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What sort of new innovations or ideas would you like to see implemented in games?
They could be marketing, gameplay, physics or anything else related to games.
In the Source engine Some of the first experiments I had involved building barricades out of in level objects, I find this an interesting idea that would be perfect for a zombie type game.
I also think that the option for online players to act out roles normally assigned to NPC's like in The Crossing is a great area to explore.
More cyberpunk games with hacking ala Deus Ex or System shock. But don't make it a meter, I want a puzzle game like the shadowrun game for SNES. Upgrades getting you more time and energy and tools.
Every console game made should allow for full button re-mapping and not just provide a handful of styles. Deus Ex: IW for the Xbox is a particular offender that comes to my mind, but really I can't imagine a justification for this for any game.
All first- and third-person shooters should include the 'mantle' mechanic that both Deus Ex: IW and Chronicles of Riddick: Escape from Butcher Bay had. That is, if you are next to a ledge that is too high to jump to, your character can grab the top of the ledge and pull themselves up. The lack of this was one of my few quibbles with Half-Life 2.
The best pieces of multiplayer mode should not be made available only if the player does X in single player. The entire idea is just dumb.
More games should allow for the New Game + mechanic, where after beating the game you can play it again, but with your inventory from the last time you played.
Avatars with your own face. That seemed to be coming on so well when the millennium dome was about and I remember a whole range of media on it and then the idea disappeared. What could be more fun then having a team of friends in say Gears of War all with your own faces on your avatars? I know there are problems here with implementing in multilayer but I thought we'd have come somewhere technically since back then.
Any rpg with AI controled party members needs the gambit system from FFXII. Come to think of it, highly customizable AI for any game with computer allies.
Also, I'd *love* more games where just the basic movement engine is a lot of fun. I mean, outside of Sonic the Hedgehog, N, and Mario 64, there are surprisingly few of 'em.
Wizard game on the Wiimote with some sort of microphone peripheral so you gesture and yell out incantations to cast spells. Movement controls sort of like RE4, gameplay like Zelda—instead of gathering items to use in unique ways, you'd gather spells with unique effects.
I'd also like to see more realism in games. I don't mean realism as a visual style, I mean realism as in the gameplay does not contradict the fundamental reality of the game's narrative or the world in which the game takes place. Ideally, this would mean jettisoning all sorts of vestigal conventions left over from the 8-bit days, like "power-ups" and "equipment" in favor of things more organically integrated into the game world.
Also, (this relates to the previous paragraph), no more throngs of mindless, easy-to-kill monsters. Every enemy in a game should be a worthwhile and exciting encounter, but most enemies are tedious excercises in button-tapping.
Also, (this relates to the previous paragraph), no more throngs of mindless, easy-to-kill monsters. Every enemy in a game should be a worthwhile and exciting encounter, but most enemies are tedious excercises in button-tapping.
I would love to see a game that puts you in a Die Hard situation in which the number of enemies is severely limited, but your circumstances and equipment make engaging each one a great risk and challenge.
I want things to break. Playing off of Qingu, a little more realism with environments.
If I am backed into a corner in the house, when I shoot my rocket launcher at the wall I want a way out. A black ring of smoke does not do it for me anymore. Its a propelled BOMB it should be able to take out some drywall.
Static objects also bother me. I'm weaponless and being attacked... why can't I pick up a chair and break it over their head? Why can I not use the broken shards as a shiv? Let me take my own path not the scripted event in which I must run up the stairs and dive out of window A or B. Let me kick out the back door, please.
More cyberpunk games with hacking ala Deus Ex or System shock. But don't make it a meter, I want a puzzle game like the shadowrun game for SNES. Upgrades getting you more time and energy and tools.
I dont think theres much room for actual innovation in games to be honest aside from better AI, better graphics that new systems bring. Sure there will be the odd new feature here or there, but I honestly believe that peripherals / input devices are the best option left. Guitar Hero, DDR, Karaoke Rev, Donkey Konga, Wii-mote (wii sports / Tiger Woods, Elebits, Trauma Center style uses) and so on are the key to innovation. Rock Band is not really innovative in the game sense as its basically a puzzle game (hit the notes in order) and an extension of Guitar Hero, but the drums/guitars/mic input devices make it innovative in my eyes. More things like this are what I would like to see. Theres a reason these styles of games are getting more and more popular and its how fun and easy they are to play, yet still have complexity (anyone can play guitar hero, but few can perfect an expert song, etc).
