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(Cracked)   Man, these video games suck, why can't any of them be fun and interesting? Here are Seven Amazing Video Games We'll Never Get To Play   (cracked.com ) divider line
    More: Cool, tomb raider, Groundhog Day, lightning storm, Mulder, triceratops, Arkham City, fun  
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12152 clicks; posted to Geek » on 08 Aug 2012 at 11:47 AM (3 years ago)   |   Favorite    |   share:  Share on Twitter share via Email Share on Facebook   more»



165 Comments   (+0 »)
   
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2012-08-08 01:03:36 PM  

Almet: Multiplayers explosions boom boom melee could be the greatest thing ever, or get old quick.


I do like the upthread idea of a MMOFPS with one person that has an overwatch. The only problem would be the people who would completely ignore it and do their own thing because they have "l33t h3adsh0t sk1llz"


The game you're thinking of is Nuclear Dawn

Trouble is, nobody plays the damn thing.
 
2012-08-08 01:03:58 PM  
another vote for Renegade. What a GREAT Multiplayer game. Used to play it so much. Engineer FTW!
Found this video

WIN:
http://www.youtube.com/watch?v=Yco_Is7TGA4
 
2012-08-08 01:05:01 PM  
Pff, cracked's ideas ain't got shiat on nethack.

/Many a hero has died in vain in my quest for glory
//moment of silence for those brave souls
 
2012-08-08 01:06:21 PM  
I always wanted a way to have the various Jane's simulator games connected into a MMO world.
 
2012-08-08 01:12:34 PM  

Almet: Multiplayers explosions boom boom melee could be the greatest thing ever, or get old quick.


I do like the upthread idea of a MMOFPS with one person that has an overwatch. The only problem would be the people who would completely ignore it and do their own thing because they have "l33t h3adsh0t sk1llz"


We used to mod Quake 3 to fire the rail gun and rocket launcher as fast as the machine gun. The grenade launcher was basically mini nukes with the increased explosion.

It's fun for a round or two of complete chaos, then back to normal settings.
 
2012-08-08 01:13:36 PM  

Spaced Cowboy: S2 games released Savage in 2003


I remember playing some of this but could not remember the name. Thanks

Also on the groundhog day reference. It sounds like Everybody is gone to the Rapture by thechineseroom
 
2012-08-08 01:14:06 PM  

Strategeryz0r: Almet: Multiplayers explosions boom boom melee could be the greatest thing ever, or get old quick.


I do like the upthread idea of a MMOFPS with one person that has an overwatch. The only problem would be the people who would completely ignore it and do their own thing because they have "l33t h3adsh0t sk1llz"

By overwatch I assume you mean a commander mode of sorts. There's a mod for the original HL(dunno if they finished the HL2 port.. ever.) called Natural Selection. They did exactly that. It's a humans vs aliens game, that combines RTS and FPS. One human player can go to the commanders chair, and spend the game playing from an RTS perspective. Distributing items to be built by the player marines, assigning objectives, etc.

Outside of organized games, and people wanting to build things, nobody ever listened to the commander. People are just dicks when it comes to pub games.


This was also in the original idea for team fortress 2. It was tossed out, along with the revised classes and grenades, for the final game.
 
2012-08-08 01:14:25 PM  

pizen: I always wanted a way to have the various Jane's simulator games connected into a MMO world.


That's sorta like World War II Online.. or whatever it's called.
 
2012-08-08 01:16:41 PM  
Explosions: The Game

I'm fairly certain this was a quake 2 mod.
 
2012-08-08 01:16:45 PM  
Natural Selection 2 also looks good. Will probably preorder.
 
2012-08-08 01:19:47 PM  
Quote of the article, is apparently from Aquaman..."WHO SMELLS LIKE YOUR MOM'S VAGINA NOW, BRAD?!"
 
2012-08-08 01:19:50 PM  

lordargent: Explosions: The Game

I'm fairly certain this was a quake 2 mod.


Maximum overkill for the win. Was always a fan of the rocket pogo technique.

More multiplayer FPS's need similarly overkill modes. Imagine Battlefield 3 with MO style weapons damage, fire rates, accuracy, etc.
 
2012-08-08 01:22:58 PM  

dragonchild: I am Wee Todd Ed: Imagine Starcraft but instead of one player manipulating all the units, each unit is manned by an individual, and one guy is the general in charge.

Everyone would ignore the general just to piss the guy off.

