Your game ideas.


You can also count me in, lol


Another idea i’ve had is an effective perma-death mmorpg. One where death set you back to a new character but wasn’t frustruating when it did so. This would make high level characters more revered, because the skill required to get there would be immense, while also allowing for more open adventuring. But the whole perma death would be tough to master, and even then would only appeal to a select audience.


Perma death definitely needs more space in gaming



Just… shut up and take my money already.


Well, not a COD : MW game, I mean a modern warfare themed game.

Fucking stupid ass shooters with generic ass names. May as well call it MILITARY FIRST PERSON SHOOTER.


I want a robust MMOFPS set in the RAGE universe. Just like RAGE, the main missions and areas like that will be a tidbit more linear than the Hub World (Where you and pals can party up for missions, dual, trade, Mutant Bash Horde Modes, etc.) but still fairly large to accommodate for you and your large party vs. mutants and the authority.

I thought of this idea because I love the RAGE universe, and I feel that they didn’t do a good job of expressing how interesting it was. I think an MMO would give you, the player, a chance to come up with your own basis for how the world and it’s people deal with the stress of starting over.

Guild Wars subscription model too.


I have an idea for a first person shooter roguelike crossed with Zelda.

The player dungeon-crawls in 4 Zelda-like dungeons and utilizes the guns they find within each dungeon to advance puzzles later on in the dungeon and the game.

The story itself is intentionally silly and simplistic. To cut it short, the apocalypse has happened 2 times, and the second resulted in reality itself being shaken up. There existed a former order of Technomages called the Technolords, who lived to use their technomagic to keep the weaves or reality held together.

However, one of these technolords went rogue many years ago and killed the rest. Now, the purpose of the Technolord is a sort of gauntlet challenge. If someone manages to kill the current Technolord, they take his or her place and rule over Earth with an iron fist.

This is where you come in. Your job is to technologically kill the existing technolord and rule Earth.

I’m actively developing it; its working title is Technoquest, and it’s going to be made in a heavily modified Doom engine - you’ll be able to play without Doom, though. However, it has yet to get passed the asset gathering, art drawing, and concept phase, and I’m mostly working off of Doom 2 at the moment. No real gameplay or anything exists yet, though I have a very solid document outlining all the gameplay concepts. It’s not the most complicated game in the world.



Ocarina of Time: Source.


To be honest, I feel like most of today’s young game designers are running into issues when the first thing they think of for their game is the storyline, basically ignoring how it plays. Most effective game design discussions move the opposite way, with story being fairly modular. I think Final Fantasy 7 was at one point some sort of Noir murder mystery game in Midgar.


That’s because it’s essentially a new form of storytelling that hasn’t is still on its first steps. Old games were either one extreme or the other (Doom or Monkey Island, for the sake of comparison), so developers still have problem detaching themselves from the old school or outright cinematic narrative.

I like this. You could make it that, instead of leveling up, you could build up connections between NPC and PC alike. Kind of a social ladder mechanic maybe? This means you still have pretty much any skill avaible to your class, but the concentrates on moving stuff behind the conflicts of the world. Eventually you could build an army of NPC’s and PC’s and lead land grabs maybe?




Bear with me, this is going to sound like Half-Life 1 or Black Mesa at first…

It’s a first-person game with no cutscenes and a silent protagonist. It starts out as a normal day in some kind of enormous mysterious facility. Then, something goes drastically wrong, people start dying, hostile entities begin to flood in, and the whole complex falls apart.

The first thing that you might notice that distinguishes it from Half-Life and Black Mesa is that you’re not always being railroaded in one direction. There are tons of different paths you can take, and they lead in different directions. That’s not the only way you can influence the course of the story - even if you are mute, you can still communicate with the other survivors by answering questions with “yes” and “no” (by nodding or shaking your head). Everything is incredibly detailed, and I mean even beyond Black Mesa level. Every person in the complex has a full personality and history (and there are a lot of people in the complex), every document in the complex is readable, and every room in the complex is mapped out and could hypothetically be visited.

But the real magic starts when you finish, and you hit new game.