Nintendos Wii Fit pad could be a huge jump for interaction, but whether it stays a one game pony or gains widespread use remains to be seen.
I want events/actions in games to be more.. natural.
I'll use a discussion I had with someone about FPS games, for example. He was going on about the cover mechanic/system in Gears, saying it's a great innovation etc etc. Admittedly I don't know how it works, but my point was that something like cover shouldn't need its own system. It should just be a thing that you do. I'm getting shot at, so I'm going to run to this box/burned out car/broken wall and crouch behind it. There shouldn't need to be some sort of system for something that should be completely natural for the player to do.
Basically I'd like interactions to not seem so scripted (probably not the word I'm looking for). It shouldn't be a matter of 'press A to take cover', it should be a matter of 'run up to something that would serve as cover and press the crouch button'. Likewise, not 'press action button to jump out of window', but 'do a dive-roll at the window and your character will break through it'.
...If that makes sense. It makes sense in my head but I'm notorious for being terrible at turning thoughts into words.
More procedural/stock content where it can be used well.
If you're making a game with hundreds, or thousands of NPCs, I'd really like to see more than 12 different people in the world. While important people should obviously be deliberately designed, it'd be nice to see some decent randomization/procedural stuff to generate bodies/faces for otherwise unimportant characters.
I want events/actions in games to be more.. natural.
I'll use a discussion I had with someone about FPS games, for example. He was going on about the cover mechanic/system in Gears, saying it's a great innovation etc etc. Admittedly I don't know how it works, but my point was that something like cover shouldn't need its own system. It should just be a thing that you do. I'm getting shot at, so I'm going to run to this box/burned out car/broken wall and crouch behind it. There shouldn't need to be some sort of system for something that should be completely natural for the player to do.
Basically I'd like interactions to not seem so scripted (probably not the word I'm looking for). It shouldn't be a matter of 'press A to take cover', it should be a matter of 'run up to something that would serve as cover and press the crouch button'. Likewise, not 'press action button to jump out of window', but 'do a dive-roll at the window and your character will break through it'.
...If that makes sense. It makes sense in my head but I'm notorious for being terrible at turning thoughts into words.
I completely agree. I loved Resident Evil 4, but I hate the scripted elements. I dont want to push A to knock over the ladder, then A again to jump out of it. Why can't I just jump out the window? Why cant I just run up and do a jumping kick out, killing two birds (and a few ganados) with one stone?
I want realism. Not MGS I'm-Starving-feed-me-borefest realism, but I feel the ability to do all physical activities I would not normally in the real world would be incredibly fun in a game.
No more splash-screens before I get to play. Have the intro video be a MENU option, not loaded by default every fucking time I start the game and have to skip it.
amateurhourOne day I'll be professionalhourThe woods somewhere in TennesseeRegistered Userregular
edited July 2007
Bigger Boobs.......
..............seriously though.........
I'd like to see more cross platforming with the current state of technology. Kind of like the old school "tango and cash" knockoff arcade game where one person drove and one person fired a gun. Have more games where one character uses a lightgun to fire and hover (maybe a sentry gun or mag), one character moves around and interacts, etc.
There was a really good mod for unreal a while back that was kind of like the matrix, where you had your teams hacker go to a command post in the game, and it basically shot him to a tron looking level where he had to activate nodes. Only the hackers on each team could enter this level and battle to control the nodes, but the hackers bodies remained on the main level as well, and had to be guarded at all times by the other players. I know that's a lot of confusing shit, but hey... the more stuff in games that can appease my ADHD, the better...
Also, I'd *love* more games where just the basic movement engine is a lot of fun. I mean, outside of Sonic the Hedgehog, N, and Mario 64, there are surprisingly few of 'em.
Mirrors Edge may be just what you're looking for. not due till next year, but sounds promising so far.
I'd like to see more cross platforming with the current state of technology. Kind of like the old school "tango and cash" knockoff arcade game where one person drove and one person fired a gun. Have more games where one character uses a lightgun to fire and hover (maybe a sentry gun or mag), one character moves around and interacts, etc.
There was a really good mod for unreal a while back that was kind of like the matrix, where you had your teams hacker go to a command post in the game, and it basically shot him to a tron looking level where he had to activate nodes. Only the hackers on each team could enter this level and battle to control the nodes, but the hackers bodies remained on the main level as well, and had to be guarded at all times by the other players. I know that's a lot of confusing shit, but hey... the more stuff in games that can appease my ADHD, the better...
