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81  Community / Townhall / Re: Colonies Online MMORPG on: June 18, 2013, 08:42:25 AM
I only saw one screenshot and I'm already interested. I SHALL PLAY!  Gentleman
82  Community / Townhall / Re: LoneStars VS Mecha'rrot - Coop arena survival game (to kill vegetables) on: June 18, 2013, 08:32:53 AM
dem mecha'rrots.
83  Community / Townhall / Re: Just finished my Gameplay Launch Trailer on: June 18, 2013, 08:29:52 AM
The art style looks very professional! Did you develop this game alone?
84  Community / Creative / Re: The Brainstorming Thread on: June 17, 2013, 07:45:41 PM
A space expedition RPG. Think of the multiplayer in the format of Civ 5, with AI that plays when someone leaves, save game, and long matches. You set of teams with x amount of players per ship, and the ships are pitted against each other in a vast solar system. Each crew member is controlled by player, and has a set role (such as the roles in Guns of Icarus). Ships can stop by trading posts, explore uninhabited planets for resources, and fight pirates. The games ends when one final ship stands.
85  Community / Creative / Re: The Brainstorming Thread on: April 05, 2013, 04:46:05 PM
Sounds the same as "pitch your game topic" (just a bit up).

I have a couple of reaaallly half-baked ideas.

1. Insane Game
This is an art game. You just lead a normal life. It's first person. You have a to-do list. On the to-do list it has stuff like "pick up groceries", "pay rent", "call sally and tell her about Dad" etc. As you do the things on your to-do list, "strange" things happen. Like, when you go to the basement to do the laundry, you see a shadow on the wall of someone walking around. But when you get down there you don't find anything unusual. Then while you're eating breakfast, you look out the window to the house next door and notice someone who looks exactly like you and copies your movements, but after a while they get up and leave.

This stuff eventually gets weirder and weirder until it becomes a full-fledged horror game and you're running for your life.

Maybe you have "pills" which make you temporarily sane. If you take your pills, you can go through your routine and finish everything on time, and the game will just end, and you will have "won". If you don't take the pills weird shit happens. Depending on when you take pills and which tasks you accomplish, the game will have different branches.

2. Maze Game
It's a 3D maze (as in you go up and down levels) made of voxels (think minecraft). It's procedurally generated. You start in a room with a flashlight.There's a door behind you. A creature is banging on the door. After a few seconds it gets out and will start to follow you. You have to escape the maze. There are things you can do to confuse/slow the monster.


1st one is baaaaasically Postal 2
86  Developer / Playtesting / Re: Exile Online - Dystopian Cyberpunk Sandbox MMO on: March 10, 2013, 10:48:00 AM
Have you considered doing a kickstarter project with this? I assume that servers will be hell to maintain financially.
87  Community / Creative / Re: The Brainstorming Thread on: February 26, 2013, 05:59:35 PM
How about an Oregon Trail themed game (if you ever played it. If you haven't, look at this: http://en.wikipedia.org/wiki/The_Oregon_Trail_(video_game)), where a player created expedition sets out on a path for a certain city to the north?

 Instead of the expedition headed down an initially decided path, you would have the choice to head through detours, short-cuts, etc. The expedition will halt when either A: you have reached a point of interest (such as a town, settlement, camp, etc) or B: When the expedition encounters a problem (such as bandits, sickness, food shortage, etc). Each time the expedition stops, the player's perspective will switch to first person, where they will encounter the scene the expedition comes upon. For example, if the expedition were to stop because of a shortage of food, the player would switch to first person to go on a hunting trip. At some points, there will be interaction with NPCs where you might fight them, recruit them, or trade with them. The game would end if the expedition reaches the northern city, or when the people die.

If you were to go even further with the concept, you could add a multiplayer co-op, or some other crazy idea.
88  Community / Creative / Re: Question of the nature of game writing on: February 22, 2013, 01:32:11 PM
You kind of dodged the point. The "feeling" of length can be improved with better told stories. You can extend them, sure. I would. Doing so has a cost. The main deterrent is money. Writing game stories is hard.

Proc-gen is the way to go. Or, failing that, you can do continuous DLC. Many games do something like that. Sam and Max was episodic. You bought one piece of the story at a time, like it was a DLC-only game.

Skyrim has people putting in 100 hours. How much story do you want? You mean better story for 100 hours? 500 hours? You need to go proc-gen for that. That should be obvious....
Interesting. Define exactly what you mean by proc gen? (assuming you mean procedural generation)
89  Community / Creative / Re: The Brainstorming Thread on: February 21, 2013, 07:16:45 PM
A game where you play as a predator (wolf, tiger, leopard, or whatever) hunting in a dense jungle environment. The goal is to survive as long as possible without starving. Every few in-game days, the seasons will change, changing the kind of prey, and when they come out. After several days, strange things will begin to happen. At random times, crazy random events will occur in the jungle such as alien invasions, mutant animal outbreaks, meteor showers, tribal hunting parties. As the days go on, events will begin to get crazier and more bizarre, challenging your very survival.
90  Community / Creative / Re: Question of the nature of game writing on: February 21, 2013, 07:09:32 PM
I guess I derailed the topic with the subject of difficulty. I guess my real focus is, I wonder if people can make games with more gameplay and longer story line than the average game. What if someone can create a game that revolutionizes the subject of gameplay length? A game that has a story line that extends so far that it makes the games we play now look like 5 minute stories?

An even crazier thought, what if someone were to create a story line that was seemingly endless, and add new episodes onto the story line that the developer would release once he's finished with it (like a continuous DLC pack)?
91  Community / Creative / Re: Question of the nature of game writing on: February 12, 2013, 08:37:20 PM
Makes since. Makes me wonder what would happen if someone were to put the time into making a game with good long game play, as well as an extensive story line. It would be interesting to see a pretty lengthy game.
92  Community / Creative / Re: Question of the nature of game writing on: February 12, 2013, 07:13:59 PM
I guess I mean gameplay as well as story. Excuse me if I wasn't being specific.
93  Community / Creative / Question of the nature of game writing on: February 12, 2013, 07:06:58 PM
This may sound a bit naive as a general question, but why is it that current generation video games today appear to have a shorter story line? When I spent my childhood playing games like Super Mario, it took me months just to get through the entire story line; the levels were challenging, and actually required putting time into (plus, I was really slow at beating games). Nowadays, there are often games that appear to have shorter and easily beaten levels that take no real determination as well as a lack of time consuming obstacles (mainly current generation shooters, but there are other game genres that have this issue). Some game franchises have decently time consuming story modes, but I feel that the story line had much more potential for a longer plot, digging deeper into the game's world.

So the basic question here is: why can't the story in games just be... well... longer?

What is the main roadblock that developers face that prevents them from expanding their story? Strict time budgets? Money? Simple absence of creativity?

What do you think?
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