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Some game ideas that I've been sitting on

So because I'm too tired to do any of the mountain of work that I should be doing, I thought I might take stock of the various games that I've put some thought into. I'd like some feedback on anything that interests you. Some of these are just ideas, others I've done some serious design work on. Headers are just working titles.

Onward

This is one of the games that I'm working on right now, which I will be using as a portfolio piece in February. Imagine 2 parts Myst, 1 part Silent Hill and a dash of Russian-ness. Gameplay starts as first-person, but moves into third-person for story reasons that don't become clear until the end of the game. Its more about puzzles
 Imagine this shot from Alan Wake, except that everything outside the beam of light is pitch black. Onward should look a bit like that.
 Imagine this shot from Alan Wake, except that everything outside the beam of light is pitch black. Onward should look a bit like that.
and exploration than combat, but whats there is pretty much Condemned, except more heavily weighted towards the enemies. The main "conceit" of the game is a light-based mechanic. Its literally impossible to move through the darkness, which has a lot of ramifications for puzzles, exploration, story and atmosphere.
 
The story follows Elisa, who wakes up at the beginning/end of a set of train tracks. The tracks are built up over the course of the game as something comforting, somewhere safe. However, she continually has to leave the path to turn the lights on further down the track. Most of the game occurs off the tracks where she encounters a variety of people and environments. There is a lot of symbolism in these areas she journeys to, generally covering themes of isolation, guilt and self-consciousness.
 
I've worked out a lot more specifics for this than I'm including in this post, but here is a mock up of the intro sequence (oh yeah, and there are no cut-scenes so this a narrative of the intended player experience).
 

Political Lines

 It's a mobile phone game NO WAIT COME BACK!!!!
 
My thought here is that mobile games have two big issues. Firstly the controls usually suck. Secondly, its difficult to have any kind of story because you need to be able to play the gmae in a bite-sized fashion. What I would like to see here is a game which plays like a very complicated Choose-your-own-adventure book, or if you wanty a video game comparison, Mass Effect without the action.
 
The story in this case is that you are running for political office. You can run on whatever ticket and platform you like, and all of your decisions over the course of the game will impact whether you win or lose. The only part of the game that is generate by the computer is the end result, which is a simplistic voter model which is constantly being updated over the course of the game.
 
The player experience would revolve a lot around making careful decisions in morally and politically ambiguous situations. My hope is that people would spend a lot of time out of game pondering how to deal with the current situation. This would only really work in the phone-game format, since the player doesn't expect to spend any long stretches in-game

The Dead Outside

It's a zombie game NO WAIT COME BACK!!!!!
 
Instead of being about killing hordes of the undead, this game is about an individual who is living in their house. They have to venture out into the world for supplies, and are trying to contact other survivors. The story line is linear, but it takes place in a small open world...that's full of fast-zombies. I haven't put a ton of thought into the story arc of this one, but I like it as a concept.

I'm also thinking that there might be a parallel storyline involving a member of the military, but to get into that would ruin the ending that I'm envisioning. 

The Saviour Machine

I sort of worked on this as a computer science project in Grade 12, but I was way too ambitious with it. I also wasn't able to articulate what I wanted it to be at the time. That was quite a while ago now, but I still really like the idea.
 
Its a top-down puzzle game that can be completed in about 3 minutes, but only if you want the garbage ending. You wake up one morning to find that you have some pretty serious magic powers. You could go to the giant machine that has appeared in the middle of city hall and confront the mayor about what he has done, or you could run around using your powers to solve puzzles for the people around town Super Scribblenauts style. Helping different people will impact the ending of the game and might play out in surprising ways. This idea is dependent on some pretty serious character design, but its probably the smallest in scope of any of the ideas here.
 

Pathetic

I've written about this one on the site before. Its a puzzle game in which you see somebodies thoughts and influences, and have to empathize with them in order to deduce what they are going to say. I also have a fleshed out story that I've grown really attached to with this one (which I should really put down in short story form...), but the fact is that this game is incredibly difficult to write. I've tried, tried hard. I've used all kinds of tricks to try and point people...but even I have to admit that it gets confusing. I know that this could work, but I don't think its possible for one person to write it.
 

