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vinheim3
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« Reply #75 on: December 21, 2011, 09:17:08 AM » |
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Here's a game genre that covers mostly terrible games, but I was exposed to the best of them. You know those books where pages are numbered and at the end of each page, it gave you a decision? "If you want to fight the imp, go to page 8. If you want to run, go to page 67". I know lots of crap ones after searching for them now, but in my childhood, like I said, I was exposed to the best of them.
How it can be expanded? Most of these books follow the same monotonous pattern ^. It may be the most interesting book, but having to re-read the same few initial pages everytime after failing to "win" will make the most interesting story boring. So the books I found in my library allowed further interaction by providing statistics, inventory and equipment on the first page. You needed a pencil and eraser and basically, it played like a book version of a book. Throughout the story, you used dice to fight off enemies, equipment was also considered. You could receive items throughout the story and use them, like finding a ladder and using it to cross a bridge later on.
Like age of fable? Yes! except less complicated. Most of the fun of these books is that, as books, they needed to be casual, but at the same time, allowing the hardcore to draw "trees" to calculate the fastest or the safest way to the ending. Age of Fable seems way too complicated with its stats which means it caters more to casual players and the more extreme of hardcore players.
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J-Snake
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« Reply #76 on: December 21, 2011, 09:26:32 AM » |
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Metroid isnt a game. And metroidvanias HAVE been explored a lot.
No one explored Super Metroid.
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Independent game developer with an elaborate focus on interesting gameplay, rewarding depth of play and technical quality. TrapThem
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antybaner
Level 1
also known as antymattar
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« Reply #77 on: December 21, 2011, 09:58:17 AM » |
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Metroid isnt a game. And metroidvanias HAVE been explored a lot.
No one explored Super Metroid. 
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J-Snake
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« Reply #78 on: December 21, 2011, 10:08:40 AM » |
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Clamping to fixed genres might leave the chance you're missing the point. Just change your definition and enter rich space waiting to be filled.
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Independent game developer with an elaborate focus on interesting gameplay, rewarding depth of play and technical quality. TrapThem
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johnki
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« Reply #79 on: December 22, 2011, 12:27:34 AM » |
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I honestly think that not-games are pretty unexplored. I've always thought it would be neat to create one that brought out emotions in an abstract manner. Indirectly, the way paintings do, and much less obvious than the not-games that have become infamous.
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C.A. Sinner
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« Reply #80 on: December 22, 2011, 02:42:05 AM » |
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i think yesgames should be explored more (as in games about the band yes)
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Mikademus
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« Reply #81 on: December 22, 2011, 08:26:53 AM » |
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Tactical RTS (Myth, Ground Control, World in Conflict) is another genre with great potential that never got very far, though there are turn-based games closely related. Myth and Fire Emblem are not all that unrelated, for example. These tactical RTS games seem to have folded into THQ RTS games like Dawn of War and Company of Heroes, which add base construction, tech trees and unit replenishment back in.
You're talking about RTT (Real-time tactics). It is its own genre sibling to RTS, and games of the type are actually much older than RTS speciments. Currently, RTT games (f.i. see the Total War games and XII Century) have survived and are much more successful than RTS games, that are a dying genre. There is a genre confluence, but that is RTS games borrowing from the RTT type, not the other way around, as you suggest. ( Reference TIG thread) There are several old "genres" of games that have died out because developers failed to innovate. Consider games like Wing Commander and Mechwarrior. Unfortunately the gameplay in these games becomes exceedingly stale, but there is nothing preventing someone from advancing these kinds of games into modernity.
I'd like to see a revival of the space fighter simulators and mech simulators, too. The MechWarrior games were some of my favourites, and the later Descent titles and both the I-War games are marvellous pieces of game craftsmanship. Those genres could definitely be taken much farther still.
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\\\"There\\\'s a tendency among the press to attribute the creation of a game to a single person,\\\" says Warren Spector, creator of Thief and Deus Ex. --IGN<br />My compilation of game engines for indies
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rivon
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« Reply #82 on: December 22, 2011, 09:06:24 AM » |
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I'd like to see a revival of the space fighter simulators and mech simulators, too. The MechWarrior games were some of my favourites, and the later Descent titles and both the I-War games are marvellous pieces of game craftsmanship. Those genres could definitely be taken much farther still.
Right now I'm trying to develop a game similar to titles like G-Police, Descent and Forsaken 
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Mikademus
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« Reply #83 on: December 22, 2011, 09:14:59 AM » |
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I'd like to see a revival of the space fighter simulators and mech simulators, too. The MechWarrior games were some of my favourites, and the later Descent titles and both the I-War games are marvellous pieces of game craftsmanship. Those genres could definitely be taken much farther still.
Right now I'm trying to develop a game similar to titles like G-Police, Descent and Forsaken  And if you pull it off I might marry you. Or simply buy the game. That's good too, right?
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\\\"There\\\'s a tendency among the press to attribute the creation of a game to a single person,\\\" says Warren Spector, creator of Thief and Deus Ex. --IGN<br />My compilation of game engines for indies
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J. R. Hill
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« Reply #84 on: December 24, 2011, 05:39:56 AM » |
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I love Descent and other six degrees of freedom games, but I think when your freedom of movement gets that wide, you really do need some foot rudders or something in addition to hand control. I mean I got really good at Descent back in the day, but even when I was good, it still felt difficult to control.
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johnki
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« Reply #85 on: December 24, 2011, 06:25:53 AM » |
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I'd like to see a revival of the space fighter simulators and mech simulators, too. The MechWarrior games were some of my favourites, and the later Descent titles and both the I-War games are marvellous pieces of game craftsmanship. Those genres could definitely be taken much farther still.
Right now I'm trying to develop a game similar to titles like G-Police, Descent and Forsaken  And if you pull it off I might marry you. Or simply buy the game. That's good too, right? Miner Wars maybe?
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stevesan
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« Reply #86 on: December 24, 2011, 01:25:51 PM » |
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I love Descent and other six degrees of freedom games, but I think when your freedom of movement gets that wide, you really do need some foot rudders or something in addition to hand control. I mean I got really good at Descent back in the day, but even when I was good, it still felt difficult to control.
Haha I got so good at Descent controls... Descent multiplayer was fun just because my friend sucked and I always killed him as he was still struggling to turn around.
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Danmark
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« Reply #87 on: December 26, 2011, 05:20:56 PM » |
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I love Descent and other six degrees of freedom games, but I think when your freedom of movement gets that wide, you really do need some foot rudders or something in addition to hand control. I mean I got really good at Descent back in the day, but even when I was good, it still felt difficult to control.
I'd prefer controlling throttle with the mouse wheel, thrust on the plane perpendicular to the ship with WSAD, and pitch and yaw with the mouse. Q and E on roll (which is the least important control by far).
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OddGoo
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« Reply #88 on: December 27, 2011, 03:12:43 AM » |
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I've been toying with the idea of an exploration game in a different kind of universe.
All space games I've seen follow the natural model of solar systems, galaxies, etc. But what about something completely different? Coils of matter that extended into infinity? A bubble-verse made of water with pockets of air to harbour terrestrial life? A game in which you don't move, but only grow or become smaller?
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stevesan
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« Reply #89 on: December 27, 2011, 03:27:31 PM » |
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I've been toying with the idea of an exploration game in a different kind of universe.
All space games I've seen follow the natural model of solar systems, galaxies, etc. But what about something completely different? Coils of matter that extended into infinity? A bubble-verse made of water with pockets of air to harbour terrestrial life? A game in which you don't move, but only grow or become smaller?
Hmm so like...take the Zerg creep in Starcraft.. but you ARE the creep?
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