Gaming Forums => Nintendo Gaming => Topic started by: Don'tHate742 on September 16, 2005, 07:38:36 AM
Title: Your Revolution game ideas HERE!
Post by: Don'tHate742 on September 16, 2005, 07:38:36 AM
This is the thread where you can post some of your most innovative ideas for a game.
Your game isn't limited to just what the "wand" can do. Instead, you can use any attachment that has been seen or anything you'd like to become an attachment.
.......
Title: RE: Your Revolution game ideas HERE!
Post by: ShyGuy on September 16, 2005, 07:56:42 AM
A driving game: hold the wand sideways, gripping it like you would a water ski rope. Rotate it back and forth like a steering wheel. Analog attachment works like a gear shifter.
Title: RE:Your Revolution game ideas HERE!
Post by: ThePerm on September 16, 2005, 07:58:56 AM
you can use the d pad to move forward and strafe....hold the select button with d pad to switch weopons B to shoot, A as the context sensitive, a and b to duck and jump
Title: RE: Your Revolution game ideas HERE!
Post by: Don'tHate742 on September 16, 2005, 08:04:53 AM
I think all that would be better left to an analogue attachment.
I think this is a better idea
Shoot main weapon: B shoot dual-weapon: Z1 move forwards, backwards, and strafe: with the analogue stick on the attachment Granades: Z2 Action: hold A Reload: tap A change weapons: D-Pad left and right change items: D-pad up and down Melee: Tilt controller on its side and flick wrist (like hitting a fly on the wall with a remote).
Title: RE: Your Revolution game ideas HERE!
Post by: ThePerm on September 16, 2005, 08:05:06 AM
also i hope a b become X Y as is in the video...i would get too confused with A a B b
Title: RE: Your Revolution game ideas HERE!
Post by: Don'tHate742 on September 16, 2005, 08:27:39 AM
I think an awesome game would be wave race....
Think about it for a moment. It wouldn't use the style of input such as described here "hold the wand sideways, gripping it like you would a water ski rope. Rotate it back and forth like a steering wheel." That's perfect for a car-racing game, but I think theres a better way to control a jet-ski.
Imagine holding the controller face-up like a remote is normally held. Also imgaine a mini-jet-ski racing standing on-top of the controller near the center and you'll better comprehend the scheme. Anyway, say you want to turn left, you rotate and tilt the controller left. This would simulate the jet-ski skidding on water. I'll further describe the process: You rotate the controller so the top of the controller is now at some degree to your left. You, at the same time, tilt the controller, so it is at some degree on its side. It would mimmick exactly what a jetski does.
You can also dive into the water by tilting the controller forward. Flips and barrels could work (although I don't have a really intuitive idea at this time).
WaveRace is already my favorite racer, and with this controller it would be insanely fun.
Title: RE: Your Revolution game ideas HERE!
Post by: Bill Aurion on September 16, 2005, 08:27:46 AM
I want an Adventure game a la Another Code, STAT!
Title: RE: Your Revolution game ideas HERE!
Post by: TMW on September 16, 2005, 08:30:17 AM
Die By the Sword was an awesome concept. It would effing shine with the Rev controller.
Title: RE: Your Revolution game ideas HERE!
Post by: PaLaDiN on September 16, 2005, 08:32:08 AM
Yeah...
I feel this controller would be perfect with an SNES button layout at the bottom. That's the only good change I can think of. (in response to Perm's post, which reminded me)
I'm with Bill on the adventure game thing. Nintendo should make one so it becomes a standard game type again.
Has anybody thought of an actual sword fighter or fencer yet? Better yet, online multiplayer with that kind of game?
Title: RE: Your Revolution game ideas HERE!
Post by: TMW on September 16, 2005, 09:19:02 AM
I suppose I should clarify.
Die By the Sword was a "sword simulation" type game....first person view with an overly complicated swordfighting system...I think it was 10 or different commands for sword movement alone.
The Rev Remote would simplify it greatly.
Title: RE: Your Revolution game ideas HERE!
Post by: ShyGuy on September 16, 2005, 09:21:13 AM
Die by the Sword was great, you could use the mouse to swing the sword.
Title: RE: Your Revolution game ideas HERE!
Post by: PaLaDiN on September 16, 2005, 09:23:58 AM
Yeah, I know about Die By the Sword. It wasn't a fighter though, it was an action game.
I'm thinking of a game where all you do is swing your sword against other people who also swing theirs.
I don't know, I've always been interested in fencing.
Title: RE:Your Revolution game ideas HERE!
Post by: TMW on September 16, 2005, 09:45:22 AM
Quote Originally posted by: ShyGuy Die by the Sword was great, you could use the mouse to swing the sword.
...oh.
That would have made things easier, then. I just randomly hit the keyboard until whatever it was died.
Title: RE: Your Revolution game ideas HERE!
Post by: Don'tHate742 on September 16, 2005, 09:51:01 AM
hahaha
Title: RE: Your Revolution game ideas HERE!
Post by: Artimus on September 16, 2005, 10:00:27 AM
I wanna play the surgery games It could give a whole new meaning to Dr. Mario!
Mario, M.D. (starring Hugh Laurie)
Title: RE:Your Revolution game ideas HERE!
Post by: Toruresu on September 16, 2005, 10:05:38 AM
How about a MMORPG set in a medieval time? Bunch of different classes, weapons etc. Each class and weapon would have very diferent controls. Warriors wouldn't be able to use magic, but have swords that you have to swing in real time. Magicians could draw runes in the air, or make hand gestures and (if microfone included), say the spell as you cast it with your hand. Archers could use bow and arrows and maybe slingshots (lol) which would make up interesting controls. There would be lots of different weapons/spells, custom clothes made by each person (hehe).
A new Mario Paint?
Title: RE: Your Revolution game ideas HERE!
Post by: Stimutacs Addict on September 16, 2005, 11:20:09 AM
since some dousche deleted my thread last night/this morning:
nintendogs importer. import your dog from ds into your rev. it'd be quick, simple, and OH GOD NO there isnt a microphone! thats why it was deleted.
oh well bring on teh connectivity
Title: RE: Your Revolution game ideas HERE!
Post by: Artimus on September 16, 2005, 11:53:12 AM
Mario Paint! OMG! That's so overdue for a sequel anyway, but this...omg!!!
Title: RE:Your Revolution game ideas HERE!
Post by: ViperVisor on September 16, 2005, 11:57:20 AM
Im thinking what TWEAKS can be made when 3rd party games are ported like the Madden passing when you move the controller to move the vision cone.
Title: RE: Your Revolution game ideas HERE!
Post by: vudu on September 16, 2005, 12:52:06 PM
Quote I just randomly hit the keyboard until whatever it was died.
Best. Quote. Ever.
Title: RE: Your Revolution game ideas HERE!
Post by: zakkiel on September 16, 2005, 01:27:02 PM
FPS solution: Just moving the wand will aim your gun. Moving the wand while holding A will rotate the avatar. When rotating, the crosshairs would automatically center on the screen. Solves the problem of being able to turn around while still intuitively allowing you to point the wand at things on screen and shoot them.
Title: RE:Your Revolution game ideas HERE!
Post by: pudu on September 16, 2005, 01:59:34 PM
Quote Originally posted by: Artimus Mario Paint! OMG! That's so overdue for a sequel anyway, but this...omg!!!
Oh...MY....Gawd! This has to be the return of a Mario Paint-type game! You can now control the movement in 3d space...say hello to:
-modeling clay in 3D -a new fly swat game like in the video presentation (wonder if this is hinting at the next Mario Paint?) -a better way to paint with natural movements for different brush strokes -music genrater that where you actually play the instruments -ablility to do a lot of other ways to contruct things like sawing wood, stacking blocks, etc. -ablility to share your works with the whole world via the internet
I hope you guys add more to that list. This is pretty exciting to me now.
Title: RE:Your Revolution game ideas HERE!
Post by: Shecky on September 16, 2005, 03:02:42 PM
Quote Originally posted by: Don'tHate742 I think an awesome game would be wave race....
FWIW: Wave Race 64 was already controlable with one hand
A friend of mine loved it for just that reason (ok and b/c it was fun). The rev controler would make it easier and more natural.
Title: RE: Your Revolution game ideas HERE!
Post by: Don'tHate742 on September 16, 2005, 03:46:03 PM
Haha...oh yeah...
Do you get what I'm trying to describe though? Basically all games that involve mobiles with a handle bar steering should be controlled like this. From bobsleds to motorcycles, to hang-gliding and even body-boarding (or whatever that sport is called where you lie down on a huge skateboard and roll down hilly streets).
Title: RE: Your Revolution game ideas HERE!
Post by: Shecky on September 16, 2005, 04:07:03 PM
actually I think I would prefer "flight stick" type steering for waverace, but I understand what your describing and would imagine designers putting more that one control method in for most racers.
Oh how about flight sims.... your stick is a flight stick! Even more: There could be a HUD on screen and pressing and holding A would convert the controller from flight stick to free roaming hand. You could then reach forward and trip certain controls like flaps, gears, etc... relative to where they would actually be in the *real* plane. You may have to make it so you have to click or hold B as well when in the roaming hand mode ... so that you don't trip every instrument. You could even do throttle this way.... hold A move your hand to the right side, hold B, throttle up, release B, move your hand back to a comfortable position and release A... boom flying again.
That would be a pretty kickin' simulator.
Edit: if the end up having a mic or mic add on... you could even simulate the chatter with air traffic control!
Title: RE: Your Revolution game ideas HERE!
Post by: Stimutacs Addict on September 17, 2005, 07:57:48 AM
oh shoot.,.. i dont think any wrestling titles will work for this system start drafting now! All I can think would be a Firepro style simple brawler that you play with the controller sideways... .then again, that is a big step down from the wrestlers we have now
i would love to get myhands on a freehand-controlled 2d sidescroller (even if it's just a bonus level in the next mario)... aim where you want mario to go -- basically just put the pointer in front of him. to stop him, just flick to the left and he'll turn around. as long as the camera scrolled with teh big man then you have a pretty solid game. A jumps and B is an action button. you could also jump and duck with teh wand.
Title: RE:Your Revolution game ideas HERE!
Post by: Dirk Temporo on September 17, 2005, 08:02:21 AM
Quote Originally posted by: Don'tHate742 Haha...oh yeah...
Do you get what I'm trying to describe though? Basically all games that involve mobiles with a handle bar steering should be controlled like this. From bobsleds to motorcycles, to hang-gliding and even body-boarding (or whatever that sport is called where you lie down on a huge skateboard and roll down hilly streets).
Street luge.
Title: RE:Your Revolution game ideas HERE!
