Friday, November 14, 2008

Fuck Utopia!

Alternatative title: What's So Good About Utopias? 

The game takes place in a perfect world, where there are no poor people, the economy is stable, the government is completely uncorrupted, and everybody is happy. Except for you. The PC doesn't get what people see in utopias. What's so good about a perfect world? What's wrong with mindless chaos? Let's do something about it! 

You have no goal except to turn the city into rubble. There are no story missions, and you get your weapons off of the corpses of your enemies. On that note, take only what you can handle- the cops will send bigger guns after you the more attention you get, and thus the opportunity for bigger loot. 

The game will have completely destroyable terrain and objects, which will repair itself over time due to some Applied Phlebotinum- only for you to destroy it again. 

Ideas are welcome.

Wednesday, October 22, 2008

Can beauty be scary?

One of the main things that horror does well is make innocent things seem scary. Creepy Child and Monster Clown are two examples off the top of my head. Horror also tends to be very dark and brooding. This obviously prays on our fear of the dark, as we don't know what the hell's in there. Now, what if somebody inverted this? 

My base idea is that something's sweeping the land any whatever it "corrupts" becomes extremely beautiful and picturesque. Of course, there's nasty stuff hiding in this transformed landscape, (camo?) and you are trying to make things right again. Once the area is restored, it looks... realistic and dull. What I'm trying to get at here is that we need to make pretty things scary and make the player glad to be back in the brown, dull, and dark city streets. Thoughts? 

Also, something really nasty happens if someone's in the area when it's transformed. Maybe he turns into a baddie, which you will probably kill if you want to stay alive. Also, you should not find this out until you find what's keeping the area this way and destroying it. 

Thoughts?

Wednesday, September 10, 2008

WW III intro

This is the cutscene that we see once the player starts a new game for the first time.

Scene opens into a bunker, everything is in near-grayscale, a la Gears of War. (Or whatever’s considered “Next-Gen” by the time this comes out) We see through the eyes of some soldier, going through the bunker obliterating everything in his way. There is much gore. After a little while,sirens go off and alarms activate, making everything look red. A loud voice calls out; “We are at DEFCON 1!” Our character steps out of the bunker as this is being said, and sees a nuke going off in the distance.

Phil wakes up.

It is dark, and he is in bed. His cell phone beside his bed is currently declaring the end of humanity. He picks up the phone and answers it. He starts to get out of bed.

“Hey! Where are you? I’ve been looking for ya.”
“You just woke me up.”
“Well, get your ass down here- we have a mission to do, remember? Ross briefed us last night.”
“Right, right.”
“Just don’t stay up late next time.”
“Right. LIGHTS!”

The lights turn on. Phil’s room is white and would normally look clean if discarded clothes and other assorted items weren’t on the floor.

“Couldn’t you just use a switch like everybody else?”
“What’s the fun in that?”
“Just get your ass down here.”

Phil opens the door and walks through the ship on his way to the armory, then the hanger. We see several people having breakfast, telling jokes, playing games, etc. After a while, Phil finally gets to the hanger, where the rest of his squad is waiting.

“Get in the damn dropship.”

Tuesday, July 29, 2008

Idea for a Magnificent Bastard character

Note: I'm copy and pasting this from a post I made here in the TV Tropes fora.

Said character is the main general for a deliberately small anarchist military colony that frequently collaborates with similar colonies. There's really no structure, everything's based on trust and and IOUs are pretty much the local currency- you do someone a favor and they owe you a favor.

Anyway, he's trying to prevent World War III from getting too bad, and he has about 150 ex-fratboy soldiers in Powered Armor at his disposal. As I said, he's a Magnificent Bastard, though he's a good guy. Actually, he's half Magnificent Bastard and half Crazy Prepared- he manipulates people and politicians like puppets, but his plans don't always work out. Thus, he has contingencies. Lots of contingencies.

The origin for all of this is pretty simple- he's a DM. His players (who are also main characters) would constantly go Off The Rails and he would therefore develop these contingencies in advance. Later he started to try to convince his players to not want to go off the rails, thus his Magnificent Bastardom. Another favorite tactic of his that carries over into his war strategies is the Red Herring- convince the players that they've gone off the rails when they were leaping on them, possibly from another plotline he'd set up.

Anyways, I'd like some feedback and a possible name for this character, as Ross Cortney dosen't fit him at all.

Thursday, February 28, 2008

Operation Infiltration

Note: the title is tentative. If anyone can come up with a good title, I'd be glad to hear it.

You are a mercenary for some big corporate entity, doing covert work for them. Your job is to go into enemy locations, get their secrets, and leave without anybody knowing that your employers are to blame. However, how you do your job is up to you.

