Alright Sup Forumsirgins, let's hear your game ideas, I'll start.
>RPG >the story begins with you being a hero >you are max level hero >decked in top armor, wielding top weapons, killing monsters by looking at them >you get poisoned/cursed/infected/whatever >you now lose levels >you must now forget perks >you must now choose which stat to lower to retain the others. >lower str so you can keep enough int to use that wand? Or lower agi and int so you can handle that hammer? >you become weaker and weaker, and must seek weapons you can use >the game begins as a cakewalk, ends with you being but a shadow of your former self.
How bad is my idea, Sup Forums?
Jayden Anderson
sounds like it's been done before but I like it
Jack Gray
Sounds pretty cool, would play
Lucas Davis
I can see that being pretty unsatisfying to play. Progression and growing stronger is one of the most fun things about RPGs
Tyler Taylor
This is actually a hardware idea but take the shoulder buttons on a controller and replace them with something similar to mouse wheels, horizontal for top shoulders and vertical for bottom shoulders, possibly they would be notched to make turning them more consistent.
Adrian Rivera
Just remove the shoulder buttons altogether and add two tiny analogs on each side.
Kevin White
I've always liked the idea of a game that centres around a proper frontier mechanic.
>All players start at the entrance to a cave system. >AI Enemies spawn at the lowest part of the cave system. >Players goal is to stop the AI from getting to the surface and to destroy their spawnpoint. >Either side can capture objectives / resources / defensive positions along the way. >The closer to the AI spawn the players get the bigger / more numerous the monsters become.
The idea is to create what is essentially a war of attrition that lasts for weeks and includes hundreds of players.
Ryder Nelson
>idea guys your game will never get made lmao
Brayden Gomez
my only problem with that idea is if its consistent with console shooters being so relient on shoulder buttons, i realize analog sticks are clickable, i just think were it analogs stick instead of shoulder buttons they couldnt be as big as regular analog sticks.
Zachary Watson
Protip to any would be idea guys lurking in this thread: if you start off your idea with "It's like X but..." You don't have a well thought out idea
Nicholas Gomez
but a lot of pitch documents are like that though, usually longer but the broad idea is usually expressed that way.
Justin Gonzalez
Nothing is original anymore. Every basic concept has been explored and all we do is combine them. Starting off with related well-known vidya example is the simplest way to pitch your idea.
Anthony Jones
I'm in a rut because all my ideas are garbage but have pretentious artsy value so I'm worried I'm just gonna become some shit-tier indie developer that compromises fun in the name of making a statement.
example:
>game that doesn't have a proper ending but instead has an undefeatable boss at the end that is literally impossible to kill unless you hack the game >you just have to give up and move on with your life without any closure on the game >the rest of the game is really good and tightly designed which makes it all the more painful when you can't finish it ever
people would hate me and my game, and even if by some miracle I managed to make gameplay that wasn't an absolute pile of shit the game would be marred by a shitty gimmick that everyone hates
Jonathan Rodriguez
Fire emblem/FFTactics clone, but based around the randomizer hacks, so I am going to try and make the maps generated with certain tile-sets and it pieces them together.
So a... dungeon crawler fire emblem?
currently trying out some concept art for the maps
Dylan Nelson
sword and sworcery did sort of the same thing pretty well but actually adding strategy to it could be fun. IIRC S&S just had the main character lose one health point after beating each boss and made their sprite more haggard in appearance but not much else
oh yeah and they die at the end, of course
Jacob Walker
This but not shit.
Michael Murphy
I've always wanted something like that
Andrew White
While these may be true, it's more the idea that you don't pin down exactly what you want to copy from something. It's the difference between "I want to write a book about witches and warlocks exposing the corruption of a wizarding school" vs "It's like harry potter but yada yada yada". That's more a personal gripe on my end though, not a absolutely horrible thing
Daniel Miller
Reminder that any turnbased jRPG is better off as an anime unless it involves monster catching a la Pokemon/SMT
Nathaniel Cruz
Wario Party
Grayson Diaz
>RPG >main character plays as knight in crusader times >begins game with an initial oath (player choice) that gives the character certain abilities and also creates a reputation to other NPCs >as character increases in level, player adds new phrases to the oath.
Each additional phrase adds new abilities but also new restrictions (i.e. Thou shalt not kill or some shit would grant you bonus non lethal damage, the only drawback being that you shouldn't kill people)
The restrictions are not game enforced, but if your character breaks that restriction, your character starts to take mental strain and lose reputation with their knightly order.
Breaking or upholding restrictions also unlocks new oaths to take (broken oaths lead to more dark oaths, whereas unbroken lead to more good oaths).
All the while your character is having a grand time defending and/or attacking the holy land be it for the Crusaders or the Saracens.
As for combat, the player could select the weapon they wish for their knight to use and depending on the knight's strength, stamina and dexterity, they can draw the path their weapon swing takes. Essentially the player gets to create their own fighting style. To combat against players just drawing large squiggles and sweeps, stamina is drained more the longer the full swing is. The player creates a full arsenal of weapon movesets for his knight and maps each different swing to his controller.
What do you guys think?
Jacob Allen
Everyone is in love with this "you actually get weaker as the game goes on" idea, but the problem is that you introduce a lot of ludonarrative dissonance by doing that. It's bad enough that most games have the player character be some seasoned soldier or whatever, but to have your full abilities available from the start, when you don't know what the fuck you're doing, then lose them as soon as you actually start discovering/using them would just be too much.