Post by: OptimusPrime on September 20, 2005, 02:01:33 AM
This controller is perfect for my GTA-like wild west game. I had problems designing a show-down minigame around a conventional controller (you had to push the shoulderbutton to draw, wait untill the right angle and then fire or something) but with this, the controller is the gun! B for firing and A for pulling that thingie back that causes the spark (c'mon someone help, whats the name of that thingie). Also i had he idea of full interactivity, you could use anything as a weapon (chairs, bottles, deck of cards), with this you can actually point in 3D, grab with A and trow with B (hitting happens with flicks of your wrists offcourse) The D-pad is used for quick commands when your in a gang/posse (bankrobbing needs some coördination offcourse) or for whistle commands to your horse (if you have enough xp with that horse) and for turning to the different kinds of modes to interact (normal, fighting, polite for the women?). Analog add-on for movement and one the z buttons to use the remote as camera adjuster and the other to draw your guns. Add in a lot of possibilities (you can be a sherrif, mercenarie, gangmember/leader, lucky luke clone) and things to do and bang, epic game with simple but very intuitive controls.
What the crap all those naysayers complaining about...
Title: RE:Your Revolution game ideas HERE!
Post by: Dasmos on September 20, 2005, 02:39:41 AM
I think a lemmings-esque game would be sweet.
I also think a music game/s would be perfect for rev. As seen in the video, it could a orchestra game. Control the composer, flutist, cello or whatever.
Title: RE:Your Revolution game ideas HERE!
Post by: Griffin on September 20, 2005, 04:42:59 AM
Quote Originally posted by: Toruresu How about a MMORPG set in a medieval time? Bunch of different classes, weapons etc. Each class and weapon would have very diferent controls. Warriors wouldn't be able to use magic, but have swords that you have to swing in real time. Magicians could draw runes in the air, or make hand gestures and (if microfone included), say the spell as you cast it with your hand. Archers could use bow and arrows and maybe slingshots (lol) which would make up interesting controls. There would be lots of different weapons/spells, custom clothes made by each person (hehe).
I was actually just thinking about the archery thing myself. and then it hit me: This would be a perfect "revolution" of the Gauntlet series... Imagine an 8 player online mode. The warriors and valkyries charge in, swinging the controllers like swords. They would be able to swing, thrust, block, parry, and disarm. Then the archers could use two controllers. One to act as the bow (holding it vertically, using A to hold your breath for better accuracy), and you use the second for the arrow (Hold the A button to knock the arrow, then pull away from the screen, and release A to let the arrow fly) Possible special moves could include firing multiple arrows (using the trigger on the Bow controller to mark multiple targets). Finally, you have the magicians in the back, who can flick their wrists (similar to the fishing game in the keynote video) to toss fireballs. Their special moves would consist of using the hand gestures as suggested above. Then when they complete the symbol, they flick their wrists in the direction of the enemies to "throw" the spell.
Tell me that wouldn't be worth playin??
Title: RE: Your Revolution game ideas HERE!
Post by: mantidor on September 21, 2005, 09:27:03 PM
question: does the NRC read rotation? I mean, can we simulate using a screwdriver for instance? I have read all the info but they really dont clarify this. If the controller can do that it also opens a lot more posbilities.
Title: RE: Your Revolution game ideas HERE!
Post by: Rancid Planet on September 21, 2005, 09:46:40 PM
Yes it does....(dirty thoughts)
Title: RE: Your Revolution game ideas HERE!
Post by: Don'tHate742 on September 28, 2005, 07:02:46 AM
StarFox Revolution!
Essentially, all you would have to do take StarFox 64 and upgrade it in several key areas.
Those being:
Level Design: The levels should be huge, with more planet missions than space missions. The graphics NEED to be awesome. I know gameplay is everything, but in terms of 'feeling' like your in the game, graphics are pretty important when it comes to a flying game. I absolutely loved gliding above a lake and watching the water spray up on the sides of my Arwing. It gives you a sense of power. Anyway, with more planet missions, the artists can have more creative freedom in their level design. The most important improvement is the need for more obstacles. Shooting enemies is fun and all, but with the REV's greater sense of control, we should feel the need to perfect how we menuever. Another thing, would be the how far we can move in SOME levels. In SF64, we were restricted to essentially a "box" that was the screen. I think this time, we should be able to move through out a bigger "box" with the screen tracking our movements, instead of restricting them. What I mean is, if I'm on some planet, I should be able to fly REALLY high or really low to the ground and of course left and right. This should only be in a couple levels or else it would deteriorate the almost flawless set up that was presented in SF:Snes.
Control: Obviously the easiest thing to upgrade. With the NRC, we could finally be given that uber sense of accuracy. It needs to be fluid and responsive. Slighty dipping the left side of the NRC, should make me glide slightly to the left. Barrel rolls, flips, and U-turns should definitely be in the game.
KEEP FOX IN THE ARWING!: The other tanks and such were made to keep the game feeling fresh. This time, we don't need that. It would feel fresh enough, and therefore, wouldn't need anything to distract from essentially the best part of SF.
SPEED: I'm flying some futuristic F-something ship, so it should feel like it. It should resemble F-Zero, especially when I'm boosting. Also, this is where graphics are probably most needed. I should see objects flying past me, to help me feel like I'm going really fast. I better see dust flying up when I'm crusing just above the ground, and I better see an indent in the water as well. Give me realistic physics.
Freedom: SF64 had some really cool levels that basically had us deal with an Independence Day like ship, with other ships (such as Star Wolf) trying to take us down. Another level like that needs to be contructed, except this time it should feel like Rogue Squadron. I should be given a Radar, and multiple mother-ships should be plotted through out a vast level. I can take out one then the other in any order. It'd also be cool if each ship attacked differently, and had a different process to go about destroying each of them.
Timed Missions: I know SF isn't a racer, but it's definitely one of the greatest games that has you control a vehicle. I think to keep things fresh, some missions could be based around going from point A to point B in a limited amount of time. Have several obstacles and beautiful scenery along the way, and you have a very nice semi-mission. "Fox, our base is under attack! We need your help!" Something like that could easily start any of these missions. Once you get their, then it's like the "freedom" type of missions that I described above. Every other type of mission could be what we're use to.
Multiplayer: I don't know about you, but I'd love a Squadron vs. Squadron multiplayer. Online would be sooo sick. If should have multiple levels with and without a bunch of obstacles (Imagine flying through a canyon while being shot at at 2000 mph!). On the maps, I should have the freedom to do whatever I'd like. Meaning if I want to fly into the stratosphere, then I should be able to. What about other modes of play other than death-match. What about capture the flag? That could potentially be the sickest game ever. I'm imagining having the flag and being chased by 5 ships all trying to kill me! My teammates would back me up, but that would only detract some fire. The entrance to my base could be something akin to a cave. I'd have to fly like a pro to not only avoid fire but avoid crashing into a wall.
That's basically it...You guys have any more suggestions?
Title: RE: Your Revolution game ideas HERE!
Post by: Nile Boogie on September 28, 2005, 07:58:23 AM
The New Jedi Temple: Jedi Simulator. More than a game, an interactive training for being a jedi. A recreation of the major jedi battle in all six movies from "certain points of view".
Of course Light Saber battles are done with the movements of the NRC. Other training include: "Using the Force"(keep the NRC steady). Hitting wamprats in Lukes' T-16 amongst other various activites. Maybe even online battle against other padawans and such. You guys get what I'm saying right?
Title: RE: Your Revolution game ideas HERE!
Post by: ThePerm on September 28, 2005, 10:56:20 AM
wtf?
Title: RE: Your Revolution game ideas HERE!
Post by: ThePerm on September 28, 2005, 10:57:46 AM
imagine a 2-4 player on rails shooter..that randomly generates the world and enemies.
Title: RE: Your Revolution game ideas HERE!
Post by: vudu on September 28, 2005, 10:58:47 AM
I totally want to see a Battle Clash 3. That would rock hard.
Title: RE:Your Revolution game ideas HERE!
Post by: Avinash_Tyagi on September 28, 2005, 11:16:25 AM
A new Monkey Island game (hey I can dream)
maybe have the nunchuk be used for movement and they wand for grabbing and moving objects and stuff.
Title: RE: Your Revolution game ideas HERE!
Post by: ThePerm on September 28, 2005, 06:27:59 PM
imagine a deja vutype game with two axes....
left is for hand and menu..right is for look
Title: RE:Your Revolution game ideas HERE!
Post by: nemo_83 on October 05, 2005, 11:14:37 AM
Super Mario Bros. Nation: Use the remote to control all of the character movements. Tilting to run and straffe, twisting to turn, moving the piece horizontally to roll, moving the piece vertically to jump, fly, or climb, pull the piece back to pick up objects, push the piece forward to throw objects, etc. The analog stick nunchuck controls the camera similar to how the camera controlled in Zelda WW or SMSunshine though improved and able to pan further out. Online multiplayer platforming racing with Mario, Luigi, Peach, Toad, DK, Yoshis, and others.
Zelda: The analog stick nunchuck controls character movements, the camera is at a 3/4 view, and the remote piece controls sword, spear, shield, hammer, axe, bow, etc. Online coop with Zelda, Gannondorf, and Link; up to six players when a character wields the four sword.
Castlevania: Straight up remake of Casltevania with Simon Belmont using the remote to control all whip and sword action. Deep rpg system similar to 2d Castlevanias since SotN. Character controls done with the nunchuck analog stick.
New 007 using the remote piece; basically any shooter using the remote piece is going to be unmatched by anything. Just think of this; you can zoom in and out simply by moving the remote in and out in 3d. I believe they should have put an analog stick or trackball on each vcr remote so a game like Zelda or Mario can play one handed, but I am willing to play a shooter with two remote pieces (using the dpad for movement like in a pc game). Who is to say they won't make Zelda a dual wielding game, perhaps as an option.
How about a game in which one remote acts as a 3d stick for movement like I described Mario Bros, and the other remote controls the hand movements.
The games can be abstractly controlled too. You can make a game in which you run by moving the remotes up and down in 3d as if you were running.
My dream game contest idea: Basically a vampire game using the nunchuck attachement with the controls I described for Mario Bros. at the beginning of my post with a puzzle based adventure more like Zelda in an open 3d fantasy world with heavy emphasis on exploration, graphic cel shading, superdeformed character models, flying, running seventy mph on all fours, necromancing (your blood can do some spectacular things), voluntary transformations, and involuntary transformations based on lunar cycles. You can pick up weapons, but rarely will you find something worth keeping or hiding away to play with later. A good example of something you wouldn't throw away: a black unicorn horn. If you simply want to cut some things up though you can pick up any sword, spear, staff, etc in the game. The b button will control that attack locking onto an enemy of your choice, switching character control to the analog stick and the camera to first person where you can swing your sword however you like. I must say you would be able to go into first person mode using the analog stick during normal gameplay. The majority though of the game will not require sword play, it would be an option as turning into shadows for example would allow you to use strategy when fighting. With a single transformation you can terrify your human enemy to death or turn to fog and posses him/her for a little while. Your magic and life would be in one meter in the corner of the screen simply replenished by eating something alive, not neccesarily a human, but you can get a lot more energy from a single human than from eating a hundred chickens.
Title: RE: Your Revolution game ideas HERE!
