A MMO Based on the original Syndicate. Players compete for territory and try to hold on to cities, to get money for upgrades for/new agents, to complete more missions, to get more cities etc. ...in real time.
Make it happen EA. Make it happen.
Didn't EA say that if they were making another Syndicate it would be a MMO?
And the Fallout 3 stuff was just to troll dethtoll back, fyi.
That would imply that I had trolled at some point in this thread. Which is untrue.
Unless you're referring to me trolling in general, which I suppose is a little true. Sometimes.
Okay. SDM, you have a LOT of fuckin' explaining to do.
Yes he does, but what for this time?
I guess I pretty much asked for it, huh.
Back to the topic at hand, if I may…
Here's what I want - a huge sandbox first person game, in a space setting where the “world” is actually a galaxy and the player has access to dozens of planets (as opposed to just different areas of a city). A Blade Runner/Firefly type setting would be ideal, most civilizations are rough and raw, with minimal authority.
You play a scavenger/pirate/mercenary Han Solo type who takes jobs from various crimelords or leaders of certain factions, either smuggling goods, stealing info, assassinating scumbags, delivering/dealing arms, destroying bases, rescuing hostages, escorting passengers, etc. You can also do some freelance "treasure hunting" if you choose. This is not a true RPG with hitpoints or any skill point system, but you would be able to upgrade your equipment and modify your ship so you could reach new locations further out in the galaxy. Actual space combat would be minimal, the game would be more centered on the different worlds you visit rather than the distances between them. There may be some outrunning of the “Government” as they try to crackdown on pirates, or maybe trying to break through a blockade if a planet is on lockdown.
Mostly, you perform missions, odd jobs and errands - gaining cash, with the reward being access to more areas and more complex things to do. There are also at least two or three central plots that you can engage in, but they are not required (similar to the Guild quests in Oblivion). You are always on your own time and agenda, and can do what you want whenever you want to, you have no destiny and are not “the chosen one.” But it would be cool if the actions you performed did in fact visibly affect the “world” around you, be it from opposing factions gaining control of certain areas of the galaxy, or gaining friends and allies who are suddenly available to give you new jobs.
You “finish” the game by attaining a certain amount of credits and retiring. This will of course require the completion of several endgame type missions with huge payoffs. Some type of ultimate heist or major score.
So, basically part Kotor, Freelancer, Thief, Stalker, Oblivion, Red Faction Guerrilla, and Hitman. Not too much to ask.
I really want a true, realistic survival game. As in hunting game, gathering supplies, building things, defending against hostile wild animals.
It starts in Summer, you have nothing. No clothes but a loincloth, no shelter, nothing. Making things is like the old adventure games. Pick up a rock, sharpen it. Pick up a long stick. Use sharpened rock with long stick = spear. You could also make traps with the physics engine (think Garry's Mod - ropes, tripwire, pulleys, giant swinging logs, pits, etc). Slowly it gets harder as you get to Winter, the hardest season. If you survive that, you start a new year that is a little bit harder (less small game, more big game/monsters, etc). All of the wilderness is procedurally generated.
Mowing the lawn, I had an awesome idea:
Bartending game for Wii. Just think about it. It could be managering/bartending game, where you create and manage your bar with gameplay being mostly bartending with flairing giving bonuses (enough tricks fill up a meter that gives something for example). There could be flair-competitions once in a while too.
Hardwar itself does a great pirate/mercenary mechanic set on a "wild west" planet, taking jobs, getting better ships, you can follow a story (with the jobs you take) or just play it open sandbox and become a legend trader or pirate.
And exactly what I wanted to add was the ability 1. to fly your ship to other planets and 2. FPS, so you can get out of your ship, walk around, interact, fight... I also had inspiration from Firefly, but also the section of Heinlein's novel Time Enough for Love when the protag. homesteads on a wild planet.
