Because I deliver what I promise.
Gang War RTS:
Perhaps this game can be accomplished even in a humble mod or a reduced price game, but I think a game like company of heroes and dawn of war could be formatted to a gritty setting similar to GTA. The concept I scribbled is somewhat simple; you're the leader of one of several L.A. gangs (or the polices to add depth and a unique faction). You're currently on a vendetta against the rival gangs for parts of L.A. and you and your gang don't like competition.
There would be three resources you gain from capturing 'turfs', which are the capture points of the game: rep, money and narcotics. Rep comes from capturing residential turfs while money comes from capturing businesses to push product and influence on. Narcotics is a resource that's subject to change but would be more or less the resource used to employ special moves like a junkie ambush; it can also be sold or given away for one of the other two resources. The difference of the cop faction is that they gain similar resources for keeping the peace as opposed to conquring turfs, and narcotics would be renamed contraband which could be swapped in for special abilities like swat teams and helicoptor cover.
Instead of a trditional 'base'; you're forces would be generated from your 'hood', which would be a citidel-like structure (or police hq for cops). One faction that excelles in soliciting drugs to kids (and gets a bonus when capturing school turfs) could recruit from other spots, but most of the forces would be from the hood. It can be upgraded with cash to include a meth lab for more narcotics, black market and other dubious addons that would inheretly help your gang reach superiority.
There would be three campaigns . The first one would be a hood's rise to power over east L.A. The second would be another gang's counter attack and the final campaign would be the police marching in now that the factions have weakend themselves through violence and pacifying the violent gangs. I do thoroughly enjoy making rough drafts on universal concepts but am nor bery good at character development or microstory telling, so anyone with ideas can post on each gangs reason for fighting.
And to answer the question, yes I am a sick bastard for thinking of this concept.
Space horrors:
System shock, Dead space and Doom 3: oh my! Perhaps the greatest strength that the reat unkown has for horror content is that it is just that; the great unkown. From the republic or Star wars having a navy to repel unkown life to the huns conquering asia and europe, the greatest threats life face are the unkown ones. The Uac barely saw it coming when all hell literally broke loose and the ishumara had no chance against the terrors of the artifact. You can't fight a force with a nature you can't comprehend, so the wave can be all consuming.
I'd like to see something like this: you're a tourist/pilot/explorer/doctor/soldier who's ship is landing on a supposdely safe and friendly space station. When something strange turns up in your cargo hold you're brought into security to have a 'chat' with a guard. Upon opening one of your ships crates, all hell breaks loose on the station and a new strain of nanites designed to fight cancer begins breaking down and rebuilding the genetic structures of all the living things on the station. You survive but have no idea as to why and being the last person alive on the station you have to escape with little more at your disposal than what the guard that was interrogating you had (his nano card and pistol) and whatever skills you decide to begin with (depending on what persona you take).
I want some character development, but nothing more complex than what was seen in bioshock. The main reason for your character getting better is the nanites you accquire of dead specialists, which because of the nanites they previously had before the outbreak come back as unique boss abominations. For example if you kill head doctors that look like cyborgs with enormous syringes, then you can uprgrade skills related to your health and resistance to ststus altering affects.
This will be a shooter no doubt. I want to see the basics such as pistol and shotgun which should be in every SH (survival horror, not silent hill even if there's a pun there) as well as tranqs, blow torches and homemade goodies. Bear in mind there shouldn't be and military stuff since this is a trading and/or science station. Nanites are an attractive perspective because they have the ability to actually reprogram the human body. Since space always has that empty feeling it can provide some very unsettling corridor crawls.
Grand theft speeder:
I would frakin love a cross between a criminal underworld and a futuristic setting such as starwars if it could be pulled off the right way. This idea is half derived from a very old gamespot poll and reading the star craft Ghost novel. We always imagine the future as one of two things: a wonderland of limitless abilities where humanity has put aside most of its current differences and now works towards a common good (such as star trek, star wars and mass effect), and more commonly used is one where all hope for humanity has been sucked out of the universe like marrow from a chicken bone (such as warhammer, star craft, battlestar,and gears).
Rarely have I seen what humanity is truly like in development. We come a long way in terms of philosophy and technology, but greed is still greed, lust is still lust, pride is still pride, and sin is still sin. We can make them efficient, undesireable or change the intended goal (greed for gold changes into greed for cash) but their esscence never changes. Star craft ghost was close to what I imagined the future of humanity to be like, where there has been no change in how the government conducts itself. Ofcourse the problems of that universe were somewhat of a hyperbole when compared to ours; the nation isn't divided into junkies and 'old money'. This makes it perfect for a setting like a grand theft: speeder game since the GTA universe is a hyperbole of our world. Stealing hoverbikes and assassinating alien leaders could be an interesting plot. I would love to have an apartment in the sky and use blasters.
Of course, it does have to be a little more than just GTA with a third dimension and futuristic weapons. Bully is an example of this. At times it was like GTA light, but it ultimately was it's own game and the similarities were hardly noticable because it didn't jsut replicate GTA; it became it's own game. That's why I loved it, because it had it's own personality, not just a child game with an identity crisis.
Apocoplyse civ builder cont.:
So you've picked out a set of ruins, found a group of survivors settled in, built walls and are now living in the closest thing to luxury a wasteland can offer; now what? How about trade with other survivors? How about disastors such as mutants unexploded bombs developing, aftershocks and radioactive dust clouds? I want to give this idea more and more until someone reading this finally get's up and starts typing code like there's no tomorrow, because I really want to see these concepts blossom.
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