Wednesday, January 30, 2008

Game Concept

I'm finding the challenge of coming up with a concept for this course a bit difficult. While the prototype we build doesn't necessarily have to be an RPG/Adventure game, it would be good if it were. But how does one create a compelling story based game in an engine like Second Life? I don't think we could pull off a good fantasy game that relied on melee combat to any degree. Perhaps some kind of wizard duel based game could be interesting, maybe even with the avatars rezzing objects temporarily (summoning) ala MTG.

However, the idea that gets me more excited is some kind of cyberpunk/dystopian themed game that doesn't feature combat in the direct traditional sense. Perhaps it wouldn't feature combat at all. Tension could either be achieved through use of techno-horror style elements, conspiracy style elements, or both. Perhaps the protagonist may be given some kind of defense, but no actual method of attack (You hold off your attackers until you can make your escape, but you lack the means to actually destroy them). Setting, story and such I honestly have no ideas about yet, but I believe that could come easily enough in a brainstorming session.

Edit: A brief concept is as follows:
The player is a hacker trying to gather information of X_____. Gameplay consists of reaching "nodes" and hacking into them through some manner of minigame to be rewarded with a piece of information. At the point in time the player hacks a node, several "antibodies" will be spawned that seek to attack the player. The player must evade the antibodies rather than destroy them, and possesses only token defenses against the antibodies (being slightly faster than them and having some manner of short lived shield for emergencies). When the player has avoided the antibodies for a long enough period of time, they deactivate, and the player is free to make his way to the next node. In between nodes, some form of environmental puzzle will exist to make the transit time interesting, perhaps with lesser hackable items needed to open pathways.

The twist is that the player will only have the opportunity to grab certain bits of the information available, and will not get all of the information available in the game. In addition, the antibodies will spawn as soon as the node is hacked, limiting the player's time to pick and choose which bit of information they want to take. Only at the end of the game will the player be able to peruse the information that they retrieved, in the order that they retrieved it in. The order in which the player accesses this information will affect the way they interpret it (as in Hopscotch). This way, each player in theory will have a unique play experience, and some replay value will be assured.

The actual levels take place in a virtual environment ala the Matrix of the Shadowrun setting (Not the movie) or Tron. Representation of the player would have to be appealing, if not necessarily humanoid. The environment itself will be somewhat evocative of Tron, etc, with a minimalistic glowing motif. Antibodies would be some sort of abstract shape, but if abstract and menacing can be combined in some way, it would be ideal.

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