Wav: Yeah, that''s exactly what I''m thinking. The damage model should be extremely realistic; For example, if you''re shot and you survive, you need to get to a hospital, or you might bleed to death. If you walk into a red-light and get hit by a car, well, *SPLAT*.
On FPS/FPA, how bout just FP
Tim
FPS Thing
Obviously the game up until the final confrontation is trying to find the guy. Either interacting with people, following up on clues, exploring places, etc.
It would need a fairly involved story line. Maybe the man is a serial murderer, and the longer you take to find him, the more victims pile up. Done creatively, the victims can drop dynamic clues that help point the player in the right direction if he gets totally lost.
Once the bad guy knows the player is trying to track him down, he starts setting traps, leaving taunts and misleading clues, that sort of thing.
Something like that could be a lot of fun. By the time you get to the end, you''ve got a personal reason to whack the guy.
Take care,
Bill
It would need a fairly involved story line. Maybe the man is a serial murderer, and the longer you take to find him, the more victims pile up. Done creatively, the victims can drop dynamic clues that help point the player in the right direction if he gets totally lost.
Once the bad guy knows the player is trying to track him down, he starts setting traps, leaving taunts and misleading clues, that sort of thing.
Something like that could be a lot of fun. By the time you get to the end, you''ve got a personal reason to whack the guy.
Take care,
Bill
quote: Original post by Siebharinn
It would need a fairly involved story line. Maybe the man is a serial murderer, and the longer you take to find him, the more victims pile up.
Ever seen Bone Collector (Denzel Washington, Angelina Jolie)? The antagonist could have suffered some perceived injustice at your hands and could therefore be purposely dropping clues to draw you in, and his grand finale would be killing you.
I wanna work for Microsoft!
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Thanks to Kylotan for the idea!
It''s funny this topic should just crop up half an hour after I was thinking about a similar idea. You guys have all seen One right (Jet Lee, Jet Lee, and Jet Lee). I was thinking it would be cool to be one of two very powerful beings in a massive city (sci-fi or fantasy both work for this). You''re trying to kill your counterpart before he/she does something terrible (unleashes unspeakable evil upon the world).
So a large part of the game would be spent trying to gather information, but when you finally tracked the guy down, you two would have the aeon''s own battle to fight out (including superpowers and massive explosions, buildings collapsing around you, etc.)
Such Fun!
George D. Filiotis
Are you in support of the ban of Dihydrogen Monoxide? You should be!
So a large part of the game would be spent trying to gather information, but when you finally tracked the guy down, you two would have the aeon''s own battle to fight out (including superpowers and massive explosions, buildings collapsing around you, etc.)
Such Fun!
George D. Filiotis
Are you in support of the ban of Dihydrogen Monoxide? You should be!
Geordi
George D. Filiotis
George D. Filiotis
quote:
Ever seen Bone Collector (Denzel Washington, Angelina Jolie)?
Good call, that''s exactly what I was thinking of when I wrote that!! I would like to see the story unfold a little differently, but the same basic idea.
Take care,
Bill
I think it would work better if the guy had some (read: a few) henchmen who you also had to deal with. Perhaps a gangland theme.
The problems with the whole ''only one'' thing:
* replay value - unless you set up a series of different stories/levels
* overhype - constantly building the player up over the entire game with no release of tension could result in them being disappointed once the mission is complete. The whole ''that''s it? All that work for this?''
* temptation - unless you give the player their weapon right at the end, they''re going to be wanting to use it...
But yeah, a game involving loads of ''bystanders'' could be interesting...
Superpig
- saving pigs from untimely fates
- sleeps in a ham-mock at www.thebinaryrefinery.cjb.net
The problems with the whole ''only one'' thing:
* replay value - unless you set up a series of different stories/levels
* overhype - constantly building the player up over the entire game with no release of tension could result in them being disappointed once the mission is complete. The whole ''that''s it? All that work for this?''
* temptation - unless you give the player their weapon right at the end, they''re going to be wanting to use it...
But yeah, a game involving loads of ''bystanders'' could be interesting...
Superpig
- saving pigs from untimely fates
- sleeps in a ham-mock at www.thebinaryrefinery.cjb.net
Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse
It''s a great idea, The Thief. The same kind of structure could be used for any kind of ''detective looking for criminal'' type game, anything from Sherlock Holmes and on...
_________________________The Idea Foundry
I think a limited opponant number FPS is a great idea. However, especially with what superpig said, I think you could pull it off better with a few more confrontations (perhaps unarmed, perhaps with more peripheral figures) else the game might not have enough of an ''action'' theme to it. I don''t mean just adding them randomly, an have them come running at you aka Max Payne; rather chases (on foot, in cars, by air) or perhaps a tense ''stalk em up'' in an atmospheric setting such as a heavy industrial site.
However, if you did try to make it into a dramatical thing rather than anything else, would a straightforward gunfight (even with the ''villians exposition'' speech at the end) be satisfying to a player who has spent much of the previous game with more cerebral chalenges.
With regards to motivation? - Are there any other alternatives to the law/moralaity of player (illegal to murder e.t.c) why the player would want to avoid killing? I.e: is there another type of charecter that can kill, but in a small number of situations, other than a policeman?
However, if you did try to make it into a dramatical thing rather than anything else, would a straightforward gunfight (even with the ''villians exposition'' speech at the end) be satisfying to a player who has spent much of the previous game with more cerebral chalenges.
With regards to motivation? - Are there any other alternatives to the law/moralaity of player (illegal to murder e.t.c) why the player would want to avoid killing? I.e: is there another type of charecter that can kill, but in a small number of situations, other than a policeman?
If you want to know exactly how it should go, watch The Day of the Jackal (the original Edward Fox version, not the crummy American remake).
To make the game interesting as you lead up to the final head shot or whatever, the key is the PLANNING. Have the player scout around the town looking for decent killing zones for an ambush, infiltrate offices to find out about the targets planned movements, eliminate possible witnesses first, get a decent customised weapon, and smuggle it across the border and into the town. The player will need lots of preparation in order to make a decent kill. If the player doesn''t carry out the operation properly, have the target escape to another city and strt the whole process again.
And the most important part, they have to be able to ESCAPE to a safe house after the kill.
To make the game interesting as you lead up to the final head shot or whatever, the key is the PLANNING. Have the player scout around the town looking for decent killing zones for an ambush, infiltrate offices to find out about the targets planned movements, eliminate possible witnesses first, get a decent customised weapon, and smuggle it across the border and into the town. The player will need lots of preparation in order to make a decent kill. If the player doesn''t carry out the operation properly, have the target escape to another city and strt the whole process again.
And the most important part, they have to be able to ESCAPE to a safe house after the kill.
"If you go into enough detail, everything becomes circular reasoning." - Captain Insanity
Thanks for all the contributions guys. With regards to story, this could go in all sorts of directions. I''m focusing on more of the concept and how I could make the general game mor einteresting. The challenge is balancing the action parts of the game with the puzzle/adventure parts. It would be really stupid if most of the game is a mind-game with your target(say.... a terrorist or something) and the last 5 minutes is an all out gunfight that requires "Quake God" reflexes.
Limited opponents....yeah, that was the original idea, but an opponent doesn''t necessarily have to be one person, just one unified entity. Maybe it''s two serial killers who are working together and you''re a detective or something....
Anyway, this is getting interesting.
Tim
Limited opponents....yeah, that was the original idea, but an opponent doesn''t necessarily have to be one person, just one unified entity. Maybe it''s two serial killers who are working together and you''re a detective or something....
Anyway, this is getting interesting.
Tim
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