I have to disagree with you about Pan's Labyrinth I thought it was an excellent movie. I don't speak Spanish either.ieatramen wrote:I would make a game like fallout 3 except without a such a freakin low level cap!
Now, not to be offensive in anyway shape or form, but if you take a look at the movie Pan's Labyrinth you'll notice that it's overwhelming success was linked to not how good of a movie it was (because it was a decent movie at best imo), but in it's direct appeal to spanish speaking people.
I don't have the details, but i would push for an action rpg of sorts that would appeal directly to the culture and language of the spanish speaking people of the world.
I don't know why, but that's the first thing that popped in my head
Another idea would be to make a fps that could utilize google street view so i could have a huge fire-fight right in front of my house!
Fun Topic: What game will you make?
Re: Fun Topic: What game will you make?
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RyaNtheSlayA
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Re: Fun Topic: What game will you make?
Super Ninjas and Monsters in SPACE!
Super Ninjas and Monsters consists of ninja's with bazookas riding on godzillas that breath fire and such taking on the ancient army of Sparta presented in the way they are in 300...
AND IT WOULD BE IN SPACE!!!

Super Ninjas and Monsters consists of ninja's with bazookas riding on godzillas that breath fire and such taking on the ancient army of Sparta presented in the way they are in 300...
AND IT WOULD BE IN SPACE!!!
Older. Not wiser.
Re: Fun Topic: What game will you make?
RPG or Adventure.
Maybe a remake of Faxanadu.
Maybe a remake of Faxanadu.
Thanks everyone...
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Re: Fun Topic: What game will you make?
A lot of games have been trying to do the whole John Woo thing like Max Payne, Stranglehold and WET. Unfortunately, NONE of these games have done it right. That's the kind of game I'd like to make. First of all, getting shot means you get hurt or you die. That means you HAVE to learn how to play the game properly. I am sick and god damn tired of all the "Look at me, I'm the Terminator" shooters out there, where bullets have NO effect whatsoever on your character.
Like WET and Stranglehold, I'd make a game where you're expected to kill your enemies in the most stylish ways possible. However, the moves you would use would not only be about making you look cool, but are the difference between life and death, much like a REAL John Woo Flick. If you play Stranglehold or WET, you'll realize that no matter how many fancy, shmancy moves you do, you're still getting shot which makes both of these games rather retarded when you really think about it. What's the point of all these fancy dives and acrobatics if YOU'RE STILL GETTING HIT!! Just annoys me
Both of those games kept emphasizing putting together combinations of stylish moves to set up a sequence of cool looking moves. And yet, the way in which these games were designed usually made that impossible. I'd love to do a game where players have to look around their environment and see objects to interact with to set up a series of moves together. This would keep you from getting hit while earning big points. I envision a game that works sort of like a Tony Hawk game where you need to pull off a series of tricks or acrobatic, fancy John Woo style moves to score big points while gunning people down and avoiding incoming fire.
Something like this. You swing from an object, shooting some guys, leap off, land on a banister, blasting people as you slide down it, jump off, hit the ground and slide under an object like in WET, blasting some guys behind you, then do a wall run, blast some more guys, leap off the wall, land on a roll cart, shoot a few more dudes,etc. I want the game to be skill based, where doing all of these moves isn't exactly as easy as just hitting a button on your controller. I don't like the whole auto pilot way in which the most recent Prince of Persia game was designed.
WET also had a sword you could use, but the game was so half-assed about it. Being the beat'em up/hack n slash fan I am I'd have a decent combat system in place for certain melee oriented sections of the game, but it would also emphasize style. I'm thinking something along the lines of Prince of Persia: Sands of Time, but much more violent and bloody. I'm thinking something as beautiful as the fights in Sands of Time, mixed with the violence, blood and high body count of the Crazy 88 fight in Kill Bill.
Basically, I want to make the most stylish action game ever. In a perfect world, I'd had John Woo and Robert Rodriguez choreographing the action for the cut scenes and Quentin Tarantino writing the dialogue, with a lead character who is like Max Payne. I'm just tired of seeing John Woo style games that NEVER get it right(and Max Payne 3 isn't looking too great from what I've seen). So I feel like I'd have to do it myself.