The way to do this is to not have a general so much as a set of parallel missions. Right now, in sandbox games you can pick mutually incompatible missions but they're invariably because the missions are offered by opposing factions. In RPGs and some shooters you sometimes have various ways to accomplish the same mission but the objective is the same. In PvP and MMORPGs you can have players cooperate but only informally for a common goal. These systems are designed so that a player can taste everything but as long as replays are possible I don't see why games should abandon structure in favor of meaningless accessibility. When anybody can do anything, nothing is special.

The twist here, methinks, would be for generals to give different missions for the same goal. For example, when attacking a base, Team A hits the power station (specific target), Team B breaches the defense (holds a route for a certain time window), Team C does a fetch quest (steal plans/save president/whatever) while Team D covers the response. You can join whatever team you want, but only one team. You can do whatever you want, but if you stray off your specific goal you don't get any benefits (points, trophies, easter eggs, whatever). In practice, roles should break down naturally (Team D should mostly be sniper types but there's nothing stopping, say, a tank from joining). There's a common goal but you have a specific, defined role based on a choice you make. The upside would be that the players can experience part of being something larger without any excessive burden of organization. I'm not a fan of raids because of that.

The issue is that the "general" needs to be a trusted source of missions or the whole thing goes to shiat. People already work for pointy-haired bos ...


Hey! Thanks for writing what i was thinking. I just wish sometimes these military strategy games would let you have a little more say on what battlefields you pick and how you wage the campaign. Instead of "there's an enemy base here go destroy it" it would be more like "We have to invade China so should we form an alliance with Japan? Japan has certain demands that have to be met before they will form an alliance. Japan will let us use their country as a beachead/re-supply post. But Japan is at war with Korea and our help will enable them to win but the Koreans also want to form an alliance with us as long as we defend them from Korea." Japan, Korea, China, etc., could be guilds with different agendas.

I think more control of why and where to attack in military strategy games would be appealing to gamers like me. Geography would affect things more, for example Korea is the gateway to China and Japan and whoever controls Korea has a definite strategic advantage. Resources would be also a factor, you need fuel for your campaign so do you side with the country with lots of resources but is at war with everyone in the region or invade them and take the fuel.

I like your idea:
players can experience part of being something larger without any excessive burden of organization. I'm not a fan of raids because of that.

-it would be cool to be a merc type of character in this game, "I'm a miner, I'll mine reources for you for x amount of hours, provided I get to keep y% of the resources and you protect my guy. Get me killed you get nothing, not pay me and my guild buddies attack you or hire themselves out to you to mine but actually commit sabotage when you are not looking."

Starcraft and Warcract (not WoW) the most powerful guys are the mining guys: They are weak but without resources you can't build and repair your army. Plus, whenever I played against the computer or someone online I would always target these guys first and the base that makes them then pull my forces back. The enemy has no miners, so resources dry up, can't do repairs, or create more troops. Then it just becomes a slow seige to pick off their guys while rebuilding and resupplying your forces.
 
2012-08-08 01:25:52 PM  
I was more thinking, in terms of games we'll never get to play:
Babylon 5; Into the Fire
 
2012-08-08 01:38:17 PM  

Satanic_Hamster: I was more thinking, in terms of games we'll never get to play:
Babylon 5; Into the Fire


True dat...
 
2012-08-08 01:39:58 PM  

dillengest: Groundhog Day? Isn't that the experience of playing pretty much all games anyway: Save, play, screw up, reload, try again.


They already made that game, it was called Majora's Mask, and it was even better than Ocarina of Time
 
kab
2012-08-08 01:40:35 PM  

Antimatter: Maximum overkill for the win.


god that was fun. MO + low grav instagib = awful gameplay, yet truckloads of hilarity.

My recipe for a game that hasn't really been *exactly* done yet would be cannibalization from quite a few other games.. there's quite a bit more to it, but in a nutshell:

-entirely world pvp focused
-team damage and corpse looting ON (ala Darkfall, etc)
-tab targeting, but projectiles can be dodged by other players (again, ala Darkfall, AC, etc)
-crafting would be the primary level and grind aspect of the game, rather than levelling.. folks would need to work together to produce armors, weapons, various attack vehicles, repair or expand various towns and cities.
-griefing of various sorts would be allowed, and players would have the capacity to retaliate appropriately (murder, theft etc flags your character, etc)
-1 character per account, no name changes.
-ground and flying mounts trainable / attainable by anyone. Means to knock a player off his mount also given to all players.
 