Also, realistic flight.... still waiting...
I think there was one for half life 2 called dystopia.
If I blast a dude with a machine gun turret I expect bloody meat.
It would be kind of cool to have enemies can break their bones.
KC_Fox on
0
Nova_CI have the needThe need for speedRegistered Userregular
edited July 2007
Fewer numbers or graphs on my interface - more intuitive gameplay design.
Basically, I'm tired of having arbitrary hit points. I'd rather have it that my character doesn't have any hitpoints, will, in fact, die the moment a sword splits open his torso and instead, drive the combat mechanic through moves, counter moves and dodges that are less pattern oriented (I don't like fighting games). I'd love to see a JRPG style game where there were no hit points or mana. Combat was all about moves.
Also, abilities that aren't number defined, but skill is shown in the result. Let's say in WoW the better you are at mining the better quality or larger quantity ore can be removed from a vein. Something like that. I'm just tired of having the math based back end being shown to me on the front end.
If I blast a dude with a machine gun turret I expect bloody meat.
I think the rule of thumb should be the rhyme, "Shotgun to the head, sorry, your dead"
Think RE4. First time in the village. First thing you do is put a shotgun in Dr. Salvador's face. You pick up his chainsaw and have a good old time until it runs out of gas. Problem solved. Still fun.
The announcement of StarCraft II got me thinking about the direction of RTS games. I haven't played a lot of them outside of Blizzards, but the discussion over how most games fall into micro or macro-management seemed to point out a pretty obvious direction that I'm not sure if anybody has explored yet.
Like real battle, there should be a system of delegation. Add a new layer of communication between you and the mindless drones that you already have. Actual leaders, with personalities of their own. You want somebody who'll play out the battle for you after you give them an objective? Put a smart soldier in charge. Want to be in complete control of every single troops movement? Pick a brickhead who only issues commands directly by your order. There would be a greater deal of variation of course, but that's the simplest breakdown of the idea. It opens up the possibility for grander strategy while allowing those people who want to train themselves exactly how to click here at the exact right moment the level of control they desire.
Seems like it's a logical step to opening up the genre outside of "Ooh, pretty lasers!" to me.
OneAngryPossum on
0
Alfred J. Kwakis it because you were insultedwhen I insulted your hair?Registered Userregular
edited July 2007
cross-genre games - for example, one player controls the base, builds vehicles, unlocks new weapons and technologies and gives orders via overworld map, while the other players are in control of those units and fight in first person/third person view
The announcement of StarCraft II got me thinking about the direction of RTS games. I haven't played a lot of them outside of Blizzards, but the discussion over how most games fall into micro or macro-management seemed to point out a pretty obvious direction that I'm not sure if anybody has explored yet.
Like real battle, there should be a system of delegation. Add a new layer of communication between you and the mindless drones that you already have. Actual leaders, with personalities of their own. You want somebody who'll play out the battle for you after you give them an objective? Put a smart soldier in charge. Want to be in complete control of every single troops movement? Pick a brickhead who only issues commands directly by your order. There would be a greater deal of variation of course, but that's the simplest breakdown of the idea. It opens up the possibility for grander strategy while allowing those people who want to train themselves exactly how to click here at the exact right moment the level of control they desire.
Seems like it's a logical step to opening up the genre outside of "Ooh, pretty lasers!" to me.
The thing is that's not in the spirit of an RTS.
Would you play a game of chess where instead of controlling all the units you had a team of people who each controlled a type of unit and you gave them orders on what you wanted to accomplish?
Crossfire on
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amateurhourOne day I'll be professionalhourThe woods somewhere in TennesseeRegistered Userregular
edited July 2007
I think it was called Bushido Blade, or something like that, but it was a PSone game where you fought with swords, pikes, and hammers, and you took one of three samurai stances, and when you attacked someone, the damage was realistic. There was no health bar. If you cut their arm, they lost the use of it (which sucked if you had a two handed weapon), if you hit their leg, they went to one knee for the rest of the fight. One good slice would kill you, even if it was the first cut. You could die with honor and behead yourself (although it didn't actually show it) or you could fight dishonorably and attack while you were supposed to be bowing at the start, and you could also throw darts or dirt in your opponent's eyes.. That was about as realistic as it got, and would port well to next gen.
