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Old 03-16-2004, 01:20 PM   #1
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Title: The Code
Genre: action/adventure/romance
developer: ForeverDream Studios or UbiSoft
Release date: Who the hell am I kidding?

Story: Setting - San Francisco, present day. Cubbi, a disillusioned geek in his mid 20s whose only escapist passion is gaming grabs the only copy of FPSETC., a mysterious new shooter title from an obscure developer, off a shelf at his local game store. After beating the game, he rips a copy of it as per request from a friend, but he discovers that the disc holds more than a mere game. It turns out to hide coded information on infiltration, government secrets, and classified knowledge on WMDs and bio-weapons. He was not the one who was supposed to purchase the game at the store, but now he's been targeted as a spy, a secretive terrorist faction wants the disc and wants him dead. So now the only thing he can do is to find the true destination of the disc to clear himself.

The C.I.A. isn't so helpful either, sending the beautiful Beck Styles, one of their top operatives, on Cubbi's trail. Thing is, Cubbi's rather drawn to her, but doesn't know if she's one of the assassins or if she really is trying to help him. Meanwhile Beck doesn't think Cubbi's so bad, he's even kinda cute. Unfortunately her bosses instructed her in informed termination - one false move and she must kill him. Orders are orders.


Game features:
*Absolutely NO WEAPONS INVOLVED. Your only means of survival are your wits and resourcefulness.
*Tricky puzzles and situational challenges involving stealth or physics.
*More plot twists than your intestines could ever dream of.
*Excellent, fluid script and character dialogue.
*Robust real time physics using the Havok engine, allowing for fast paced environmentally interactive gameplay. Remember, San Francisco's got a shitload of hills - play wicked!
*Radiosity lighting for nuanced atmosphere.
*Motion capture for naturalistic character animations. Full facial expressions to gauge characters.
*Robust A.I. - enemies will seek you out and not give up until you're dead. Cover your tracks to throw them off. Friendly NPCs will help you, if you're good to them. Be careful with your decisions, Beck is watching you. One screwup to make her think you're with the terrorists and she'll kill you. But doing little acts of innocence or romance could help win her over.
*Scenic San Francisco rendered in a photorealistic, atmospheric style using the Max Payne 2 engine, from Union Square to Chinatown to SoMa to Coit Tower.
*Mutiple endings based your decisions.



My inspiration: the films Cloak & Dagger and North by Northwest, John Buchan's novel The 39 Steps.
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Old 03-16-2004, 01:25 PM   #2
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It sounds like an interesting game. Only thing, why is it so important to use the Havok physics engine. It's not like it's impossible to do another engine that's even better.
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Old 03-16-2004, 01:37 PM   #3
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Havok's the most sophisticated physics engine available atm. I think some of the puzzles in The Code would involve minute motions, such as shooting rubber bands to knock an important business card off a high shelf, or using your fingertip to get at an otherwise out of reach vial of acid so to use it to melt a lock. More ambitious use of physics involve knocking over cylindrical trash cans on top of a hilly slope in Pacific Heights to slow down a couple of terrorist thugs running up the hill to get you, or even shifting the gears of an unoccupied car to neutral for the same effect.

If you want to sample the Havok engine's efficacy as an important gameplay element, play the Max Payne 2 demo.
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Old 03-16-2004, 01:48 PM   #4
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I was more pointing out that it's quiet unnecessary to mention "Havok". It is rather enough with "physics engine". When coming up with design ideas, you shouldn't lock yourself down at that early stage to a particular technology, let alone a particular product. If you for some reason () will be delayed in producing this game for ten to fifteen years, I don't think you would want to use the Havok engine.
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Old 03-16-2004, 02:01 PM   #5
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AAAAH FUUUCK!!! I wrote this elaborate long post and explorer hick-uped and LOST IT!!! LOST IT!!! GHRRRR!!!
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Old 03-16-2004, 02:04 PM   #6
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Quote:
Originally Posted by ragnar
I was more pointing out that it's quiet unnecessary to mention "Havok". It is rather enough with "physics engine". When coming up with design ideas, you shouldn't lock yourself down at that early stage to a particular technology, let alone a particular product. If you for some reason () will be delayed in producing this game for ten to fifteen years, I don't think you would want to use the Havok engine.
My god, ragsie, must you nitpick? Fine, ANY goddamn generic physics engine will do. This is what I get for my effort.