2012-08-08 01:46:05 PM  
OKAY GUYS HOW ABOUT THIS

YOU GOT THESE BIRDS

AND THERE'S THESE PIGS ON THE OTHER SIDE

AND YOU GOTTA FLING THE BIRDS AT THE PIGS AND BLOW UP THEIR CASTLES

BECAUSE THE PIGS ATE YOUR BABIES

HUH?

HUH???
 
2012-08-08 01:47:10 PM  

Antimatter: lordargent: Explosions: The Game

I'm fairly certain this was a quake 2 mod.

Maximum overkill for the win. Was always a fan of the rocket pogo technique.

More multiplayer FPS's need similarly overkill modes. Imagine Battlefield 3 with MO style weapons damage, fire rates, accuracy, etc.


I remember my very first Quake Tournament, must've been at least 1998-1999 I think. I remember everyone cheering at the sudden view of a rocket jump, followed by a frag.
 
2012-08-08 01:55:56 PM  

kab: Antimatter: Maximum overkill for the win.

god that was fun. MO + low grav instagib = awful gameplay, yet truckloads of hilarity.

My recipe for a game that hasn't really been *exactly* done yet would be cannibalization from quite a few other games.. there's quite a bit more to it, but in a nutshell:

-entirely world pvp focused
-team damage and corpse looting ON (ala Darkfall, etc)
-tab targeting, but projectiles can be dodged by other players (again, ala Darkfall, AC, etc)
-crafting would be the primary level and grind aspect of the game, rather than levelling.. folks would need to work together to produce armors, weapons, various attack vehicles, repair or expand various towns and cities.
-griefing of various sorts would be allowed, and players would have the capacity to retaliate appropriately (murder, theft etc flags your character, etc)
-1 character per account, no name changes.
-ground and flying mounts trainable / attainable by anyone. Means to knock a player off his mount also given to all players.


So basically Ye Olde Eve?

Unless you mean there wouldn't be ANY safe zones, which is a quick way to ensure nobody plays your game for long.

You can be an ENORMOUS prick in Eve

Trust me... I should know.

I only had like the second or third largest bounty in the entire game on my head at one point...
i5.photobucket.com

Yes. That really was my character. And yes, we really did exactly what the article linked above described.

ahh the memories.
 
2012-08-08 02:06:57 PM  
As for the "explosions" game: there was a server mod for Q3A where you had 999 health, unlimited ammo, and every weapon shot at 20 times its usual rate. Rockets and railgun trails all over the place.
 
2012-08-08 02:07:02 PM  

I am Wee Todd Ed: Starcraft (Original version) meets WoW:
Imagine Starcraft but instead of one player manipulating all the units, each unit is manned by an individual, and one guy is the general in charge. I know other games do this but what I want is you have a guild and some guys are the miners, other guys are the infantry or goliaths, etc., each role has various perks, attacks/defenses, and attributes and so on. Some players are privates, other sgts and officers, and a general that comes up with the main attack plan. "We're going to attack the Zerg base from the north with a large force but this is a feint. A small group will destroy the hive and kill all the drones. Then we pull back. With no hive to make new workers and not drones we wait until their resources are depleted and slowly pick off their guys one by one." Something along those lines.

Your viewpoint would be from a your characters viewpoint but you can also see the whole battlefield.

Special controllers for more games such as COD:
I think it's called BattleMech(?) and you have to buy this special controller/keyboard/aviation joystick to play the game. I always wanted to get this game just to play around with the controller setup but all the reviews of the game said it was lame and not much fun. I wish for a first person shooter but with tanks and vehicles that require that special gaming setup. Those players that want to splurge for the controllers would be in demand as only they can operate vehicles that give a huge tactical advantage.

Also, a videogame gun that you have to load almost like a real weapon. It would look like an AR15 or something but when you run out of ammo you would have to pull the mag out and slap it back in.

-I enjoyed COD 3 but some of the perks were stupid, specifically the C130 has to go! I got killed sooooo many times by campers who had this perk and just annhilated my team. And nothing can really bring the damn thing down!


The WoW meets Starcraft ones sounds exactly like Savage. Brilliant concept but it failed because no one wanted to be the miner when they could've been the soldier. I played it a bunch and on the whole it sucked, but if you got a team where people were willing to put in the work and build tech trees before attacking it was amazing.
 
2012-08-08 02:08:23 PM  

Beta Tested: As a professional video game designer I feel like I should comment on the article. Mostly that it isn't very good.