It's not all that crazy/zany, but it'd be so cool if someone gave the makers of Planescape Torment the funds to do an RPG set in China Miéville's New Crobuzon. The story should be a new one, but it could occur around the same time as Perdido Street Station, for instance. It would be a great world to explore.
However, it's essential to note that the funding would include a rigorous QA process, and the game wouldn't come out too soon.
Edit: And also of course, the upcoming SW: The Old Republic.
Last edited by Brethren; 16th Jul 2009 at 11:06.
Yeah, but then it all has to be star wars. I think the best thing MMO developers can do is stay away from licences because it seriously limits creative freedom, which is essential in such mutable games as MMOs.
Two ideas I've had:
One is barely even a concept: the game presents a smallish world in which there are a limited number of variables that interact with each other and can be revisited and manipulated from different perspectives. A game of time travel? A city block in which you play through a small set of events as various people who all interact? I don't really know what the "game" hook would be, but I find the idea of revisiting scenes to manipulate a different outcome interesting.
My second concept has been bouncing around for a few years and is far more specific: an adventure/horror game set in a kid's summer camp environment. Gameplay would be first person and somewhat open ended, although plot events would be heavily scripted (not quite sure how that would work out, but action sequences would build off the groundwork laid by Valve).
The game would be told in three acts. The first would essentially be a virtual summer camp sim, in which you meet other campers, make friends and enemies while navigating the social dynamics of the various cabins, hear camp lore, and learn various summer camp activities like archery. The basics for summer camp life would be laid out, and normalcy established. Other than a few spooky stories around the campfire, nothing too unusual would happen and the player would be more concerned with impressing that cute girl or avoiding the cabin of bullies.
Act two is when things start going south. The cabin of older boys begin acting secretive and weird, odd occurrences start happening. Tension is slowly ratcheted up, bringing some camp friendships together while dividing others. At least one "what the fuck was that?" supernatural thing is witnessed by the player.
Act three is that inevitable point in any horror story when the threshold of normalcy is irreversibly left and all hell breaks loose. Some Lovecraftian monstrosity has been unleashed and the player must band together with friends--at least, those not possessed--and survive using the summer camp skills learned in the first two acts.
As I am a writer and not a game designer I've got a pretty clear bead on the plot, as well as various setpieces, and I've even gone so far as to figure out the layout of the campgrounds and the various kids in each cabin. For the most part, though, I've got this filed away as a project that's fun to think about when I have a little spare time, although hopefully someday I'll be in a position to develop it to some degree.
That sounds like a really cool idea to me, I'd play it. I like the different gameplay elements, the fact that it's not just horror but also social interaction and such.
The only problem I'd see is that game publishers might not like the idea of kids getting killed on-screen. I believe they also toned down Irrational's idea of the little sisters in Bioshock because of that.
Fuck publishers. We're now in the era where there's enough high-quality, open technology for a person or team to make a full fledged game from the ground-up. Indie games are our generations' punk music, something that can belong completely to the people that do it. Most of the ideas here aren't about tapping into a market niche, anyway, but about good game ideas...
I mean, if someone could get commercial support, more power to them, but if they can't or don't want to be restricted content-wise, that doesn't have to be the barrier it used to be.
This idea would probably never get made and makers would probably get locked up indefinately if it did.
You play the part of a serial bomber, you have this big city like gta, and you get points for blowing up buildings and people and other things, you can do special event type explosision where blowing up a car, would blowup all the cars along that street and you get multiple bonuses for killing x number of people with the extra explosions. Or you can use explosions to topple buildings into other buildings for extra carnage bonus. You'lled be buying you bomb making stuff from shops in the city, and do some muggings on the side for cash, and you'lled have to avoid police seeing you plant your bombs, they wouldn't know who you are because all the witnesses would be in bits.
For the multiplayer game, the game would randomly pick from the players who would be the bomber then the rest would be cops, or vililanties (vililanties get to kill cops as well and vice versa) trying to kill the bomber, although once you'led been the bomber you wouldn't get it again until everyone had been the bomber.