Post by: Rancid Planet on October 05, 2005, 11:55:51 PM
I have an idea for a game called "tv". You could use the remote controller to change channels in the game and do other neat stuff. Like turn up the volume or turn the tv off.
Title: RE: Your Revolution game ideas HERE!
Post by: KDR_11k on October 06, 2005, 03:08:31 AM
Ewww, a Pokemon Channel clone!
Title: RE:Your Revolution game ideas HERE!
Post by: kirby_killer_dedede on October 06, 2005, 05:26:43 AM
Yay, a Pokemon Channel sequel!
Title: RE:Your Revolution game ideas HERE!
Post by: Truthliesn1seyes on October 12, 2005, 12:55:10 PM
My ideas are basically for already established franchises. Anyways here they are
Fight Night developed by EA
I was just reading over at the gamespot forums and there was a topic on general game ideas for the Rev controller and one really caught me by suprise. I'm not sure if the idea has been posted on here but Fight Night or any boxing game could really benefit from the use of 2 Rev remotes.
Imagine each remote taking the place of a fist. As long as the physics are done right and the remote can manage to capture and replicate on the fly your hands movements then the game could work. Crazy thing is that you'll only need the use of 1 button, 2 at the most. Lets say for example you can hit the A button and hold your hands to your chest and it'll alow you to block. You can then bob and weave while blocking and the motion of the controller will show your body movements on screen. Then let go of A and start swinging. The direction pad can then be used for you to move around the ring. Just simply point in the direction you want the fighter to move.
With this setup, I think what'll cuase the most dificulties is the physics of the arms and the hit detection. I think that it can be pulled off though.
Bushido Blade developed by Squareenix
This game could basically have the same controls as fight night except you'll just need the use of one Rev remote. For those that don't know, Bushido Blade was a one on one fighting game for the original playstation developed by Squaresoft. The battles were one on one samurai duels. There was no life bar and you can take out an apponent with one well timed blow. You could also disable them by slashing their arms and legs.
Some people have already described button setups for sword fighting games so I wont get into those details here (even the Fight Night setup can work for this) but can you just imagine first person duels. Just picture you facing down your apponent, sun setting in the background, a few strands of your virtual hair flowing in your face onscreen as a result of the wind. The setting would be in a forest of bamboo trees. All of a sudden your foe attacks, you dart back and you both start running through the forest, swiping at each other cutting down the bamboo bark as you go. Anyways, I think you get the picture.
Elder's Scroll 4 (I think its up to 4, forgot who's developing it too)
This game would be perfect on the Rev since first person sword fighting has always been garbage in my book when using today's current setup. I loved the Elder's Scroll on Xbox but could never get past how annoying the battles were. Trying to swipe at a mouse on the floor or a bat fluttering in the air with your sword and one lone swipe animation (maybe 2) sucks major ass. The Rev controller should be able to fix this.
On a side note, I was thinking of a first person shooter add on for the Rev remote. I'm sure its been brought up before though. I can see a actual light gun with a slot in the front where the remote could be placed. Also, an analog stick would be on the top rear of the gun right within reach of the trigger hand's thumb.
Title: RE:Your Revolution game ideas HERE!
Post by: nickmitch on October 13, 2005, 03:01:22 PM
I've got a plot for Luigi's Mansion 2: A game with Waluigi.
Luigi arrives to his newly ghost free Manner only to find his mail box stuffed with bills. Luigi frets as Mario has run off and the two can't re-open their plumbing buisness. He tries to get money from Peach but his phone is cut-off and his warp pipe is locked up. Luigi then gets the idea to start a ghost hunting service after saving a toad or somebody. He runs around for a bit and finds a town filled with ghosts! He does a few houses to ease the player in to the control scheme and show how the game works. But this doesn't make him much money. Then he finds and add placed on a wall or something offering a huge cash reward to clean out a castle that plagued with ghosts. This is actually the boos' hideout and where they all go after they've been beaten because ghosts don't die they only go away for a while. Any hoo, Waluigi has been making touble for Luigi since he got started and is the one who sends him there because he wants a castle of his own out of jealousy for Wario's. I don't want to spoil the ending but it's a big climatic spectacle with Waluigi, King Boo and our green hero.
Title: RE: Your Revolution game ideas HERE!
Post by: Spak-Spang on October 18, 2005, 12:54:20 PM
I just thought of a very fun Mario Party like game...it actually could be Mario Party Revolution.
The idea is that the Players are all racing from point A to point B that is somewhere on the map, far away. Possibly Randomly generated each time.
You use the analog stick to control your character and run towards different items, powerups, and such along the way.
Items can enhance your ability during the race sigments. Attack players. Randomly reposition the finish line. Switch player places and more.
But the real heart of the game is within Battle Platforms. When you run into a battle platform you are able to point and select an opponent (or several) to battle in the match. The winner gains different powers and abilities for the racing segment, or hurts the other players.
The game can be played Split screen or over the internet. When playing split screen the mini games are played on a portion of the screen below while the splitscreen for the other player remains active. For 3 player games, the player left out gets a window within a window type display for the game. Of course wirelessly you are able to play full screen.
The mini games are just like Mario Party type fair, where you battle to best the opponent in simple tasks...and they are all designed to last like Wario Ware events, very shortly.
Then players are rewarded powerups for winning, or have their progress hindered for losing.
Losing could slow you down for a time period. Make you lose all your powerups. Start you backover at the starting line, ect.
Winning can give you a boost, give you a powerup. Switch places with first place racer. ect.
The balance comes in being able to choose who you battle and win. If you are close to the finish you may not choose to go into a battle and risk defeat. However, If you are dead last you can go into a duel and battle the first place player. Just don't lose or you will give them an even bigger advantage.
This game could be played on a regular system, but I think the new controller would allow for very quick mini games that are easy to explain and enjoy.
Title: RE: Your Revolution game ideas HERE!
Post by: King of Twitch on October 18, 2005, 03:00:30 PM
A Link to the Past spin-off: Butterfly Catching Revolution.
Just you, a green meadow, a jar and a net.
Story: An environmental disaster has erupted when a local farmer unleashed hordes of butterflies to pollinate his stagnating sunflower crops. He then enlists you, a poor farm boy to clean up the butterflies before they breed out of control and spread the sunflower pollen all over the world and cause crosspollenation mayhem (we're talking major disruption of the world's food supplies). After you complete that mission (also the E3 tech demo) you compete in world leagues and win bigger and better jars, eventually becoming world champ; A farm boy, no more.
You later find out that these butterflies are actually cybernetic spies, and that the worldwide competition was setup by the CIA in order to find a master catcher that can easily hunt stray spy bugs leftover from WW2 that have been leaking agricultural secrets to the Chinese.
In the end you've prevented mass starvation and a trade embargo between two world superpowers.
Title: RE: Your Revolution game ideas HERE!
Post by: KnowsNothing on October 18, 2005, 03:16:53 PM
I think it's awesome how the Revolution would make that game fun.
Title: RE:Your Revolution game ideas HERE!
Post by: Epitaph on November 27, 2005, 06:30:47 PM
Heres a totally original game idea I just came up with.
The plot would be very sci fi driven, the main caracter would be a man who has recently discovered he has an ability to control the world around him. As your explore the world and use your skills you manage new methods of attack and exploration.
Now heres the important part the gameplay. My idea for this game is that you use the revolution controller to bend the world around you.
Twist: Twist to the righ the walls pinch in crushing enemies and allowing you to reach a playform otherwise unreachable. Twist to the left and the walls expand allowing you passage to otherwise impassable passageways.
Tilt: Tilts the ground in the specified direction, the could be used as a weapon rolling cars into enemies, dropping shelves over their heads, throwing enemies down your hill into pits and obstacles. You could find a bike or rollerblades and tilt the ground to accelerate your caracter in the wanted direction then quickly create a hill and jump on top of a building.
The possibilities are endless. You could indent the ground and release to throw your character in the air. Twist the world to crush your enemies under the pressure build up from you pumping large quantities of air into the room, pump out toxic gasses by pumping the room.
The revolution controller would be the only one versitile enough to allow you to play this game and it would be a new revolution in gameplay. What do you guys think.
Title: RE: Your Revolution game ideas HERE!
Post by: Don'tHate742 on November 28, 2005, 03:42:42 AM
I'm intrigued...
I most say, it's not only creative, it's clever. I'm kinda confused about your "pinch" mechanic. Do mean the walls move in from the right and left, or are you talking about the floor and the ceiling?
Maybe I'm confused, but your other mechanics are great. I like the tilting possibilities.
Title: RE:Your Revolution game ideas HERE!
Post by: Rhoq on November 28, 2005, 04:17:38 AM
Quote Originally posted by: Truthliesn1seyes My ideas are basically for already established franchises. Anyways here they are
Fight Night developed by EA
I was just reading over at the gamespot forums and there was a topic on general game ideas for the Rev controller and one really caught me by suprise. I'm not sure if the idea has been posted on here but Fight Night or any boxing game could really benefit from the use of 2 Rev remotes.
Imagine each remote taking the place of a fist. As long as the physics are done right and the remote can manage to capture and replicate on the fly your hands movements then the game could work. Crazy thing is that you'll only need the use of 1 button, 2 at the most. Lets say for example you can hit the A button and hold your hands to your chest and it'll alow you to block. You can then bob and weave while blocking and the motion of the controller will show your body movements on screen. Then let go of A and start swinging. The direction pad can then be used for you to move around the ring. Just simply point in the direction you want the fighter to move.
With this setup, I think what'll cuase the most dificulties is the physics of the arms and the hit detection. I think that it can be pulled off though.
I love it.
First off let me say, that I personally feel that Fight Night: Round 2 was an excellent game this generation and certainly one of the best looking titles ever released. I was disappointed when FN2004 didn’t get a release on the GameCube, but "Round 2" more than made up for it.
I like where you are going with this idea. It sounds a lot like the current arcade game MoCap Boxing by Konami (the controller is a pair of boxing gloves and the fighter that you control follows your every move). Apparently EA has Fight Night: Round 3 scheduled for release on both the XBox 360 and the PlayStaion 3 (see This Listing at GameStop.com). I'm sure that it will be another solid boxing title - but with the Revolution controller, it really could bring an entirely new experience to a game such as this. EA would be very stupid to pass-up an opportunity to set a precedence for Revolution interactivity. I would much rather Nintendo approach EA about partnering for the Revolution port of “Round 3” (without Nintendo mascots please), rather than see Nintendo offer us "Mario Superstar Boxing Revolution".
Title: RE: Your Revolution game ideas HERE!
Post by: Don'tHate742 on November 28, 2005, 04:20:23 AM
"Mario Superstar Boxing Revolution" ---- WTF?!?!!?! Don't you mean Super Punch Out! And don't you mean that it would be F**KING AWESOME?
Title: RE:Your Revolution game ideas HERE!