You have a few options. You can go the covert approach, using the latest in active camo technology to blend into your surroundings and sneak your way past guards. Alternatively, you can run in head-first with grappling hooks and Hollywood stunts. Lastly, you can go in balls-out with twin rocket launchers and a minigun as your sidearm leaving only destruction in your wake.

However, you'll need to buy these things first. You get money for the missions you complete, which you can spend on upgrades for your suit, neural enhancements, gadgets, and weapons. At first, you're your average merc with a fancy suit generously provided by your employers.* After you customize your gear though, you can jump fifty feat, copy guards' clothes, and wield guns half the size of the choppers they were meant to be mounted on.

The story will be worked out later.

The reason you didn't have to pay for it is because you're the beta-tester. Betas are not without their bugs...

Tuesday, February 5, 2008

Universe of genetically improved

Note: This universe is a lot like the movie GATTACA, and the Last book in the Universe. However, this universe has a key difference: Those who are visibly genetically defective, or different in any way (no matter how minorly), are incarcerated and regarded as monsters. The principle behind this universe is that if gene therapy was publicly availiable, then humanity would split into two breeds, the normals, and the genetically improved. The genetically improved are of course wealthier, and higher members of society. However, in this universe, normal people are so jealous of their beautiful smart strong counterparts, that they reject anyone in their ranks that they view as defective, hence the incarceration. Out of envy, the genetically untampered wish to purify their own population as much as possible.

This story's plot currently is about a middle class (normal) girl who is hired to become the handmaiden to a grand class (genetically improved) girl. After numerous conversations among themselves, and with members of the monster class (people viewed as defective), whilst touring a monster house (genetics prison). They discover that the system is broken. While trying to find ways to fix it, they discover that a virus might destroy the Grand Class, whose expertise is needed to run the advanced society. This is especially likely to happen, if an arrogant grand-classer is elected into office, who may just employ genocide as his policy. Even if they cannot cure society, the trio must still find a way to drive off the immediate dangers.

Characters:

Kristin: Mid-classer who's best job opportunity is to serve a Grand-class bachelorette. Is somewhat aware of and angered by the social injustice around her, but not greatly so.

Azalea: Grand-classer who is betrothed to a smart, strong, and hansome (but arrogant) bachelor named Salazar. She is secretly unhappy with her betrothal, but is not quite sure how to justify her feelings. Posesses some pity for the lower classes.

Mark: Monster-classer who has been incarcerated for Asperger Syndrome. He lives with his annoying autistic cellmate Grant. Has always been aware of society's injustices, but can do nothing about them. He is glad to finally enlighten someone with an open mind when Kristin and Azalea visit.

Grant: Autistic cellmate of Mark. He cannot speak, and is easily overwhelmed by loud noises.

Camelia: Azaleas mother. She is very stubborn and insistent on Azalea marrying Salazar.

Salazar: Arrogant young man who has been betrothed to Camelia. He scoffs at the Middle Class, and expresses hate and fear toward the monster class. Azalea dislikes him, but has grown up in such a proud culture that she cannot tell why.

Wednesday, January 23, 2008

How to Break a Game

A while ago I found a little game called Clive Barker's Jericho. At first it seemed to be pretty cool. It starts out with an amazing intro, and it goes downhill from there. I start out in a plane with my teammates and I am given a briefing. We than get out of the plane and in to some desert. After that,there's a small tutorial, which is pretty helpful and not at all jarring, since it introduces a few things we might need to know. Once that's done, I follow my team into some ruins, and promptly fall down a hole. I'm instructed to hit the right movement key. I think "Shit, not one of these again". It's a timed-press sequence. I grab on to the right ledge, than the left one, than the right one above the first one. After that, I grab on to my teammate's hand. I fall. I start the sequence over. I must have tried this fifty times, and I didn't get right once. That is not part of a good game. It isn't fun, it isn't challenging, all it does is piss me off.

Why do people insist on puttting these kinds of things in games? Jericho seemed like a great game, but it all went to Hell as soon as that sequence started, and prevented me from playing an otherwise good game. Here's a general rule of thumb; if it isn't fun, don't put it in the game. I'm not specifically talking about the timed-button-press stuff, though. God of War proved that it can be done right. For example, there's a minigame in Super Mario Galaxy where you have to destroy some trash with bob-ombs. The trouble is that you have a time limit of thirty seconds to destroy the trash, and bob-ombs take five seconds to explode. Not to mention that it takes a bit to aim and fire the things. All in all, it ain't fun.

As I said earlier, if it isn't fun, don't put it in the game. Fortunately in SMG's case the minigame was optional, and therefore avoidable. I hope someone takes note of this, and that we'll never have to see another of those damn minigames again.