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#21 | |
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Writer-Designer
Last Online: 12-29-2011 02:26 AM
Join Date: Sep 2003
Posts: 927
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How about the guy who's trying to make sure his daughter's wedding goes off without a hitch? How about the woman who's only got a couple of months to live and wants to swim with dolphins before she goes. How about the young mother living in fear on a crime-ridden housing estate? Can she overcome her fears? And a ton of others, no doubt.
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Steve Mr. Smoozles Goes Nutso - Now FREE! Steve Ince, Writer and Designer Steve on Twitter |
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#22 |
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merely human
Last Online: 05-17-2012 02:26 AM
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
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Tell me about it! I'm sick of all this save-the-world-because-you're-a-Templar reruns. I'm also sick of wandering around as the only survivor in a dead world full of contraptions, but I figured that has more to do with not having enough money to create other characters with A.I. more than anything. ![]() If you remember, Steve, I was also proposing much more personal stories exploring very personal issues, like incest, self-esteem, identity, and sexuality.
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platform: laptop, iPhone 3Gs | gaming: x360, PS3, psp, iPhone, wii | blog: a space alien | book: the moral landscape: how science can determine human values by sam harris | games: l.a.noire, portal 2, brink, dragon age 2, heavy rain | sites: NPR, skeptoid, gaygamer | music: ray lamontagne, adele, washed out, james blake | twitter: a_space_alien |
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#24 | |
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merely human
Last Online: 05-17-2012 02:26 AM
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
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The idea we're discussing is to get away from the homogeneousness of adventure game themes in narrative, characterization, etc. No one is saying you must play games based on real life ideas and issues. But there should be as many different kinds of themes as possible, not just 'escapist' themes.
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platform: laptop, iPhone 3Gs | gaming: x360, PS3, psp, iPhone, wii | blog: a space alien | book: the moral landscape: how science can determine human values by sam harris | games: l.a.noire, portal 2, brink, dragon age 2, heavy rain | sites: NPR, skeptoid, gaygamer | music: ray lamontagne, adele, washed out, james blake | twitter: a_space_alien |
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#25 | ||||
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Not like them!
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Unusual for adventures, that is. If any of these ideas were made in an adventure, they'd be incredibly innovative. But just saying "an adventure game about an everyday story" is easy- the devil's in reinventing the language of adventures to fit. These are all good premises, sure. What would the gameplay be like, I wonder?Quote:
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I hope you don't think I'm pressing you too hard here- It's just that these are really out-of-the-box ideas and I'm eager to hear more about them. ![]() |
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#26 | |
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Lazy Bee
Last Online: 06-06-2012 11:45 AM
Join Date: Jan 2006
Location: Sweden
Posts: 7,518
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Temporary guest in your life |
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#27 |
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Not like them!
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While I'm waiting for Steve Ince to elaborate (or someone else, if they're up to the tremendous task) on how a realistic adventure would play (and still be an adventure, not a simulation or an RPG or anything like that), here's another idea.
First of all, this idea has no puzzles. None whatsoever. And it's completely nonlinear. It's a world to explore, set a millenium from now, when the next evolution of humanity has taken over from humans. These superhuman giants are so hyperintelligent no human is capable of understanding them. And they are so hyperintelligent that they get into wars which stretch the laws of physics themselves seemingly over nothing at all. These battles are used for the boundaries of the world design: If you reach the edge of what's been programmed, you reach a seemingly magical battleground, and if you set foot on it you die and the game exits. The central theme is that humans are pets, kept alive only because the giants find them cute. You (the traveller from our time) travel through this world observing it and talking to people. Many of the people you see are pets, who have idyllic lives because their every need is cared to by their owners. They have no interest in being free because they love their masters and know that the masters are superior. A lot of these people are just plain dumb, like an infant. Meanwhile, there is a small section of the world with humans who are so obsessed with independence that they have completely isolated themselves from the rest of the world using primitive (for their time) technology, and "human right" groups among the giants are dedicated to their preservation (as you learn from some of the people). Then there are other humans, in other parts of the game world, who are simply killed and eaten for supper. The game would play with the question of what makes humans so special by giving the independant humans pets too and making comparisons between the eating of meat and the eating of formerly-live plants. As I said, there are no puzzles. There is no goal. You simply observe. |
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#28 | |
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gin soaked boy
Last Online: 10-21-2010 12:08 AM
Join Date: Jan 2004
Location: Virovitica, Croatia
Posts: 4,093
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What you piss in is yours for life. |
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#31 |
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Member
Last Online: 01-15-2009 04:59 PM
Join Date: Apr 2006
Location: Latvia
Posts: 35
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I had an idea for a very long time, but it is impossible to make. At least not now, maybe ina a few hundred years. But I would really love to see an adventure game, which would be like a virtual reality, where they put you in some sort of cabin, or i don't know what, and you have to actually do everything you want your character to do. And the story would be based on your subconscious desires. So the story would be the story you make up. So it would be like an ideal game for you. And it could last forever long. And it would depend on the mood you are in. It's an utopian idea, but still it would be great.
