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Been a long time since I've thrown something out here, and I got an interesting concept for you. Actually, a trio of concepts rolled into an IP that is seemingly impossible to provide a complimentary MMO for. While the concept is truly in the vein of a diplo-enthused FPS-FFAPvP game such as Face of Mankind, the social aspects and absolute cutthroat nature of it would resemble EVE Online. Based on an IP I am working the kinks out of, where each additional book entails a different form of information warfare going on in the heart of Seattle, WA (the central location for all events). The core 3 books are as follows, though I lack a good name for the IP itself (taking suggestions); Red Eye - The night culture revolving around recreational drugs expands into milk bars where you can lace your drinks with a plethora of legalized pharmaceuticals, one of which is a hallucinagen that allows a person to astral project if they are able to control it. This leads the central character to experiment with the bounds of this ability (telepathy, possession, etc), where he thens runs across a group that has existed for centuries who have used this power to gain control and keep their enemies down through covert operations. If you know a person that hears voices... yeah, these people are likely messing with him. Mode of Info-Warfare - Sight-jacking similar to the Siren series, with some other rules;
Deadly Secrets - A website, very much like wikileaks, exists only to expose the secrets of the government and various famous personae. Over time it's popularity led to a multitude of users from across the world spreading rumors of various sizes, and about anyone in particular. Anything said on it seems to come true, and it's become associated with fortune telling and occult. It's become simple enough to declare your rivals dead by a specific time and have it happen, and the main characters of this book, at the core, will just basically survive the forum wars they started by preventing each stated outcome.
Mode of Info-Warfare - Social Engineering, Propaganda and Gossip
Recognizance - The book itself is a dark comedy about a group of uni students that attempt to make a time machine, but instead find a link between alternate realities. The game aspects follow none of it beyond the pseudoscience behind it, which aids in the mechanical usage. Like a lot of my works, this one takes a strange idea and rolls with it in crazy directions. In this case; if you ever thought you saw something out of the corner of your eye, it might actually be there. Chthulian horror ensues.
Mode of Info-Warfare - Terrain Negotiation, Hidden Items/Stashes, Ambushes
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I realize that alone is a lot to read, so I will leave it at that, but with a little further explanation that this is a faction-based game similar to Face of Mankind, but the factions are basically the government vs crime syndicates as the various bureaus and gangs have diplo with each other and use the tools at hand to orchestrate war/revenge/business/etc.
If you made it this far, you're awesome, and thanks in advance. I've really tried to make it a point to cut these shorter.
Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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9/02/11 1:54:20 AM#2
These seem more like single-player games. Otherwise, the best manner of implementation may be browser-based. Avatars seem unnecessary for most of your concepts, just information. There was a single-player game a while ago... forget the name. It was supposed to access your email, txt message you, etc. with clues to the game. A drastically revolutionary MMO might take that concept a step further with your ideas. An IRL cell-phone ap that implements your final concept. An actual forum website (with GMs acting as moderators) for the second. The first concept... it would require a graphic interface, but I see no real point to it. It needs a purpose in order to be a game. |
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9/02/11 2:06:21 AM#3
I remember that one Tertiary. If I recall correctly, people got freaked out by it and it tanked :( Seems with the majority of people being utter morons, mixing reality and gaming is a dangerous thing to try and attempt. Some interesting concepts there, but I agree with Tertiary that they sound better suited for a single player experience than an mmo. From a purely financial perspective, if something is too different from the norm it'll be to get enough people on board to make it viable. |
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9/02/11 2:11:41 AM#4
FTP Browser-Game or Phone Ap with ads could make some money off those concepts fairly cheaply, tough part is getting it off the ground.