I suppose you could make one of those "art" games where the protagonist starts out as this really privileged/powerful demigod, but then gets cursed. So all the powers and abilities he's taken for granted, especially stuff he could do but wasn't even aware he could do, would jive better with what the player's experiencing.
Leo Turner
A game about erectile dysfunction and how it can lead to depression and suicide.
Play a middle aged man as he starts under preforming at work and his wife beings to cheat on him. The goal of the game is to keep your life from falling apart while trying to diagnose and cure the cause of your ED.
At the end of every in game day there is a button mashing mini game where you try to get it up.The mini game is unwinnable, thus communicating the struggle of ED through gameplay itself, not just story and text.
Jackson Foster
but is it fun?
Carson Gutierrez
sounds pretty bethesda-esque to me, which could be a good or bad thing.
could work but you'd need strong art and worldbuilding.
Landon Gutierrez
Fun? No. Engaging? Maybe. Kind of like watching The Road, or reading a History book. You're not having fun, but you're engaged.
Elijah Howard
Aight so, its this game right.. and like its kinda like your favorite game of all time... its actually fun... and when you play it, you are actually thinking about the game and not like... thinking like, "aw fuck, i could be doing somethign else but theres nothing else to do at all aghghh" and when you play this game it makes u happy... its like... just alot of fun
Jackson Jackson
see
John Allen
>create a character >assume the role of any job >every job has some impact on the game >basically real life but no consequences
no idea why but the concept of an in game society that relies on each other sounds like a lot of fun to me. are there any games like this? excluding niger mods like arma 3 life and the like. something like space station 13 but not shit.
Kayden Williams
sounds like old gmod rpg servers.
Cooper Bennett
Agreed. You didn't say it was a bad idea just not well thought out...
I like to browse these threads but a lot of ideas are nonspecific, unrealistic to make, or rpg/billion-stat oriented. I always end up having more fun with simple competitive type games and those are the easiest to make. I can rarely enjoy a single-player game anymore and when I do I usually have someone watching.
Wyatt Hill
A game where severing limbs is permanent and if you're bad you have to walk around as a stump on peg legs.
Julian Carter
Space station 13
you're a worker on a space station and your job is to research/clean/heal/dictate the station with dozens of others simultaneously doing their job, all the jobs interconnect and you can do a ton of dumb stuff
only real barrier is the shitty interface and control scheme
Daniel Russell
you had me until >only real barrier is the shitty interface and control scheme if your only difficulty in the game is just bad controls or ui design then that's a bad game I'd say
Jaxson Morales
catacomb kids has that
Not permanent though you can give yourself a peg leg by heating up torches and cauterizing the wound
Jason Torres
I never said it's the only difficulty, just that it takes some getting used to
you probably won't ever get your dream game, I suggest settling for something close
Matthew Myers
wouldn't work too well as a full out RPG, especially not a turn based one
Adrian Evans
Some things sound creative on paper but nobody wants to play a game where they lose abilities and have to resort to more boring strategies
Ayden Carter
Don't think this is original at this point but posting anyways rhythm based musou type game lots of musou games are just mindless hack and slash on hordes of enemies, so instead you actually have to put some effort into timing the attacks to maximize damage. The more accurately timed hits you land it fills a power gauge where you can go into a sort of freestyle mode or a short limit attack with your characters personal bgm. Theres also a sort of area control or versus mode where you lead your own troops. Before the start of the round you can do a sort of war chant/dance combo that buffs your troops. This can provide different types of benefits depending on the stage/enemies strategy. You can do it in battle as well but it leaves you vulnerable so it's best done after clearing/capturing an area. Capturing an area sets your bgm there which gives you an advantage when defending, but fighting on enemy territory you have to adapt to their bgm. You kind of have to drown their music out by filling up your own power gauge and activate and play out your limit attack on their turf. If two captains are on the same area they can do a dance off where they both clash with segments of both their bgms intertwining. There's a training mode to practice certain stages/bgm There's a trial/challenge mode There's an single player mode which is kind of like an arcade mode, you can unlock new characters/stages with multiple playthroughs There's a hubworld/home base that you can customize with unlockables I can't really imagine what the visual style would be, an easy one would be a straight up jet set radio/twewy/splatoon urban style, but I think that would limit the style of music used. Ideally there'd probably be like multiple factions who each have a different style of music (classical/rock/hip hop etc) and they'd have their own unique designs. Problem is how you'd manage the constant transition in audio between musical styles without it being disturbing to the player.
Justin Peterson
Probably pretentious as shit, but >platformer >starts with 8/16 bit graphics and sound >2d >as you progress, graphics get better >eventually go to 3d >storyline gets more complicated >the end game is so realistic your game always crashes It'd be shit game but a fun dev project.
Ryan Morris
Yeah that sounds like everyone's first game project >oh shit what if I add this >hey I'm getting better at sprites >what if I learned to do this
Mason Nelson
>How bad is my idea, Sup Forums? You just described a human being's passage into old age then death.
You want to make a game everyone is already already playing.
Colton Baker
JRPG except everyone is an adult except for one little girl who dies at the beginning that's the reason the main story happens
Brayden King
Okay user, so... Which perks are you going to forget for your next level-down, and what stats are you going to lower?