If you could design a game...

What would it be like? What genre(s)? What innovations would it bring? What theme(s) would it have? How would you market it?

All of you would be game designers should come forward.


I've always wanted to make a port of that spank the monkey flash game on all current consoles,


with some jazz in the background.
 
The game would be called "Speevy", and it would be an action/adventure title with a story for the ages.

Themes would be love, forgiveness, acceptance, and betrayal. Especially betrayal, even against the player.

I would market it how most games are marketed. TV commercials, magazine ads. Its first unveiling would be at E3 in the form of music and a black screen.
 
Date of Lies said:
I've always wanted to make a port of that spank the monkey flash game on all current consoles,

Yeah, well you're too late, and my lawyers will be contacting you shortly. I created Shock The Monkey Advance, and have all (moral) rights to future monkey-related games.
 
Pokémon MMORPG

Enormous world with different continents. All pokémon tied to the continents so no fire pokémon in the polars. Each real world continent will start in the game counterpart.

Real time battles with timers for each attack. More emphasis on keeping the pokémon happy instead of leveling, also means that instead of capturing everything you see you just get a few (10 tops) to play the game with.

And stuff like a full blown card game to keep the other people happy.

Can't write everything down now, good tv-show is on :)
 
I am trying to design a controler that really shocks you instead of the pussy ass rumble affects. I am having problem regulating it so that it doesnt cause too much muscle spasm. Would make any game 10x better!
 
Gek54 said:
I am trying to design a controler that really shocks you instead of the pussy ass rumble affects. I am having problem regulating it so that it doesnt cause too much muscle spasm. Would make any game 10x better!
There is an xbox controller mod that does that.
 
Gek54 said:
I am trying to design a controler that really shocks you instead of the pussy ass rumble affects. I am having problem regulating it so that it doesnt cause too much muscle spasm. Would make any game 10x better!

Didn't some Germans make the Painstation?
 
I would try to re-define the fighting genre. There needs to be a game that finally mixes realism with fun (and playable for everyone) !!!!!!



Some ideas:


There are no moves. Just 4 buttons that represent the 4 extremities of the body. Every player designs his own moves. Actuallly using the DS stylus to draw them would be a very good idea. You draw where the move begins and where it ends.
Your actual characteristics make the moves vary when it comes to range, speed and strength.
IN OTHER WORDS, the player is supposed to create his own style of fighting. He must develop a style for his fighter and it's up to him and nobody else to do it. There are no pre-designed characters. You have to design your moves for all of them. The realism would be enough to make people look for REAL techs (in forums, internet, etc) that beneffited them.
I would like people to develop his own characters...but I don't want it to be like PSO where everybody has the same body with small variations. It would be needed to find another way. Perhaps if the realism was enough...we could try to do what MS did with the latest Flight Simulators where the player could literally design any kind of plane.
No Stamina bars nor life bars. You loose the combat when you either die or you stay in the floor for more than 10 seconds.
When does a player die ? Simply when he gets touched in a vital point with a certain level of strength. In other words, you can die if your opponent reaches you heart with a 100+ points punch.
If you receive a hit in your private parts...you can get parallized...this unless another oponent has broken them in a previous fight.,
If your oponent puts his fingers into your eyes your precision drops down...
You can also break the clothes of the enemy but beware !!!! If she is a girl your pulse will affected because of this...and other things too...

The realism comes in the form of realist impacts on the body that break your bones, skin or hair ! Let's suppose an oponent breaks one of your fingers. This makes your punch characteristics a lot badder. Don't think in Art of Fighting 2 or the Fight Club. This is supposed to be really realistic, like the Gran Turismo of fighting games. Medical data would be used for it.
Your body is also affected by the moves you have designed. In other words if you develop a Bruce Lee kinda of style and you are very big your bones will be heavily damaged.
If it was done in the next gen I would also use sensors on the controller to know the status of the player: pulse, swede, tension...
That would affect the reaction of their character to the point that his status would suffer from it.


The more I think about it the more I see that the game would end being the crap other titles have been...A lot of budget would be needed...and the name of a strong company too in order to make this possible,
 
I'd like to see a Dragonlance saga of games that cover the War of the Lance. I want a game in the series every Christmas for three straight years. It would be a mix of aerial combat on dragons, RPG with party play with some of the more memoriable characters in D&D history (Raistlin, etc.), and real time strategy with some of the larger battles. It would use the Unreal 3 engine ;).
 