I Really Don't Have a Title For This One

Depending on how things go in the next few months, I might be working on this as an XNA project over the summer. Its a top-down dual-stick stealth game with a Bionic Commando style claw that is key to gameplay. You play as a (somewhat) stereotypical P.I. infiltrating a criminal organization to save your kidnapped son (I have a great ending planned for this one as well). Its one-shot one-kill for both the player and the guards, so its important to be both stealthy and quick. The claw is the main tool in the game, because it can be used to zip past enemies, either to bypass or confuse them. Obviously the game needs to be more complicated than that, but I think this premise is a good starting point for a smaller, story-driven game.
 

Modern Warfare: Kinect Edition

With a big assault rifle accessory, like Guitar Hero except for war. It would be awesome. Think about it.
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nintendoeats

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Edited By nintendoeats

So because I'm too tired to do any of the mountain of work that I should be doing, I thought I might take stock of the various games that I've put some thought into. I'd like some feedback on anything that interests you. Some of these are just ideas, others I've done some serious design work on. Headers are just working titles.

Onward

This is one of the games that I'm working on right now, which I will be using as a portfolio piece in February. Imagine 2 parts Myst, 1 part Silent Hill and a dash of Russian-ness. Gameplay starts as first-person, but moves into third-person for story reasons that don't become clear until the end of the game. Its more about puzzles
 Imagine this shot from Alan Wake, except that everything outside the beam of light is pitch black. Onward should look a bit like that.
 Imagine this shot from Alan Wake, except that everything outside the beam of light is pitch black. Onward should look a bit like that.
and exploration than combat, but whats there is pretty much Condemned, except more heavily weighted towards the enemies. The main "conceit" of the game is a light-based mechanic. Its literally impossible to move through the darkness, which has a lot of ramifications for puzzles, exploration, story and atmosphere.
 
The story follows Elisa, who wakes up at the beginning/end of a set of train tracks. The tracks are built up over the course of the game as something comforting, somewhere safe. However, she continually has to leave the path to turn the lights on further down the track. Most of the game occurs off the tracks where she encounters a variety of people and environments. There is a lot of symbolism in these areas she journeys to, generally covering themes of isolation, guilt and self-consciousness.
 
I've worked out a lot more specifics for this than I'm including in this post, but here is a mock up of the intro sequence (oh yeah, and there are no cut-scenes so this a narrative of the intended player experience).
 

Political Lines

 It's a mobile phone game NO WAIT COME BACK!!!!
 
My thought here is that mobile games have two big issues. Firstly the controls usually suck. Secondly, its difficult to have any kind of story because you need to be able to play the gmae in a bite-sized fashion. What I would like to see here is a game which plays like a very complicated Choose-your-own-adventure book, or if you wanty a video game comparison, Mass Effect without the action.
 
The story in this case is that you are running for political office. You can run on whatever ticket and platform you like, and all of your decisions over the course of the game will impact whether you win or lose. The only part of the game that is generate by the computer is the end result, which is a simplistic voter model which is constantly being updated over the course of the game.
 
The player experience would revolve a lot around making careful decisions in morally and politically ambiguous situations. My hope is that people would spend a lot of time out of game pondering how to deal with the current situation. This would only really work in the phone-game format, since the player doesn't expect to spend any long stretches in-game

The Dead Outside

It's a zombie game NO WAIT COME BACK!!!!!
 
Instead of being about killing hordes of the undead, this game is about an individual who is living in their house. They have to venture out into the world for supplies, and are trying to contact other survivors. The story line is linear, but it takes place in a small open world...that's full of fast-zombies. I haven't put a ton of thought into the story arc of this one, but I like it as a concept.

I'm also thinking that there might be a parallel storyline involving a member of the military, but to get into that would ruin the ending that I'm envisioning. 

The Saviour Machine

I sort of worked on this as a computer science project in Grade 12, but I was way too ambitious with it. I also wasn't able to articulate what I wanted it to be at the time. That was quite a while ago now, but I still really like the idea.
 
Its a top-down puzzle game that can be completed in about 3 minutes, but only if you want the garbage ending. You wake up one morning to find that you have some pretty serious magic powers. You could go to the giant machine that has appeared in the middle of city hall and confront the mayor about what he has done, or you could run around using your powers to solve puzzles for the people around town Super Scribblenauts style. Helping different people will impact the ending of the game and might play out in surprising ways. This idea is dependent on some pretty serious character design, but its probably the smallest in scope of any of the ideas here.
 