I have tons of other ideas too, like working in NPCs into the action the way Max Payne 2 did. And there are some things both WET and Stranglehold did well that I'd incorporate into the game like WET's big ticket action set pieces like the freeway chase scenes. I also loved Stranglehold's mini-game that had you dodging incoming bullets in slow mo while simultaneously having to quickly aim and fire back at your enemies and of course the awesome precision aim ability which was ten times cooler than having a sniper rifle(particularly when you went for crotch shots)
Like WET and Stranglehold, I'd make a game where you're expected to kill your enemies in the most stylish ways possible. However, the moves you would use would not only be about making you look cool, but are the difference between life and death, much like a REAL John Woo Flick. If you play Stranglehold or WET, you'll realize that no matter how many fancy, shmancy moves you do, you're still getting shot which makes both of these games rather retarded when you really think about it. What's the point of all these fancy dives and acrobatics if YOU'RE STILL GETTING HIT!! Just annoys me
Both of those games kept emphasizing putting together combinations of stylish moves to set up a sequence of cool looking moves. And yet, the way in which these games were designed usually made that impossible. I'd love to do a game where players have to look around their environment and see objects to interact with to set up a series of moves together. This would keep you from getting hit while earning big points. I envision a game that works sort of like a Tony Hawk game where you need to pull off a series of tricks or acrobatic, fancy John Woo style moves to score big points while gunning people down and avoiding incoming fire.
Something like this. You swing from an object, shooting some guys, leap off, land on a banister, blasting people as you slide down it, jump off, hit the ground and slide under an object like in WET, blasting some guys behind you, then do a wall run, blast some more guys, leap off the wall, land on a roll cart, shoot a few more dudes,etc. I want the game to be skill based, where doing all of these moves isn't exactly as easy as just hitting a button on your controller. I don't like the whole auto pilot way in which the most recent Prince of Persia game was designed.
WET also had a sword you could use, but the game was so half-assed about it. Being the beat'em up/hack n slash fan I am I'd have a decent combat system in place for certain melee oriented sections of the game, but it would also emphasize style. I'm thinking something along the lines of Prince of Persia: Sands of Time, but much more violent and bloody. I'm thinking something as beautiful as the fights in Sands of Time, mixed with the violence, blood and high body count of the Crazy 88 fight in Kill Bill.
Basically, I want to make the most stylish action game ever. In a perfect world, I'd had John Woo and Robert Rodriguez choreographing the action for the cut scenes and Quentin Tarantino writing the dialogue, with a lead character who is like Max Payne. I'm just tired of seeing John Woo style games that NEVER get it right(and Max Payne 3 isn't looking too great from what I've seen). So I feel like I'd have to do it myself.
I have tons of other ideas too, like working in NPCs into the action the way Max Payne 2 did. And there are some things both WET and Stranglehold did well that I'd incorporate into the game like WET's big ticket action set pieces like the freeway chase scenes. I also loved Stranglehold's mini-game that had you dodging incoming bullets in slow mo while simultaneously having to quickly aim and fire back at your enemies and of course the awesome precision aim ability which was ten times cooler than having a sniper rifle(particularly when you went for crotch shots)
RyaNtheSlayA wrote:
Seriously. Screw you Shao Kahn I'm gonna play Animal Crossing.
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Re: Fun Topic: What game will you make?
Well, it most likely wouldn't be a success with the general public, because me and the general public seem to have clashing personalities (I'm one'a dem' punk rockers, you see), and I sure as HELL wouldn't hand this to EA or Ubisoft -- this would have to be a Sega game for personal reasons... which I'll confide now. See, I've never had a visual imagination. Unlike most people, if you ask me to imagine an image, like say, an apple, or a face, I can't do it. I can only think literally or in broad concepts. It makes for an easy translation of my thoughts into a pen or keyboard, but I for some reason am missing out on that trait which most people have. Most people tell me it's overrated - like, "Eh, Logan, you really don't do that much with it. You just picture stuff when you need to". Well, that's not how I see it - I have this incredibly romanticized view of imagination where you could sit cross-legged in a dark room and create a massive, fascinating world to explore in which the possibilities are literally endless. I remember when I was very small I asked for action figures because all my friends had them - I had a Spider-Man and a Dr. Octopus action figure, they looked really cool and all, but I just didn't get what I was supposed to do. I sort of knocked them together for a minute and made them talk, but... I just didn't get it. For my fifth birthday, my grandfather gave me a Sega Genesis with the 6-Pak (Sonic the Hedgehog, Golden Axe, Streets of Rage, Revenge of Shinobi, Super Hang-On, and Columns).