That was a rather long article that did not actually have a single game idea in it. The person that wrote it obviously has no idea what a game concept or design looks like.


Yeah, the writer mentioned guys like you.

"To get your property made, you have to first filter it through a lot of people who hate ideas almost as much as they love money. Before you can create something truly novel, it must first survive the veritable gauntlet of assholes that is upper management."

While these might mostly be themes-not-games, they are awesome themes.
 
2012-08-08 02:23:56 PM  
SUM GUYE...its now available on android as a puzzle game. addicting fun and hard. FOR $1
 
2012-08-08 02:32:44 PM  

Beta Tested: As a professional video game designer I feel like I should comment on the article. Mostly that it isn't very good.

#1 He is basically just describing a super-hero themed puzzle game. There are lots of examples of the game he described, for example: Portal, QUBE, Trine, Quantum Conundrum, etc. So yes you can play it, and you can play it right now. A theme is not a game.

#2 is not a game idea either. Once again he is just describing a survival style game (and a boring one at that) except you play a non-human. STALKER, FO:New Vegas (with difficulty mods), and so on all do this. The game basically has no point other than sneak around and eat people. The games I described above are far, far better versions of this idea.

#3 As someone mentioned above, it is just a dino-skinned RTS. This, once again, isn't a game idea, it is just him wanting to play a genre with a certain theme.

#4 Is an idea for a story, not a game. Plus, Half-Minute Hero already did a take on this theme.

#5 Another this is a story, not a game. In games you do things, a game idea is about actions, not things that just happen.

#2 Doesn't even make any sense. I have no idea how AI copying your actions is a game, it might be a mechanic you use to observe some greater goal (like solve puzzles), but he'd actually have to describe how it works. Instead, once again, we get paragraphs of STORY that have nothing to do with a game.

#1 I feel like a broken record, but also not a game idea. It is just an FPS with lots of ragdoll physics going on. Or, maybe it is another physics puzzle game, of which there are plenty.

That was a rather long article that did not actually have a single game idea in it. The person that wrote it obviously has no idea what a game concept or design looks like.


As a professional snob-spotter, I feel like I should comment on this post. Mostly that it is extremely arrogant and narrow-sighted.

#1 A super-hero themed puzzle game is a game. When you say 'A theme is not a game,' of course a theme isnt. But a superhero-themed puzzle game is a game. Ever played Zuma's Revenge? That is a Aztec-themed ball-breaker game. It is still a game. I know what you really wanted to say was that there are many facets that go into game design, like level design, objectives, controls, limitations, plot, platforms, etc. But you didn't say that. You just said smarmy things to cut down dreamers. Instead of just saying 'WRONG WRONG!' and oversimplifying the idea to 'superhero-themed puzzle game' try pointing out what was missing from the idea. Was it because he didnt have a picture perfect idea of the main character? Or perhaps he didnt describe the objective or the plot of the game.

#2 A survival style game where you have to survive in an open-world town, playing an evil character is a game idea. Sure, it doesn't have all the details fleshed out, but those are not instantaneous. I'm sure you've heard of a little gem called GTA 4. Its an open-world game where you kill hookers and try to jump cars off of shiat. Take away the plot and you'd be screaming, 'Thats not a game! Thats a game style!' "The game basically has no point other than sneak around and eat people," you say. Without a plot or objectives, yeah, thats what a game boils down to. Do the same for my GTA4 example. Cut out the plot. You'd say, "The game basically has no point other than drive around and kill hookers"

#3 There are a limited number of genres. As a game designer, you've rehashed every game design known to man. And we know. We buy games that you guys make and there are very few new elements left in them. You've run out of ideas but trounce on people who try to come up with new variations. Just like you guys do. Ever played a FPS shooter in space? In the wild west? On an alien world? In a dystopian future? Those are all your doings. Lets look at world-building sims. Ever played a game where you control the life of a single character? Multiple characters? Build a city? Construct landmasses? Those games should never have been greenlit, should they? "They're not games! They're THEMES!" you scream, shaking your fists in impotent rage. You're only looking at the details provided in a few paragraphs and not looking at the potential beneath them.

#4 A game revolves around an idea. Whether it be an objective or a plot. If you're missing that, then yeah, you got nothing to go on. Just because Half-Minute Hero exists, means we should not have another game with the same theme? Then why'd you guys make all those card games. We have solitaire! Thats a card-themed game! Stop making other card games because! Also, Braid is a completely different game than half-minute hero. Should Braid have not been made? If you get your mind focused on what you think the author is trying to convey, then you're narrow-minded and are extremely limiting the creativity of the idea.

