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I want to try something here....
Posts
<critic-mode="on">
Maybe you could elaborate more, gameplay-wise. Repetition is obviously very boring for people, so you're planning for each restart to play out a bit differently.
Freedom implies the player can choose their battles. The player would roam around, and there would be a variety of plot points and "interaction setpieces." Some of these might be nonviolent: if the player is in the right place at the right time, they get to see something interesting that improves their understanding of the plot and, probably, gives them important intelligence that will help them succeed later. Some of these might be action scenes: the zombies are going to reach a certain character's house at a certain day and time, and the player can choose to intervene or not. If they intervene they risk dying, but they might successfully affect the plot, perhaps by keeping a character alive.
It seems like it could be very difficult to balance a game like this. I can imagine two ways to do it wrong, for example.
First is not enough freedom. This would seem to be the default 'lazy game designer' or 'time and budget constrained game designer' position. The designer might make parts of the map uninhabitable during certain parts of the game by overrunning it with impossible numbers of zombies. The plot will have some choke points, and the player has to get to these points and make only a few decisions. Some of these choke points might be battles the character has to win, or else they must start over. Like Super Mario Brothers. Annoying.
Also, the player might not have as much skill as the designer expected. If the player reaches a certain plot point again and again, and reattempts the same part and dies each time, eventually the player might incorrectly conclude that this part is unwinnable and they have made a bad plot-branching choice.
Second is too much freedom. The player roams around and can pick their battles, but can easily choose to avoid any fighting at all. Suppose many of these fights are too difficult for the player. The player is stuck now: they can avoid doing anything that risks getting them killed, which makes the game boring and doesn't change the plot at all; or they can choose to do something risky and heroic, and probably die. If the player doesn't enjoy these battles, because they're too hard and it's too easy to die, the player might decide to avoid any negative consequences and just not choose to affect the plot. Eventually they'll just stop playing the game.
<critic-mode="off">
Don't let the above discourage you. I made some generalizations about your game that might not be accurate. Also I wasn't saying your game idea is flawed -- I was just saying there are some things it's easy to do wrong, so if your idea is going to succeed I think you need to adapt to those possible problems and overcome them. Maybe the design you've had in your head all along already gets around those problems.
XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK
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The world features three continents, two of which are already developed, and one of which is a barren frontier. It's up to the players to actually settle and colonize the frontier continent, which means that player created content takes the forefront.
This game also is unique because it offers both RPG and RTS gameplay. Players who choose to follow a "combat" path follow traditional gameplay systems of killing monsters and other players (the latter of which is the main focus). However, since people hate grinding, the game only features 10 levels a player can achieve, and reaching the first 7 are fairly easy. The last three can only be achieved by accomplishing great feats, like taking out an enemy fortress singlehandedly. Furthermore, the power curve is a bit different. Say that each level unlocks an ability that makes your character better at using fire magic. The curve breaks down as such:
Level 1: Base Power
Level 2: Base + 20%
Level 3: Base + 30%
Level 4: Base + 40%
Level 5: Base + 50%
Level 6: Base + 60%
Level 7: Base + 70%
Level 8: Base + 75%
Level 9: Base + 80%
Level 10: Base + 90%
From this curve, a player at the easily achievable level 7 could, with superior skill or numbers, be on par with a level 8 or 9, while even a level 5 could, with sufficient support, take down one of those levels. The point of this spacing is to make it so that the people who achieve the maximum levels are not immediately invincible, allowing for people with more skill then them to overcome them.
RTS comes in if you choose to follow a "Commerce" path. In this form, you rarely play as your character, per say, but rather hire and control NPCs to carry out various tasks like mining and building, with the ultimate goal being to build up a colony. It's the job of a commerce player to make sure that the colony is protected, either by hiring combat players or building NPCs, and that the colony has enough resources. For instance, if the colony lacks minerals, players going there wouldn't be able to buy weapons or armor, or if it lacked nutrients, players wouldn't be able to heal there and the population would decline. Commerce players also take care of crafting, either individually or in factories.