Post by: Rhoq on November 28, 2005, 04:24:18 AM
Quote Originally posted by: Don'tHate742 "Mario Superstar Boxing Revolution" ---- WTF?!?!!?! Don't you mean Super Punch Out! And don't you mean that it would be F**KING AWESOME?
Super Punch Out was a "Round 2" GameCube exclusive.
Unfortunately, Nintendo has been so mascot-happy lately that I doubt we would get another "Punch Out" game before first getting an overly cute and colorful "Mario Sports" boxing game.
Title: RE: Your Revolution game ideas HERE!
Post by: Don'tHate742 on November 28, 2005, 04:46:42 AM
I'm talking about Punch out REV though. Round 2 be damned.
Quote "Unfortunately, Nintendo has been so mascot-happy lately that I doubt we would get another "Punch Out" game before first getting an overly cute and colorful "Mario Sports" boxing game."
Maybe, but I sincerely doubt it. Punch Out had to be one of the first things to pop in Nintendo's mind. They'd have to be stupid to ignore it's callling. Everyone wants it, so give what the people want. And in Nintendo defense, it seems like they have been doing that lately (regarding the DS and REV).
Title: RE:Your Revolution game ideas HERE!
Post by: Epitaph on November 28, 2005, 12:45:53 PM
Quote I most say, it's not only creative, it's clever. I'm kinda confused about your "pinch" mechanic. Do mean the walls move in from the right and left, or are you talking about the floor and the ceiling?
Much the same way you pinch a picture in photoshop. Kind of a inner cicular type bend from the walls. Like the pincusion menu on most monitors.
Title: RE: Your Revolution game ideas HERE!
Post by: Don'tHate742 on November 28, 2005, 06:21:44 PM
I see....
I just thought of something. Wouldn't Ikaruga (or something like it) be absolutely amazing on the REV? I mean think about it. Moving your controllers moves your ship on screen. You'd essentially hold it vertical or with the front tilted 45-60 degrees upwards. You then slide the controller left or right, up or down.....maybe in foward and back. You could even twist to turn your aircraft vertical. Plus, all you would need is two buttons.
I admit, the game could be pretty tiring, but never-the-less, it could be the most addictive 2D shooter of all time.
Title: RE:Your Revolution game ideas HERE!
Post by: nemo_83 on November 28, 2005, 09:58:49 PM
The Yoda Chronicles
The story would be nonlinear, told backwards to echo Yoda's pigeon english.
The game would be told through the period of Luke's training. The hub time period of Luke's training could be played through as either Luke learning from Yoda or as Yoda teaching Luke. This would include lots of acrobatic stuff in the jungle swamps, exploring the dark cave, fighting swamp monsters, learning the force (teaching the force), and light sabers of course. From this hub time period which would string the adventure together Yoda would tell Luke the story of his life, the Jedi he has trained, the battles; the wars, and you play through all these chapters as Yoda in really large nonlinear explorable areas on planets throughout the galaxy over a period of seven hundred years.
The revmote would be used for force control, camera control, and lightsaber control. The nunchuck analog stick would control character movement and strafing. The lightsaber can be drawn at any time, even while aiming force powers. You would simply press Z2 to turn the saber on. The A button would be jump but would respond according to context allowing you to run on and kick off of walls using the force, and roll, flip, and kick using Z1. Holding B button would activate whatever combat you select using the dpad and lock your camera onto the selected object/enemy. Pressing right on the dpad would allow you to aim or catch force lightening with the revmote. Pressing left on the dpad would allow you to use the revmote to aim at enemies or moveable objects and move them using the force via pressing, holding, and releasing B button to pull or throw them. You could spin an object twisting the remote before you throw it. Using the force powers while the saber is turned on allows you to point the saber at the object which you're moving with the saber. Up on the dpad will let you cast the saber out at an enemy you lock onto pressing B and control it from a distance with motion capture control. Pressing down on the dpad would allow you to control the camera in the way the other modes allow but like all of them, once a character or object enters the cross hairs you wish to attack holding B would allow you to lock onto characters or obstacles and in this mode swing the saber.
Edit: After thinking about it maybe the functions of B and A should be switched out. Also I believe perhaps the control stick on the egg/sperm may have to switch from straffing to turning when using the saber (when locked on the stick strafs). I thought a good bit about Zelda and Metroid when thinking up this setup. I didn't want to have to go into any menus to select an icon like "choke" or "dark rage."
Title: RE: Your Revolution game ideas HERE!
Post by: Stimutacs Addict on November 29, 2005, 05:22:46 AM
Punch-out with two remotes. block by bringing the remotes together, dodge by moving both remotes left/right/down. You guys have all thought of this already, but I'm wondering how they could make this game without two freehand controllers. I suppose that the triggers on the analog attachment could be hook/jab for the left hand, and the right hand could be controlled however you like.
$30 dollar question: is the attachment going to come in right/left hand attachments, or do you think that the attachment is going to be universal. right now it looks like it's intended for lefthand use.
Title: RE: Your Revolution game ideas HERE!
Post by: Ian Sane on November 29, 2005, 06:28:56 AM
The first idea to pop into my head regarding the Rev controller is to turn the thing on its side and make a game that uses the NES design of a d-pad, two face buttons, and start/select. Both Link's Awakening and Pokemon were able to have a lot of depth with only that amount of buttons on the Gameboy and they are in my opinion two of the greatest games ever made. The only problem is those were 2D games and making a full 3D game usually requires at least the addition of camera control. Now motion control can help but that wouldn't work well with the controller on its side. But then Ocarina of Time had a fantastic camera that only used one button. So I could just assign select to go right behind the main character. Or use fixed camera angles.
Title: RE: Your Revolution game ideas HERE!
Post by: TMW on November 29, 2005, 06:42:40 AM
Mario's Revolutionary Tennis.
'Nuff said.
Title: RE: Your Revolution game ideas HERE!
Post by: Spak-Spang on November 29, 2005, 06:50:31 AM
Ian: You can have that same number of buttons holding it the normal way, except have the an easier time with controlling the wand.
Title: RE: Your Revolution game ideas HERE!
Post by: Ian Sane on November 29, 2005, 07:10:48 AM
"You can have that same number of buttons holding it the normal way, except have the an easier time with controlling the wand."
But then you can't push the d-pad and A button at the same time.
Every serious gamer has some ideas in the back of their head. I'm trying to take ideas I've had for years and apply them to the Rev controller and it never works out without me comprimising something. The idea I've had for years is the ultimate wrestling game and from the beginning my goal was to provide tons of flexibility and complexity with as little buttons as possible. I got it down to a d-pad, start/pause button, two face buttons, and two shoulder buttons. This game could be playable on the GBA "controller". But the lack of shoulder buttons makes it impossible to port it to the Rev. There's much to be said about being able to push a button with your index finger at the same time you push a face button with your thumb. Triggers are so useful and the Revmote doesn't really have that option. Well I can push B and A at the same time but that's only two buttons and then I can't use the d-pad. I could use the nunchuk for the shoulder buttons but then again I can't use the d-pad and digital control would work best for the game. Though using the analog stick is an okay workaround but it would hurt the controls.
If Nintendo just put a few more buttons on this thing it would work fine. Literally one more button would turn my idea from an unplayable mess to near perfection. This could probably work okay on the freakin' Genesis but it won't work on the Rev.
Title: RE: Your Revolution game ideas HERE!
Post by: couchmonkey on November 29, 2005, 07:38:27 AM
Ian, your design could work if you just included a $2 "button" attachment with each copy of the game. Hold the remote in the left hand where you use the digital pad and "b" for the shoulder button. Hold the button attachment in the right hand where it offers two face buttons and a shoulder button.
Would Nintendo let that happen? I don't know for sure, but I would hope so. Nintendo should allow developers to offer their own attachments if they desire. After approval, of course, but the approval process should simply ensure that the attachment works well, don't worry about complexity and stuff like that unless the thing is totally ridiculous.
Title: RE: Your Revolution game ideas HERE!
Post by: Ian Sane on November 29, 2005, 08:12:50 AM
"Ian, your design could work if you just included a $2 'button' attachment with each copy of the game. Hold the remote in the left hand where you use the digital pad and 'b' for the shoulder button. Hold the button attachment in the right hand where it offers two face buttons and a shoulder button."
That would work okay. Or they could just include the shell with every copy of the game. I don't need the motion control so the shell would work fine. Though the X360 controller is right there and would work absolutely perfectly. If I really was a developer I would tell Nintendo to supply me with the controller attachments to include with the game (unless they supplied the shell with every controller anyway) or I would go to the competition. There's no reason why designing a game to use a controller should be an excerise in frustration when the competition doesn't have such issues and has better marketshare and thus higher potential sales. Logically the only reason why I would even think of using the Rev for this game is because I really like Nintendo and as a developer would want my games helping out their lineup. From a creative standpoint I see no reason to bother to release any game for it that doesn't specifically benefit from motion control. It just wouldn't be worth the hassle.
Title: RE: Your Revolution game ideas HERE!
Post by: couchmonkey on November 29, 2005, 10:35:51 AM
You're quite right that it would be better to go to another console with your game idea if Nintendo won't supply a traditional alternative to it's controller for you, Ian. Losing third parties like that is the only thing that still worries me a lot about Revolution.
Epitaph: I meant to say this earlier, your idea rocks! I'd love to play that game.
Title: RE:Your Revolution game ideas HERE!
Post by: nemo_83 on November 29, 2005, 10:52:13 AM
Their "traditional" shell should also be recognizably next generation in contrast to the rehash from MS and Sony. I believe they should either pack in two revmotes and two eggs, or they should pack in one revmote, one egg, and one traditional shell. Not having that shell in there at launch would be like MS not having a harddrive as standard. It can't cost Nintendo more than twenty dollars just to package in one shell. I'm sure they'll be selling them seperately at a profit anyways.
I believe a developer has let it slip that we will likely be able to plug in a Cube controller to the Revolution; I'm not a fan of that idea because I know the Cube controller can be improved, but it does offer a simple solution to stubborn developers.
Thinking about it, for all we know at E3 Nintendo will show a head piece you can stick the revmote in; the shell issue could take the back seat real quick.
While on the subject they should build a microphone into the egg piece.
Ian, have you thought about holding the remote vertical with both hands; you would be able to use all buttons with comfort and the motion control.
Title: RE: Your Revolution game ideas HERE!
Post by: zakkiel on November 29, 2005, 10:54:26 AM
Quote But then you can't push the d-pad and A button at the same time.
I can't remember the last time I played a game where I had to use two face buttons at the same time.
You do realize there are two shoulder buttons on the nunchuck attachment that will come with the system, if not with every controller, right?
Title: RE:Your Revolution game ideas HERE!
Post by: Epitaph on November 29, 2005, 11:07:11 AM
Ian instead of using the shoulder buttons you could always tilt the controller either left or right.
Title: RE:Your Revolution game ideas HERE!
Post by: ShyGuy on November 29, 2005, 11:14:29 AM
I think Ian is big on 2d fighting games, and they use lots of multi-button combos
Title: RE:Your Revolution game ideas HERE!
