Ha! I finally read this whole thread like I said I would. Anyway, here's a couple of my ideas.
- A game that is to Animal Crossing what Rune Factory is to Harvest Moon. Basically, you have your little fantasy town, and your neighbors and even your Tom Nook figure, but this town is beseiged by that ultimate evil towns always have problems with, and they've turned lots of innocent people into horrible monsters. Your Animal Crossing tools would be your weapons—Axe is the strongest but breakable, Slingshot is ranged, the Shovel is The Mario, the Fishing Rod is weak but fast and ranged, and the Net, while weak, can encumber enemies. In dungeons, when you defeat monsters, they're "purified" and turned into normal people. If you befriend them, they come live in your town. Appearances of townies is somewhat randomized, as are their names. But several old townspeople from the older games are included as bonuses for doing specific things. Good feng shui, and the fortune teller, can give you stat boosts. Foreign fruit not only sell for more, but they heal for more, too. Townspeople whom you become good friends with can journey with you as party members into dungeons, and their personality and species influence stats and abilities. In addition to the six "basic" personality types (M: Lazy, athletic, grumpy; F: Normal, peppy, snooty), the six "island" personalities from the original Animal Crossing come back: Males get romantic, intellectual, and "surfer dude," and females get mystical, and I don't remember the others. ><
- A game which combines a ridiculous number of genres, something like this. The main "overworld" is a platform game, with puzzles sort of akin to those in Zelda games. You have two party members, one of whom is always your NPC Ally, and whichever one you play yourself depends on whether you're a boy a girl. However, enemies you fight in RPG battles Paper Mario style by encountering them on the overworld. In battles, you build powers for spells and attacks Puzzle Quest style with a Match-Three Game, but to use them, you can also draw (so a DS game, most likely) symbols and words or just scribble stuff. And elements can be determined by what you draw! So drawing a droplet or a wave gets you a water attack, while pointy things or stars is fire, squiggles gets wind, blocky shapes are Earth...
Also, @Faw, several posts back: I actually started making my own Mons game in Game Maker a while back! It's on indefinite hiatus, but it was totally fun to make.
edited 9th Jun '09 9:42:39 PM by FreezairForALimitedTime
"Proto-Indo-European makes the damnedest words related. It's great. It's the Kevin Bacon of etymology." ~MadrugadaI had an idea for a fighting game fluff. It takes place at a convention. This is set 20 Minutes into the Future where costs and interests have consolidated all cons into one humongous week-long "Battle Con" that rents out its own private island. All hobbies, games, and interests are covered here. Through magic and technology, people who go to Battle Con can gain magical powers or awesome weapons to use in battle simulations. These have proven extremely popular.
The characters have no names and are instead named after the hobby that they prefer.
- Fighting Gamer: The Mario. Dresses in a bathrobe (as a parody of Ryu, of course). Constantly ranks everything in tiers ("This bathrobe is so soft and comfortable. Top-tier!"). His ultimate move is basically a CPU-run combo of his basic moves.
- Shooter Gamer: Glass Cannon. Dresses in a Hawaiian shirt, sunglasses and slacks and totes a variety of futuristic and modern weaponry. Rather crude, but fun to be around. His ultimate move knocks the opponent in between two portals, then fires dozens of missiles into them.
- RPG Gamer: The Ken to the FG's Ryu. Dresses in overelaborate armor and uses a giant, glowing greatsword. His ultimate summons a giant beastie that shoots several lasers at his foe.
- Grognard: Mighty Glacier. Dresses in a blank white T-shirt and jeans. Has a fine beard. Complains about everything in the con except for the food court's hot dogs. He fights with his fists and all his attacks are named after bottles of wine. In his ultimate, he slams the opponent into a wall and punches them repeatedly.
- Hero Kid: Fragile Speedster. Acts like a shonen protagonist and looks vaguely like Shuto Dan from The World Ends With You. Fights with tops and trading cards.
- Japan Nut: Dresses in street attire, but carries a katana. Speaks gratuitous and very bad Japanese. Very powerful on the ground and can string together a lot of attacks, but flies like a lead zeppelin. His ultimate chops the opponent through a mountain.
- Tabletop Roleplayer: Wears a vest, t-shirt, and shorts and carries a large bag filled with dice. Fights with a chain of dice attached to a colossal D20. Has powerful long-range attacks and mixups, but is kinda slow. See: Axl from Guilty Gear. His ultimate attack fills the screen with pointy D4s.
More to come.
edited 10th Jun '09 3:35:11 PM by Magus
- Indie Rocker: Dresses in white dress shirt and jeans, and has short blond hair. Average speed and defense, low attack strength, and focuses on air combos. Super move has him knock the opponent high into the air with a guitar pulled out of Hammerspace, go up after him, and then pound him into the ground with the guitar. His moves are named after indie bands and songs.
- Artist: Bishōnen in a tuxedo, slightly weaker than average defense-wise. Uses a bizarre-looking halberd he calls "Pain Is Truth and Truth Is Pain #4" to do long-reaching moves that are fast but don't do much damage. Super move has him using a stylish portal to drop an avant-garde sculpture on his foe.