There are no classes in the game, and any character can use essentially any weapon at any time and get any skill. But there are restrictions. If you focus on one area of combat, like shooting instead of sword fighting, your shooting abilities will go up, but your swordplay will go down. Furthermore, while you can technically use, for instance, a high powered lazer bazooka (if you're playing on the Tech side) at level 1, there's a high chance you'll fumble it, or it will malfunction, and your rate of fire won't be as high unless you learn a skill, something like "Heavy Technology Aptitude". Same would go for spells or enchanted weapons.
Combat gameplay takes place in a third person shooter camera point. Projectile weapons are controlled by clicking, close range weapons controlled by dragging your mouse across the screen in a slashing or stabbing motion.
Anywho, that's my game idea. I have a lot more details about it as well, for anyone who would like to hear.
Exactally.
I'm still continuing my life simulator. Figured out some more stuff.
War.
There will be wars. That is the only time the player ever leaves america.
Natural Disasters: Do exactly what you think
Time periods: There will be different servers for different time periods. You will be able to live anywhere from 0 A.D. to 2145(2145 is when the sun explodes and everyone dies.)
Besides that, throw the sims in first person with some shooting thrown in, and you got it.
my dream game though would be geometry wars, but with rpg mechanics. start with a basic ship, and build up a fleet throughout the course of the game. every battle would last a certain amount of time, thered be different unlockables depending on certain things you do (surviving 45 seconds without moving, etc). before every mission youd get to pick what craft you fly, if you send reinforcements you get more lives, bombs, etc. thered be "boss" battles, too.
360 Gamertag: Baronskatenbass Steam: BaronVonSnakPak HgL: AnsonLuap
If I actually spend time on this game will anyone be willing to play it? Like I said, it should work like a game of D&D with one person dicitating the enemy movements plus playing and have a stats system similar to Call of Cuthulu's but with Fallout esq 'traits' if you decide to pump your skill in swordmaster, gunslinger, erct. for example, decide to put most of your stat points into swordmaster and gunslinger you gain acsess to more elaborate moves but your chance to block with a royalguard block or dodge with a trickster dodge decreases.
Anywho, the question is would anyone be willing to set up a session of this and play it, possibly within a week if I spent my free time working on it?
Killer robots aside your toolkit sounds interesting. It sounds almost like a Second Life type idea where everyone contributes. Now its not Second Life obviously, its a library of stories people can create/play out.
I think it could be possible to do a limited version of what you envision now. Have the database built:
So a player wishes to play a game based on a list of events. The toolkit asks that player certain criteria; from the general to the very specific. What play style do the wish; FPS, 3rd, etc? Setting? Technology level? Etc. Eventually creating a randomly generated world for them to work with. They can freehand create their world but the toolkit would be able to create random worlds for users play with. From there they can adapted it to fit what they want. Or have the kit make you a game to play, or play others.
I probably totally killed what you were thinking about and f'd it up.
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I know, I realize how tough it would be to keep the game from being repetitive. That's the reason I came up with the idea that you could change things by completing certain goals. If a car or a powerful weapon appeared near your starting point, it would help you skip events you've already completed.
Also, in order to give the game some direction, there would be a story event right when you wake up. The first time you start the game, you would wake up with a zombie banging on the door to your room. You pick up a baseball bat or something near you and beat it down. You then hear screaming from downstairs and it's your roommate or something. He says he just got home and that zombies are appearing everywhere, but that he knows a bar or something (I'm thinking of shawn of the dead) where you can go to be safe. (Of course on later playthroughs of this part, you would already know what was going to happen and could hop out the window in order to skip it) I wouldn't make it too hard to get there, and once you made it and completed some goal like defending it against a horde of zombies for a certain amount of time, it would let you know that you could now select that area as a place to wake up. So right off the bat the game would give you some flexibility.
Also, maybe there would be a radar of some kind that gave a small indication when a goal was happening in a certain area. You'd also have a journal of some kind that records when an event took place once you were see it on your radar, so you could revisit it later.