Post by: NinGurl69 *huggles on November 29, 2005, 11:54:41 AM
Quote Originally posted by: zakkiel
Quote But then you can't push the d-pad and A button at the same time.
I can't remember the last time I played a game where I had to use two face buttons at the same time.
I'll point out Metroid Prime 2 and Mario Power Tennis, while Mario Kart Double Dash and Battalion Wars are a stretch.
Title: RE: Your Revolution game ideas HERE!
Post by: zakkiel on November 29, 2005, 02:03:17 PM
All right, I'll grant MP2, but that was due to a very particular mechanic and even then it wouldn't be necessary with the Rev. The reason they used A and not R for shooting was that there was no good console aiming system. Haven't played Tennis.
Title: RE: Your Revolution game ideas HERE!
Post by: Ian Sane on November 29, 2005, 06:59:18 PM
"I can't remember the last time I played a game where I had to use two face buttons at the same time."
The d-pad isn't a face button. Every played, you know, ANY game ever. Using the d-pad and a face button at the same time is a universal standard. Literally EVERY game prior to the N64 that used the standard controller required this.
"Ian instead of using the shoulder buttons you could always tilt the controller either left or right."
The specific function that really needs a trigger is the pin button. The idea is that a lot of regular moves like suplexes can be bridged into a pin. So the way it works is that the regular way of doing a move is just a standard release move. But if you do the move (which is performed by pushing one of the face buttons combined with a d-pad direction) while holding the pin button then it bridges. Tilting the controller would not work for this at all. The only time tilting makes sense instead of a L&R triggers is for when it is used in racing games to lean into turns.
Title: RE:Your Revolution game ideas HERE!
Post by: wandering on November 29, 2005, 07:25:55 PM
Lots of cool ideas here (I like yours especially, epitath).
I've had an idea for a while that the rev could do a great first person game based off the movie alien. Imagine a special nunchaku analog attachment that comes with a large, beeping radar screen, just like in the movies. Now imagine you walk with the analog stick, and move the revmote around to look around. Imagine nothing on the screen - no health meters, no radar (obviously) no nothing - except your flamethrower. Now, imagine walking down a dark, dank, quiet corridor of the ship - when suddenly, your radar starts beeping. You look down - something's approaching fast. You look back up at the screen and your flamethrower is jittering with your hand. The moving dot on the radar moves on top of you....you frantically look around....and see a rat. You fry it. You keep walking. You hear a clang behind you. Then silence. Nothing in sight. You keep walking. Then, suddenly, the radar is beeping again......
Yeah.
Quote Originally posted by: Ian Sane If Nintendo just put a few more buttons on this thing it would work fine. Literally one more button would turn my idea from an unplayable mess to near perfection. This could probably work okay on the freakin' Genesis but it won't work on the Rev.
What about the select button?
Title: RE: Your Revolution game ideas HERE!
Post by: zakkiel on November 29, 2005, 07:33:28 PM
Quote The d-pad isn't a face button. Every played, you know, ANY game ever. Using the d-pad and a face button at the same time is a universal standard. Literally EVERY game prior to the N64 that used the standard controller required this.
Yes. Then they invented, you know, the analog stick, and the d-pad ceased to be used for movement. Which as I already pointed out will be included. I just don't understand. Is there some reason why the nunchuck attachment doesn't exist in your world? Why do you persist in ignoring it, including the two shoulder buttons you were just complaining about not having?
Title: RE: Your Revolution game ideas HERE!
Post by: Kairon on November 29, 2005, 09:54:36 PM
Yeah, Ian. I'm wondering why your two shoulder buttons aren't the Z2 and B, your 2 face buttons aren't Z1 and A, and your analog control isn't either the nunchuk control or the gyroscope.
~Carmine M. Red Kairon@aol.com
Title: RE: Your Revolution game ideas HERE!
Post by: Kairon on November 29, 2005, 09:56:41 PM
Also, I'm...wondering...how EXACTLY did games do diagonals with the D pad?!?! That was...two directions pressed at the same time?
~Carmine M. Red Kairon@aol.com
Title: RE: Your Revolution game ideas HERE!
Post by: NinGurl69 *huggles on November 29, 2005, 10:56:47 PM
Exactly.
Title: RE: Your Revolution game ideas HERE!
Post by: MODE_RED on November 30, 2005, 12:08:41 AM
Don't forget the whole point of simple controls is to make games more accessible to everyone and to remove barriers and distractions between the gamer and the core fun gameplay concepts.
Cut or rework a lot of distracting crap that dillutes the experience (especially crap that uses buttons up), automate actions through the character and camera, and use context sensitive buttons/remote gestures that are not intrusive or fatiguing to the experience.
Simple controls, deep gameplay. Simple post, deep message.
THE GAME is a deep well of fun. Let the player fall all the way in. Remove all the trampoline distractions that bound the player back out the well and the dead end barriers that keep the player from reaching its deepest depths. ~Mode Red
THE BAD GAME is a like a lover with barriers built up around her heart and therefore is unlovable. So remove the barriers, and make sure that love is released from her, instead of heartache and frustration. ~Mode Red
It is like JEET KUN DO. It's not about adding more and more to the repetoire, its about subtracting the bad and useless and continually improving the remainder until there is no technique. Mind and body, gamer and game become one. ~Mode Red
FUN is a BEAUTIFUL BRIDE, and cheap distractions are unfulfilling mistresses. Make sure all elements of your game are beautiful aspects of the bride, and that there are no tempting, but ultimately unfulfilling mistresses to destroy the marraige. ~Mode Red
Title: RE:Your Revolution game ideas HERE!
Post by: wandering on November 30, 2005, 02:14:27 AM
A good game is like water. Put water in a cup, and it becomes the cup. Water flows gently one minute and crashes and pounds in the next. Design a game like water, my friend.
Title: RE:Your Revolution game ideas HERE!
Post by: Don'tHate742 on November 30, 2005, 03:36:34 AM
Quote Originally posted by: wandering Lots of cool ideas here (I like yours especially, epitath).
I've had an idea for a while that the rev could do a great first person game based off the movie alien. Imagine a special nunchaku analog attachment that comes with a large, beeping radar screen, just like in the movies. Now imagine you walk with the analog stick, and move the revmote around to look around. Imagine nothing on the screen - no health meters, no radar (obviously) no nothing - except your flamethrower. Now, imagine walking down a dark, dank, quiet corridor of the ship - when suddenly, your radar starts beeping. You look down - something's approaching fast. You look back up at the screen and your flamethrower is jittering with your hand. The moving dot on the radar moves on top of you....you frantically look around....and see a rat. You fry it. You keep walking. You hear a clang behind you. Then silence. Nothing in sight. You keep walking. Then, suddenly, the radar is beeping again......
Yeah.
Umm....that's a pretty badass idea. I like the fact that you physically hold the radar.
Title: RE: Your Revolution game ideas HERE!
Post by: couchmonkey on November 30, 2005, 06:29:12 AM
I like the Alien idea too!
All right, I'm going to take a crack at The Legend of Zelda. I know it's not a new game, but I got interested in how it would control because I previously argued that swinging the controller for sword fighting would distract from the focus of the series. Later on I decided I can't say that if I've never tried to think of a way to make controller-swinging sword-fighting part of the game.
The game has two control schemes: walk-around mode and battle mode.
Walk-around Mode
If you just want to get from point A to B quickly, stay in walk around mode. You can dispatch weak enemies with the click of a button, just like the classic games.
Analog stick: Walk/Run. L1: Shield L2: Hold to enter Battle Mode A: Action button (grab, talk, etc.) B: Unsheath / attack with sword D-pad: Use assigned items Remote: Point in the direction you want to look (the camera will follow Link from behind at all times)
Battle Mode
Once you encounter a tricky enemy, you may need to enter battle mode. Hold down L2 and the screen enters a letterboxed format similar to Z-targeting in the current Zelda titles. Now you can do evasive moves and manipulate your weapons directly.
L1: Shield L2: Let go to return to Walk-around Mode A: Defensive moves (back-flip, jump, counter attack) B: Wield / unwield sword D-pad: Wield/unwield assigned item Remote: If you aren't locked on to anything, you can use the remote to look around for a target. This should make it easy to lock on to any target you wish. Once you're locked on, the remote is used to manipulate your wielded item (sword or otherwise). Using the controller to "look" at a target before you enter battle mode would allow you to lock on quickly.
Examples: Sword: Swing (gently) to attack, Link should emulate your swings on-screen. Swing in an overhand fashion while jumping towards the enemy to do Link's double-damage overhead attack, thrust down while jumping to do the downward thrust from the Adventures of Link, etc. Boomerang: Screen allows you to point around to acquire targets, flick once quickly to throw. Bow and Arrow: Hold controller vertically like the string of the bow; arrows are pulled out automatically. Pull backwards to pull the bow tight, flick the controller to let go of the string. Bottle: Tip upward (towards your mouth) to use on your self, tip down to empty. You can control the amount of potion you use by tipping slightly and stopping before it's gone!
I think this system works pretty well. The only thing I'm not sure about is how the player would switches targets. I'm sure a workaround is possible - in a worst case scenario you need to return to walk around mode and re-target. If the item controls were done well, I think the game would be really fun, and still very "Zeldaesque" - I'm officially convinced that directly controlling Link's sword is a fun idea.
Edit: "think"=thing
Title: RE: Your Revolution game ideas HERE!
Post by: Ian Sane on November 30, 2005, 06:31:42 AM
"Then they invented, you know, the analog stick, and the d-pad ceased to be used for movement."
The d-pad only ceased to be used for movement on the Cube because Nintendo made it too small so that it was pretty much useless. Several N64 games used the d-pad and many PS2 games still do today. Digital movement and analog movement are different with both having advantages and disadvantages. For my game I feel digital movement would work best. Why should doing so be a big hassle? Why can't I just make the game exactly as a I want to? Sony and MS would let me. I swear this is just like cartridges vs CDs. Sure I COULD cut down on FMV and CD quality sound and shoehorn my game into a cartridge... or I just tell Nintendo to shove it and jump ship. This is the same thing. Why should anyone compromise their game to work with the Rev controller when the competition is right there? This is a question Nintendo HAS to answer or they're third party support is going to get even WORSE.
"You look back up at the screen and your flamethrower is jittering with your hand."
I love this part. The flamethrower should react to how you're moving the remote. So if it's jittering it's because you're scared in real life and thus your arm is shaking.
Title: RE: Your Revolution game ideas HERE!
Post by: couchmonkey on November 30, 2005, 06:45:24 AM
Sony might let you imagine the game you want to...as long as it doesn't offend the mighty SCEA. Supposedly they've at one time or another rejected: Viewtiful Joe, Killer 7, Growlanser, Metal Slug 3 and SNK vs Capcom: Chaos. Many of those games make it out sooner or later, I guess you just need to be persistent, but the point is, Nintendo isn't the only company making things hard for developers.