#5 since your numbers really dont follow the same numbering in the article, I'm assuming you mean "Fightin' Crazy." "A game idea is about actions, not things that just happen." Things that happen would be a screensaver. The "Fightin' Crazy" game has a basic plot, an idea of the environment, gameplay. Hell, the author even states, "There are two things we need very badly: new villains in horror, and new gameplay mechanics in games." Why shiat all over the author without anything constructive to say just because he calls out game designers for not having anything new to bring to the table? I bet you'll come back with, "But you don't know what its like to be a game designer! you have no idea how hard it is to balance X, and stylize Y!" Its about using your imagination. And apparently, being an elitist asshole to the author of the article, trying to shiat on people who may be more creative than you.

#2 Your definition of a 'game' is undefined, so how can anyone challenge you on that? Games need 2 things: actions/reactions and objectives. You don't need entertainment, a long convoluted storyline, characters, environment etc. The idea of #2 is in an MMO environment. A few years ago, there was a game where there was no defined objective. hundreds of players connected to a flash-based game in which several hundred dots were displayed and schared amongst all users. anyone could move dots on the shared playfield. They would drag them around in a large rectangular play area. The objective was unique for each player. Some tried to make nice pictures by rearranging the dots. Others tried screwing up other peoples creations. Others tried making penises and others just tried chatting with others. This was a game. A fun one, at that. Sure it didnt have lasting appeal, but none of the games you designers come up with nowadays do. Open your eyes and broaden your idea of a 'game'

#1 Garry's Mod. Sure, its not a 'game' but people play in it. And that guy who came up with it made boatloads of cash off of it. Give a game a purpose and it shines. The purpose of that game is to blow shiat up. A fully destructible world sounds like fun. Flesh out a few more details and this could be a great time waster, similar to fruit ninja or other crap games.

TLDR:
You're so cynical towards others who express a desire to make something that they envision as fun. They all didn't go to the University of Phoenix and get their certificate in Video Game Design. They are gamers coming up with these ideas and they are very rough ideas, as ALL GAMES start out as. So dont shiat on them because they are doing what you do.
 
2012-08-08 02:39:05 PM  

I am Wee Todd Ed:
I think it's called BattleMech(?)


Steel Battalion. BattleTech is a table-top game featuring large, mostly, bi-pedal human piloted robots known as BattleMech's (and both air and ground support units) and driven by MechWarriors (MW); which is also the name of the computer games based off of the TT BattleTech rules.

/Trying out the new MWO, don't ask (fark the NDA the game is just rage inducing at the moment).
 
2012-08-08 02:41:55 PM  

Strategeryz0r:
The multiplayer for Renegade was amazing.. Hell if I had a PC and the game I would still want to fire that biatch up it was so much fun.


The single player of the game wasn't THAT bad either, still the tounge-in-cheek style of script, the VA work was pretty good, map design was nice and the guns generally felt meaty and as you'd expect.

I really wish they'd make a sequel to it. In fact, where's my install disks gone?
 
2012-08-08 02:47:00 PM  

Vaneshi: Strategeryz0r:
The multiplayer for Renegade was amazing.. Hell if I had a PC and the game I would still want to fire that biatch up it was so much fun.

The single player of the game wasn't THAT bad either, still the tounge-in-cheek style of script, the VA work was pretty good, map design was nice and the guns generally felt meaty and as you'd expect.

I really wish they'd make a sequel to it. In fact, where's my install disks gone?


The first time I went from outside, into a NOD building, realizing just how much detail was in the interior of those buildings blew my mind at the time. I can't remember any other game having that large of a game space. The single player wasn't bad at all, it was just forgettable when put next to the astounding(at the time) multiplayer.
 
2012-08-08 02:48:56 PM  
Beta Tested nailed it. Sorry guys, but there was little game design in those concepts, just setting.

/also one 'those asshole' professional game designers
 
2012-08-08 02:51:28 PM  

Strategeryz0r: I always wanted a survival horror game based on the Aliens franchise. Instead of playing as a Marine or one of the core characters. You play as a random worker on LV426 when the Xenomorphs first show up. You would see everything play out as it would have most likely occured. The salvagers finding the ship, and one getting a facehugger attached to them, to people reporting strange sounds and disappearances, to full blown HOLY shiat ALIENS ERRYWHERE!