Fellow gamers, I cannot describe my exuberance the first time I played good ol' Sonic the Hedgehog. I was given a portal into someone else's imagination to explore the world they had created - something I'm incapable of doing myself. Sonic the Hedgehog was my avatar, and I loved him for it (not remotely to the extent of our resident Gagaman(n) and Barry the Nomad, but still...) - he was my first super-hero. The other games had similarly exciting effects on me (except maybe Columns, but damn if that thing isn't addictive), and so that's where my deep respect for Sega roots from - I mean, I was the only kid I knew in Nashville in 1997 with a Saturn, but I LOVED that thing. And now as I've become more open-minded about other gaming consoles, Sega's still my favorite, not only out of nostalgia, but for massive respect of all the wonderful statements they made in their Dreamcast years. Suffice to say, it sorta has to be a Sega game. The game has a personal meaning which pertains directly to the story I just gave. Sega was the company which introduced me to what imagination could be like.
I've been having trouble working the kinks out of the story, but basically it would be about a little boy who lives in a city with massive walls all around it - it's a dark and desolate place rendered almost exclusively in blacks, grays, and browns - our little boy is already looked down upon for having bright red hair amongst all this. This city is set up entirely around efficiency - it's filled with massive factories blowing large quantities of emissions out of their smoke-stacks, and loud whistles and alarms signalling the people's arrivals and departures... imagine City 17 meets Midgar, only without the resistance. In the schools, they only teach business-mathematics, business-science, and business-history. Basically, society is set up so that the people can do only what their business requires of them or they won't have enough money and will starve - there is time for work and sleep only - our protagonist is a dreamer who is treated like dirt for his differences and is miserable.
Basically, the player can play in this world as long as they want, but very early on they are hinted at the presence of a "treasure" in their shed - it's an old bike. The boy rides around on it, and is chased around the town until finally he is caught by the police and exiled to the outside world. Trigger one of the game's very few cutscenes of the boy being tossed from the top of the domed city (in my mind, the city is a dome-shape, supported by a long, spindly, cylindrical base - sort of like a mushroom) into a sea of static - static over-takes the screen, gets louder, and the screen (predictably) fades to black. The screen stays black for awhile and we hear the static grow closer, then further away repeatedly. The little boy opens his eyes, and looks to see his once hometown far off in the distance, in the very middle of this sea of static which is rapping against a brown, polluted beach (hence the static-sound growing closer, then further away repeatedly), as your bike comes rolling in on the tide.
Basically from then on the game goes Morrowind meets NiGHTS into Dreams. The world you explore is completely fantastical - some areas have black ground and skylines, but are filled with neon fauna and flora (inspired by the Gillwing boss level in NiGHTS); a world which is like notebook paper, on which all the figures on screen are shoddily drawn like in pencil, but it moves 3-dimensionally; massive, sprawling, purple oceans filled with fantasical creatures and plants with tons of caves to explore; enormous, imaginative structures over-taken by bizarre weeds; some fucking ENORMOUS, nasty bosses, et cetera, et cetera. The world is filled with all kinds of exotic plants, and their purpose goes beyond just that of being pretty. The main character just has this inhaler, and he can put combinations of these plants inside his inhaler and press the button to create powerful weapons. Say he puts in a piece of a flaming plant into his inhaler - he presses the button and FWOOM! fire shoots out of it. Or maybe he puts water and electricity into it and creates a really powerful weapon. Who knows - it'd be very Kirby-like in that sense. Let's just retro-actively say that at the very beginning he's entirely dependent on his inhaler for health reasons at the beginning of the game, but the longer he stays in this world, the less dependent he is on it to breath, and it's primarily a weapon by that point. Sounds meaningful, eh?
Basically, it is revealed that this is where thoughts and dreams unexpressed go. It's sort of like the world of NiGHTS and sorta like Chalk Zone (although that show was atrocious) with a more depressing meaning. Basically, the monsters your fighting are people's inner-demons until finally you reach your own - he tells you that you were the guiltiest all along for not fighting back - you just stood idle while you were pushed in the mud - had you done something, perhaps it would have made a spark. But you do defeat him, and when you return to your hometown, you see that the people have broken down the walls of the city and are cultivating the land. The end.
Basically, since I never had a real imagination and they introduced me to what it would be like to have one, it pretty much HAS to be a Sega game. It wouldn't mean as much to me otherwise. Making a simulation of imaginative visions is the closest thing I can get to actually imagining them.
And yes, I know, it would absolutely destroy the company, hahahahaha.