The announcement of StarCraft II got me thinking about the direction of RTS games. I haven't played a lot of them outside of Blizzards, but the discussion over how most games fall into micro or macro-management seemed to point out a pretty obvious direction that I'm not sure if anybody has explored yet.
Like real battle, there should be a system of delegation. Add a new layer of communication between you and the mindless drones that you already have. Actual leaders, with personalities of their own. You want somebody who'll play out the battle for you after you give them an objective? Put a smart soldier in charge. Want to be in complete control of every single troops movement? Pick a brickhead who only issues commands directly by your order. There would be a greater deal of variation of course, but that's the simplest breakdown of the idea. It opens up the possibility for grander strategy while allowing those people who want to train themselves exactly how to click here at the exact right moment the level of control they desire.
Seems like it's a logical step to opening up the genre outside of "Ooh, pretty lasers!" to me.
What about a sort of RTS that let players play the role of the soldier sub commander a la ghost recon? Some players could play the commander in a command an conquer style.
cross-genre games - for example, one player controls the base, builds vehicles, unlocks new weapons and technologies and gives orders via overworld map, while the other players are in control of those units and fight in first person/third person view
There was a PC game like that, it's still in the works....
I played the demo of it in high school, when I was a junior.
Posts
All first- and third-person shooters should include the 'mantle' mechanic that both Deus Ex: IW and Chronicles of Riddick: Escape from Butcher Bay had. That is, if you are next to a ledge that is too high to jump to, your character can grab the top of the ledge and pull themselves up. The lack of this was one of my few quibbles with Half-Life 2.
The best pieces of multiplayer mode should not be made available only if the player does X in single player. The entire idea is just dumb.
More games should allow for the New Game + mechanic, where after beating the game you can play it again, but with your inventory from the last time you played.
Currently playing: GW2 and TSW
Also, I'd *love* more games where just the basic movement engine is a lot of fun. I mean, outside of Sonic the Hedgehog, N, and Mario 64, there are surprisingly few of 'em.
I'd also like to see more realism in games. I don't mean realism as a visual style, I mean realism as in the gameplay does not contradict the fundamental reality of the game's narrative or the world in which the game takes place. Ideally, this would mean jettisoning all sorts of vestigal conventions left over from the 8-bit days, like "power-ups" and "equipment" in favor of things more organically integrated into the game world.
Also, (this relates to the previous paragraph), no more throngs of mindless, easy-to-kill monsters. Every enemy in a game should be a worthwhile and exciting encounter, but most enemies are tedious excercises in button-tapping.
I would love to see a game that puts you in a Die Hard situation in which the number of enemies is severely limited, but your circumstances and equipment make engaging each one a great risk and challenge.
If I am backed into a corner in the house, when I shoot my rocket launcher at the wall I want a way out. A black ring of smoke does not do it for me anymore. Its a propelled BOMB it should be able to take out some drywall.
Static objects also bother me. I'm weaponless and being attacked... why can't I pick up a chair and break it over their head? Why can I not use the broken shards as a shiv? Let me take my own path not the scripted event in which I must run up the stairs and dive out of window A or B. Let me kick out the back door, please.
360 : ThePmoney
Battle.net: Pmoney.thereal
Hate to say this twice today but:
SO LIMED ITS ORANGE!
Nintendos Wii Fit pad could be a huge jump for interaction, but whether it stays a one game pony or gains widespread use remains to be seen.
I'll use a discussion I had with someone about FPS games, for example. He was going on about the cover mechanic/system in Gears, saying it's a great innovation etc etc. Admittedly I don't know how it works, but my point was that something like cover shouldn't need its own system. It should just be a thing that you do. I'm getting shot at, so I'm going to run to this box/burned out car/broken wall and crouch behind it. There shouldn't need to be some sort of system for something that should be completely natural for the player to do.
Basically I'd like interactions to not seem so scripted (probably not the word I'm looking for). It shouldn't be a matter of 'press A to take cover', it should be a matter of 'run up to something that would serve as cover and press the crouch button'. Likewise, not 'press action button to jump out of window', but 'do a dive-roll at the window and your character will break through it'.
...If that makes sense. It makes sense in my head but I'm notorious for being terrible at turning thoughts into words.
Do... Re... Mi... So... Fa.... Do... Re.... Do...
Forget it...
If you're making a game with hundreds, or thousands of NPCs, I'd really like to see more than 12 different people in the world. While important people should obviously be deliberately designed, it'd be nice to see some decent randomization/procedural stuff to generate bodies/faces for otherwise unimportant characters.