Title: RE: Your Revolution game ideas HERE!
Post by: Ian Sane on November 30, 2005, 08:44:33 AM
"Sony might let you imagine the game you want to...as long as it doesn't offend the mighty SCEA."
This is 3D and North American. They'll love it.
Title: RE: Your Revolution game ideas HERE!
Post by: ShyGuy on November 30, 2005, 09:14:36 AM
I used the directional pad on Fable for the Xbox to cast magic spells. I think reality was torn asunder right there, like a fundamental law of the universe had been broken. (/sarcasm)
Title: RE: Your Revolution game ideas HERE!
Post by: zakkiel on November 30, 2005, 05:43:26 PM
Quote For my game I feel digital movement would work best. Why should doing so be a big hassle? Why can't I just make the game exactly as a I want to? Sony and MS would let me. I swear this is just like cartridges vs CDs. Sure I COULD cut down on FMV and CD quality sound and shoehorn my game into a cartridge... or I just tell Nintendo to shove it and jump ship. This is the same thing. Why should anyone compromise their game to work with the Rev controller when the competition is right there?
Find me a way to change the controller so you can sue the d-pad and face buttons simultaneously while keeping it one-handed. Can't be done. Oh, you could stick in a second trigger, but I'm betting it would become really easy to start hitting triggers by accident. and if you take away the one-handedness, you take away the free-form quality which is essential to enabling at least two genres already on the PC, not to mention like 1 million other genres. I guess when you come right down to it, you'd have to explain to me why your idea is so awesome I would give up a Revolution for it simply so I wouldn't have to worry about having the shell in order to play it.
You keep talking about Nintendo allowing every kind of game. Thing is, everything has a price. Take for example cartridges vs CDs. Myself, I greatly prefer not having FMV to having load times. And I infinitely prefer that Nintendo offer something uncompromisingly new in controllers and have the old available as an extra, rather than throw in some tilt sensor in a regular controller.
Couchmonkey: very interesting idea, but I want to be able to use the new control scheme more often than just special battles. Here's my idea: controlling Link with his sword sheathed plays as it does currently. Once you draw the sword, the camera gets locked into an over-the-shoulder, letterbox view. Tapping a direction on the analog causes you to hop in that direction. Pressing B thrusts with the sword in the direction the wand is aiming. Holding B and moving the wand, or pressing B while moving the wand, causes you to slash. Turning the point of aim past the edge of the screen turns Link and camera together. L1 targets, L2 sheathes and unsheathes sword. A blocks. As you said, D-pad has items. I don't like having the draw button be different than the attack button, but I do want to use the Revmote for all combat.
Title: RE: Your Revolution game ideas HERE!
Post by: wandering on November 30, 2005, 08:42:35 PM
Glad people like my Alien idea (though I stole that jittery hand thing from somelace else).
Quote Originally posted by: Ian Sane For my game I feel digital movement would work best. Why should doing so be a big hassle? Why can't I just make the game exactly as a I want to? Sony and MS would let me.
Well, for my game I feel that motion control would work best. Why can't I make the game I want with Microsoft or Sony? Nintendo would let me.
The biggest problem I have with what you're saying (ignoring the fact that you're largely ignoring the traditional shell and the possibility for custom attachments) is that you're coming into this not with 'I have a game design that couldn't possibly work with the rev control!', but rather with 'I have a specific button configuration I've come up with for other controllers that won't work on the rev!' That's folly. The rev has lots of buttons and motion control and other things and you're idea probably could work....but I can't really say for sure because you're not really telling us what the specific control setup you have in mind is.
Quote Originally posted by: Couch Monkey All right, I'm going to take a crack at The Legend of Zelda. I know it's not a new game, but I got interested in how it would control because I previously argued that swinging the controller for sword fighting would distract from the focus of the series. Later on I decided I can't say that if I've never tried to think of a way to make controller-swinging sword-fighting part of the game.
Hmm - I like it, but having a seperate battle mode feels very un-Zelda like. I don't see any reason why you couldn't just swing the swing the sword while walking around. I don't think that would be distracting at all, especially if simple enemies could be dispatched with a simple swipe or two. I think Zakkiel's scheme above would work well. but my zelda control scheme is still the best
Title: RE: Your Revolution game ideas HERE!
Post by: Kairon on November 30, 2005, 08:44:56 PM
Hmm...Ian, I'd be really curious to see your exact function assignment to the buttons and the thinking behind how your wrestling game could technically be played on the GBA.
~Carmine M. Red Kairon@aol.com
Title: RE:Your Revolution game ideas HERE!
Post by: IceCold on November 30, 2005, 09:06:15 PM
Quote deepest depths. ~Mode Red
~Mode Red ~Carmine M. Red ... ~FREE KEVIN?
Title: RE: Your Revolution game ideas HERE!
Post by: OptimusPrime on December 02, 2005, 03:45:05 AM
Treasure needs to make a succesor to Sin of Punishment (real or spiritual don't care) fast! Thing is, they can perfectly make the game work with only the NRC. Aiming... well everyone can geuss that Moving left/right, turning the NRC left/right (you can still aim while doing those wrist movements) Shooting: B Jumpmode: press A, you can still shoot but the charater can only shoot right in front of him then flick the controller to any direction and he jumps to that direction, flicking in a downwards left motion makes the character roll to left, flicking up left jumping left, flicking way left makes him side-jump (max payne style) tot the left. Slo-mo mode: press A then make a small circular movement with the NRC and then flick in what direction he needs to side-jump, character jumps in that direction in slo-mo and you can still aim during the jump. (Slo-mo can only be activated by filling some meter or something)
Hardcore game gets Revolution treatment, it can be done.
Title: RE: Your Revolution game ideas HERE!
Post by: couchmonkey on December 02, 2005, 05:37:17 AM
Wandering: You might be right about separating the modes, but I was addressing the particular concern that slashing all the time is too much "work". I don't know if it really is too much work, that's something you'd only know by playing the game. Maybe I'll try playing through the Wind Waker while swinging my controller around the whole time. Do you remember where your setup is? I'd be interested in seeing it.
OptimusPrime: Nice setup! I like it.
Title: RE:Your Revolution game ideas HERE!
Post by: MODE_RED on December 02, 2005, 07:02:16 PM
Rest assured, ICECOLD, that Carmine and I are not the same person at all. I too thought it strange that Carmine M. Red looks similar to my screenname but I'm sure I've been here longer. Hell, I've been here since before it was PlanetGamecube, when Justin Nation was here, back when it was a N64 fan site and N64 had barely launched (and maybe before that).
Title: RE:Your Revolution game ideas HERE!
Post by: wandering on December 02, 2005, 09:28:33 PM
Quote Wandering: You might be right about separating the modes, but I was addressing the particular concern that slashing all the time is too much "work". I don't know if it really is too much work, that's something you'd only know by playing the game. Maybe I'll try playing through the Wind Waker while swinging my controller around the whole time. Do you remember where your setup is? I'd be interested in seeing it.
Nah, I think you've been listening to Ian too much . I don't think swinging a sword (with small hand movements) would become tiresome in a game like Zelda....though a hack-n-slash would be a different story.
Oh, as for my setup, I thought I had posted it in this thread....but I see that I haven't. I know I posted it somewhere...hang on....found it.
Copied from my post in the 'Mapping popular games to the REV controller' thread, which was in turn copied from my post in the 'IWATATON' thread:
The remote controls what Link is holding: A: draw your sword B: raise your shield d-pad: select other items Gyro: control items. (flick to throw a deku seed, swing to swing your sword, move the controller around to look around with a lantern in dark places, etc.) and perform some context sensitive actions in conjunction with L1.
There you go. (I was only mostly kidding about my setup being better, I don't know what would work best. The thing I did like about your setup was the pointing-for-camera-control thing. Not sure if this is what you meant, but a setup where you could point at what you're interested in - be it an enemy or treasure chest- and then have the camera refocus/lock-on to what you pointed at could be quite intuitive).
Title: RE:Your Revolution game ideas HERE!
Post by: Kairon on December 02, 2005, 10:34:14 PM
Quote Originally posted by: MODE_RED Rest assured, ICECOLD, that Carmine and I are not the same person at all. I too thought it strange that Carmine M. Red looks similar to my screenname but I'm sure I've been here longer. Hell, I've been here since before it was PlanetGamecube, when Justin Nation was here, back when it was a N64 fan site and N64 had barely launched (and maybe before that).
Yeah, you were here first, lol.
~Carmine M. Red Kairon@aol.com
Title: RE: Your Revolution game ideas HERE!
Post by: KDR_11k on December 02, 2005, 10:48:58 PM
L1: performs context sensitive actions
What would those be? Push a button? No thanks, I'd prefer if you had to operate buttons, levers, etc with the rod. That way the game wouldn't have to show you "Press A to push the secret button on this wall" when you get close to an object you can operate.
Title: RE: Your Revolution game ideas HERE!
Post by: wandering on December 02, 2005, 11:15:36 PM
Well, you'd prolly still have to push a context-sensitve button before using the remote. For example, if you came upon a lever, you'd probably have a message like 'push a to operate lever', and then link would grasp it, and THEN you could use the remote to operate it.
I'm not sure how else you could do it....I guess you could wave the remote/link's hand around to make link's hand come upon the level instead, but it seems like that would be annoying. And that's not even accounting for actions like a mounting a horse, diving in water, talking to npcs, etc.
Title: RE: Your Revolution game ideas HERE!
Post by: zakkiel on December 03, 2005, 07:38:46 AM
Yeah, I don't think you can get away from that context-sensitive button.
I think it's more intuitive to have the "swing sword" button be on the wand instead of the nunchuck. Also, you kind of have to have the wand direct camera, unless you want to return to the days of no camera. One of the things I worry about is that you'll wind up accidentally moving the camera around a lot when using the sword, which is why I decided to require you to move it past the screen in order to turn. I'm not sure it's the best solution, though.
Title: RE:Your Revolution game ideas HERE!
Post by: nemo_83 on December 03, 2005, 07:53:05 PM
I like to draw ideas for games from my dreams so here is one from Saturday morning.
The Jungle
Setting: There would be one cold industrialized city with lots of jungle, swamp, mountain, and pasture land surrounding. The city would be pumping smog into the air and toxins into the water (the city is killing the earth) and destroying the lives of its citizens. In case you're not in the know, this is all an allusion to Upton Sinclair's "The Jungle" which uses biblical themes of pastoral life.
The game would opperate in first person and third person. You would have a female character which you must guard and carry with you through the first eighth of the game similar to how in Ico there was a focus on getting both characters through the environment. Beyond that the other 7/8ths of the game is you on a quest to rescue the female lead after her capture.
You play as the male character who is a large lion with a blonde if not almost white mane (in contrast with the traditional conception that a dark mane represents dominance). Through the game you will carry various characters on your back; in the beginning the female lead and later other characters that will do things such as shoot arrows from your back, wield a lance, or use their wings to allow you to fly.