I'm getting myself some more excellent Edy's Grand chocolate ice cream before continuing.
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Old 03-16-2004, 02:13 PM   #7
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Trep - wasn't that basically the story behind Beethoven 3?

The family picked up a DVD at the rental store which contained secrets and stuff, only they weren't supposed to, and so they had mucho bad-guys after them, and that's right, you guessed it, only Beethoven could save the day.
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Old 03-16-2004, 02:15 PM   #8
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Yeah, but that was a movie. You had no interactive part in it. And besides, The 39 Steps pre-dates it by decades:

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The story revolves about Richard Hannay, who finds he must escape from his London flat after he discovers that the mysterious woman to whom he had given refuge the night before has been murdered. The killers are now after him, although he really isn't sure why, and he flees, following a single clue, to Scotland.
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Old 03-16-2004, 02:16 PM   #9
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Quote:
Originally Posted by Intrepid Homoludens
My god, ragsie, must you nitpick? Fine, ANY goddamn generic physics engine will do. This is what I get for my effort.
Sorry to nitpick, I actually liked the idea, but (there always is one, isn't there) I think you mention some specific programs so often that I suspect you of being hired by the companies to adverties their products. A while ago (months probably) you very much praised a certain 3D-engine that I've forgotten the name of now. You have also had a tendency to praise the Bink video format and finally you always seem to mention Havok whenever you talk about physics engines. If you are payed by the respective companies, I understand you doing so and you can just go ahead, if not, I think it is a little much unneeded praise sometimes.

Anyway, enough of my ramblings and on to what I would like to see.

When it comes to more actiony games i would like a move (also, of course there should be moves in other directions too) towards more simplicity in game play. I just love the game play of games like Spindizzy, Slap Fight, Trailblazer, etc. (old C64 games which you're likely to not have heard of) and old board games like chess and go where simple game rules make challenging and fun game play. I have nothing specific to suggest at this time though.
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Old 03-16-2004, 02:19 PM   #10
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Yes, but, "Beethoven - The Action/Adventure" where you play the great beast himself, chewing your way through flimsy shackles to escape the bad guys, drooling on electronic locks to short out the circuit and open the door, enlisting the help of your little Jack Russell terrier friend, who could infiltrate the evil gang headquarters through the narrow ventilation system. The possibilities, the possibilities I tells ya.

Now, that would be something quite exquisite I do believe.
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Old 03-16-2004, 02:26 PM   #11
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I would like an adventure game that was presented somehow like the show 24. Detective mystery with the plot unfolding all around you and the screen showing FMV scenes here and there on the screen. The concept of real-time would be extremely hard to implement and I wouldn't expect it to work properly either so I'd rather leave that bit out.
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Old 03-16-2004, 02:30 PM   #12
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A game that takes place completely in realtime would be very interesting. Make sure to be at the right place on the right time.
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Old 03-16-2004, 02:32 PM   #13
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Quote:
Originally Posted by ragnar
...I think it is a little much unneeded praise sometimes.
Don't mistake me for a fanboy, rags. I have good reasons for suggesting specific types of technology, mainly their demonstrable abilities at accommodating some of my ideas. For example, no other media format other than Bink has impressed me with its crispness and fluidity of cinematics, especially after viewing the cutscenes in Syberia. I mean, if you ask me about about good tailoring, I have to let you know that a Jil Sander jacket has a more natural shoulder line than that from Armani. I'm not being snobby, I'm simply stating my views. Why should I or anyone else be scolded for merely being particular, preferring one over another?

Quote:
I have nothing specific to suggest at this time though.
I'm gonna remind you sometime if you do have anything specific to suggest, buddy, seeing as how you yourself are so particular.
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Old 03-16-2004, 02:34 PM   #14
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Whats it matter if Trep mentions the Havok engine or "another engine" ? I see plenty of benefits of naming specific pieces of technology - the main one being that Trep has played more than one game that already uses this piece of technology and therefore has at least some grasp of whats possible and not possible with it. From what he's seen in other games, the Havok physics engine might happen to have a feature set that meshes with what he wants to do with the design in his head. What's wrong with that, other than you possibly being a programmer who is jealous and/or frequently "thinks they can do way better than [existing thing]"? He wasn't "advertising" anything, he was just naming off a product he's familiar with.