Hopefully the game would be designed so that once you complete certain side goals and gain some advantages through them, the main story goals would be much easier to complete. I've even thought about having things like if there was a car chase scene, you could complete a certain side goal
that would make it so next time there is a jump in an opportune place, or make it so that the car you use has some sort of zombie bulldozer attached to the front (ala day of the dead).
edited for clarity
Only people with actually want to buy this one... (I hope)
Edit: Spelling
..not a game but an accessory that simply MUST be made.
Perhaps I will just elaborate:
I saw the original Phatom Dust as a awsome combination of things I loved in my gaming life. It combined the "Super powerful character" from my favorite anime's, the "Deck" building of Magic the Gathering, and the online competition of Halo ect.
I lived and breathed that game for a very long time. I would still be playing it today if it was acctually played, had more and varied skills updated on a continual basis to keep the decks that are played fresh.
Thats what I want. I want that game taken to the next level with full XBL support with downloadable expansions.
[spoiler:549936c8f3]I dont really have cancer, and this game already exists[/spoiler:549936c8f3]
I'd like an online mechwarrior rpg. With decent external graphics so you have to wander around bars and mech shops, being the cmder of an outfit, etc. Recruiting real players, taking on contracts.
Actually, change that to a freespace2 type of game, only more realistic physics (if I cut throttle, I want to continue in a straight line, not stop)
I'm a big fan of the sequels to Elite that had the Newtonian physics, but I would guess that the difficulty of even understanding what is going on not to mention getting anything done would limit the audience in a severe maner. I bet that you would have to add some kind of computer assistence and while that would be more realistic anyway, it might take out some of the joy of flying.
Oh, and I would love to see a well made Mechwarrior MMO. In my opinion it would be best if the leveling/loot aspect were somewhat shallow so that newer players and vets would be interacting on the same battlefield and not segregated from each other like in a typical fantasy MMORPG.
(Please do not gift. My game bank is already full.)
Generally, it's a sandbox-style game that gives you several to-scale cities in which you are basically given the freedom to do whatever the hell you want in the criminal field. If you needed a quick cash fix, you could stalk people through darkened city streets and then snatch them off to an alleyway or ATM to rob them, then do whatever you will with them afterwards - you can opt to let them go, but there's a chance that they've seen your face and could identify you, not to mention the obvious reporting of the crime; or you could kill them and leave the body in a dumpster, or, if so inclined, take it out to the deserted outskirts and bury it, or dismember it and scatter the parts about various inconspicuous places to hinder investigations. If you're heinous enough, you could rape the victim before killing them, or set the body out as a wierd faus/religious display of some kind to taunt the cop or blame it on some randomly-generated local gang or group. If that's not your thing, you could try burglery, and depending on the situation, you could even off the house/apartment's occupents and use the place as your own hideout for a time if they're the kind of people who are easily forgotten. Carjacking, pickpocketting, cargo, store and bank robberies, or plain-old random acts of violence against whomever you wish, be it company employees in a skyscraper, kids in an elementary school, politicians, and the various law enforcement and peacekeeping forces.
You wouldn't be limited to just direct acts of violence and crime though - as you go through the game and become more experienced and well-known for your crimes, you can start to organize groups to carry out even more grand crimes or things you can't do by yourself - for example, you could start out by recruiting a bunch of ruffians off the street, each one of which can do their own crimes and pool the spoils, then refine your group as you expand and turn it into a mob, exerting your influence on businesses, city agencies like the political offices and the law, or other rival gangs. You keep expanding your group and operations, and as you gain more power, you'll eventually be able to do some truely massive crimes - for example, you learn that several gun shops are getting stockings of various weapons and ammunition, and send a group of goons out to snatch it all; with those guns, you can sell them on the black market for extra cashto buy other things, or beef up your own armory; with the gains from that, you then engage in an al-out mob war with another group, eventually wiping them out and siezing their assets; and with the wealth of power you've obtained, you influence local elections and get several inside men into office, who'll then get the law off your back and let you do things unhindered.