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#32 | |
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Super Moderator
Last Online: 05-19-2012 11:09 AM
Join Date: Nov 2004
Location: Ohio
Posts: 8,907
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I agree with Lena. I very rarely watch those kinds of movies either. Once in a while I will but it has to be a very, very interesting story. I haven't gotten fed up with themes in adventure games yet either. ![]() |
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#33 |
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merely human
Last Online: 05-17-2012 02:26 AM
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
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Erin Brokovich was brilliant. I can imagine an adventure game with that story where the gameplay consists of research work, decoding, and dialogue challenges with NPCs.
How often in YOUR life do you uncover a multibillion dollar conspiracy that puts innocent citizens in danger of dying from chemical induced cancers? ![]()
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platform: laptop, iPhone 3Gs | gaming: x360, PS3, psp, iPhone, wii | blog: a space alien | book: the moral landscape: how science can determine human values by sam harris | games: l.a.noire, portal 2, brink, dragon age 2, heavy rain | sites: NPR, skeptoid, gaygamer | music: ray lamontagne, adele, washed out, james blake | twitter: a_space_alien |
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#34 |
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Senior Member
Last Online: 02-13-2010 10:59 PM
Join Date: Feb 2004
Posts: 324
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For a long time now I've been wanting to make an adventure game where the main character starts off more or less as a blank slate. His dialogue at the outset is fairly bland. All puzzles in this game would have between 1-5 solutions, with each solution aligning to one of five personality types: aggresive, communicative, sneaky, inventive, and resourceful. As the game progresses, the character's personality takes on that of the type you most use. Furthermore, using solutions of one type would preclude you from using solutions of other types later on, subtly forcing you to take on the personality type you unwittingly chose. For example, if you take the aggressive solution to a specific problem early on (say by beating up someone to get what you want), you wouldn't be able to take the communicative solution to a particular puzzle later in the game (because the guy won't talk to you anymore).
This would take ages to design properly. It would be a complete nightmare to manage the web of interconnected puzzles to ensure that the player could never get stuck. But it could be done. |
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#35 | ||||
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Writer-Designer
Last Online: 12-29-2011 02:26 AM
Join Date: Sep 2003
Posts: 927
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Steve Mr. Smoozles Goes Nutso - Now FREE! Steve Ince, Writer and Designer Steve on Twitter |
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#36 | |||
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Not like them!
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#38 | |
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Member
Last Online: 01-15-2009 04:59 PM
Join Date: Apr 2006
Location: Latvia
Posts: 35
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Of course the same can be made with a pre-written game. It would be easier to design nowadays. |
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#39 | |
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Lazy Bee
Last Online: 06-06-2012 11:45 AM
Join Date: Jan 2006
Location: Sweden
Posts: 7,518
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And don't read me wrong, it's not that I disagree with the point of this thread.
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Temporary guest in your life Last edited by Jelena; 06-23-2006 at 12:59 AM.. |
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#40 | |
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gin soaked boy
Last Online: 10-21-2010 12:08 AM
Join Date: Jan 2004
Location: Virovitica, Croatia
Posts: 4,093
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What you piss in is yours for life. |
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