Saying something like, for instance "I think X game design idea would work great as a Half Life mod," what reason is there to jump down someones throat for it?
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Old 03-16-2004, 02:43 PM   #15
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Quote:
Originally Posted by Royal Fool
I would like an adventure game that was presented somehow like the show 24. Detective mystery with the plot unfolding all around you and the screen showing FMV scenes here and there on the screen. The concept of real-time would be extremely hard to implement and I wouldn't expect it to work properly either so I'd rather leave that bit out.
I would love to play a game like that! But I seriously doubt it would be that difficult to do realistically. I think it's a matter of scale. A game on the scale of GTA3 would be impossible on an average PC, too much stuff to process all at once. But what about, say, a game that takes place in a modestly sized mansion "...with the plot unfolding all around you and the screen showing FMV scenes here and there on the screen..."?

Actually, there's already a game now out in Europe, soon to be released in North America, that's kinda doing that: Alias. IIRC, there are some timed puzzle sequences where you, playing as Sydney, must unscramble some code to a door. A pop-up window shows you security guards walking towards where you are, not knowing you're there. You have to unscramble the code and vanish into the room before the guards turn the corner and see you.
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Old 03-16-2004, 02:44 PM   #16
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Quote:
Originally Posted by Intrepid Homoludens
Don't mistake me for a fanboy, rags. I have good reasons for suggesting specific types of technology, mainly their demonstrable abilities at accommodating some of my ideas. For example, no other media format other than Bink has impressed me with its crispness and fluidity of cinematics, especially after viewing the cutscenes in Syberia. I mean, if you ask me about about good tailoring, I have to let you know that a Jil Sander jacket has a more natural shoulder line than that from Armani. I'm not being snobby, I'm simply stating my views. Why should I or anyone else be scolded for merely being particular, preferring one over another?
I definitely don't mistake you for a fanboy, trepido. I merely suggest that your constant mentioning of the products, you can mistakenly be taken for one. I think it is better to talk about the technology without mentioning actual products for other reasons than to point out which product is the best at the moment. For example if you talk about dressing smartly, you can talk about what quality the clothes should have rather than talking about specific brands or products. Then, when it comes to actually getting the clothes, physics engine or video tools, it becomes important to know which product to select. Am I clearer in what I say now?

You are most often a very good and talented writer, that I almost always enjoy reading your texts. It's just one thing I noticed in your writing that I think could be improved. No hard feelings intended.
Quote:
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I'm gonna remind you sometime if you do have anything specific to suggest, buddy, seeing as how you yourself are so particular.
I know. I do often get embryos of game ideas, that I would like to test out, but most often they seem to slip between my fingers and become null and void. Also, the ideas always seem much better before you start to actually write down your thoughts about them and make it more concrete.
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Old 03-16-2004, 03:09 PM   #17
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Quote:
Originally Posted by ragnar
I think it is better to talk about the technology without mentioning actual products for other reasons than to point out which product is the best at the moment. For example if you talk about dressing smartly, you can talk about what quality the clothes should have rather than talking about specific brands or products. Then, when it comes to actually getting the clothes, physics engine or video tools, it becomes important to know which product to select. Am I clearer in what I say now?
Well, you have to admit that it's nearly impossible not to mention particular titles, brands, and types when recommending or discussing the details in what you want. In my example of good tailoring, I could easily tell you to look for a jacket that will flatter your body and not make you look like the Terminator, right? And so you're gonna look for such a jacket, whatever in hell that looks like. But, if I tell you to study a Jil Sander jacket, then you can use THAT as a benchmark for your search, otherwise you wouldn't have an example to bounce your search off of, whether or not you decide to buy a Sander jacket in the end. See? Am I clearer in what I say now?

