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bite-sized game design ideas. Back

This is where I'll post some snippets from my ideas about games. Generally just a starting point or simply a record of an idea. I will still be keeping the top-drawer ones to myself though (for now!).

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'The Professionals'
   
The concept:   The gameplay:

Laurie Johnson and the London Studio Orchestra explode into the main theme. You already know where I'm going with this one. The opening FMV, Bodie and Doyle with George Cowley in the background. The cars, the girls, the gadgets and the guns. This is a retro licensed title with tons of attitude and huge gameplay potential, just waiting to be made.

Remember this?
The Professionals
bursting onto the TV screens of the 1970's! How else could the game possibly start ?
The Professionals The Professionals
Weapons, communication and tracksuits Three strong leading characters

The Profis

The appeal of 'Die Profis' extended far beyond the UK and Ireland it was extremely popular with wider European audiences too.

As a game concept it has all the potential elements for a nostalgic romp with cult cache and great gameplay.

(Have you had your Ready Brek this morning?)

  Here are some initial suggestions:

Genre: Tactical Driving- FPS combo.

Platform: Console / PC

The Professionals The Professionals

Car bonnet-roll. Before we go any further, bodie can do his bonnet-roll-move? agreed? agreed.

Missions:

The game centres on two members of CI5, a branch of the Secret Service set up by the British Government to apply military intelligence-gathering and combat techniques to tackle anarchy, terrorism and crimes against the public.

The game begins while the one of the duo is still an east end detective constable and the other a member of the SAS and Para regiment, can you remember which one?
This early part of the game provides a training ground for the player. Your goal is to be selected by George Cowley, Former MI5 controller and now the head of CI5 as he hand picks his elite squad of 40 agents, through your performance in 3 initial training missions. (The results of this could set the player difficulty level during the game proper. This test may also be taken again at any time during the remainder of the game.)

Advanced tactical driving training (for use in later missions:)

Use professional avoidance tactics, vehicle dynamics & technical driving, evasive maneuvers, barricade breaching, tactical ramming & night driving. (involving smashing through lots of glass windows of course!)

Parachuting: as part of para training, missions can be based on actual episodes or maybe the entire game can run in an episodic mode.
Vehicles: The cars of the time: Capri, Escort RS200, Granada, TR-7, Cortina etc. also there's good potential for the use of motorbikes and motorbike based missions (Included in the A.T.D. Training) Dampening certainly being the key factor in recreating the handling physics.

Choose your character: Playing as either the Bodie or Doyle, become a member of CI-5.

Maybe using a combination of playing as one character separately and duo missions. In some missions bodie for example teams up with his AI colleague. All off-screen communications by walkie-talkie.

Cheesy dialogue, bad haircuts and tons of attitude!


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Character ageing:    
How about using an integral in-game character ageing system that impacts heavily on gameplay and storyline as they both unfold? Begin as a child, end as an old man, between is a game and a life. A story.

'Jedi Knight 2- Jedi Outcast' uses a version of it, with the lead Kyle developing greater force powers as the game progressed. 'Soul Reaver' uses this technique incorporating a concept of a vast expanse of time, mainly within its lush FMV sequences. So too will Fable from the one and only Peter Molyneux at Lionhead. But can this concept be taken further?

What will your character have learned?

OK. So what am I banging on about? I am suggesting: playing the game through the eyes of a lead characters younger or older self (A prequel in the games world). Perhaps the character is a teenager and then gradually working up to the present day (or later in the game) to an 'age' when the characters abilities and movements are honed and perfected (or maybe that is the object of the levels in between these two ages.) 'The Old folks shopping adventure' is not quite what I have in mind, even though that's still a good idea.

 
poly-count, shmolly-count!

The concept is to entirely build a game around the characters age and use it to generate the gameplay. I think it has potential... Imagine the opening of a game with the glorious birth of our hero! (More Kubrick than Mimi Ledder) and what about the possibilities for an ending sequence? Could you start a game as a toddler? Could the player end the game as an old man with terrific powers? Where is the Stanley Kubrick of game design? As usual I digress but I think you get the point.
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Shell-shocked
Immediately after a large explosion in close proximity to your character, there is no game sound for a minute or so, except for maybe a dim ringing or silence. (Remember the gasmask level in MOH - Allied Assault and the impact of sound? or the key hole-peeping 'deep breathing' sound feature in Hitman 2?) When player hearing returns, it does so gradually. Hearing can be immediately restored by the assistance of a medic or medi-pack perhaps?

