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| Got some weird new game idea |
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Renboy
Member #9,703
April 2008
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Yeah, not sure this idea can work that well - but with much attention and planning, it can be very unique and cool (and maybe even fun A game (platformer would be good) where you have to get a Game-Over as fast as possible. The game can start in an extremely hostile environment (lots of pit-falls, insta-death traps, enemies etc); and later areas can get easier and easier - comfortable layout, extra lives pickups, invincibility powerups (all located in hard to avoid places of course)... It's just an idea... |
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weapon_S
Member #7,859
October 2006
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Not so long ago I was thinking about a reverse tetris. The "losing" concept certainly has potential. Perhaps in the platformer you're character levels-up or something, gaining automatic special moves anf more HP. If you're the one giving it "attention and planning" I bet it would rock. |
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William Labbett
Member #4,486
March 2004
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Good to remember that the idea of GAME OVER came from the arcade game industry where it was all about getting the player to put more money in the machine. ..but it sounds like an excellent idea.
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Johan Halmén
Member #1,550
September 2001
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And every time your character (unwantedly) finishes one level, lots of small cute furry creatures (yes, pikachus) start to dance around him and hug him and shout "Hooray!" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Years of thorough research have revealed that what people find beautiful about the Mandelbrot set is not the set itself, but all the rest. |
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X-G
Member #856
December 2000
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-- |
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Renboy
Member #9,703
April 2008
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weapon_S: Thanks, that's high praise - but I wasn't planning on creating such game, just had an idea and thought about sharing it... X-G: Cool |
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Onewing
Member #6,152
August 2005
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There's a game advertised on the cartoon network where you are trying to kill yourself in five minutes in an office setting. However, your game seems more like the objective of a level is lose it. Doesn't sound like my kind of game, sounds a bit too "novelty" ish. ------------ |
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Albin Engström
Member #8,110
December 2006
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The objective of a game can't be to loose, since if you lose you win, therefor you wont lose, thus cannot win nor lose. But I can see how you could win by doing what is usually done to achieve "game over" status in games in general. |
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Kibiz0r
Member #6,203
September 2005
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Quote: The objective of a game can't be to loose, since if you lose you win, therefor you wont lose, thus cannot win nor lose. What if the objective of the game is to create a logical paradox? --- |
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Johan Halmén
Member #1,550
September 2001
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And all you can do is an illogical paradox? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Years of thorough research have revealed that what people find beautiful about the Mandelbrot set is not the set itself, but all the rest. |
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Roy Underthump
Member #10,398
November 2008
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How about a 3d game where you go into the door of a little shed and there's an immense world inside? I love America -- I love the rights we used to have |
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Steve++
Member #1,816
January 2002
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I like the reverse Tetris idea as a minigame. Come to think of it, if you strung a whole lot of those minigames together, you might just have a complete game. Here are some ideas: Platformer: Kill yourself by jumping on spikes or into bottomless pit. |
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ReyBrujo
Moderator
January 2001
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I really liked the concept of My Life as a King, the Final Fantasy game for WiiWare, because you are put in the king position (instead of the adventurer one as in every FF game). They removed the most tedious in RPGs, the battles. I believe that is brilliant, a game where you tell the adventurers "Retrieve the Sword of Hope from the Cave of Darkness, here you have these armours, weapons, tonics, elixirs and amulets" and they go, and a few days later they come back successful, hurt or with several members dead, they tell you where they reached, the different enemies and their attacks they faced, and whether they gained levels or not, and then you adjust the supply you give them to face the cave again (for example, giving them fire protection if they fought several fire elementals, etc). Combat goes from something boring and repetitive (Attack, Attack, Item -> Tonic, Magic -> Fire, Attack, Attack, Item -> Tonic, Magic -> Fire) to something you cannot control directly. Not that it has anything to do with the "kill yourself fast" concept (who remembers Karateka, the game where upon start, if you walk backwards you fall into a pit and die? 1''40 according to Wikipedia article), but it has to do with the "inverse" concept. -- |
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Audric
Member #907
January 2001
