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wademcgillis
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« Reply #1160 on: November 12, 2011, 04:27:05 PM » |
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You do realize that is an actual game, and that the comic is, in fact, referring to the game, right?  Please tell me it's not a Modern Warfare game.
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Sir Raptor
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« Reply #1161 on: November 12, 2011, 06:45:16 PM » |
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You do realize that is an actual game, and that the comic is, in fact, referring to the game, right?  Please tell me it's not a Modern Warfare game. Nope. It's Call of Duty: Black Ops.
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wademcgillis
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« Reply #1162 on: November 12, 2011, 07:06:45 PM » |
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You do realize that is an actual game, and that the comic is, in fact, referring to the game, right?  Please tell me it's not a Modern Warfare game. Nope. It's Call of Duty: Black Ops. Same thing.
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mono
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« Reply #1163 on: November 14, 2011, 04:19:54 PM » |
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I have this idea of an expressionist/psychedelic horror game. It would be in first-person and focus around interacting with ghosts, both passive and aggressive however always freaky and creepy. The game would be set in a small village around 1910-1920. The overall graphical style would be a lot of post-processing to give it a feel of early horror film and some surreal architecture. I haven't really figured out a solid gameplay idea. I'm thinking you play as a person who can interact with the dead. Your aim is to give the dead and their loved ones closure at the same time dealing with restless and angry spirits in a quest style fashion. I guess there should be an over-arching story that involves the village where it is set. The focus would be on pacing and story in a similar vein of Amnesia: The Dark Descent. The reason why I think this idea is interesting is because it's a take on horror that hasn't been done in games, both stylistically and in the way it approaches the horror. A moody story/setting with some scares but rather hair-raising than seat-jumping.  
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Gimym JIMBERT
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« Reply #1164 on: November 14, 2011, 04:39:55 PM » |
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1% the game
Slay axis of evil finance the war on terror by breaking into peoples house and pillaging commoner
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 ILLOGICAL, random guy on internet, do not trust (lelebĉcülo dum borobürükiss) ! GЮЯЦ TФ ДЯSTӨTZҚД! sonic the heidegger (Überall Geschwindigkeit)
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anonymous
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« Reply #1165 on: November 15, 2011, 10:11:15 PM » |
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99% the game.
gain support, amass a large following, take over a city, occupy, shut it down. central to the game is spokescouncil, where you organize the people in the most efficient way, and decide where funding goes. blah blah, or do the real thing.
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Droqen
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« Reply #1166 on: November 16, 2011, 12:27:15 PM » |
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0% the game
fly a laser rocketship into the moon
or, alternatively, 100% the game
die alone
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Zest
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« Reply #1167 on: November 16, 2011, 02:40:20 PM » |
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Could be a video or meatspace game. Needs at least two players, one as a noble warrior/fighter/mage/whatever, the other the head of the Dungeoneering Guild. The fighter wants to make a hit on a pesky goblin that's in his way, but first he must go through the proper channels. The player must navigate their way through an ever-changing bureaucratic system, as the Dungeoneering leader adds more and more loopholes and catches for the player to stumble upon, hoping to trap them in an infinite loop. An example: The fighter wants to roll for Dexterity, but to roll for that he has to first figure out if he's affected by his gear and can move in it...by making a Dexterity roll.
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Sir Raptor
Level 6
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« Reply #1168 on: November 19, 2011, 03:03:08 PM » |
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A reverse tower defense game where instead of placing turrets around the path, you have the turrets placed and have to pay to build the road around them.
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Geeze
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« Reply #1169 on: November 22, 2011, 07:20:46 AM » |
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Banananananana Akumari Damacy It's like Katamari except you play with Akuma and your katamari is made out of bananas. And you have stylish special moves including Bananadoken! and Shoryu-banana!
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GM can do anything.
It's magic.
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JasonPickering
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« Reply #1170 on: November 22, 2011, 09:45:06 PM » |
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Would this work?
Roguelike + Horde Mode.
You are an adventurer on a procedural island and random monsters spawn from the monster totems. Can you survive through all the waves.