This point touches on a much deeper first-person game issue, which I will explore later, here's the general idea: There is a good opportunity to design experience enhancing effects for the FPS genre using some simple tricks, for example:

1. Camera-shake during explosions, car crashes etc.
2. Player reactions to sudden temperature changes, such as sweating or shivering (Also good for the affects of shock)
3. Nervous shaking - depending on the circumstances.
4. Partial loss of sight caused by injury. (The drunk-driving level in Vice City)

Obviously such features should not detract from the enjoyment of the game, more leave little surprises for the player. Simple audio plants or camera moves, features that do not require a huge amount of development resources. The industry standard is a red flash as you are being hit, I understand the need for 'player injury confirmation' but there is still much room for concept development in this area, while remaining within established standards. Operation Flashpoint - cold war crisis is an example of extremely good game design in this respect. Crammed with innovative features, three alternative weapon views, and even illuminating speed dials for night driving, nice touches!

O.F. also deserves a big mention for its flexibility and freedom during gamepaly, most definitely there are weaknesses concerning complexity with this title, but having recently played it again for the first time in nearly a year it still looks great and I was not disappointed, there's a huge amount going on: extensive A.I. player control, variety of vehicles, first and third person modes, the list goes on. This was a game a ahead of its time.

As I mentioned earlier I will expand on these design issues in more detail, at a later date. (Check back soon)

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Regular, Fat & Free Discs!
This has nothing to do with weight-loss, more of a games-related marketing idea but please read on...

The Problem: One of the biggest challenges faced by the publishers of console games is getting gamers to ever try their games in the first place. Not to mention getting consumers to decide they like a particular game and hand over the asking price.

A certain strain of depraved and iniquitous gamer is damaging the sales of some potentially great titles:

· Gamers that are not prepared to pay the asking price without knowing more.
· Gamers who refuse to rent games before they buy.
· Gamers who don't read reviews or find them misleading.

Gasp, shock! Who is this heathen that thwarts our glorious business? This is everyman. This is the majority of the games market.

But don't demo discs do this job? Yes but not very well - Currently it is only the types of demo disc stuck to the front of relatively expensive console magazines that are widely available, and only then if your demo disc happens to be stuck to the right magazine and only if your potential consumer decides to purchase that exact magazine. Some great games may never even be played. One could argue 'with the growth of online console gaming downloadable demos could be made more widely available right from the console itself' and you would be right, but download time is still a big factor and will remain so for some time to come.

PC games have used the download model successfully for quite some time. File Planet is a great example: http://www.fileplanet.com

Free Demo discs! Nothing new there I hear you say! Correct! However, what would help is to change the way they are compiled, produced and distributed:

The Solution: A regular stream of widely available, FREE console demo discs! Strategically deployed through point of sale devices in retail outlets such as video rental stores, music mega-stores, toy stores, gaming arcades, wherever the demographic can be reached.

Groups of smaller publishers and developers could combine forces and contribute to the content and cost of a widely available jam-packed demo disc. Available say every month, each disc could contain a large amount of demos, (Of a similar genre or not) with the simple aim of having their games played by gamers and generating exposure for the product. These discs could even contain amateur mod's for already successful titles or PC-based editing software for console titles, thus providing a platform for a console-based mod community.

The interesting point here is the growing trend of big budget titles dominating the market space, the similarities between the genres and marketing of successful games and the reasons for it. My theory is this: This issue is more about consumer awareness and access to the product rather than muscle. Consumers are generally lazy, except for hardcore gamers, but hardcore gamers are only a small segment of a publishers market! As a result, gamers tend to drift from similar title to similar title within their same old reliable genre. Much more so than with movies, cost is a prohibitive factor. (Even a DVD only costs roughly £10-20) So how I ask are gamers going to take a risk & broaden their taste in games if there's not enough free accessible content out there for them to experiment with.

Some of the best games I have ever experienced have been those I sought out or happened upon as opposed to those that were the obvious choice. It's all about distribution! Viva the cheap and cheerful bumper demo disc.
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I will be continually uploading ideas. If you would like to comment on or add to any of the above, please drop me a line. Don't forget, come back soon!

 
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