If you're just a plain and vicious asshole, you could even go the terrorist route. Have an extreme dislike of shops like Walmart? You can rig up some explosives and start attacking stores that fit that type throughout the area. Get a vision from some divine being who has ordered you to purge non-believers? You can start preaching your dogma to NPCs and get them to join you and start a cult, then use your power to continually expand until you begin a massive purge. Hate the newly-appointed leader of your city/state/country? Then learn when s/he's supposed to come to your area, then gun them down or blow them up, or hijack their train/plane/automobile and demand a fat ransom for their release, only to shoot them in the back anyway once the demanded items are yours. Riot encitement, gas attacks, building destruction, even blowing up an entire city with a nuclear bomb and riding the damn thing down like a horse - if you can imagine it, you could more or less do it.
This isn't going to be like Postal or GTA where you can go around wily-nilly and slaughter people as you please, though - for all of your actions there's a chance that something might slip up and that the cops might get a lead on you. For example, if you force someone to make a withdrawl from an ATM and then rape and murder them, if there's a camera at the ATM, it'll have your picture unless, say, you kept a decent distance from the machine or shot/smashed the camera; and from the rape, semen samples and other fluids might yield your DNA, and if you've been put on the record already, the cops will be able to know that you were the one who did it and will act accordingly unless something is done - for example, a dump truck filled with explosives ramming into police HQ and completily obliterating the place. And as your criminal record increases, the attempts to stop you will follow suite - APBs, hideout raids, bounty hunters, and FBI and military intervention. You can lessen the heat through such measures as leaving the local area and heading for another playing area, or getting plastic surgery to completily alter your appearance; and of course there are plenty of ways to prevent the heat from getting on in the first place, like wearing gloves and masks, dumping bodies in avid, ripping out teeth and cutting off hands and removing any other means by which bodies can be identiied, or tampering police records directly.
The general point of the game is to accumulate criminal "points", which are effectively a rating of how in/famous you are and how much of a cult icon you are compared to other notorious individuals, and the manner in which you play (and end playing) affects your score. For example, a career that consists of you mugging little old ladies and eventually giving yourself up won't earn you a whole lot of renown and respect, whereas a mass murdering rapist who's only apprehended after being run over by a cop car or a mafia don with a multi-billion-dollar empire who gets non-fatally shot in a FBI raid would score fairly well; and if you were the guy responsible for gassing a city of five hundred thousand city and went out in a blaze by hijacking a B2 with a nuke on board and flying into the game's equivilent of the white house while the president was there - well, your final score'd be astronomical.
I'm not saying I find this kind of stuff to be cool when it actualy happens - you'd play this for the same reason you play Postal or GTA or Mafia or any other game that revolves around crime - but it's just that you hear so many saying that these games are nothing more than criminal training simulators that it'd be interesting to see the reaction to a game that is the very concentrated essence of criminal and/or evil (not to mention it'd be hellishly fun in that GTA sense).
I love this idea. Even further, I'd like to see some survival elements added in beyond not getting eaten. Like having to find food, water, shelter, warmth, and yes even toileting. Total emersion.
Mechanics built entirely around PvP.
Completely skill-based "leveling" system.
No teams, just FFA with player formed guilds.
Limit on guild size to 50-100ish people to prevent carebear zergs.
Being in a guild causes your harmful AoEs to not affect others in your guild and helpful AoEs to affect them.
NPC towns scattered throughout the land with varying levels of valuable services (crafting stations/repair and reagent shops/banks). The point being guilds would fight to claim the best towns.
Mobs in the world, but not for phat lewts, just for acquiring cash and increasing skill. Maybe drop some rarer crafting components but nothing would take more than 5-10 people to kill and nothing would require some crazy balanced group.
Speaking of which, no heavy emphasis on a "healing class" which throws game balance all out of whack and then requires everyone to have one.
Player crafting supports the vast majority of items, resources harvested from random and concentrated areas around the world, the latter to encourage fighting over them.
You drop some amount of stuff on death, to be determined.
Basically I want a mix of old school Asheron's Call Darktide and some UO thrown in. The PvP in games lately is absolutely fucking worthless and I swear if someone just did what WoW did by scraping parts of mainstream MMORPGs into a game with the parts of PvP games they could create an easily sustainable niche game.