EDIT: And, yeah. I don't think it was ever even released. Such a cool idea, though. |
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Ha, you're right. The 2nd one would be great as a Mafia-Wars type app, and the 3rd as even a point-and-click adventure, but for the sake of the discussion I'll still try to describe why it would fit by adding more context to the game... but great idea though, I am going to keep it in mind and see where that kind of mentality fits my other work. As for a purpose to all these trying to gel in the same game, beyond the linked IP; Game World
Character Progression
Combat
Mission Structure
Death/Imprisonment
Territory Control
Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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9/06/11 3:56:08 AM#6
You've made quite a challenge for yourself here GT. Any 2 of the 3 options you're looking to combine seem to fit together fairly easily, but the third sort of brings down the house of cards. My thought is there is something unbalanced about the 3 elements, in a strange way 2 of them will share a strong underpinning that the third doesn't. (I have no clue how much sense that makes). Without the restrictions of IP, IMO they could be drawn into harmony fairly easily ( ie cyberbrain version of Red Eye, or drugs to sense the other dimentions in Recognizance). I like the idea of a purgatory styled prison. A period of time with very limited and less "productive" options sounds like a good thing. I also like the territory control, although I'm trying to picture the layer interactions (which may or may not be an issue in your design). I'm thinking depth here could be crucial to longevity, in part because I picture a rather loose social structure to the game. |
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I can totally see that... The 3 are part of an 'Eerie Indiana' form of "same city, new characters and unrelated events of pure crazy" that work in a book format, but yeah, I see it. In a way, the 3 just don't mesh together, *but* they do in kind of a 'love triangle'. Rumors + Spying, Spying + Hidden Features, Hidden Features + Rumors. I can't see a situation where all three facets are used at their peak, but I could look towards the current complementary focus and work from there. Also, I was leaving the thought open that you could astral project the other dimensions you can't exist in (though, technically you do already exist there - it's quirky that one), but was never going to actually cover it beyond introducing the thought in discussion outside the books. Just not going there, because I feel the only route involves space marines with intimacy problems.
In-game prison was handled well enough in Face of Mankind, there were things to do when there to help speed up the timer, as well as some fun in trash-talking the players guarding the place from break-in's (which were often enough). You'd see tons of people walking around while squat to complete the goal "find the soap". Great stuff, just needs to be taken further. Also a very interesting social environment, there's always a dude selling smuggled shivs for crazy amounts. Territory control is iffy for sure, but the main idea is that there is a police, criminal, industy and science organization in control of every corner of the map. As these lines of division change, it means you usurp territory from your competitors and may make new enemies (or allies) from the other factions working their roles on the same turf. It could be chaos, but would be interesting either way. Politics and trying to salvage your faction's good name would mean a lot, as new players are basic citizens looking for which way to go in the end. Maybe the cops will be dicks to everyone and make a large swing towards their rival crim organizations, maybe the crims will go overboards and send them all to be cops. The beauty of it all is that the social interaction sets the stage for *everything*, and you can totally push it forward with a goal structure (missions). Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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9/06/11 5:45:38 PM#8
A random thought just occured to me for the perma death. Let me set the stage with this, there are 2 prisons- a county jail and a federal pen. County would be for your shorter lock ups, and likely be a place players end up fairly often. Federal (or state if that fits better) would be for longer lock ups, I'm not sure of the dividing line for this though. How does permadeath come into play, by allowing players to shank and brawl beyond incapacitation in the federal pen. This sort of makes the federal pen something of a battle ground. Once you've killed it is a life sentance (ie you can only leave by being broken out), but this serves everyone well. There would be a subset who would crave the "life or death" aspect of this, but we also contain it to a limited situation that borders on voluntary (making the federal pen would require considerable effort). As for the territory control, I like it. If anything I'm just stuck on envisioning the frame work for those interactions. Pretty much an issue of how the server handles flexible faction to faction alignments and what actions players would be able to do to influence that. I consider the need for some self balancing among the factions. I've always thought that ladder tied influence over a faction is a nifty way to do this, sort of a serve in heaven or rule in hell thing. It does this because a weaker (low pop) faction will tend to offer far more potential for advancement than the stronger (high pop) faction. The problem is in finding the sweet spot where collective (faction) and individual strength within the system balances well. Maybe it is that lense I see through that in some way is limiting my ability to see a structure for the layer interactions? Actually the astral projection thing, to me could balance the triangle in an odd way. If it was drug induced, it would compete with the telepathy on the toxicity meter. Likewise, the field generation to pull things from other dimentions could compete for energy (battery life) with the "wikileaks" website access. Maybe a 3rd action pool, "sanity" could balance out the competing interest pyramid of actions. That is each action would have 1 primary pool that is a secondary to another of the actions. So the psychic actions would drain the toxic window heavily, with say possession drawing down sanity somewhat. The website would hammer sanity but also be a weak drain on energy. Finally, shifting things between dimentions would be a big drain on energy and dowsing (the search for those objects) would be a mild toxic addition. Something like this might pull it together. |
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Holy shit dude, you're on fire! 1. The dual forms of penitentiaries is genius. The threshhold could be based on a logical "bounty" amount, as expressed earlier. Probably between 250k and 500k, maybe a mil. Those threshholds could be set by vote by all players (1 character per server or account anyway) through players becoming government officials and pushing it out there. I absolutely love the "do the crime, do life" aspect of permadeath, with being busted out, only to remain most wanted on the streets thing. Though, with that kind of setup you'd imagine there's no need for two kinds of prisons, but really, that bounty threshhold is what will make the difference here. You'd have to work hard to be a shithead, and then deal with it. It's perfect, though I would still like to enter a form where a target can be marked on the streets, then gunned down once prone. Would just take extreme measures (or countermeasures) of some sort, that nobody really wants to do.