I'm confused as to how I would want this to control though. With dual remotes one remote could control camera/aiming, and the other remote character control through tilting the controller like a flight stick. You would run fast though by hitting a comand button like up on a dpad and then pushing and pulling both the remotes in and out along the z axis as if you were reaching your paws out, grasping the ground, and pulling yourself forward according to a rhythm. You would be able to run as fast as you could keep a beat going.
Knowing the secrets of the revolution would help out. With a mic I would want to have a roar attack as well. Mostly everything would be simple and dependent upon moving your hands rather than simply pushing forward on a stick. I want the running to be visceral and the more involved the player is the better.
Title: RE: Your Revolution game ideas HERE!
Post by: couchmonkey on December 05, 2005, 05:37:09 AM
Nemo: the Jungle idea is cool.
Wandering: It's not just from listening to Ian. For years I've been worried about these types of games where physical action is needed to play. I don't have a problem with that, but I don't necessarilly want every game to require a lot of action from me. Of course, like you said, the game doesn't necessarily have to require big strokes with the remote to slash, so it may not matter.
It's interesting that our controls are pretty similar, the only big difference is that mine reverts to a more traditional setup when the player isn't targeting. I wonder if Nintendo is thinking along the same lines? Being able to look around with the remote is the other major reason that I went with a system where you don't use the remote to slash all the time: I do like to have control over the camera. But it isn't 100% necessary, seeing as neither of the N64 games had any camera controls other than the target button.
Title: RE:Your Revolution game ideas HERE!
Post by: nemo_83 on December 05, 2005, 10:05:05 PM
After thinking about my lion game I believe two characters should be able to ride the character at the same time. The main character would be able to transform into a boy towards the end of the game (rather than a game about a human that transforms into a lion) and as a human you may ride a dragon along with two of your other riders. They will function as normal fighting automatically unless you select to control them manually; if and when you take over them you may launch the character onto other dragons knocking their riders off and gaining control of multiple dragons of varrying sizes, powers, speeds, etc.
I had considered just making the main character a chimera, but I want the player to have to make the choice of what abilities were available rather than having the wings there all the time. Weight works into who you use. A light character alone will not slow you down, a heavy character or two light characters will slow you down, a heavy character with a light character will slow you down even further, and two heavy characters will slow you down the most.
The first rider in the game is the girl at the beginning; she gives you strength and speed that no other rider can, she is the only character in the game with the healing touch. She would be a light rider.
The second rider (the first you gain after losing the girl) is an archer. Not sure if it should be male or female, elf or human; but if I decide to do a drawing it won't be cookie cutter. This character will be light.
The third rider would be a Don Quixote type knight pretty much an old man out of his mind. He would be decked out in rusted armor when you find him (you will need to help him find better armor and weapons), carry a shield, a sword, and a lance. He would be one of only two armored riders. This character will be heavy.
The fourth rider would be a small magical character (either bird like or gerbal like) with white feathered wings that allows you to fly as I've mentioned before. The eighth rider will give this character the ability to transform at will into a dragon. This character will be light but is one of two characters that counteracts the weight of the other rider.
The fifth rider would be mischievous character; it would be a troll, short, hairy, green eyes, pigish nose, boarish tusks, greasy skin, like an ugly dwarf without a beard but with a tail, and with larger pointed ears. The character could only be used at night or else it would turn to stone and you'll have to drop him (or his weight will slow you down) and pick him back up at night when he wakes up. The character's loyalty will be questionable in the story as most trolls you'll encounter will not be on your side, but he can make you invisible and controls the wind. This character will be light (unless you carry him when he turns to stone like I said).
The sixth rider would wield a chain with a spiked iron ball at the end of it. The character would wear green and gold armor, snake like in appearance, scales, and chain armor. Later the chain weapon would feature two balls like a forked tongue. He could also wield either a shield. This character will be heavy.
The seventh rider would be a dwarf (maybe no more than three foot tall) with an axe/hammer. Like the troll he can only be used at night or he will turn to stone. You will not be able to upgrade his weapons; he will instead upgrade the weapons of all your previous characters. He will have a special projectile attack of the thunderbolt. Like the troll he can control the wind. He is a light character also like the Troll unless you carry him when he is stone.
The eighth rider would be a wizard who has been partly transformed into a ram. The wizard would cause spiraling golden glowing horns to grow from your crown when he rides, and you can use those horns to ram things (you can plow through entire forests full throtle). The wizard carries a staff which can fire projectile magic. He is a light character and is the second character to allow the player to have full speed while using a heavy character.
As you met new riders you could use them anytime; you would only be limited in the number you may carry on your back at one time. But you won't always have to backtrack to switch out riders as you will be able to attain animals for them to ride along beside you like horses, griffins, and dragons. So technically you gather a small army.
In the end you would be able to use the power the girl allows you to defeat the final boss of the game which would be the troll. When she rides you your mane glows white and your roar will be made stronger and it will be used to stun the troll allowing you to see him. You will need her healing powers to defeat him.
Title: RE: Your Revolution game ideas HERE!
Post by: wandering on December 05, 2005, 11:24:25 PM
Nemo, that jungle idea is awesome.
Quote Also, you kind of have to have the wand direct camera, unless you want to return to the days of no camera.
Yep, I do. I've always felt WW was a step backwords after OOT and MM perfected the automatic camera.
Quote For years I've been worried about these types of games where physical action is needed to play.
I really don't think the physical action will be any big deal. But then, I also thought the DS's touchscreen would make for a great substitute analog stick. Really, there's no way to know what will work and what won't without playing around with the controller at length.
Title: RE:Your Revolution game ideas HERE!
Post by: nemo_83 on December 10, 2005, 12:44:55 AM
I like having camera control which is why I believe my Jungle idea could feature optional traditional style controls using the nunchuck.
I edited my idea and added the dimension of weight to the characters. There are four potential heavy characters as the troll and dwarf turn to stone at during the day, and there are two light characters that counteract the weight of the second rider.
I also want to say there should be an uber hidden character accessable in place of the troll the second time you play the game. The character would be heavy, wear silver armor styled like a wolf, and feature dual wield burning swords that the dwarf would later temper turning the flames blue and allowing streams of fire to shoot out when you swing. Under a full moon the character would transform into a silver werebear giving your other riders something to ride.
Title: RE: Your Revolution game ideas HERE!
Post by: eljefe on December 12, 2005, 12:09:55 PM
DODGEBALL.. Each person would need either two remotes or one nunchaku setup to play:
When no buttons are pressed you are in Dodge-Mode. The controls are as follows:
Primary remote/ or Analog stick_ Up / Down = Jump / crouch Left / Right = dodge left / dodge right
Secondary remote_ Throwing motion = throw ball
.. When you hold down the triggers (Z1 or B) on both controllers you enter Evade-Mode:
Primary remote/ or Analog stick_ Move around in any direction to make your character run (if you use two remotes, you would use the primary on like a joystick).
Secondary remote_ Up = Jump in the direction you are running Down = Dive-roll in the direction you’re running
.. When either of the Secondary buttons (Z2 or A) are pressed while you are in Dodge-Mode, and you have a ball, you can temporarily enter Block-Mode (which is just as intuitive as it sounds). If your timing is right, and your hands are empty, you can catch your opponents ball in mid-air. However, if only one button is pressed, you will only block with that arm (and catching is disabled).
Title: RE: Your Revolution game ideas HERE!
Post by: Don'tHate742 on December 14, 2005, 08:06:18 AM
A new video at joystick has cropped up....
It shows basically what the REV controlelr might be able to do in real game applications. Anyway check it out
Title: RE: Your Revolution game ideas HERE!
Post by: NinGurl69 *huggles on December 14, 2005, 11:00:34 AM
ahahahah F-Zero steering FOR THE WIN!
Title: RE: Your Revolution game ideas HERE!
Post by: ThePerm on December 14, 2005, 02:45:30 PM
thats so awesome..its not something i didnt know...but i think xbox and ps3 gamers need to know how it works
the select and move opens up a whole new avenue........i thought about grab and move...but select and move...very cool.
Revolution games will become far more complex then the games on the other systems
Title: RE: Your Revolution game ideas HERE!
Post by: Guitar Smasher on December 14, 2005, 04:29:43 PM
I don't know if anyone's suggested it yet, but it seems too obvious to make a StarFox that uses the NRC to control the Arwing, much like the toy plane in that tech demo.
Title: RE:Your Revolution game ideas HERE!
Post by: obscureownership on December 15, 2005, 11:54:13 AM
My game idea is tentatively titled DARK PLAYGROUND. It is a multiplayer focused game that draws heavy inspiration from such games as Luigi's Mansion, Half Life 2, Super Smash Brothers Melee, and Doom 3. Basically, the game is basically a virtual hide and seek game in environments that you probably wouldn't get to play hide and seek in real life. Very spooky, dark, in abandoned factories, abandoned neiborhoods, old circus fun houses, office buildings, insane asylums, and ghost towns.
The perspective is from the first person, but this is by no means a shooter or slasher. The basic gist of the game is, as normal hide and seek, one person starts off as the seeker (which by default is chosen randomly). The Seeker seeks out however many Hiders there are. When the Seeker finds a Hider he has to see at least 75% of the Seeker with his flashlight, and then hit select, which makes the Hider part of the Seekers team. This is all under a selected time limit. If you are the only remaining Hider left after the timer goes off, then you win. If you are the Seeker and you've turned all the Hiders into Seekers, then you win. Though the rules can be changed, that's how the 'basic' mode will work out.
The game's controls will employ similar first person game perspective type controls for the Revolution, it will use the "nunchuck" egg attachment for movement and the freehand controller for looking. The Big A button will be used for interacting with your "weapons". The Big A button will also be used for interacting with your environment, if you put away your "weapons". The Trigger B button will be used for jumping. As stated earlier, the select button will be used for capturing enemies on to your team. And finally, the D pad will be a weapon switcher.
The "weapons" will be the same for everyone: a flashlight, 10 flares, a baseball bat, and the environment. The environment, will be a dark moody place fueled by great lighting and a great physics engine similar to the one in Half Life 2. You will be able to interact with virtually anything in the environment to help you hide. Say if you are a Hider in a abandoned factory, you will be able to turn on all the equipment and make it extremely noisy and steamy to make it harder for a Seeker to find where you are hiding. If you are a Seeker, you are in a office building, looking for a Hider, then you can use a computer terminal to turn on all the lights inside the building to destroy potential hiding spots for certain hiders. Of course, with a baseball bat, both teams can destroy all sorts of things and make all new hiding spots out of wreckage( if you are trying to create a hiding spot you can find a weak spot in a houses foundation and make it collapse to make it easier to hide in). This kind of environment would make it basically a new and fresh experience every time you play, especially if you use you use as much creativity as you can with hiding spots.
Graphically, it could be done on the first Xbox. The gameplay mechanics require lighting similar to that of Doom 3. That is specifically the most important part of the game's graphics, so theoretically a player could find a dark corner to hide in and not be seen if the Seeker doesn't bother checking the corner with his or her flash light you will go unnoticed.