(Please do not gift. My game bank is already full.)
That's no good at all. In order for things to be balanced, you'd have to have it set in the past, before technology could totally rape magic. Obviously sniper rifles and rocket launchers would kick everyone's ass, but if you set it in the 1800's, it would be a lot more evenly matched.
Starts with your character as a mortal, general display of strength or righteousness or perhaps just the opposite, tempting the undead. From there you'd start as a fledgling vampire. The environment would be essentially the world and would begin aways in the past and take place over many centuries as the episode goes on. You must be in hiding for nighttime, avoid being burnt, keep your secret, feed, follow the storyline. As you grow older you grow stronger. Taking the blood of other vampires makes you stronger.
Something along those lines, anyway.
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The balance is more subtle than may be immediately apparent. Probably because this is a short, kurt blurb.
As you interpretted (mostly correctly), the science side of the game, the group called the Technocrats, primarily uses guns and lasers and cannons and such ranged weapons. Of course, they have close ranged weapons as well (knives, beam sabers, chainsaws, whatever), but most of the weapons and skills available to the Technocrats are ranged.
On the other hand, the magic side, the Majarchs, specialize in close ranged weaponry, i.e., swords, axes and all that stuff, and their skills are built around using them to the fullest. Keep in mind that they also have vast ammount of magic on their side as well, and since there is no division between spell casters and melee fighters, a Majarch is free to mix magic with whatever fighting style he chooses. They are not mutually exclusive.
The balance comes in with the fact that ranged weapons do not merely have a maximum range limit, but also a minimum range limit. A sniper rifle may have long range, but if your target is 6 feet away from you, you're out of luck, especially if that person is a character who has learned some kind of magic samurai attacks that can deal massive damage. It's also balanced in terms of the damage that can be dealt. In order for a balance to be maintained, melee weapons tend to do more damage than ranged weapons, with the exception of explosive weapons, which carry the balancing penalty of, well, exploding.
And of course, most spells are ranged at almost equal footing to most ranged weapons as well. Spells are balanced by requiring cool down times, while guns are balanced by requiring ammunition. In fact, ammunition and power supplies is one of the biggest balancing factors. The Technocrats may have superior equipment, but Technology breaks and runs out of power, while Magic is eternal in this game.
The Technocrats do possess explicitly anti-magic weapons, like grenades that produce bubbles of of space where magic is inactive, but by the same token, Majarchs can learn spells that cause weapons to malfunction or disengage. A magic sword and a lightsaber may be at equal footing, but if the sword looses it's magic and the lightsaber is hexed into malfunctioning, the Majarch is still left with a perfectly functioning steel blade, while the Technocrat has a worthless hilt.
And there is a further level of balance as well, in that the flow of magic in the game is not steady over the entire world. It flows in currents and veins, and is stronger in some areas than in others. In contrast, technology works the same no matter where it is, but that means it can not become less powerful or more powerful than it would normally be.
Anyway, that's how I justify it.
Mage: The Ascension fan? 8)
Anyway, I've been doing a bit of thinking and I've come up with a few ideas as far as MMOs go.
I would like to see an MMO that really, really, focused on the players, allowing them to shape and change the world according to their actions. Towns, Guilds, Markets would all be player run, and over time players could even create their own kingdoms and the leaders can wage wars against eachother.
Guilds would also be shaped by players, growing in size and eventually becoming world-changing forces of their own. And as these guilds grew in size, they could develop factions and subfactions (perhaps focused on a certain precept of their guild or focused on a certain function: assassination, crafting, merchants, warfare, etc).
There's no real specific setting, and I suppose it could fit in any sort of game: Sci-Fi, Fantasy, Steampunk, mundane Medieval, etc.
Actually... Steampunk sounds pretty cool. Hmm, I'll think for a bit and then post something to go along with the mechanics I have so far.
Steampunk is a hideously underused genre that is begging to be exploited.
Huh, I could have sworn. Use of the term 'Technocrat', Magic vs. Science, I could have sworn. Ah, well.