Dead Space meets Aliens with a dash of Eternal Darkness. When I say dash of Eternal Darkness, I'm thinking how Eternal Darkness made your character go more insane as time went on. Instead of insanity your character in my Aliens game would suffer from paranoia. Unsure if survivors he/she encounters have an alien gestating in their chest, or what the sounds he/she is really hearing. The only way to combat paranoia would be through the use of nerve relaxing drugs, resting in known safe areas, find new weapons and maintaining large stockpiles of ammo for said weapons(less ammo/weapons = greater paranoia), and through the use of a motion tracker that would be findable(though battery powered, so you have to find batteries to keep it alive). The motion tracker would not only alleviate paranoia, but also possibly contribute to it. As the tracker gets triggered, and potential enemies get closer to you(yet you can't see them) Likewise running low on battery power would make your paranoia increase. Affects of paranoia would include, but not be limited to, weapons becoming more uncontrollable, verbal queues making the player think the character sees something when nothing is there, etc. I haven't honestly thought too hard about what the affects of your character being absurdly paranoid would be, just that a system like that would possibly work well in context of the franchise.

The catch? Your character is NOT Newt. So them ending the game dead is inevitable, though you keep the player motivated by making them think escape is an opt ...


upload.wikimedia.org
 
2012-08-08 02:54:47 PM  
#6. You Are the Monster
upload.wikimedia.org

#5. Command and Devour
A dinosaur-themed RTS.

Maybe not an RTS, but you could play as the raptor
2.bp.blogspot.com
 
2012-08-08 03:03:27 PM  

Strategeryz0r: Trust me... I should know.

I only had like the second or third largest bounty in the entire game on my head at one point...


I think either you personally or at least your corp blew the everliving crap out of my 'geddon at one point.

Thanks for that. Jerk.

\Had insurance on it
\\brofist
 
2012-08-08 03:12:24 PM  

ShadowLAnCeR: Strategeryz0r: Trust me... I should know.

I only had like the second or third largest bounty in the entire game on my head at one point...

I think either you personally or at least your corp blew the everliving crap out of my 'geddon at one point.

Thanks for that. Jerk.

\Had insurance on it
\\brofist


Hey at least it was insured! hehe.

Did you see the EveTV broadcast where one of our guys, using an alt account, took one of the 2 Imperial Impocs in the game(both of which we owned at the time) outfitted with nothing but mining lasers into combat in the yearly pvp tournament?

We did that to simply throw the match and not have to face BoB in the next round. At that point all of us were so absurdly rich and uncaring about rare items, that we thought it would be hysterical to blow up a ship people would give their left nut to own live on a worldwide streaming broadcast.

The hate mail was glorious when people started figuring out who that alt belonged to.
 
2012-08-08 03:17:18 PM  

Strategeryz0r: Yes. That really was my character. And yes, we really did exactly what the article linked above described.

ahh the memories.


Eve is a good example of how the disconnect between MMORPGs and reality has less to do with suspension of disbelief and more to do with the differences between on-line interaction and reality. What makes Eve special could easily take place in a realistic game world with current tech. It's essentially a game where people out-troll each other (anyone who doesn't get that is a sucker). In reality, people that are not psychotic have social inhibitions that serve valuable self-preservation functions for surviving as social creatures. Back in the days of Og and Thok, if Og became too much of an asshole he was kicked out, and the prospects for survival were NOT good for outcasts. We are hard-wired to trust each other or literally die trying. Although pop culture is derping up a storm these days confusing "gritty" worlds of treachery with "realistic", they're actually anything but. In reality, systems either function on trust (in the system if not in other people) or become paralyzed. In the game world, though, millions of years of evolved social behavior go out the window. It all goes back to the root of it being a "game"; ergo, nothing matters. As a result, at least within the game world, normal people in society can become unhinged monsters.

It's a fun game for some, and while I'm impressed with how the designers seized on what was special about it, it's the sort of game I wouldn't touch with a light-year pole. However, personal preference aside, Eve is a remarkable exception to a problem game designers struggle with -- games are becoming increasingly social these days, but the lack of social consequences means they have to deal with a much higher rate of psychopathic behavior than any real-life society in history. That's partly the point, but most people retain some expectation of normal social behavior. They become prey for the trolls.

That's where Blizzard is stuck between a rock and a hard place. A sizeable minority of their paying customers are assholes, so finding a right balance between moderation and autonomy is a delicate dance that pleases no one. If I became a game designer, I'd avoid on-line multiplayer like plague.
 