2. On territory control, I've had to really put in some thought to come out with nearly every possible conclusion, considering the setup. If I were to present a visual to you, like I would in a tutorial video, it would be like a meeting room with an old-school projection device that uses clear film overlays. It would be a map of the city, with 4 different slides to place on top, each showing the different lines. As an example, of hundreds; If we looked at, say, a science firm's territory, it would show the many blocks under their watch. If they decided to move in any direction, they would not only usurp zones from their competitive allies, but cross over into territories owned by others. Say they want to move east, into not only a new police district, but the biker gang's territory. If they are having beef with the new neighbors, they might convince their enemies to help them push them out and reclaim it. Or maybe they are really cool, but the cops are corrupt. You can pick an ally and do what needs to be done, through a mixture of force and strategy. Just tons and tons of backdoor deals and politcal/war moves can be done. It's a game the cunning will excel at. As for population balancing rules to the factions, they only exist for certain ones, namely the police. Players will be commissioned to handle a juristdiction based on many factors. Whether that be it's low population or just needs a stronger force because of rivals. Other factions can pretty much do what they want, but the police and government types, because of their granted powers, are forced to meet requirements when it comes to placement. I would say you can only pack 2.5x (or less) people in one distract, than that of the averaged whole. This may be something that passes through general votes too. Also, there will always be dominant forces, so my plan is to spread the choices thinner, and have a layer of aesthetics that would matter to the player. Sure you wanna go criminal, but what flavor? All that needs to be put in place is failsafes to prevent the complete wiping out of a faction, like a home territory that never changes. They can't be destroyed, but they can hit hard times.
3. Your complementary rules for the three are on the right track, but need a slight tweak. Off the top of my head the three pools would be; Sanity, Toxicity and Powergrid. The latter effects the city as a whole through rolling blackouts or odd localized events. One would cause the most stress (+), while the other causes moderate. Sanity would be taxed by usage of Rumor+ and Red Eye events. Toxicity would be taxed by Red Eye+ and Recog events (radiation?) Powergrid would be taxed by Recog+ and Rumor events. I have to say it's pretty creepy to link the two this way, kudos. I may actually roll with that in the canon. Still need more to it, but awesme so far. Red Eye gives me a lot of logistical problems, and the one here is that the drug itself would have to add a set amount to toxicity, to where it ticks down, and the endured usage of the greater powers draw from sanity. Because of that, the pools would have to work and react differently, which I figured would be the case anyway. Sanity would shift drastically / Toxicity goes up fast, comes down slow, and comes with specific buffs/debuffs (in this case, the many altered states) / PWgrid is affected by everyone around you, and prolly localized to what area you are in. Also need to see an equally 'themed' tradeoff for the other two powers now. The question is now - what happens when each bar runs out, or conversely, gets too full? (working on it) Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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9/07/11 2:24:24 AM#10
Since we can both punch out some walls of text: 1) My thinking on this is jail would be a fairly common thing. In a way it's similar to GTA, the gameplay drives you to break laws but do so in a concealed way. Being busted adds a legitamacy to that. With that said, I was picturing the federal pen as Thunderdome with fights usually being to the (perma)death. Because of those 2 concepts, I saw a need for the separation. This comes with another advantage, they can be very different experiences. County might offer more "good behavior" quests and maybe some weak self improvement options. Federal would offer better self improvement options but few if any "good behavior" options. Additionally, if the Thunderdome aspect is there, it would be a considerable challenge to ever serve your time. 2) I sort of follow this, I guess the hangup is I don't think of science as a territorial thing. I can see the police having precincts with a minimum area, but battling for some extra blocks (and the funding they provide). Crime makes sense in the same way, although with a smaller permanent areas. Trade sort of makes sense in a world of manipulation, market access and employee bases being compelled to work and shop at their area's rulling facilities. However, science seems a big stretch under this method, especially if they tend to be focused on pharma. Then again I guess the area could be valuable for cross dimentional assets. Still, if you were making a visual I'd prefer a flow chart (as messy as it would be). Essentially, I'm trying to figure out how each layer benefits and depends on the others. Why would a lab care which precinct they are in, or which syndicate controls the local hoodlums? (The trade layer makes sense) 3) Glad that was in some way helpful, even the twisted but somehow right feeling connection on the power. As for what happens? Let me ask first, do you want this to be on display or hidden? I sort of like the idea that it isn't a visible pool, and that effects come in a partial (75%) and full blown form (100+%). I'm thinking:
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9/07/11 4:20:06 AM#11
hm the prison part brings out (at least for me) the same question current RL prisons do - why do you have prisons (punishment) when they do bring more or less enjoyable experience? |
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1) I get where you are coming from, but the whole "prison thunderdome" with televised (or othewise) fights has been done to death. There would have to be some amazing twist or adaptation to it for me to use it, and in that case, it had better be good enough to make a 4th book. Will have to ponder that one a while. The part about "good behavior release" vs "self improvement options" is a great tradeoff though. 2) The industry/trade factions deal with pharma, the science ones deal with all of the oddities at hand (the three core devices), but deal primarily with the Recog events. They would get missions to scout for artifacts, test the rumor site's probability (or help alter it, heh), etc. The territories are basically the same as everyone else, except seperate entities with similar goals. Figure if the FBI had a paranormal investigation unit that was at odds with a privitized company financed by Starbucks and the Virgin empire billionaire. It's in their best interest to aid each other, but it's still a "race for science" in order to get grants. ~and yeah, I do need more visual aids. 3) I'm glad you asked about the hud; hidden - but tapping/holding tab shows your vitals, along with two locking options I think fit the systems here. Tapping it turns your head to the nearest target and cycles to the furthest from there, showing their information, or the lack thereof. Holding it lets you scan freely and shows the vitals of whatever the cursor is over in real-time. This would add a visual aid of your character actively scanning the crowd, maybe even emoting more depending on situations. As for the bars going empty, I would like to have something for when they are full too. Similar to that HP idea I had about the pulse going too high or low, I really liked that one. (In fact, I still need a method of traditional HP to suit combat damage still) Toxic - (high) depending on the current states afflicted, any number of death animations that will put you in the hospital. Poisoning, frying, etc. Whatever is the most current, or prevalent one. (low) Nothing, but I would like to see maybe a "sober" clarity buff that effects Sanity. Sanity - (high) Maybe an overdrive boost to Red Eye abilties and prevention of fear/paranoia debuffs. (low) Your character reacts less intuitively and is visually freaking out. PWgrid - (high) Would happen for a relatively short time, and I need to figue out why it would happen, but environments would glow brighter and electrical grid assets will spark. Could help jolt people sane briefly. (low) The town obvious goes dark, but queue amibent background sounds and some kind of "fear of the dark" sanity debuffs. ______________________________ @ Benedikt Like Ghst said himself, prison is a way to balance out the chaos by taking the presence off the streets, albeit temporarily. It's not GTA or APB, but would be prone to fits of the same kind of crazy. If you ask me, setting a lull like that makes the suspense more intense. Also, consequences to actions are needed in particular, due to the nature of the social gameplay - it needs to be guided in order to make the kids play nice (most of the time). Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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9/10/11 2:50:24 PM#13
Originally posted by Benedikt If this was RL we could discuss the virtues of punishment vs rehabilitation in a penal setting. However, in an MMO punishment is pretty much impossible. Consider how any form of death penalty is largely rejected in the market. The moment you talk about full or even partial loot, the game has gone niche. Consider what prison would take away from the player. Achievers- lose out, as jailed time would offer some of the slowest advancement. Explorers- prison would be quite confined with little to discover. Socializers- it would be easy enough to limit their contact with the outside world. Killers- honestly as much as they won't admit it, they don't want a fair fight (prison would tend to level the playing field). In this way, punishment is built in- IMO there is no need for further punitive measures (other than perhaps some repeat offender mechanic). ___________________________________________________________________________ 1) I'd agree it is an overused angle in a general sense. However, it would be new ground in an MMO. Still, I wish I had a good wrinkle to throw at it, but I'm stumped. 2) I sort of follow, but I think the gaps have to do with not having the factions (per layer) a bit more defined. Obviously, I'm not looking at a full lore, but rather is there anything beyond aesthetics (and the area they occupy) that make the competing groups different from each other? 3) I'm a bit different, I would entirely hide those 3 pools from the player. I'd certainly include visual/audio clues. To get an exact fix on them would require other players or consumables. If I remember that idea correctly, a pool being too high or too low came with both advantages and penalties. I don't quite see that in what you've listed, although I'm sure it can. If that pros/cons model is the intent, I think that would be a bunch of fun. |
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9/10/11 3:06:27 PM#14