But yeah, Steampunk could make for an awesome game setting. It's just a shame that it's never really given the attention it deserves. So far, the only Steampunk game I know of that is coming out is called Not A Time for Dragons.
No HUD. No crosshair. No health bar. Every weapon has iron sight use, and then you'll obviously have scoped weapons.
I want more than just the European theater, too. I want a campaign with at least ten levels in each theater.
Forgotten Hope 2 answers about half my requests.
And goddamnit, let me reload the Garand.
Sounds a lot like Shadowbane which was an awesome idea that played out bad. The problem (aside from crap graphics) was people would spend weeks/months building a town just to have it knocked down by a zerg guild. You could never be a 'rebel' due to the numbers. Sure some guilds/cities split and caused drama but there was always the bigger guy.
That said your game idea would need a lot of balance. There would need to be some way for the tiny Cuba like nation to survive against the zerg nation like America. I personally think the concept would be awesome if done well. The reason Shadowbane failed is the second a guilds city was taken over or destroyed the people moved servers or quit, in most cases they quit.
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It's not a good game at all. I got about halfway through before I got tired of bug after bug after retarded animation after bug. Plus, call me crazy but it's damned repetitive.
Good idea, poor implementation.
..how about a lightsaber accessory for the Wii? You know you want it.
Haha, it would be kind of a pain in the ass topping off a garand back then, having to slide the rounds off the stripper clip and then feed them manually
I would love to have that, since the world is grittier 'back in the day' than how happy/fun it became in recent years. Something like fallout or 40k even, in terms of harshness for the universe. An easy way to involve both new and veteran players - infantry supporting the pilots. You could also have players work as mechanics, scientists, etc. Something along the lines of constructing outposts, controlling planets, with new players being necessary to help construction of walls, man turrets, setup and man repair bays, and doubling as infantry.
But with the direction they've taken the universe, it wouldn't be very interesting to me, with worlds being all new futuristic cities, rather than the war torn, blasted out landscapes and shredded skylines that used to be the universes mainstay.
-Players mix and match all of Dante's styles or become proficient in one, for example, the more proficient you are in sowrdmaster, the better moves you earn, eg, prop shredder or Dance macabre, although if the player wishes to use these moves and is not proficient, they can attemot them anyway with a roll to see if they can actually pull them off. If the player wanted to try an especially elaborate move, the DM would decide how proficient the player needs to be in swordmaster to see if they pull it off. for example, the player, instead of doidng a dodge to avoid two attacking enemies at once, they could decide to try and whip the sword around and clash weapons with the two at the same time. This could be a fairly hard move to pull off thanks to the situation so the DM could ask the player to test to see if their swordmaster skills are up to the test via a dice roll compared to how many points they pumped into it. if so, they pull it off and awarded an amount of style points based on how effective it was.
-Play as Vergil using his darkslayer style and spirit sword techniqes in a similar way
-Both can use Devil trigger to temporarily increae their stats
-Play as Lady by using her firearms, acrobatics and motorcycle (all at the same time)
-Play on your own, play co-operativley as any character combo with two or more players or against each other in a battle to survive and win as many style points as possible
-Play as bosses or fight as many bosses you like at once
-play any scenario you can think of, eg, the tower dive fight from the game or any fight you can think of. The game's turns will take place in about half a second of game time or so (still working on this) so the combat will be very elaborate and the player can fight exactyle how they want.
I'm assuming this can be pulled off with a simple whiteboard program and ventrillo or a similar messanger program when I get the details down (this is all very breif but I have all the mechanics in my head), plus I need to write all the rulesets down too.
If anyone would want to play this or help me test it, or generally give me help (I could use info on other elements in the DMC universe such as Trish and certian weapons) just say so.
Would anyone like to play this if I spent my free time working on it? I'm 99% sure it will work pretty well and be a lot of fun, even if you are not a fan of the DMC universe thanks's to the games fighting which I will be 100% encouraging the players to get creative with.