1) Ride a bike around, look at some titties

2) a fighting game where instead of a standard health bar and "L/M/H Attack', you have a life bar and a stamina bar, and light attack/hard attack/dodge/projectile. You lose a match when you lose your lifeforce, but stamina is used as a shield for your lifeforce. Blocking special moves reduces your stamina, and if you run out of stamina you start taking double damage to your life until it regenerates (after a time based penalty.) The projectile button is a replacement for the hadoken motion in many instances, but can be used as a combo break if used at certain moments. To prevent cheapness the projectiles would be finite but can regenerate if not used for a while

3) RPG where everyone shares a life bar, and has a stamina bar to determine how much damage they can take at one time before being temporarily incapacitated. You can revive people prematurely, but at the cost of a fixed amount of life (haven't thought this one out much)
 
2) a fighting game where instead of a standard health bar and "L/M/H Attack', you have a life bar and a stamina bar, and light attack/hard attack/dodge/projectile. You lose a match when you lose your lifeforce, but stamina is used as a shield for your lifeforce. Blocking special moves reduces your stamina, and if you run out of stamina you start taking double damage to your life until it regenerates (after a time based penalty.) The projectile button is a replacement for the hadoken motion in many instances, but can be used as a combo break if used at certain moments. To prevent cheapness the projectiles would be finite but can regenerate if not used for a while

Sounds like the DBZ games system (SNES ones at least ?).
 
A game where you only have one life. If you die the disc stops functioning. No reloading of save games either, you can only load a save game once (to continue playing).
 
Musashi Wins! said:
Didn't some Germans make the Painstation?
I played that game at a LAN-party couple of years ago. That thing is TORTURE!!!


My hand was purple (from the hard plastic whip) the heat burned my fingers a littlebit, had small blisters (didn't do a lot as my hand was too big to keep the buttons pressed down so I had to cup my hand a littlebit) and the shocks made my hand cramp up so if I wanted to pull my hand out I just couldn't.

This probably also has to do with the fact that my nephew and I (whom I played against) kicked ass at the game and our egos were too big to give up. We were pulled from the game when our hands started to bleed a littlebit and were banned from it :/

I had sudden cramps in my hand a week after still, fucking game :lol
 
mumu said:
A game where you only have one life. If you die the disc stops functioning. No reloading of save games either, you can only load a save game once (to continue playing).
You would create real life?
 
Hooker said:
I played that game at a LAN-party couple of years ago. That thing is TORTURE!!!


My hand was purple (from the hard plastic whip) the heat burned my fingers a littlebit, had small blisters (didn't do a lot as my hand was too big to keep the buttons pressed down so I had to cup my hand a littlebit) and the shocks made my hand cramp up so if I wanted to pull my hand out I just couldn't.

This probably also has to do with the fact that my nephew and I (whom I played against) kicked ass at the game and our egos were too big to give up. We were pulled from the game when our hands started to bleed a littlebit and were banned from it :/

I had sudden cramps in my hand a week after still, fucking game :lol

Jesus christ...there is a market for this thing!
 
It'll be an incredibly simplistic static vertical scroller, ala space invaders, called "Registration Process", and each time you shoot an enemy, he breaks in half and forms two idiots.
 
Wrestling Game with cartoonish characters. Main character is El Diablo from Sega Soccer Slam. Includes quite a few ideas blatantly stolen by Yukes with Smackdown vs. Raw, but I'll forgive them if they take the Smackdown code and throw it into the ocean.
 
Another idea I would like to do would be a submarine simulator. I would like to be an adventure with a beginning and an end.
The game would be placed in the WW2 and you would go inside a WW2 German/Japanese sub.
The game structure would be composed of different missions. Just like a FPS like RTCW.

First mission:
Break the enemy lines and reach the open sea.
Second mission:
Locate Crusader Arizona and destroy it.
...

Your goal would be to deliver some kind of weapon to your front lines.

The game would focuse a lot on the stories on board, having dramatic moments and lots of action. I would like to use cutescenes to emphatize this moments.
The control would be inside the submarine. You would have a 3p view of the captain and you would send orders to the others in a similar way graphical adventures do.
As I said a lot of things different from the main combat would happen on board. There would be needed to interact with the other characters in order to solve misteries on board and do other things.
For instance, you have been hit by an enemy torpedo and your engines are damaged. You need to find some kind of replacement for the engine somewhere in board...
Or another thing would be to protect the girls you rescued from a sunken ship from the mariners...
I don't know....There are a lot of possibilities.
 
It would have monkeys in balls, and you roll around levels. I would call it

BANANA CRAZY.

If only someone could just make this game for me.
 
Duck of Death said:
Someone post it. Now.

You know what I mean.

gahiggidy.gif
 
catfish said:
It would have monkeys in balls, and you roll around levels. I would call it

BANANA CRAZY.

If only someone could just make this game for me.

You cruel, cruel man.

I'd only just begun to get over the pain of no SMB3, and your post has brought it flooding back. Damn you to Sega-Sammy hell!
 
