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/vr/ - Retro Games

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>> No.5185149 [View]
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5185149

>>5173792
>>5175347
>>5175404
>>5185125
The main idea ive had to Expand on game culture is having much greater in-depth FPS games which are focused on Single Player WITHOUT the Open World architecture. But still go on for 100+ hours and keeps the short road to victory a secret.
Reuse of some assets, map blocks, changing colors on things or slapping new skins on them is okay as long as the behavior or setup is different. Just to keep the production time manageable and focus the size of the game on its maps.

Couple ideas I had that basically make you feel lost:
> Some FPS counter terrorist game
Where you get pushed around into an increasingly paranormal Fringe-like experience that goes nonstop for the character. They would have to be cut off and on their own for most of the time. Some cutscenes might involve the character resting or eating... but unlike a season of 24 it just keeps going on and on and becoming more psychological. Some open architecture is okay but no open-world shit. Send the player to other locations because they have to get there by car in time to prevent some FBI raid from getting put into a blender because his superiors arent listening to his crazy advice anymore.

> Some Silent Hill style game
Where the player might be occasionally jutted into alternate realities which they may or may not be able to find their way back from (or may be able to do either to progress the story). And then having to even switch between or be handed new characters to pass the torch with, and the longer they stay alive the more of these characters they have available to get to the end of the game. Done right it doesnt have to stay in the same locale, different item mechanics could change the game halfway through into a borderline Shump instead of survival horror, could end up having to face nightmarish former-dead-characters as bosses (so an incentive not to die).

By removing the freedom of absolute Open World sandbox it keeps you focused on moving forward.

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