I completely agree. I loved Resident Evil 4, but I hate the scripted elements. I dont want to push A to knock over the ladder, then A again to jump out of it. Why can't I just jump out the window? Why cant I just run up and do a jumping kick out, killing two birds (and a few ganados) with one stone?
I want realism. Not MGS I'm-Starving-feed-me-borefest realism, but I feel the ability to do all physical activities I would not normally in the real world would be incredibly fun in a game.
360 : ThePmoney
Battle.net: Pmoney.thereal
Twilight Princess got this so right.
Solid Snake infiltrating the Umbrella corporation? Fuck yes please.
Think about it...
..............seriously though.........
I'd like to see more cross platforming with the current state of technology. Kind of like the old school "tango and cash" knockoff arcade game where one person drove and one person fired a gun. Have more games where one character uses a lightgun to fire and hover (maybe a sentry gun or mag), one character moves around and interacts, etc.
There was a really good mod for unreal a while back that was kind of like the matrix, where you had your teams hacker go to a command post in the game, and it basically shot him to a tron looking level where he had to activate nodes. Only the hackers on each team could enter this level and battle to control the nodes, but the hackers bodies remained on the main level as well, and had to be guarded at all times by the other players. I know that's a lot of confusing shit, but hey... the more stuff in games that can appease my ADHD, the better...
Also, realistic flight.... still waiting...
Mirrors Edge may be just what you're looking for. not due till next year, but sounds promising so far.
Thank you
360 : ThePmoney
Battle.net: Pmoney.thereal
I think there was one for half life 2 called dystopia.
At least leave us an option of using our ammo to save time. You can still get through the door with the card key but you could also blow it to pieces.
If I blast a dude with a machine gun turret I expect bloody meat.
You are unfamiliar with Soldier of Fortune I take it.
No, I am familiar with it. I played it for years.
But it's over now.
I want the next gen.
It would be kind of cool to have enemies can break their bones.
Basically, I'm tired of having arbitrary hit points. I'd rather have it that my character doesn't have any hitpoints, will, in fact, die the moment a sword splits open his torso and instead, drive the combat mechanic through moves, counter moves and dodges that are less pattern oriented (I don't like fighting games). I'd love to see a JRPG style game where there were no hit points or mana. Combat was all about moves.
Also, abilities that aren't number defined, but skill is shown in the result. Let's say in WoW the better you are at mining the better quality or larger quantity ore can be removed from a vein. Something like that. I'm just tired of having the math based back end being shown to me on the front end.
That would be cool. Beat a guy's legs with a crowbar and suddenly he has to crawl and squirm around on the floor.
I detest having enemys shoot at me with a multitude of guns, yet after I have disposed of them all their fancy weapons and ammo are missing.
I think the rule of thumb should be the rhyme, "Shotgun to the head, sorry, your dead"
Think RE4. First time in the village. First thing you do is put a shotgun in Dr. Salvador's face. You pick up his chainsaw and have a good old time until it runs out of gas. Problem solved. Still fun.
360 : ThePmoney
Battle.net: Pmoney.thereal
It would be somewhat comical to sneak up behind an enemy and shove him down some stairs making him break his neck
Or kick a guy in the back of the knee while he is standing so he falls backward and then you grab his neck and twist it.
Like real battle, there should be a system of delegation. Add a new layer of communication between you and the mindless drones that you already have. Actual leaders, with personalities of their own. You want somebody who'll play out the battle for you after you give them an objective? Put a smart soldier in charge. Want to be in complete control of every single troops movement? Pick a brickhead who only issues commands directly by your order. There would be a greater deal of variation of course, but that's the simplest breakdown of the idea. It opens up the possibility for grander strategy while allowing those people who want to train themselves exactly how to click here at the exact right moment the level of control they desire.
Seems like it's a logical step to opening up the genre outside of "Ooh, pretty lasers!" to me.
You guys are a bunch of sick fucks!
The thing is that's not in the spirit of an RTS.
Would you play a game of chess where instead of controlling all the units you had a team of people who each controlled a type of unit and you gave them orders on what you wanted to accomplish?
What about a sort of RTS that let players play the role of the soldier sub commander a la ghost recon? Some players could play the commander in a command an conquer style.
There was a PC game like that, it's still in the works....
I played the demo of it in high school, when I was a junior.
I'm now a junior in college, and still no sign.