Fellow gamers, I cannot describe my exuberance the first time I played good ol' Sonic the Hedgehog. I was given a portal into someone else's imagination to explore the world they had created - something I'm incapable of doing myself. Sonic the Hedgehog was my avatar, and I loved him for it (not remotely to the extent of our resident Gagaman(n) and Barry the Nomad, but still...) - he was my first super-hero. The other games had similarly exciting effects on me (except maybe Columns, but damn if that thing isn't addictive), and so that's where my deep respect for Sega roots from - I mean, I was the only kid I knew in Nashville in 1997 with a Saturn, but I LOVED that thing. And now as I've become more open-minded about other gaming consoles, Sega's still my favorite, not only out of nostalgia, but for massive respect of all the wonderful statements they made in their Dreamcast years. Suffice to say, it sorta has to be a Sega game. The game has a personal meaning which pertains directly to the story I just gave. Sega was the company which introduced me to what imagination could be like.
I've been having trouble working the kinks out of the story, but basically it would be about a little boy who lives in a city with massive walls all around it - it's a dark and desolate place rendered almost exclusively in blacks, grays, and browns - our little boy is already looked down upon for having bright red hair amongst all this. This city is set up entirely around efficiency - it's filled with massive factories blowing large quantities of emissions out of their smoke-stacks, and loud whistles and alarms signalling the people's arrivals and departures... imagine City 17 meets Midgar, only without the resistance. In the schools, they only teach business-mathematics, business-science, and business-history. Basically, society is set up so that the people can do only what their business requires of them or they won't have enough money and will starve - there is time for work and sleep only - our protagonist is a dreamer who is treated like dirt for his differences and is miserable.
Basically, the player can play in this world as long as they want, but very early on they are hinted at the presence of a "treasure" in their shed - it's an old bike. The boy rides around on it, and is chased around the town until finally he is caught by the police and exiled to the outside world. Trigger one of the game's very few cutscenes of the boy being tossed from the top of the domed city (in my mind, the city is a dome-shape, supported by a long, spindly, cylindrical base - sort of like a mushroom) into a sea of static - static over-takes the screen, gets louder, and the screen (predictably) fades to black. The screen stays black for awhile and we hear the static grow closer, then further away repeatedly. The little boy opens his eyes, and looks to see his once hometown far off in the distance, in the very middle of this sea of static which is rapping against a brown, polluted beach (hence the static-sound growing closer, then further away repeatedly), as your bike comes rolling in on the tide.
Basically from then on the game goes Morrowind meets NiGHTS into Dreams. The world you explore is completely fantastical - some areas have black ground and skylines, but are filled with neon fauna and flora (inspired by the Gillwing boss level in NiGHTS); a world which is like notebook paper, on which all the figures on screen are shoddily drawn like in pencil, but it moves 3-dimensionally; massive, sprawling, purple oceans filled with fantasical creatures and plants with tons of caves to explore; enormous, imaginative structures over-taken by bizarre weeds; some fucking ENORMOUS, nasty bosses, et cetera, et cetera. The world is filled with all kinds of exotic plants, and their purpose goes beyond just that of being pretty. The main character just has this inhaler, and he can put combinations of these plants inside his inhaler and press the button to create powerful weapons. Say he puts in a piece of a flaming plant into his inhaler - he presses the button and FWOOM! fire shoots out of it. Or maybe he puts water and electricity into it and creates a really powerful weapon. Who knows - it'd be very Kirby-like in that sense. Let's just retro-actively say that at the very beginning he's entirely dependent on his inhaler for health reasons at the beginning of the game, but the longer he stays in this world, the less dependent he is on it to breath, and it's primarily a weapon by that point. Sounds meaningful, eh?
Basically, it is revealed that this is where thoughts and dreams unexpressed go. It's sort of like the world of NiGHTS and sorta like Chalk Zone (although that show was atrocious) with a more depressing meaning. Basically, the monsters your fighting are people's inner-demons until finally you reach your own - he tells you that you were the guiltiest all along for not fighting back - you just stood idle while you were pushed in the mud - had you done something, perhaps it would have made a spark. But you do defeat him, and when you return to your hometown, you see that the people have broken down the walls of the city and are cultivating the land. The end.
Basically, since I never had a real imagination and they introduced me to what it would be like to have one, it pretty much HAS to be a Sega game. It wouldn't mean as much to me otherwise. Making a simulation of imaginative visions is the closest thing I can get to actually imagining them.