I would do a pseudo-sequel to JSRF, but more rythm based. It would maintain all the gameplay elements of the game, but converting the trick buttons into some kind of rythm game ala Frequency.

This way, while you were running, grinding, escaping the cops and spraying the walls, you would be doing tricks to the rythm of the music you are listening to (in fact, all the characters wear a radio and are supposed to be listening to it), and obviously you should be rewarded for that.

Another kind of game I would attempt would be a game like Shenmue but with a good story and credible characters. I think it's a very powerful way of involving the viewer/player into a story, and I think they were other factors (bad voice acting, bad main character, so-so story) the ones who kept many people away from the games.
 
Phantasy Starfighter; Rico's Revival

Because I want to know more about Red Ring Rico and WHY THE FUCK are there not starfighter battles in a game with SPACE TRAVEL?

Get off your ass NOW Sega
 
I could design games from genres like Action, Adventure, RPG, and FPS. Basically, everything except Sports, Puzzles, Strats, and MMO's. I'm a single player guy first and foremost.

Actually, I'm already designing my own game for my game design class. It's an Action/RPG that strives to be fun first and foremost. Of course, tough thing is to find the right balance of Battles, roaming, and cutscenes. You don't want people to be battling endlessly with no good reward, and at the same time, you don't want to overwhelm gamers with too many/long cutscenes without some action.

I'd really like to see about adding some interactivity in the cutscenes like those that were in Shenmue.
 
Something similar to Timesplitters in some ways.

There'd be some crisis affecting the far future and certian events throughout the past that can be altered will apparently change the future for the better.

The trick would be that when you start the game it'd seem like just another war based shooter, you'd be in the middle of a trench in world war 1 or something and after 20 minutes of playtime you'd be shifted up in time , if you completed your objective then each consecutive level would play out a bit differently eventually you'd either get to the end of the game and have the same future or things would be fixed. There would likely only be 6 stages or something , seemingly a small number especially coupled with a 20 minute time limit on each level but , each level would have expanded alternate scenarios and such based how you preformed throughout the game. So in the first world war 1 level you might have 3 possible outcomes each one leading to a different stage 2 ,and again 3 seperate outcomes for each version of stage 2 that leach lead to 3 seperate outcomes for the next stage and so on and so forth. So although the entire experience could be blown through in 2 hours at the end , much like the film 12 monkeys you could get sent through it again with a better understanding of what to do so long as your tinkering with history doesn't mess things up worse then they allready are. Each time period of the game would also have an appropriate look to it, so the WW1 stage would have the look of WW1 footage, black and white with grainyness applied to it , key objectives would be identified by their lack of any graphic filter and full use of color if you put on one of a couple of things from your "future pouch". A future pouch which could also contain stuff like time advancement capsules or host switching capsules , the former would give you bullit time xtreme like in the movie returner, the latter would let you switch which body you are controlling in the time period.

As for actual gameplay I was thinking of going the easy way and making it mostly an FPS game .
 
I wrote a 5 page document on a fighting game that my friend and I came up with about 7 years ago after a very long day of Vf3, SF3, and SFZ2. It was ridiculously complex, and of course that would be its downfall, but I'd sure as hell play it.

I have no damn idea where it is these days, but here's the jist of it (and this is all from memory, so possibly not quite right):

1) Buttons for each appendage (head, right/left arm, right/left leg.) Head button+appendage was supposed to guard with that individual appendage. Stamina gauge would help determine how quickly you could recover from an attack/how long you could combo out for.

2) Individual limb damage, so limbs could be broken and basically become useless. We wanted it to have a true impact on the game, requiring strategies to target opponent's weak spots. Full damage to the head resulted in a KO iirc. Guarding caused damage to the limb doing said guarding, so it was do your advantage to mix up how you protected yourself. Characters would have viable strategies to target specific limbs with strikes/joint locks to disable the opponent.

3) Bleeding could occur due to an attack or being scraped with broken glass (or something like being thrown through a window or pierced with a shiv), and would sap the stamina gauge slowly but surely. When it emptied it would work on that limb's damage meter.

4) Environmental interaction with walls/items/weapons (BROKEN GLASS FOOLS)

5) Countering could theoretically go on forever if both players had the skill, (and it wouldn't be easy to do so.) We never really got into exactly how to implement it. Throws were reversible in nearly every case, and could go on for a long while Giant Gram style if both players could do it.
 
It would be an turn based rpg RPG. A story about a half blooded demon boy who is raised in an orphanage. He has a fried who gets killed by one of the villagers while trying to protect him. He leaves town, meets a giant chain axe wilding guy and a little girl who sits on top of his shoulders(you can use them). He also meets and uses a rogue girl and a demon prince.

What actions you make in the game affects who lives, who dies, who is changed etc. Of course it is mainly a politically themed story about racism and the usual cliches.
 
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