The facility is in working condition, again, like it was when you started it the first time. All of the calendars indicate that it’s the same date as it was on your first playthrough. All of that makes sense, it’s a new playthrough, so it starts at the same point in time as the first one did. But everything isn’t quite the same. You don’t recognize the part of the building that you’re in. And you’re not playing as the same character, either. Then the disaster strikes. But it’s not the same disaster. Maybe the first time, aliens teleported in, but this time, the central computer has gained self-awareness and doesn’t like people. Or maybe the power went out and all of the experiments escaped. Or maybe you were invaded by a paramilitary organization. There are a lot of possibilities, and it varies from playthrough to playthrough. (There are enough different disasters that it’ll take a while for them to recur, and each disaster can play out in many, many different ways. Sometimes, one disaster will cause another one, but only if it’s a logical procession of events.)

Whatever the disaster is, the effects on the facility are randomly generated to suit that disaster. The self-aware computer would tend to use the facility’s electronic systems to create hazards and barriers, for example. What it takes multiple playthroughs to get, though, is that the only random elements are “who is the player character” and “what is the disaster and how does it effect the facility”. The starting state of the facility is always the same, and you’ll slowly recognize this over the course of multiple playthroughs, as you visit an area you’ve seen before in a different disaster, or you meet up with a survivor who you’ve met as someone else in a different disaster. Also, note that everything in the facility is simulated independently of the player’s presence. When you reach an area and you see a group of survivors hiding in a little shelter that they’ve made, that’s not randomized when you got there. That was randomized a while ago, while you were somewhere else, and the game bounced those character’s AIs off of each other (and every character has a unique AI, since every character has their own personality and history), and they decided together that it would be a good idea to hide in a shelter.

Every time you play, you learn a little bit more about the facility and the people in it. It’s never explicitly mentioned, but on average, the security clearance of the character you play as increases as you play the game more and more times. Over multiple playthroughs, you can slowly flesh out your map of the complex and your knowledge of its history and inhabitants. The thing is, the complex is always struck by SOME kind of disaster. At first you just take it as a given, but as time goes by, it really gives you pause to think, doesn’t it? As you play more and more, it will slowly become apparent that there is a reason that the complex is always struck by disaster at the same time. You can only find out why by piecing together little subtle details from different playthroughs - and maybe, just maybe, you might eventually be able to stop the cycle.


Multiplayer where you keep up space mining facilities and you have to trade others to keep them up and running. It’s like multiplayer simcity in space. :3


The Tax Man:

You are a federal tax agent, and it’s that time of the year for you to collect back-owed taxes… on the violent city streets of !

  • Go door-to-door as you piss off your neighbors and take their cash!
  • Make your wife and kids hate you, as your family becomes more and more excluded from social events!
  • Avoid obstacles such as Armed Tax Evaders, your drunken wife, and Homeless Bob.
  • hint: Homeless Bob will try to move into your house while you’re out auditing… Because he’s sleeping with your wife!

To collect the taxes, you must manually audit each case. Collect all 300 tax evaders’ taxes to win!

You lose if (when) you commit suicide.

Tax Man 2:
Try to get Cathy the Filing Clerk to sleep with you.


How has no one noticed what a cool fucking idea this is?


What I would love would be an adventure game that takes place in a realistic Antarctica. It would be awesome to explore that continent. I wonder if it could be a mod… But I’m not sure, I don’t remember there being snow in the HL2 games :frowning:


I am making a 2D platformer with a friend, where you play as a cute pink dinosaur. The character movement style will be similiar to Mario 64, only on a 2D plane, with level design similiar to Rayman origins.

There are no weapons in the game, it is being written in flash, with GPU support for the graphics so it runs at a stable framerate.


Oh sure. It’s just that fully random disasters would be pretty much impossible to implement at this point in hardware development. It would certainly have to be made with a triple A budget, and lord knows what triple A budgets do to inventive and innovative ideas…


This is relevant to my interests :jizz:


Not really… If the game takes place indoors, you could save up a lot of RAM, dividing the stages a la Half-Life. The budget part I agree though. It would need a fuckload of programmers and would need about as much disk space as RAGE.
Besides this sounds just like the organic shooter the genre needs. I say set it in the future so you can have some awesome weapons and can explain everything from aliens attacking to faulty AI or terrorist takeovers of the facility.