I'd like to see a band manager game. There are some, but they're usually very limited; the standard guiter-bass-drums-vocals rock band takes on corporate ladder, witha clear goal. In my vision, you could manage a band, or a single artists, or even a supergroup of 25 members, if you like, with multiple genre's and instruments available (Soul/punk crossover with a drum machine and two saxophone players? Sure). And the instead of just going the traditional rock star route of small clubs -> record deal -> big clubs -> stadiums -> movie projects etc. You could choose to become an indie artist, or remain an underground project. And as a radical move, allow the player to start a NSBM or Neo-Nazi punk band, just for the hell of it. That route, of course, would mostly bar entrance to any large gigs or major label recognition, but hey.
I've always wanted a slasher game. You're a serial killer with a first-person view so you can't see what you actually look like. You wander through a city and surrounding suburb killing as many people as possible, and anything not strapped down can be a weapon. The more people you kill, you get slasher-flick upgrades like stealth/speed for Offscreen Teleportation (from the victims' point of view) and Nigh-Invulnerability. Oh, and you find a bonus room with masks of horror movie villains and you get to pick one. I'd pick Jason's
Is .hack a retelling of Romance of the Three Kingdoms? I never noticed. Regardless, I second that idea.
Also, a Hack and Slash game built around Evolving Attacks with heavy Character Customization. For instance, you can turn your horizontal sword slash either into an attack that creates a heat wave for a few metres in front of where you attack, or you can make it so your sword bursts into flames in combat. Obviously, there'd be RPG Elements. Most likely would use a Point Build System, to some degree.
edited 11th Jun '09 8:36:56 PM by Lucky Revenant
"I can't imagine what Hell will have in store, but I know when I'm there, I won't wander anymore.".hack is a MMORPG sim, and it has nothing to do with R Ot 3 K. If it had the characters from Romance of the Three Kingdoms, the plot would be a lot more interesting.
I've had an idea similar to that. Basically, take all the sides form CNC: Generals, the human, undead, and elf sides from Warcraft 3, add in some Borg knockoffs, something like the Space Pirates from Metroid meets the Zerg, Fasist Steampunk Drawfs, and finally the Galactic Empire, and mix it all up. It would be an RTS.
This was before I heard about Warhammer 40K, which more or less seems to be what I had in mind, just not set in the present day.
I have an idea for a videogame that, while I think it'd be pretty darn cool, I'm pretty sure if I ever suggest it to anyone, ever, they'll just look at me funny and ask how that could be fun.
The name of the game would be "Terminal delay". It'd be a platformer in the style of N, Jumper, and other games where every level fits on a single screen, the challenges are tricky and you're expected to die a lot of times on every level but there's no limit to how many times and you're just sent back to the level's start every time without even a "game over" or a boot to the menu, since dying doesn't really mean losing. But this one has a twist! The player plays a robot who is being operated remotely, but through a field of radio interference which gives all commands a half second delay (or maybe .75 seconds, if that doesn't feel like enough). By which I mean that as you press buttons you literally control what the robot will do half a second in the future rather than right now. Extreme care would have to be taken to ensure the game ran at a constant speed on all computers and never had lag or hiccups, and that the delay was constant, and jump height would be constant rather than depending on how long you hold the button. This half second delay would force the player to constantly think and plan ahead, even on straight-up action levels, since by the time something needs to be dodged it's already too late to input the commands to dodge it. And just imagine the challenge of piloting the little guy through a field of lasers or mines (or even moving platforms) without being able to see where he is right now; needless to say I'd have to ease the player into the control scheme. The player would probably have some kind of attack and I'd probably give him a wall climb just because I think that's a cool ability, but the focus would be on dealing with the delay. There would probably be a couple of bosses; the final boss would be an enemy delay-bot with a hoverboard, who would always fly and shoot at wherever you were half a second ago, forcing you to keep moving and outflank him so you could whack him in the back. Possibly I could stick a delay on the AI of one or two regular enemies as well.
As you can see, this idea has about the same amount of marketability as what your dog leaves behind on his walks, but I am convinced it's a good idea.
Think "Modern Warfare" with dragons and other fantasy creatures.
Ok, here goes.
A Mon game where the player takes a more...active role in combat. Your mons are some kinda...spirit beings...or something, and for some reason, they're everywhere in the world. You catch them by fighting them and then using special spirit-binding whatevers, much like a certain other Mon game.
Now for the twist: for one, battles will take place in open environments rather than featureless voids that appear out of nowhere, and you can pull out your entire roster of Mons at once. Movement/placement of Mons will play a critical role in battle. But for the even bigger twist: you don't necessarily have to pull out your Mons to fight. Since they're spiritual/metaphysical whatevers, you can "equip" them or something to boost your own abilities. Will you fight alone, using your Mons as spiritual weapons, or will you command them as a unit? It's up to you!
To further differentiate from Pokemon, the game will be more story-driven and there will be plenty of non-Mon enemies. Like...I dunno. Robots? Yeah, let's go with that. So anyway, you and your Mons tackle impossible odds, stop the Evil Overlord from catching the super-powerful godhead Mon, Save the World, and all that stuff.
Well, I think it's a good idea.
That sounds sort of like what Huntik does.
I mean the characters can summon their Titans to do the job or they can simply brawl with an array of powers.

I can DEFINITELY get on board with that. In fact, the moment I played Pokemon back when I was like 7, I wanted something like that. It just bothered me that the pokemon wouldn't actually move when they attacked, most of the time. This carried over when I started playing the Fire Emblem series, where I wished I had more control over their fighting.
Y'know, I wonder if any video game developers ever check these boards. If so, then I think they really should look at this thread. Then again maybe ...synchronicity? will help us in the end.
"I can't imagine what Hell will have in store, but I know when I'm there, I won't wander anymore."