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 Post subject: Re: Crazy Game Ideas
PostPosted: 2015/10/04, 18:00 
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Idea: A game where the controls change on a regular (or random) basis. It doesn't just switch controls crazily (that's another game mode), but it uses predefined "patterns". For example, take WASD. Now, "move" WASD a bit to the right. It's now RDFG. The game would switch controls among the patterns like that.


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 Post subject: Re: Crazy Game Ideas
PostPosted: 2015/10/04, 18:29 
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hsnabn wrote:
Idea: A game where the controls change on a regular (or random) basis. It doesn't just switch controls crazily (that's another game mode), but it uses predefined "patterns". For example, take WASD. Now, "move" WASD a bit to the right. It's now RDFG. The game would switch controls among the patterns like that.


That's a cool one. You could probably incorporate this into a game with a strong meta-layer, or a habit to break the fourth wall.

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 Post subject: Re: Crazy Game Ideas
PostPosted: 2015/10/13, 20:16 
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Idea: An RPG game where different characters have different flaws. These flaws are carried out on the player.

Edit: Like Rogue Legacy, but not fun-like, see below.

Colorblind: Reduced / desaturated colors. Can't distinguish some important things.
Shortsighted: Blurred vision with increasing distance. Can't properly see things in the distance. Probably not a good archer.
Deaf: No audio, or strongly lowpass-filtered audio. Text from people talking to the character is scrambled randomly, depending on the degree of deaf-ness.
Can't read: All language that is perceived by the character in text form (Books, notes, etc.) appears scrambled randomly to the player.
Mentally not that fast: The whole game logic runs a little faster, leaving less time to react.
Depressed: Content altered slightly for the worse. Music more sad, colors less vibrant. At random, keypresses are ignored, forcing the player to put in more effort for achieving the same task.
Manic: When a manic phase begins, random keypresses are inserted - which buy stuff on accident, jump around, punch people, cast the fire spell a little too early, etc.

Of course, it's more interesting if characters are switched, so you can experience the same scenes from different perspectives and it's not just "ah, that's just how the game seems to be designed at this point".

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 Post subject: Re: Crazy Game Ideas
PostPosted: 2015/10/13, 20:22 
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Adam wrote:
Idea: An RPG game where different characters have different flaws. These flaws are carried out on the player.
There's one already, called Rogue Legacy:
http://store.steampowered.com/app/241600/

It's not a linear game with any sort of story, but it's a generated RPG, where each time a character dies, the game re-generates the dungeon, and you get to pick from a child of your previous character. These children can have all sorts of traits, and you can even upgrade weapons and your very own castle. It's a very good game, if I say so myself.


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 Post subject: Re: Crazy Game Ideas
PostPosted: 2015/10/13, 20:49 
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hsnabn wrote:
Adam wrote:
Idea: An RPG game where different characters have different flaws. These flaws are carried out on the player.
There's one already, called Rogue Legacy:
http://store.steampowered.com/app/241600/

It's not a linear game with any sort of story, but it's a generated RPG, where each time a character dies, the game re-generates the dungeon, and you get to pick from a child of your previous character. These children can have all sorts of traits, and you can even upgrade weapons and your very own castle. It's a very good game, if I say so myself.
Yup, saw the trailer for that game earlier this year ^^ I think it would be interesting to expand on that core idea and get a little deeper.

I was thinking about something more substantial - less focused on "ah well, let's add some funny gameplay flavor" and more on "okay, let's blur the line between character and player a bit". It's probably not fun to play, for example, a depressed character. Doesn't matter - fun is not the point here.

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 Post subject: Re: Crazy Game Ideas
PostPosted: 2015/10/13, 20:56 
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Adam wrote:
I was thinking about something more substantial - less focused on "ah well, let's add some funny gameplay flavor" and more on "okay, let's blur the line between character and player a bit". It's probably not fun to play, for example, a depressed character. Doesn't matter - fun is not the point here.
Yes, the Depressed, Manic, Deaf, Mentally Slow and Illiterate traits you proposed would make for some interesting gameplay.

Especially the Illiterate and Deaf (or Hard of Hearing) trait. It could muddle up words in, say, a quest description in a book or given by a person, and leave behind subtle clues instead.


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 Post subject: Re: Crazy Game Ideas
PostPosted: 2015/10/20, 00:30 
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Idea: A game where all terminology is weirdly, yet consistently off. For example, it's a fantasy rpg, but torches are called "flashlights", bows are called "guns", the marketplace is called "supermarket", etc. - kind of breaking the fourth wall, but not really telling in which way.

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 Post subject: Re: Crazy Game Ideas
PostPosted: 2015/10/20, 09:56 
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Adam wrote:
Idea: A game where all terminology is weirdly, yet consistently off. For example, it's a fantasy rpg, but torches are called "flashlights", bows are called "guns", the marketplace is called "supermarket", etc. - kind of breaking the fourth wall, but not really telling in which way.
That would be a good way to, well, keep the player "disturbed" or "annoyed", or "creeped out" (take your pick). The player knows what they are and mean, but they're [insert feeling here] and can't do much about it, because it fits in, and yet it does not... Does that make sense?

It could even fit in with some minor modifications which would make it more fantasy suitable.
Instead of "flashlight" you could say "light", and it would sound modern but be coherent with a fantasy theme.

I don't think "gun" for "bow" is very good, though... it would fit for crossbows, but not for drawn bows.


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 Post subject: Re: Crazy Game Ideas
PostPosted: 2015/10/20, 10:57 
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Idea: An RPG game where you have dialog without dialog options. Instead, you'll need to type what you want to say and the game will match it with the actually available options and pick the closest match - or not say anything if there is none. That way, you'll have to actually think about why to talk to someone or what to ask. No more "just check all the options".

Edit: As a consistent "You can't ask this / the game didn't understand you / failed to match", just print out what the player entered in parenthesis, basically displaying what he entered as a thought the main character has to himself about the subject. The player entered what he entered, but whether it is said out loud or just thought depends.

Idea: In the shop of an RPG, don't have a shop screen. Let players walk around in the physical location and pick up stuff. For non-display things, ask the shop keeper. Also, allow haggling for the actual price. No more going through UI lists, but genuine poking around in the shop.

Bonus: Add a local co-op mode to recreate the unique shop experience of "We've been here for hours - can we go now?" for couples.

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 Post subject: Re: Crazy Game Ideas
PostPosted: 2015/10/27, 23:37 
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Idea: A retro-ish rpgs game where you don't actually play an RPG, but just get thrown into random scenes (village, city, inn, etc.) and are tasked to retrieve one specific item. Doesn't need much context, but can involve puzzles and searching - a minigame if you will.

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