And yes, I know, it would absolutely destroy the company, hahahahaha.
Last edited by Original_Name on Fri Nov 27, 2009 2:56 am, edited 1 time in total.
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Re: Fun Topic: What game will you make?
Irritating Stick 2 - Electric Bugaloo
I dunno, it would be a tough one. People unfortunately like crap and rehashes with 5% of new ideas.
I dunno, it would be a tough one. People unfortunately like crap and rehashes with 5% of new ideas.
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Re: Fun Topic: What game will you make?
And I was wondering why originality in big budget gaming is dead
How about one of those RTS games where you get to control the vehicles as well as plan strategy? Technology nowadays is good enough to make it happen and not severely limit its scale.
How about one of those RTS games where you get to control the vehicles as well as plan strategy? Technology nowadays is good enough to make it happen and not severely limit its scale.
Thy ban hammer shalt strike 

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Re: Fun Topic: What game will you make?
I don't care for RTS so I'm not sure, but I thought there had been games recently where you could take over a specific unit if you wanted to.Pulsar_t wrote:And I was wondering why originality in big budget gaming is dead![]()
How about one of those RTS games where you get to control the vehicles as well as plan strategy? Technology nowadays is good enough to make it happen and not severely limit its scale.
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Re: Fun Topic: What game will you make?
I read all your ideas and I am happy with them,
I in particular liked Original_Name's...
The person who said that he will do a 16-bit rpg, I think that is a really bad idea. I really do not think that will make big bucks
Though I found out I made a mistake, because the title that will generate money is probably not the most innovative or the one that is most challenging. We will change scenario,...
The year is 1992, the best technology is SNES. People are using cartridge, and sound in games is in midi format(or whatever). Suddenly there is a technological breakthrough, and there is a new system called PLAYSTATION 3!(or any other powerful console according to today's standards) It has 3D, Bluray, online, mass storage capacity, 4 players, HD(and everything the ps3/360 got today), and you are the most famous game developer/designer in the world, Miyamoto and Kojima wish to meet you and learn from you. The videogame world is looking up to you to create the best possible game with this new breakthrough technology.
So you can't make a black/grey/brown FPS because all the other developers like Insomnia and Activision are working on it. And you can do simple kiddy games , because it doesn't utilize the power of this technology.
What game will you bring to the world(Simply whats the game of your dreams?)
So no
Killzone, MW2 and like...
and no Carnival Games and Nintendogs
(unless you actually think these are the best games possible)
I in particular liked Original_Name's...
The person who said that he will do a 16-bit rpg, I think that is a really bad idea. I really do not think that will make big bucks
Though I found out I made a mistake, because the title that will generate money is probably not the most innovative or the one that is most challenging. We will change scenario,...
The year is 1992, the best technology is SNES. People are using cartridge, and sound in games is in midi format(or whatever). Suddenly there is a technological breakthrough, and there is a new system called PLAYSTATION 3!(or any other powerful console according to today's standards) It has 3D, Bluray, online, mass storage capacity, 4 players, HD(and everything the ps3/360 got today), and you are the most famous game developer/designer in the world, Miyamoto and Kojima wish to meet you and learn from you. The videogame world is looking up to you to create the best possible game with this new breakthrough technology.
So you can't make a black/grey/brown FPS because all the other developers like Insomnia and Activision are working on it. And you can do simple kiddy games , because it doesn't utilize the power of this technology.
What game will you bring to the world(Simply whats the game of your dreams?)
So no
Killzone, MW2 and like...
and no Carnival Games and Nintendogs
(unless you actually think these are the best games possible)
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Re: Fun Topic: What game will you make?
You said:kingmohd84 wrote: So no
Killzone, MW2 and like...
and no Carnival Games and Nintendogs
(unless you actually think these are the best games possible)
If you're trying to save a company from doom, making a sequel or some rehashed crap that doesn't stray too far from other past good sellers is usually what's going to happen. Small companies might make a gamble on something new, but usually Investors and Board members associated with large established companies frown on $40 million gambles that could kill the company if they fail.So you are now head of Ubisoft(or EA) , and the company is in financial trouble , and all the investors and fans of your company are depending on you to save their favorite company and their investment. You have $40 million budget, which you don't have to use all of it, to create the next blockbuster top selling game to bring the company back to its feet.
I've never met a pun I didn't like. - Stark
My trade, sale and services - Rough want list - Shipping weight reference chart - AC Power Adapter reference list
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