Pathetic

I've written about this one on the site before. Its a puzzle game in which you see somebodies thoughts and influences, and have to empathize with them in order to deduce what they are going to say. I also have a fleshed out story that I've grown really attached to with this one (which I should really put down in short story form...), but the fact is that this game is incredibly difficult to write. I've tried, tried hard. I've used all kinds of tricks to try and point people...but even I have to admit that it gets confusing. I know that this could work, but I don't think its possible for one person to write it.
 

I Really Don't Have a Title For This One

Depending on how things go in the next few months, I might be working on this as an XNA project over the summer. Its a top-down dual-stick stealth game with a Bionic Commando style claw that is key to gameplay. You play as a (somewhat) stereotypical P.I. infiltrating a criminal organization to save your kidnapped son (I have a great ending planned for this one as well). Its one-shot one-kill for both the player and the guards, so its important to be both stealthy and quick. The claw is the main tool in the game, because it can be used to zip past enemies, either to bypass or confuse them. Obviously the game needs to be more complicated than that, but I think this premise is a good starting point for a smaller, story-driven game.
 

Modern Warfare: Kinect Edition

With a big assault rifle accessory, like Guitar Hero except for war. It would be awesome. Think about it.
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Cool it's always fun to see people's ideas for games. I hope you're able to bring some of them to fruition. I know I'd give Onward a play. I'm curious if you played Silent Hill Shattered Memories and if that influenced your idea at all.

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nintendoeats

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@nickux said:
" I'm curious if you played Silent Hill Shattered Memories and if that influenced your idea at all. "
The only Silent Hill's that I have played are 2 and 5, both after I started working on this project. 2 was awesome, but I need to finish it during summer when I'm not so stressed out. 5 seemed more frustrating than scary and I never finished that one either.
 
I'm very interested in Shattered Memories though, I liked what I saw in the QL. I have some conceptual reservations about it, but its on my must-play list.
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@nickux said:
" … I hope you're able to bring some of them to fruition. …"
Yeah, same here.  :)
 
@nintendoeats: Do you have any aspirations to work in the industry and develop games personally?
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I've always thought about a Luigi puzzle game like Zack and Wiki, and Kid Icarus with Metroidvania RPG style could work well

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@Jambones said:
@nintendoeats: Do you have any aspirations to work in the industry and develop games personally? "
That's the idea. I'm pursuing a degree in Philosophy at the moment, but in February I'm going to GDC to try and get an internship or something. If that doesn't work, indie work is another avenue I want to pursue.
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@nintendoeats said:
" @nickux said:
" I'm curious if you played Silent Hill Shattered Memories and if that influenced your idea at all. "
The only Silent Hill's that I have played are 2 and 5, both after I started working on this project. 2 was awesome, but I need to finish it during summer when I'm not so stressed out. 5 seemed more frustrating than scary and I never finished that one either.  I'm very interested in Shattered Memories though, I liked what I saw in the QL. I have some conceptual reservations about it, but its on my must-play list. "
Aw damn dude it's definitely worth playing, particularly considering what it does in terms of storytelling. I can't recommend it enough. Does it have the best puzzles? No. And yeah it can get hung up on its own controls, etc. But damn is it a worthwhile experience.
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@nintendoeats: Nice. Best of luck to you, sir!
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There's some interesting stuff here and I fully encourage anyone who wants to try and design and develop games. I've briefly studied game design before, have designed a few very small projects myself and am currently also reading up on game design, and I think I may be able to give some helpful insight. Before I say anything else the first thing I want to point out is that while it's always good to have a strong starting concept for your games, the difficult part is running with that concept and knowing how to properly create the game around it. A lot of people think that most of designing a game is coming up with the basic concept, whereas that's only a tiny, tiny fraction of the whole design process. Not really a criticism, just something to keep in mind.
 
Onward: This was by far my favourite of the pitches because of the way it sounded like it really wanted to tie the story into the gameplay. I noticed that you mentioned a lot of existing games while describing it and I'm not sure if this was to give us more of an idea of what your games are about, or are a little window into your design process, but if the answer is the latter then I'd strongly advise you to rethink how you go about coming up with your concepts. Using existing video game mechanics is fine for articulating ideas but be aware that simply mixing up gameplay of existing video games can often create a bland and generic experience, and with the indie-ish elements that seem to exist in your concept it would be a shame for the game to end up that way. I'd also say be very careful when switching from first-person to third-person because that will completely change the aiming of the game, and if all of the game components don't adapt for the new perspective it could hurt gameplay.
 