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These are two distinct ideas: Some games that implement the 2nd idea : Half-Life:Opposing Force, where you play one of the soldiers who are Gordon Freeman's enemies; and Dungeon Keeper, where you design&defend a dungeon against attacks of an adventuring party. For the idea 1, the examples that have been given rely on game mechanisms that are used in racing, and speedrunning: Determine one or more way to reach the goal, study and weigh the different possibilities, play repeatedly to study the difficulty to succeed each variation, and its interest toward the global goal. This works much better if the game elements allow partial steps before victory (or failure) For example with a platformer "kill-yourself": 30+40-10+40 >= 100 health loss, game over = win |
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Renboy
Member #9,703
April 2008
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Another interesting story idea: You play a goomba (the mushroom from Mario), and at the start of the game, you innocently play with your other goomba friend (as in, you move left and right, bounce into each other) - and then suddenly, Mario comes running from one side, hops on your friend (which gets flattened, and give mario 100 points) and keeps running on; leaving you in tears. And from that moment, you search revenge upon Mario. |
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Timorg
Member #2,028
March 2002
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Not totally relevant, but the idea makes me think of Achievement Unlocked, where the point is to complete all 100 achievements, rather than achieve any goals in the game. ____________________________________________________________________________________________ |
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Onewing
Member #6,152
August 2005
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Quote: They removed the most tedious in RPGs, the battles. I believe that is brilliant, a game where you tell the adventurers "Retrieve the Sword of Hope from the Cave of Darkness, here you have these armours, weapons, tonics, elixirs and amulets" and they go, and a few days later they come back successful, hurt or with several members dead, they tell you where they reached, the different enemies and their attacks they faced, and whether they gained levels or not I've wanted to play that game. I've been designing a game with a similar concept. Battles happen, but you don't actually "do" the battles. While I was in the hospital, I got to document a lot of the idea to keep my mind off of things. I'm hoping to start programming the world engine this weekend. Anyway, weird, unconventional ideas have a place in the market, but they're hard to pull off without feeling too gimicky. ------------ |
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Neil Black
Member #7,867
October 2006
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Quote: How about a 3d game where you go into the door of a little shed and there's an immense world inside? I want to see more surreal things in games. Everyone's going for realism, I want to see what happens when we go for weird and impossible.
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Kibiz0r
Member #6,203
September 2005
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Quote: I want to see more surreal things in games. Everyone's going for realism, I want to see what happens when we go for weird and impossible. My thoughts exactly. --- |
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Neil Black
Member #7,867
October 2006
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If I was creative enough I'd try to make a game that was really out there in terms of gameplay. I may try anyway.
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weapon_S
Member #7,859
October 2006
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Johan Halmén said: And every time your character (unintentionally) finishes one level, lots of small cute furry creatures (yes, pikachus) start to dance around him and hug him and shout "Hooray!" Ugh, do you know those experiences: Your character said: Take that you bastard! Mission accomplished...
You said: "GODDAMN IT you didn't take out all gunners! No S-Rank!"
Your character said: Yippee! I did it! Giggle
You said: You didn't get the white quartz, you bitch! Don't freakin' celebrate!
Those are the most frustrating game moments, that make we wish you could control the response of the character after a battle. Johan, I can already feel my toes curling up. Whoa, that last sparked me think up this: |
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Timorg
Member #2,028
March 2002
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At LaTrobe Uni openday last year there was a maths professor showing off his game in the game lab, he had two 3d rendering of a rotated and sliced hypercube, your goal was to rotate the 2nd in 4 dimensions so that that it was at the same rotation as the 1st. ____________________________________________________________________________________________ |
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HardTranceFan
Member #7,317
June 2006
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Quote: A game (platformer would be good) where you have to get a Game-Over as fast as possible. The game can start in an extremely hostile environment (lots of pit-falls, insta-death traps, enemies etc); and later areas can get easier and easier - comfortable layout, extra lives pickups, invincibility powerups (all located in hard to avoid places of course)... So you'd want to die as fast as possible per level? That'd be counter intuitive, but it seems a neat twist. Quote: I want to see more surreal things in games. Everyone's going for realism, I want to see what happens when we go for weird and impossible. I'd like more simple concepts that cannot be easily replicated in real life. Like tetris. Simple enough idea (make a line and it disappears), but try doing that in real life (real time). -- |
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Neil Black
Member #7,867
October 2006
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Quote: I'd like more simple concepts that cannot be easily replicated in real life. Like tetris. Simple enough idea (make a line and it disappears), but try doing that in real life (real time). There's a tall building on campus (I think it's 26 stories or something like that), and a friend of mine has an idea to turn it into a huge tetris game using the lights in the windows as the blocks. There's even a nearby bell tower we could program to play the tetris theme.
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OnlineCop
Member #7,919
October 2006
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Five Minutes to kill (yourself).
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