Poll

What is your favorite game type?

FPS
3 (50%)
TPS
1 (16.7%)
RPG
1 (16.7%)
Indie
1 (16.7%)
MMORPG
0 (0%)

Total Members Voted: 6

Author Topic: What we like about some games: Making the perfect game idea  (Read 1589 times)

The title tells a lot. Post what you like about the games you've played, and then I'll combine the ideas into an awesome game idea. You can also post what you don't like about some games, and what you'd like to add to them. If you find something down below that you don't like, tell me. This very moment. Don't wait. It won't be good unless you point out it's weaknesses.

Current list:
- Instead of predefined levels of all enemies and npcs, their level will be determined as the players level, and some enemies might have the players level plus or minus 1-3 levels. If the player is in a group, the npc and enemy level will be determined by the groups average level, with some enemies having 1-3 levels plus or minus.
- Varied maps that all have their own back story and character.
- Varied enemies that spawn during different times of the day/night cycle, such as birds spawning mainly during dawn and despawn during    sunset. Enemies that despawn at certain times, or if the player is too far away.
- Music to every map that's calm while not fightning, and combat music when fighting. Bosses should have their own music themes too.
- The ablility to choose different actions at any scenario, some leading to great changes in maps and what actions the player can take later in game.
- Ingame currency with trading and auctions
- Hunger for eating not only to regain health
- Energy for sleeping, while sleeping you dream, and the dreams are minigames that are good for passing time and sometimes learning    
skills. If the character has lost a lot of health during the day, or fought a boss, it might have nightmares, basicly extremely hard minigames
that can't be skipped. Unless the character is having a nightmare they can skip minigames they don't like.
- Advanced skills systems that features minigames in which you do the skill.
- Day/night cycle for realism and different kinds of mobs spawning for varied loot.
- Choice of super graphics or not.
- Advanced teams/guilds with bonuses.
- Building minor bases for your team anywhere in the world.
- The ability to sell bases for ingame currency.
- Landscapes differing without defined borders.
- Rescource gathering, crafting and selling.
- Free aim with guns, bows and such.
- The ability to choose where to aim with melee weapons.
- No force tutorials, it should be a choice.
- No instant kill headshots unless by sniper.
- No over-powered classes.
- No stuff causing major lag.
- No forced super good graphics.
- No ideas contradicting eachother.
- No things to buy for irl money.
- No stealth, alternatively underpowered stealth.
« Last Edit: June 30, 2011, 04:43:15 PM by Sickan »

Some ideas will contradict eachother, just to let you know. Like a certain time period with certain weapons or inventions, etc.

I don't like:

Force tutorials
Insta-kill headshots (expect for sniper weapons)
Op classes
Super lag stuff
Force good video card

Some ideas will contradict eachother, just to let you know. Like a certain time period with certain weapons or inventions, etc.

Well, I'll work around that, like Terraria, it's not super science but it exists guns and such, even space guns.

a survival aspect
i'd like one

a survival aspect
i'd like one

like hunger, health, energy?

like hunger, health, energy?
yes
with actual having to survive in like the wilderness and the desert and stuff

yes
with actual having to survive in like the wilderness and the desert and stuff

Yeah I like that :)

Here's two things that I enjoy, both of which add to the replay value;

Non-linear gameplay:
One game you might choose a route of stealth. One game, you might go in guns blazing. Though, that is only one implementation of non-linear gameplay. Another would be shaping the plot by the player character's actions.

Procedurally-generated content:
This is one of my favorites. You can return to a game and have a completely different map to play on (think NetHack).

Gotta have them dragons.

A variety of enemies, if any.
Good music/recognizable.

Here's two things that I enjoy, both of which add to the replay value;

Non-linear gameplay:
One game you might choose a route of stealth. One game, you might go in guns blazing. Though, that is only one implementation of non-linear gameplay. Another would be shaping the plot by the player character's actions.

Procedurally-generated content:
This is one of my favorites. You can return to a game and have a completely different map to play on (think NetHack).

Thanks, those are great ideas! :)

I'd like a Magicka-like tutorial skip.

In magicka, you hear "Remember, the safe word is BANANA!" before the player becomes controllable. You then can go to the pause menu and there'll be a "BANANA?!!" option, which will skip the tutorial.

I'd like a Magicka-like tutorial skip.

In magicka, you hear "Remember, the safe word is BANANA!" before the player becomes controllable. You then can go to the pause menu and there'll be a "BANANA?!!" option, which will skip the tutorial.

Essentially a hilarous tutorial skip?

No stealth. I hate stealth when it's not done right.

I love when games have a customization system where you make it from scratch.


I hate when you only get to use default parts though.