2012-08-08 03:20:19 PM  
FTFA: #4. Groundhog Day: The Game

It was called Legend Of Zelda: Majora's Mask.

I found it ultimately depressing because in the end nothing I did really mattered in the lives of the people I encountered.
 
2012-08-08 03:24:19 PM  

Ghastly: FTFA: #4. Groundhog Day: The Game

It was called Legend Of Zelda: Majora's Mask.

I found it ultimately depressing because in the end nothing I did really mattered in the lives of the people I encountered.


You did protect that one girl from getting anally probed by the cow stealing aliens.
 
2012-08-08 03:27:37 PM  

I am Wee Todd Ed: Starcraft (Original version) meets WoW:
Imagine Starcraft but instead of one player manipulating all the units, each unit is manned by an individual, and one guy is the general in charge. I know other games do this but what I want is you have a guild and some guys are the miners, other guys are the infantry or goliaths, etc., each role has various perks, attacks/defenses, and attributes and so on. Some players are privates, other sgts and officers, and a general that comes up with the main attack plan. "We're going to attack the Zerg base from the north with a large force but this is a feint. A small group will destroy the hive and kill all the drones. Then we pull back. With no hive to make new workers and not drones we wait until their resources are depleted and slowly pick off their guys one by one." Something along those lines.

Your viewpoint would be from a your characters viewpoint but you can also see the whole battlefield.


It was called Battlefield 2 and it was glorious.

Commander view, overworld with zoom, issuing commands to squads, etc. You earned ranks with points.

Dragonchild: Everyone would ignore the general just to piss the guy off.

And this is what the commander option devolves into. You just get to drop vehicles, supplies, arty and UAV's as commander perks.
 
2012-08-08 04:00:24 PM  

Myria: Wasn't Majora's Mask like Groundhog Day? Also, the Japanese PlayStation game Moon?


upload.wikimedia.org
 
2012-08-08 04:03:01 PM  

GRCooper: Beta Tested nailed it. Sorry guys, but there was little game design in those concepts, just setting.

/also one 'those asshole' professional game designers


Don't most creative projects start as a concept with a rough sketch of things like settings, characters, or plots? I suppose a game idea could start with an objective to achieve.

I think you both are getting tripped up on the title since it would be more accurate as "7 videogame ideas that will never be made into actual games, discounting the ones that already have been, but were unpopular or poorly executed".

/also one of 'those asshole' people who plays games and especially enjoys fun ones
 
2012-08-08 04:08:19 PM  

I am Wee Todd Ed: Starcraft (Original version) meets WoW:
Imagine Starcraft but instead of one player manipulating all the units, each unit is manned by an individual, and one guy is the general in charge. I know other games do this but what I want is you have a guild and some guys are the miners, other guys are the infantry or goliaths, etc., each role has various perks, attacks/defenses, and attributes and so on. Some players are privates, other sgts and officers, and a general that comes up with the main attack plan. "We're going to attack the Zerg base from the north with a large force but this is a feint. A small group will destroy the hive and kill all the drones. Then we pull back. With no hive to make new workers and not drones we wait until their resources are depleted and slowly pick off their guys one by one." Something along those lines.

Your viewpoint would be from a your characters viewpoint but you can also see the whole battlefield.


I recall playing something like this in Tribes. No one listened to the "general".
 
2012-08-08 04:14:22 PM  
The RTS Star Craft commander thing was sort of done with Armored Core 5 where you have someone running your logistics and such. Then Killzone 2 or 3 had the Move peripheral that looked like a gun, granted it didn't have a removable magazine to simulate "true" reloading.
 
2012-08-08 04:16:39 PM  

I am Wee Todd Ed: Starcraft (Original version) meets WoW:
Imagine Starcraft but instead of one player manipulating all the units, each unit is manned by an individual, and one guy is the general in charge. I know other games do this but what I want is you have a guild and some guys are the miners, other guys are the infantry or goliaths, etc., each role has various perks, attacks/defenses, and attributes and so on. Some players are privates, other sgts and officers, and a general that comes up with the main attack plan. "We're going to attack the Zerg base from the north with a large force but this is a feint. A small group will destroy the hive and kill all the drones. Then we pull back. With no hive to make new workers and not drones we wait until their resources are depleted and slowly pick off their guys one by one." Something along those lines.

Your viewpoint would be from a your characters viewpoint but you can also see the whole battlefield.