This has been one of the most fun threads I have read here in weeks. Keep up the great work, ghst and GT! Sandpark: The MMO gamer's way to say "I have no clue what I am talking about." |
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Originally posted by ghstwolf ~and thanks Lok, this one really is a brain stimulator. Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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9/10/11 9:09:01 PM#16
I generally like mechanics (policies and philosophies too) that can be justified from many directions. IMO it just makes that position a stronger one. In a way I tested the Marginot Line from the west. 1) Why use organs, when you could go all "universal soldier" with it? The dead are collected, restored and completely reprogramed for use by ... ? It could be a lot of fun to have an NPC freak out because seeing you drags up memories (obviously, you'd have to attach the friend list to the re-animated dead). 2) LOL, I was thinking small for a moment. Let's focus on criminals for a moment. Are there functional differences between the Triad, mafia types and biker gangs? Is it just a cosmetic and aesthetics thing? I get they would all have their hands into everything, but would each group have it's own focal activity? 3) Part of that was to build a bit of player interdependence, plus it could be pretty funny. Needing to pee in a cup in a video game, or taking a 2 question bladerunner inspired psych-test (with a manual answer option plus random default responses), seems like it could be sort of fun. As for plugging in and reading the grid, I'd almost prefer set terminals for tracking those abnomalies. The last one gives an element that IMO every MMO has failed at. Rarely if ever can groups work together from far apart or by doing completely different things. Typically, everyone involved is present and engaged in some portion of the trinity. But, whether or not it fits here: I want a game where an Oceans 11 style operation is possible if not preferable to a death squad rolling room to room. |
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Originally posted by ghstwolf Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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9/14/11 8:25:03 PM#18
Originally posted by GTwander
I really like this direction (although actual shock treatment could be cool). Personally, I like the idea of strengthening the psychological side of this concept. Paranormal + psychological = a great ride especially when you aren't sure where the line between them is. I had a random thought that hasn't had a good segway into it until now. Are the toxicity and sanity pools fixed, or can people (through some as yet undiscussed method) change their limits or the pool's behavior? That is do junkies build a tolerance? Can they become addicts (needing a fix to be "right")? I ask because I can see a place for it but I'm not sure you want to go there. If you do want to go there, those experiments could tweek those pools. Unsanctionable experimental tests and treatments could modify how the pools react. This is also why actual shock treatment could be cool. While toxic and sanity are internal pools and make sense that their windows could be changed, the powergrid is external. What if exposure to modulated shocks could increase the player's "sensitivity" for tuning the microwaves (making the player more efficient)? 2) Given the choice to go mainly aesthetic when it comes to the differences and the setting, I'd go Russian for the Mafia. 3) Maybe a 2 tier system of knowledge? Independently you could "know" a loose range (25% blocks), but that to run the bleeding edge (where 1 or 2% matters) you'd need some sort of independent help. |
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Originally posted by ghstwolf
Writer / Musician / Game Designer Now Playing: Skyrim, Wurm Online, Tropico 4 |
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9/16/11 2:17:19 PM#20
I left it half baked before because addictions and tolerances would be an element that isn't critical to the game unless you include it. In a way it is a bit early to consider this as the interdependencies of the pools seem a bit too malliable to build upon just yet. I didn't intend for the federal pen to be the only option for modifying the pools and I'd certainly place other options into the world. The prison ones would likely be more random in their effectiveness and always come with a major drawback (idioms or in the impact to another pool). I'd then include a more established but still unauthorized treatments, solid results with maybe 50% chance of a major drawback. Finally the officially sanctioned treatments, minor but predictable results. 2) Maybe opening that layer up so that it is player driven sets acting as franchises to the organized factions would work. I'll probably have to explain that better once I get a better picture of how that would work. 3) Let me try that again. A player would only have an estimate of where they are without the aid of another player/consumable. By that I mean a player might know what quintile they are in (the 60-80% in toxic) but without a test they wouldn't see that they are at 68% toxic. Let's say you have a task in mind and because you know the system, you also know the dose to get that task done will add 30% toxicity. All you can see is that you are in a quintile where there is a 50-50 chance you'll die taking that dose. Fortunately, you have an instant test kit handy. You use it and it comes back that you are 68% toxic, so you now know you can withstand the dose you need to take. |
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