XBL Michael Spencer || Wii 6007 6812 1605 7315 || PSN MichaelSpencerJr || Steam Michael_Spencer || Ham NOØK
QRZ || My last known GPS coordinates: FindU or APRS.fi (Car antenna feed line busted -- no ham radio for me X__X )
Screw it! I will talk about my cyberpunk FPSRPG. You start out the game fully able to interact in the city and do what you want, if money will permit. You have no hud or cross hair or wetware in your body. You are average Joe in a meatbag body (Even if you get a gun, you won't have a cross hair and will have to aim free hand. You can use the cross hairs, but that takes time). You work for the "Family" and are loyal to the "Family." i am thinking a mob thing like Millenien from Gungrave. You work for a "Don" of the family and all his subordinates. You spend a nice little chunk of the game doing jobs for the family (but there is a big job that you do to move the story along and can either jump to that right away or spend time nickle and diming your way up). Once this big job is done, you are invitied to the "Don's" mansion for a talk. After a big speech about the future and past and history, destiny and other things that bore your young mind. You are grabbed from behind and apologized to for what you are about to go through, but it is for the best and will work to make you a little richer. Your handlers apologize for the blow to the ba ck of your head and say that there isn't time for more effective stuff to keep you out. You go in and out several times during the surgery and once more just before they bury you in your grave (Sorry bout this but you are actually the safest down there. dig dig dig. bury. pat pat. Been nice knowing you kid). You regain control of your senses six feet under. After a lot a screaming and freaking out, you manage to claw your way out. After recovering your mental breakdown, you see the mansion lit up and ereily silent. Stumbling your way inside, you discover that the "Don's" family and crew have been executed, with a few scant survivors in the mansion fighting to their last breath. At this point, you get a memo in your brand new implants about how the "Don" knew the reaper was coming and that he was scouting for some young no name loser in his ranks to carry the torch. You have been upgraded with a lot of top end implants and carry a massive data file in your brain detailing every individual in the "Family" as well as the dynamics of the organization and other amounts of information that will help you rise up in the family. The "don" is dead and this program doesn't care what you do, just do something, kill the "don" killed yours or help him out, topple the family or lead it, become a benevolent leader or a tyrant, just carry the flag. At this point, you could go through the mansion as training or straight to where you know the survivors are or head straight out the back of the estate and jump the wall and start this new life.
Main thing that I envision for this game is:
-Living city that can work for or against you
-Crime simulator mentioned earlier (can't be a terrorist or rapist but can do some serious stuff and get a lot of income).
-Do some SERIOUS politicing where you must work to balance your rise in power against the established powers of the "Family" and the government.
-Fully developed cyberworld that you can enter and hack and exploit for profit and tactical superiority.
-Your body is fully customizable and aside from the wetware in your brain, can be augmented any number of ways, any number of times as long as you have the parts and cash.
-You can train and learn skills and develop talents through training and usage.
-Complex and compelling story in a brilliant vision of a cyberpunk future.
GOD! If I only had a decent rig and knew how to mod, i could use Dystopia to make this!!!
Y'know Bioware type RPGs where your dialogue options an actions swing towards good/evil and changes your character/story a little to suit? Well how about a system that measures more than 1 axis?
I had the idea for a system where every action is measured against the four greek humours. Sanguine (Air, spring), Choleric (Fire, summer), Melancholic (Earth, Autumn), Phlegmatic (Water, Winter). It would be on two scales. Fire vs Water and Air vs Earth.
A quick rundown: Sanguine personalities are supposed to be optomistic, generous and such. KOTOR light side style "What a sad story! Of course I'll help you find your missing puppy!" Would get you points in this.
Cholerics are supposed to be passionate, quick to anger, fighters and leaders. A propensity to violence, whether for good or evil would net you points in this.
Melancholics are the pessimists. If you look out for only yourself, distrust others and generally dont look on the sunny side of life you get points on this scale.
Phlegmatics are supposed to be level headed and unemotional, so obviously if you favour diplonacy and manipulation more than fighting you get points here.
This makes for a 2 axis scale scale with four possible quaters to reside in, where you fall would influence your characters look, NPC interactions and make certain skills/magics avalable later on in the game, with the eventual option of four possible endings.