Okay, so a quick overview of the game idea.
Oblivion, simulator, strategy
Visually, Oblivion. Medieval setting. A First Person view of an interactive environment.
Game play:
You can join and form any type of group, and if forming a group, establish it any way you want (within limits of command interface). So you can form a mercantile guild, military band, secret society.
Mercenary bands roam around the game world, selling their services for guarding, raiding, and participating in military campaigns.
Factions that control land have agents who collect taxes and perform missions, soldiers who guard, etc.
Ideally, you could join any group, rise thru the ranks, and with that group, go on to dominate in any way. You could conceivably raise an army and take out all comers. (You can't "clip" thru people, so you can form battle lines.)
Characters have a value: "Engineer." This covers handling crossbows and siege engines, and building structures.
Another skill: "Track."
Skill tree: The idea I want to use is that the game is classless and level-less. You also only get 100 hit points. Skills for offense and defense are the way you improve your character.
Everything you do generates experience points, you use these to buy skills.
The skill tree will be unique in that you start out with some basic skills (Attack, Defend) but they branch out (Attack bare handed, Attack with weapon, Defend bare handed, Defend with weapon) and branch out (Attack bare handed with fists, Attack bare handed with grabs, Attack with bladed weapon, Attack with blunt weapon, Attack with short range melee, Attack with medium range melee, Attack with long range melee, Attack with missile weapon; and then all the Defend variations), and so on.
There would be some special attacks you could execute, otherwise you just stand there and whack away at your opponent.
Can marry and "create" offspring with varying skills and stats. Can even marry into noble/royal families. Assume control of your offspring either when your character dies or when you want to, so you can find yourself part of a royal family, and go about killing off your family members to put yourself in charge.
You and any group you are a part of, have affinity, how people feel towards you. Slaughter a population, and people elsewhere will fear you and run away (like in Fallout games). Be a good guy, and that good karma carries over.
This is just a bare bones concept, curious what you guys think.
Posts
Mount & Blade
You should buy it. Now.
*Turns thread into monthly Mount and Blade Sploogefest*
Goes to show you, I came up with idea and somebody else usually does as well. Guess I do have my finger on the pulse of game development....
So I believe an editor of some sort would need to be added, or could be used.
It is like, if I want a guard to patrol a route, I can do it one of two ways.
1. I turn on "track movements" and execute the routine I want. Then hit "Stop," configure a start-stop-endless option for what the NPC should do and how it should respond to threats, and let it go.
2. I use an overhead display (which I can zoom in or out) to highlight the route I want the guard to take, indicate "points of focus" that the guard should be sure to look at (including hidden corners), and even note things like "If the NPC is on the first floor and sees an enemy, run out the front door and get help" but add "If on the second floor, and the guard sees an enemy, go to the window and give an alarm, then engage the enemy."
Every once in a while I go back to this game and disappear from the real world for a few days. It really is excellent.
You can set up teams, game map, objectives, re-spawns, NPCs, etc, and just go head to head in a first person, sword game.
Every time Sky comes up with a new game you do a shot.
You'd be wasted 24/7
There would be like an entire randomly generated galaxy with planets and economics and shit. And basically you fly around the galaxy with a crew of outfitted battleships, destroying pirates or raiding stations or whatever. And when you land on a planet you can walk around in the city as a person. And when you are in space you can walk around the inside of your ship and see your hired crew members when you are not fighting.
And the space ship travel takes a long time, so you have to constantly make children and stuff to carry on through the generations. You may not make it to the next star, but your son could. And a long the way you can find stuff that improves lifespan, etc...
I'll post some links and stuff I have found about Game Design, maybe they will serve you well.
A blog by Daniel Cook about game design. There is much goodness within This article is also by Daniel Cook, and is very important to read. In fact, the website it is hosted on is also very good, and you should look at it.
Warren Spector's blog. He was very important in making Deus Ex as far as I know. Also, he made some other stuff.
A blog about Game Design. Is ok
Part 1 of Chris Crawford Dragon speech. You should watch it all. After the given speech, Crawford started work on the Storytron, an engine to There is more info about just what the Storytron is meant to do and how it does it HERE
While I'm talking about CC, here is a large amount of articles he has written, some that are about Game Design
Also, there are some books that you should probably buy (that I should probably buy, but I don't have the funds yet. Will buy later) I'm going to start with The Art of Computer Game Design which I only just now found for free off the internet. It seems legal and everything, as
The other books will form a list (an expesive looking list that reminds me that I should get a job at some point):
Chen, Jenova: Flow in Games. http://jenovachen.com/flowingames/thesis.htm
Costikyan, Greg: I Have No Words & I Must Design. http://www.costik.com/nowords.html
Csikszentmihalyi, Mihaly: Flow: The Psychology of Optimal Experience. New York : HarperCollins.
Gee, James Paul: What Video Games Have to Teach Us About Learning and Literacy. New York : Palgrave Macmillan.
Gingold, Chaim: Miniature Gardens & Magic Crayons: Games, Spaces & Worlds. Georgia : Institute of Technology.
Huizinga, Johan: Homo Ludes: A Study of the Play Element in Culture. Boston : Beacon Press.
Johnson, Steven: Everything Bad Is Good for You. London : Penguin Books.
Juul, Jesper: Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, Massachusetts : MIT Press.
Koster, Ralph: A Theory of Fun for Game Design. Scottsdale, Arizona : Paraglyph Press.
Linderoth, Jonas: Animated game pieces. Avatars as roles, tools and props. Aesthetics of Play Conference. University of Bergen. http://www.aestheticsofplay.org/linderoth.php
McCloud, Scott: Understanding Comics: The Invisible Art. New York : Harper Perennial.
Salen, Katie; Zimmerman, Eric: Rules of Play: Game Design Fundamentals. Cambridge, Massachusetts : MIT Press.
Salen, Katie; Zimmerman, Eric: The Game Design Reader: A Rules of Play Anthology. Cambridge, Massachusetts : MIT Press.
As I've said before, due to funds, I havn't yet read any of these, thou I will start that Crawford one tomorrow. It's late today.
You know, I've posted all this, and not said anything about the idea ahead of me.
It looks nice. I'd play it if it turned out well.
So I am glad to find these forums and have a like-minded audience to interact with. Also, it's great to have fellow posters who know what they are talking about and are not just going to troll or spam my threads for no reason.
So, thank you to all of you for interacting with me and giving me ideas. I appreciate it.
Sounds like Eve: Online.
Am I doing Jack Black style karate chops, or Bruce Lee style flying kicks?
PenguinSeph,
Wow. Thanks! I'll definitely check those out.
Check out "Sword: For Hire MMO."
Glad this thread isn't being spammed and locked. Thank you guys for being friendly and civil.
Because while some of us may not like the ideas and some of these ideas may not work, I'm certain with some polishing they can be viable for the industry, and you really should be thinking beyond just the simple 'write out idea and see reaction', try going for something bigger.
I think I'm going to get raped by some members for this post, but hey, every dream starts out somewhere.
Your ideas are bad.
Go look at some Uni courses about Game Design, read up on it. You can get there if you really try.
Read here.