrong. So it's on my prototype list.
[color="#1C2837"]2) Star Colony Game
[color="#1C2837"]This game has a planetarium-ish view of the sky with the Moon, nearby planets, stars, planets around other stars, moons around our planets, etc. and other civilizations.
[color="#1C2837"]You can influence this by building "drives" and sending out colonists, armies, robotic mining packages, etc.
[color="#1C2837"]The game would start in 1970 with old tech like cryogenic engines (hydrolox) and partially developed nuclear-thermal and nuclear-pulse propulsion, and you could pour resources into R&D to develop deep space flight, cryo-freezing (the only magic wand allowed in the game), etc.
[color="#1C2837"]You don't control the planet, or any colonists. You have a small organization funded by donations and colonists pay their way. Successful colonies would themselves, after up to several hundred years, develop an industrial base capable of space colonization and become spreaders.
[color="#1C2837"]No objects or information may travel faster than light.
[color="#1C2837"]This idea is far more developed than the others and I skipped over a LOT of details, but also has a glaring red flag that results occur far out from action initiation. The thinking is that it's about building
ahead of situations and I don't know that this would work. So it's on the prototype list.
[color="#1C2837"]If that doesn't work, I'll just toss it. More conventional games already exist in great big piles. That's boring.
[color="#1C2837"]3) Moon base game.
[color="#1C2837"]This would actually be a second prototype, the first one is
here.
[color="#1C2837"]This is by far the most conservative and easiest to turn into a game by any definition. The second version would differ from the one linked in that the second would have everything unified around a core action of assigning work units.
[color="#1C2837"]Workers can include human base staffers, construction pros, robots which can be developed, remote control robots operated by teams on the ground, etc. etc. which all amount to different "workers" with differing stats and capabilities and level growth curves and blah blah.
[color="#1C2837"]So people (or bots) can go build structures, operate machines, "do science" for grant money, cater to paying tourists, and something about space apes, I don't remember.
[color="#1C2837"]4) Wilderness game.
[color="#1C2837"]We were throwing this around because a lot of wilderness games have either a diablo, click and do it approach or an adventure game approach that makes you start a fire with sticks every time.
[color="#1C2837"]I was fascinated by the fact that wilderness survival is significantly knowledge based. If you make a game, who is responsible for knowing?
[color="#1C2837"]My idea was to use the hand-crafted puzzles found in adventure games approach as a "discovery" system, at which point then your character has a new action which can be performed with a click.
[color="#1C2837"]From there I wanted to use a sims-inspired player state and environment state and I wanted to explore the theme of the home base.
[color="#1C2837"]I was going to have the player drop in on the desert mystery island in a space capsule and have many strange things to explore and hint that human civilization ended elsewhere, but leave it open.