Political Lines: Sounds a bit like a mix of interactive fiction and a politicised version of Game Dev Story. I think the idea has some potential, although you could be in danger of over-complexifying things. You described careful decisions and morally ambiguous situations. There are very few (arguably zero) ways that you can communicate very complex information to the player in a short space of time. In some ways you seem to be dodging the major traps of mobile games design, but keep in mind that presenting your player with the walls of text or large amount of visual aids required to describe complex political situations will be exactly the last thing you want in a mobile phone game.
 
The Dead Outside: This was really more of a story pitch than a game pitch. What genre is this game? What makes this game different from all the other games of it's genre? Keep in mind, even with the whole lone-survivor thing this game is still a zombie game, and while there are arguably many people out there still into zombies, the people who are asking for less zombie games won't appreciate the zombie themes in this game any more, even with the "lone survivor" twist.
 
The Saviour Machine: I noticed that with this concept you mentioned Super Scribblenauts. Keep in mind that Scribblenauts has a very specific style of gameplay and there's no way to really emulate what Scribblenauts is doing with it being pretty much exactly Scribblenauts. I liked the simplicity of the rest of the idea, or the kind of artsiness of the game being completable in 3 minutes but beating the game a.s.a.p being the "wrong" way to play. Just make sure you know what you're doing with the puzzles.
 
Pathetic: The description here was too abstract for me to really understand how the gameplay of this game worked.
 
(Untitled): Claw is an interesting idea but again, this is a good example of where it's all about execution and you really need the other components of the game fleshed out before it will become obvious how well this claw mechanic will shine through. Likewise, with the ending of the game you may have some good ideas planned out, but if the player doesn't care about the characters on a human level then they won't care about the ending. Be careful with your somewhat stereotypical P.I. character as making him too much of a stereotype may make it hard for players to believe he is a real person.
 
Modern Warfare: Kinect Edition: I liked the humour.
 
Anyway, I know some of that was a little harsh but I hope it helps. I really do wish you the best of luck with your future projects and I welcome any feedback you can give on my feedback.

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@nintendoeats said:
" @Jambones said:
@nintendoeats: Do you have any aspirations to work in the industry and develop games personally? "
That's the idea. I'm pursuing a degree in Philosophy at the moment, but in February I'm going to GDC to try and get an internship or something. If that doesn't work, indie work is another avenue I want to pursue. "
Nice, always good to see another person pursuing a philosophy degree that they have plans to use professionally, yet will utilize in like every way in their lives. :P 
Also when I was reading your post I saw that screenshot of alan wake without noticing the caption and I thought to myself "damn this game looks incredible, wait it looks like alan wake, what the fuck? Oh it is alan wake."
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Edited By Ferginator4k

Cool. Interesting blog, post. Youve got some cool ideas. Ive got a big word document full of game ideas, maybe i should post some of them up on GB...

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@Gamer_152: Thanks for the advice! :) Having spent a great deal of time working on some of these ideas, I am fully aware that it's the execution that is really difficult. I spent months working on Pathetic and I could never make it work (or, evidently, explain to people what it is supposed to be). I'm also not taking my ideas from games, but rather using them as points of reference. When I have an idea about how part of a game might work, I find it useful to ask "has another game done anything like this?" and from there I can figure out why that did or didn't work, and how It compares to what I want to do. So when I'm describing whats in my head, its much quicker to say "its a bit like XXXXX" and maybe describe the differences than to try and build a mental image  from scratch.

Without getting into the details of your advice, I thought it might be better to describe the general process that I'm using here. In every single case above, I started with some idea or emotion that I wanted to get across to a player. Something very specific that I want them to experience. From that I figure out a gameplay mechanic or two (or in some cases a situation or environment), which generally also includes some kind of basis for a plot. Then I expand on the plot, and ask what impact that will have on the gameplay. From that point on its a back and forth, with plot and gameplay steadily modifying each other. Let me give you an example:  
 
At one point while working on Onward I thought it would be pretty cool to have a moment where the player has to fiddle for their keys while being chased. From that one intended experience, I developed a reason for being chased that is in keeping with the plot and themes of the game, a reasonable object will both save her and require an alan key (which has to show up earlier in the game so that the player is already trained to use it) and an inventory mechanic based on her keychain.
 