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unsilentwill
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« Reply #1171 on: November 22, 2011, 10:30:39 PM » |
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Wounded ship captain slowly becomes a wooden warship as he loses limbs during a fierce battles on the harsh sea against crabs and lobster men on whale fortresses from the dark depths on his quest for immortality.
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thatredant
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« Reply #1172 on: November 22, 2011, 10:38:32 PM » |
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Touch of Death is a funkadelic, side-scrolling, kung-fu adventure.
I like it! 
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Working on a resource-gathering realtime roguelike!

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anonymous
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« Reply #1173 on: November 22, 2011, 10:39:34 PM » |
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Wounded ship captain slowly becomes a wooden warship as he loses limbs during a fierce battles on the harsh sea against crabs and lobster men on whale fortresses from the dark depths on his quest for immortality.
love it. make it. please.
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JasonPickering
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« Reply #1174 on: November 22, 2011, 10:42:55 PM » |
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Wounded ship captain slowly becomes a wooden warship as he loses limbs during a fierce battles on the harsh sea against crabs and lobster men on whale fortresses from the dark depths on his quest for immortality.
 that is all.
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noah!
Level 6
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« Reply #1175 on: November 24, 2011, 07:42:49 PM » |
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Hey! Let's pitch a topic that wouldn't even work in today's era of gaming! But I've been thinking about it for a while, and I wanted to know what you guys think.
So you know how, back in the day, games like Pokemon and Mega Man Battle Network would be released as two different versions of the same game? I think it would be cool to do this same thing, but with a slight twist. So you go through the game, confront the antagonist, you win, whatever.
Then, you pick up the second game just to see what really changed, and upon the first confrontation you realize that you are now playing as the antagonist! However, as you play into the game further, not much changes. You're still treated as the hero, just like you were in the other game.
And that's where the crux of the gimmick lies. You find yourself committing the questionable acts that you heard the villain was doing in the first game. You remember that you did similar things back when you were the hero yourself. And then you realize that, no matter which version of the game you picked up first, the protagonist in each game is considered the "hero" of that game. So what kind of story is this? Are these games about two heroes in conflict? Or are they about two villains in conflict?
I don't know...I just think the whole concept of "you're Team Rocket to somebody else" is worth exploring. Maybe even the "two games, two viewpoints" one too, but I'm not sure how well that'd work in practice.
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unsilentwill
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« Reply #1176 on: November 24, 2011, 09:02:11 PM » |
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Hate to break it to you, but this was done on the GBA with Golden Sun and Golden Sun: The Lost Age does this kinda. Not perfectly, but I really enjoyed it.
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noah!
Level 6
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« Reply #1177 on: November 24, 2011, 09:23:51 PM » |
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I...uh...actually really love the Golden Sun series. Now that I think about it, it shares the same core idea, although its spin on it is more of the "what you thought was right was actually wrong."
Which, I guess, is close enough. :-)
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Gauss Jordan
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« Reply #1178 on: November 26, 2011, 05:59:22 AM » |
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A fighting game connected to the music in the same way as Guitar Hero and similar games. Basically you have to time your attacks with the rhythm and build up combos for fills and more driving parts of the music to make them more powerful.
I could imagine this specially awesome with dubstep :D
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Lefty-concepty, righty-pixley, but bothey programmey.
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Zest
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« Reply #1179 on: November 26, 2011, 10:35:19 AM » |
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There have been some attempts to incorporate music and fighting. Batman: Arkham Asylum's combat system was originally much more like an actual rhythm game, and there are also 1v1 fighters like Def Jam: Icon and Bust a Groove that directly correlate music with combos. It's still pretty fertile ground, though, so more experimentation would be fantastic.
Here's an idea I came up with yesterday for an adaptation of Hamlet.
Imagine a sandbox stealth game, where the player must roam about the castle of Elsinore pretending to behave irrationally around his family while spying on his traitorous uncle. Madness inflicted on the player has already been explored in survival horror games, particularly Amnesia and Eternal Darkness- they could provide useful reference for implementing these mechanics. We could assume that the NPCs in Elsinore have a daily routine of sorts that the player can use to their advantage, and allow them to speak to Hamlet, giving the player an opportunity to either coerce them into helping him or else convincing them that he's still quite mad.
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