Quote:
You are most often a very good and talented writer, that I almost always enjoy reading your texts. It's just one thing I noticed in your writing that I think could be improved. No hard feelings intended.
Wow, thanks! I suck at taking compliments. But don't worry, I never mention brand names in my [fiction and essay] writing unless they have specific relevence to the plot or idea at hand. BTW, I just stuck a new feature in my site, you might want to read it, very short essay: The Ubiquitous Elusiveness Of Personal Style.
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Old 03-17-2004, 03:31 AM   #18
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I also had a idea for a game last night.

If you have seen Asian horror movies like Kairo, Ring, Dark Waters etc, you know what kind of a plot it is. Game style could be something like psychological horror/adventure.

The story? Well it's still bit fuzzy I thought that in beginning of the game main characters comes home and she (she could be also he) finds out that her son has been killed by unknown people.

Main character could be reporter, police or something. She should know some important people because she starts hunting down the killers. She still hasn't the heart of steel and she has some mental problems and have to take drugs. Her close ones think that she's gone mad because hunting down murderer(s). Police doesn't want her to involve. I want to make her very vulnerable and real.

She finds evidence, talks to people, solves puzzles etc. Atmosphere is dark, depressing, moody and most of all scary. I tell you why:

This story would be quite dull so then the "Asian horror" comes in. There is many spooky moments when you are facing ghosts. In the Kairo movie ghosts were well done. Not comical or too over the top. There are small flashes in the shadows and tiny sounds ever now and then. Of course sometimes you should give a big scare with scrpited events. One event idea that I had is something like this: You are facing to door what leads to livingroom. When you turn back you can se the TV turn on or something weird. Now you are facing away from the door. Player possibly wants to see the weird thing again. So she returns the same spot. When the screen changes huge orchestral hit comes in and there is a small girl watching with hollow stare. When player tries to do anything she runs away and you can't se her again. These kinds of a scary moments whould be cool.

Ghosts fear you too, but as the game advances you can even communicate with them and maybe they can also help you. Perhaps you can even met your son or someone else close to you who has been dead for a long time. Perhaps you have just got mad. All your friends and doctors say that. Main character also sometimes thinks that.

It's hard to explain what the main idea is. I see these cool filmatic events in my head and the sad story. There is of course no monsters and killing. Just good dialog and puzzles.

Sorry about the spelling mistakes if there is any. I'm very tired now

But what do you think? Give some succestions.
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Old 03-17-2004, 08:02 AM   #19
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Quote:
Originally Posted by Intrepid Homoludens
Well, you have to admit that it's nearly impossible not to mention particular titles, brands, and types when recommending or discussing the details in what you want. In my example of good tailoring, I could easily tell you to look for a jacket that will flatter your body and not make you look like the Terminator, right? And so you're gonna look for such a jacket, whatever in hell that looks like. But, if I tell you to study a Jil Sander jacket, then you can use THAT as a benchmark for your search, otherwise you wouldn't have an example to bounce your search off of, whether or not you decide to buy a Sander jacket in the end. See? Am I clearer in what I say now?
Hmm, yes, I see what you mean. And actually I think I overrreacted a little yesterday (I was tired or something). What I reacted on was that you wrote "using the Havok engine" instead of "using a (good) physics engine (for example Havok). I have a tendency to nitpick on such things, I know.

Quote:
Originally Posted by Intrepid Homoludens
Wow, thanks! I suck at taking compliments. But don't worry, I never mention brand names in my [fiction and essay] writing unless they have specific relevence to the plot or idea at hand. BTW, I just stuck a new feature in my site, you might want to read it, very short essay: The Ubiquitous Elusiveness Of Personal Style.
Heh, you aspiring to be a new Jeeves or something (I mean the psychology of the individual stuff )? I agree to some extent that much can be gathered from studying the appearance of people and their style. On the other hand you can very often draw completely wrong conclusions of people just because of that.
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Old 03-17-2004, 10:42 AM   #20
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Sounds like a winner to me. Glad to hear that NO GUNS is specified, I am still waiting for adventure games to be intelligent enought o understand that after the twentieth attempt at something the user is not enjoying it anymore, and off a "show me" prompt or something similar.
But good storyline, good graphics, good charachter control & plenty of quality scenery to explore and I will be a very happy bunny.

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