I'm guessing you've never played Natural Selection huh?

www.unknownworlds.com

www.blogcdn.com

cdn2.gamefront.com
 
2012-08-08 04:26:15 PM  

MinatoArisato013: The RTS Star Craft commander thing was sort of done with Armored Core 5 where you have someone running your logistics and such.


Wha-wha-WHAT! I used to be a hardcore AC junkie. I placed in a few tourneys and got pretty good. Unfortunately, I don't have any of the current systems and haven't played any AC beyond the PS2.

(My PSP tank AI was pretty brutal.)
 
2012-08-08 04:26:37 PM  

s1ugg0: I'm guessing you've never played Natural Selection huh?


Is that an HL mod? Looks like Vortigaunts.
 
2012-08-08 04:27:22 PM  
Roc,

I wasn't trying to be snarky (much), and I totally get where youre coming from. My first game concept was about 10 or 15 pages and read like one of the paragraphs in TFA. The dev/design team read it and had one question - ok, but what's the game?

(they weren't jerks about it, and helped me develop the concept, which was accepted and developed into a 1000 page design doc, which was then rejected by our parent (EA)).

C'est la vie. Part of the business.

In any case, whenever I meet someone and they find out I'm a designer, they always give their pitch for a "great game", which sound like the paragraphs in TFA. In a nutshell, those descriptions are more art direction than game design. Eg, a dinosaur rts is not a bad idea, but it's more about the pixels the player sees, not the game they play.

/sorry can't be more eloquent, on smarty phone, not 'puter
 
2012-08-08 04:28:48 PM  
I haven't done such a playthrough yet, but for #6, wouldn't playing as a Nos in Vampire: The Masquerade - Bloodlines count? You're instantly hideous and your entire character sheet revolves around the fact that everybody knows you look like a monster.

#3 is any Lovecraft story ever with a little bit of Eternal Darkness: Sanity's Requiem which is, let's face it, just Lovecraft in Gamecube drag.
 
2012-08-08 04:30:17 PM  

thecpt: s1ugg0: I'm guessing you've never played Natural Selection huh?

Is that an HL mod? Looks like Vortigaunts.


It was. The second one will be a stand alone game. Can't wait. By a wide margin the most fun multiplayer game I've ever played.

/I still fire it up every now and again.
 
2012-08-08 04:30:19 PM  

KhamanV: #3 is any Lovecraft story ever with a little bit of Eternal Darkness: Sanity's Requiem which is, let's face it, just Lovecraft in Gamecube drag.


Like Amnesia?
 
2012-08-08 04:35:13 PM  

dragonchild: Strategeryz0r: Yes. That really was my character. And yes, we really did exactly what the article linked above described.

ahh the memories.

*snip*


You're right about the disconnect, but trust me when I say this. The idea that if Og is too big of a dick he gets exiled, very much rings true in Eve. You cannot be a very successful asshole if you're just being an asshole. There are many groups dedicated to bounty hunting, and providing security in unsecured space. You enter sector and start being a complete douche, you'll be dropped in no time flat. If you lower your security rating too much, CONCORD will open fire on you on site, and you will show up as an explicitly hostile target to everybody in the game.

When my bounty as at it's highest, I had probably 30 people at least who did nothing but track me across the universe trying to kill me and get it. They never did, but goddamn did they ever try.

That's the thing I hate about WoW, a complete lack of player control. Everything is scripted, and the rules are so strict as not to offend anybody that you can't REALLY be a jerk. What people in WoW call griefing, I call being an amateur. Oo you corpse camped somebody, big effin deal. We have crushed players to the point they quit playing the game.

And what do the guys who created the game think of us?

THEY LOVE US! Our heist is constantly used by them as an example of what's possible in their game world. They contacted us directly to congratulate us on it, and ask us how it was done. They stood up for us among hundreds, if not thousands, of cries for CCP to outright ban us and return everything we stole.

They never did a thing. They flat out said they think what we accomplished was absolutely astounding, and the fact it was all done within the confines of the games rules made it that much more impressive to them.

The world needs more MMO's like Eve. Albeit more MMO's like Eve that don't have the unnecessarily high learning curve of Eve.
 
2012-08-08 04:36:26 PM  

GRCooper: ***snip***


CSB - seriously. I was also serious about the title of the article being misleading. Those are game ideas or concepts, not games, which is what you and Beta Tested seemed to have been trying to say. Beta Tested just came across as stupidly arrogant and belittling, and I roped you into my retort.
 
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