Of course not all ideas come in exactly this way, but I think it gives a solid base to work from. As Orwell once said, there are some details that can only be sorted out in spare moments. Which is why E.T. sucks so terribly.
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But wouldn't they break if you sat on them? ;)

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@MooseyMcMan said:

" But wouldn't they break if you sat on them? ;) "

No, because they're rock-motherfucking-solid.
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Played Limbo? Sounds a bit like Onward. At least in the term of look.

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@Droop said:
" Played Limbo? Sounds a bit like Onward. At least in the term of look. "
I did, its not really like that at all. Alan Wake is a better comparison (though its not perfect, that lighting is often too washed out for my purposes)
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@nintendoeats: Loving the sound of what you're doing, it sounds like you have way, way more idea of how to go about designing a game than most amateur designers out there. I like that you're focusing on player experience here as well. Too many amateur designers go about game design focusing on the game itself and not realising that the game is only a means to an end, that end being entertaining the player. If you're not focusing on player experience then you're not ensuring that the player will enjoy your game.
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@Gamer_152: I actually have personal experience with that. I met a guy a few months ago who asked me to work on an iPhone game with him (he didn't have an idea yet, so that's when I first though of the political game). He decided that he wanted to do a game about texting while driving, and since he is the guy who knows how to code (me learning a program language is like beating my head against a wall, though I am attempting to become competent with at least C#, for XNA reasons) I pretty much have to follow him. He's not completely unresponsive to my ideas, but he views it very much as a coding process and has difficulty seeing the broader picture. He has a program that works, with objects and all that stuff, but the only way I see the game actually being fun is if it has some sold writing moments and a good personality. Unfortunately this means more coding work, which is a bummer for him, so there are going to be further arguments as development goes on.
 
But anyway, I completely agree with you. If you don't know what reaction you want from the player, you may as well be throwing darts with a blindfold on.
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@Gamer_152: Hmm, that story came off a little more bitchy than I intended. He's a nice guy, and smart. We just disagree about how to proceed.
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Just read your opening to Onwards.  I would really love to play that game and also Pathetic which was the other idea that stood out to me.  Both seem to have very unique concepts and would conjure up unique emotions compared to other games, which is a large part of what makes them so appealing - it's good to see people drawing on a wider palette to broaden the experiences games can provide.  I like your responses to Gamer_152 as well - it likewise heartens me to hear someone who starts their game idea with the emotion they want to create in the player and then decides on mechanics and plot to facilitate that in the best way.

I could ask lots of quite specific questions based on reading the Onwards document about what segment of Elisa's emotions you describe you really expect the player to share and experience for themselves and how exactly you aim to create those emotions or specific thoughts in the player's brain.  That would probably get long-winded and highly detailed though and maybe you haven't thought all of it out yourself anyway so I'll leave that unless you really want to ask me what I was wondering.

The reason I like the sound of Pathetic despite its vagueness and not being able to know exactly what your intentions are with it is that I've thought myself about games being built around looking at people's thoughts before.  Considering in games players often operate in this weird space of sharing a head with the protagonist's character they're playing (unless they're a completely blank slate) it would be quite natural to have some kind of interaction with the thoughts of the protagonist you're playing.  Something like Dinner Date did this recently and made it the central mechanic.  You're not proposing exactly that but I like the idea of exploring this space - I think it has a lot to offer.  You said you'd written elsewhere on GB about Pathetic and its concept and I had a search but couldn't find anything.  Could you direct me to where you have written about it because I'd be interested in reading more about it.

Exciting stuff.  I hope the future of games in general contains imaginative concepts like these that increase the breadth of themes that games tackle and the means by which they do this.

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Edited By nintendoeats
@RagingLion: I actually came very close to talking with the lead guy on Dinner Date when I was at GDC. I am told by his friend that we would get along very well. What I envisioned and what he was doing are very different, but there is a strong connection between the two ideas.

I'm not sure where any of the other stuff I've posted is, but a lot of it was bouncing abstract ideas around. I had sort of a prototype done up but, well, it sucked. That's kind of why I ditched the project.

Questions are good. They help people to think in different ways. Hit me up.