The game will feature a point system highly inspired by SSBM, the more you play, the more points you score and the more you can unlock new objects or elements that will be placed in your environment(similar to trophies). The game will utilize Nintendo Wifi Connection for downloading new new objects that you buy with your "points" that weren't in the game that shipped.
This style of game would take full advantage of basically every aspect of the Revolution and fit in with Nintendo's freestyle gaming concepts, and I think it's pretty neat !
Title: RE: Your Revolution game ideas HERE!
Post by: PaLaDiN on December 15, 2005, 12:09:36 PM
Guitar Smasher, how would you roll? Although snapping the remote horizontally like a tennis racket handle or football is pretty fun.
obscure, wow, that actually sounds pretty fun, although, is it online only? Can't imagine that working without online.
Title: RE: Your Revolution game ideas HERE!
Post by: obscureownership on December 15, 2005, 12:29:03 PM
PaLaDiN, of course it would use online gaming. Split screen would be entirely pointless for a game where you hide in. Online or local wifi only. For multiplayer.
Single player would be less important, but it would just as fun hiding from the AI or Seeking out AI opponents and scoring up "unlockable points".
The only problem I have while thinking about the mechanics of this game is what to do with the Seeker while he/she is waiting for the hiders to hide. Perhaps the Hider will whip out his gameboy on screen and play some games thanks to the Virtual Console and Nintendo WFC. Heh.
Title: RE: Your Revolution game ideas HERE!
Post by: ThePerm on December 15, 2005, 01:54:52 PM
i like obscureownership's idea
Title: RE: Your Revolution game ideas HERE!
Post by: Don'tHate742 on December 17, 2005, 11:44:35 AM
I just had a great IDEA!
FOOSBALL (sp?) REVOLUTION!
I don't know about you guys, but I can't get enough of the 4-player mayhem that is foosball. This game is far more addicting than billards or table tennis.
Anyway, I haven't figured out a control scheme, but its lending itself to double REVmote action. To play 4-player you'll have to play either LAN or Online (preferably LAN, since seeing your opponent is part of the fun).
Title: RE:Your Revolution game ideas HERE!
Post by: IceCold on December 17, 2005, 07:13:17 PM
But then you wouldn't be able to play 4-Player LAN, since if each person has 2 remotes, that would be 8 in total, and the NRC has only four channels, right? Unless there are more channels and Nintendo could only fit 4 indicators, so for example, one player has two lights on.
Title: RE: Your Revolution game ideas HERE!
Post by: Don'tHate742 on December 19, 2005, 07:25:00 AM
Nintendo confirmed the Revolutions ability to play LAN ad-hoc style. It would be utterly worthless if you could only have 4 REVmotes play at one time.
I'm sure they figured out a solution, so I'm not worried about it.
Title: RE:Your Revolution game ideas HERE!
Post by: animecyberrat on December 19, 2005, 07:18:07 PM
Ok I will play along but bear with me cuz the rev mote isnt gonna be in every game i want.
First I want a brand new Super Mario Bros game where Mario and Luigi work together to run threw the Mushroom Kingdom in 3d but only 3d renders haev it 2d or side scrolling or maybe cell shaded whatever. Have all the main power ups return (Fire Flower Star Man 1Up Mushroom Magic Mushroom Gold Coins ETC) add a brand new power up for FLying (since every Mario games introduces a new way to fly. You would use the revmote to steer mario/Luigi and would use the Analog thingy to move when walking and A would jump B would be fire and Hodl b for run (old school controls) and then they would only have to use the motion stuff when flying or for the 3d special stages like Huanted Houses and Castles and such or boss fights each would have a different set up or something kinda like Mario World.
Second game is ice Climbers- This game could revmote cuz the shell is impractical, as is nunchuk also. Basicaly just redo original game in updated 3d graphics plus have full detyailed environments and realistic weather effects and etc gameplay would be simple you would swing or smash with th wand to swing or shasm the hammer and you would use A for Jump and B and other buttons for kick and touse whatever special powers they may get.
Then Id like to see a Turrican game similar in mechanics to say Metroid Prime but with all the style and extreme difficulty Turrican is known for plus the revmote woudl be cool to use to swing your rope device and you would use teh nunchuk style controller scheme. The game woudl feature a story remensicant of the original Turrican and NOT Mega or Super cuz they strayed away form teh story way too much. Also Rev mote would be cool for swinging your fire rope weapon too. This game is one I will buy teh day its relased and would reserve months in advance if I must. BTW does anybody know who exactly it is that makes the Turrican games? Also are there any for Ps2 that I may not know about? (or GC but highly doubt that)
Next I would like a game that is set ina futuristic sci fi setting with robots and mutants tahst basicaly a multi player top down or 3rd person perspective which ever works better shootem up game where you get all kinds of cool weapons and stuff and go around and kill off mutans/robots with your partners. I dont caremuch about story as long as yu get to team up with friends offline or online and shott things but NOT 1st person I HATE 1st person games, not all but I really want a team basde scifi shooting game in a way like Forgotten Worlds in that you can fly and gain power ups ut also liek Contra in some asspects. (Which reminds me have there been any Contra games released recently? I cant ever keep track.
Last I want to see a Star Wars (Classic Trilogy) game where you play as Luke, Han, and Chewie (Maybe Lando if they need Multi player) and basicaly you use nunchuk controler and this one shoudl be eitehr 1st person split screan/online or have atop down or 3rd person perspective again which ever works best. Basicaly take the Super Star Wars games and make then 3d and multi player but have Rogue Squadron style space fighst AND get to fly teh faclon from a perspective within teh copckpit as well as virtual remake of its insides. Also you get to go threw all the major scnes and battles from the movies plus you get the stuff from Shadows of the Empire
just to fill in the gaps. You could also have tons more charcters playable for Multi player death macthes and such but thats different story. Of course yuo also get to use the revmote for Lightsaber battles as Luke fighting agains daddy Vader.
Last game I would give anythign to see on the rev is a 3d Kirby game remeniscant of Super Star or irbys Dream World but playable in 3d and you would use the revmote to move Kirby around. I um am getting tired and got work tomaorrow so ill have to finish latter
Title: RE: Your Revolution game ideas HERE!
Post by: MODE_RED on December 20, 2005, 10:31:56 AM
Great ideas everyone!
Now for my true addition to this thread (In order to keep this thread alive so other peoples ideas can be appreciated as well ;-) nemo! And I wanted to give you a glimpse into my thought processes as a game designer.)
FPS: Discovering the Three Most Important Missing Elements of Today’s Most Popular Videogame Genre (And the Birth of “Pandora Jack”) -Draft Notes By Charles L. Mallory III
First-person shooter –the meaning of the FPS acronym, should stand for Fantasy Projection or Participation Shooter, but I digress. Whatever you want to call them, they've been missing elements that would make them a complete experience.
--One missing element is a convincing and gratifying hand-to-hand combat environment, especially the close-quarters and ambush styles of combat prevalent in guerilla and ninja warfare.
This should of course include very, very intuitive hide-and-seek play with jack-in-the-box ambushes from all hiding spots. Most FPS’ today let you hide, but you don’t really get to “pop out” from anywhere like a jack-in-the-box. Obviously, visibility is crucial to this style of play. So blinding light, sparks, smoke, fog, shadows, steam, snow, rain, fire, embers, cobwebs, sand and flying debris would be like a playground of double-edged swords; they will be hazardous to you and your enemies alike, but anyone can use them as weapons if careful. I call this “Pandora’s Jack-In-The-Box”, “Pandora Jack” or just “PJ” for short. If PJ’s in the game with bells on, the game is bound to “pop”, and when it pops, IT POPS –visually, aurally and interactively. You could even say, “This game’s got its PJ’s in a bunch!” The more wound up you are the harder you will “pop.” Even the environment will pop when interacted with. Enemies will grow intimidated by your “wound-up” presence. As with real people, there is a fine line between “popping with anger” and “popping with fear.” Straightforward physical interaction may cause anger, and indirect methods may cause fear. Players will be able to strike their own balance and create their own style of play. Imagine being able to give your enemies a false sense of courage by running and luring them to a trap, or scare them to death with fireworks and explosions.
You should also be able to push, grab, disarm and latch onto objects and characters. Imagine pushing an enemy over a railing and snatching his UZI, but he holds onto it and drags you over with him.
The Nintendo "Codename: Revolution" is the best system for this style of gameplay. The freehand controller can be used in many ways to simulate weapon use, combat moves, and environmental interaction.
This brings us to my second missing element: flinch movement and targeting. In today's FPS games, the time it takes to press the necessary button or button combo to properly respond to or initiate “sudden danger” spoils the fun and excitement of “sudden danger”. Most dodging and sudden movements that can be made in today’s FPS' are clunky and counter-intuitive, making you feel like you always have to think before you act which results in several split seconds of frustration and disbelief even for experienced players. A good game keeps a steady suspension of said frustration and disbelief. So now, FPS’ include slow-motion to compensate for their lack of quality “flinch-play”. Slow-motion is cool, but the lack of user-friendly flinch-play makes it fall far short of its full potential.
Again, the Nintendo "Codename: Revolution" freehand controller makes this all possible in a grand way. Now, all you have to do is FLINCH to block, dodge or target an enemy and attack. You will learn gestures that change which weapons you attack with. You no longer have to think about what you gotta do and which buttons make it happen. You can respond suddenly to sudden danger. This will bring A LOT of casual and NON-GAMERS into the FPS fan community, and Nintendo will be the Mayor and the Board of Education of this community.
A third and very important missing element is momentum/inertia. When you are running at top speed, you should be able to hit things much harder than you could while standing still or jogging, and jump much further as well. You should also be able to connect with things harder that are moving faster in your direction. The balance is that you can get hurt a lot more when coming in contact with the environment, weapons, and other characters the faster you or they are moving. Moving away from (with) the force of impact may cushion the impact or redirect the force. All non-player characters should be aware of the role momentum/inertia plays in combat, using it to their advantage and also recognizing the increased danger that momentum brings by moving aside or bracing themselves for impact. Imagine you a running down a hospital hallway a full speed, knocking gurneys and people out of your way, with a big knife in your hand and screaming at the top of your lungs. Shouldn't your enemy act scared and run while putting stuff in your way that you could trip on? This is what momentum could bring.
Characters should have an arsenal of momentum and momentum breaking moves and strategies, including planting objects that can be crashed into, snagged and tripped on. This would discourage and even prevent enemies from charging or ambushing you.
So, to summarize, FPS games are missing A) Hide-and-seek, “Jack-In-The-Box” close quarters combat, with environmental Pandora's Box, B) Flinch-play that is deep and easy to pick up, and C) Full momentum/inertia mechanics and a full awareness and utilization of them by the NPC’s.
GAME IDEA JOTS: Pandora Jack, title character a.k.a. The Weasel is running from everyone, hiding in 3rd World countries and conditions in order to keep certain information from the wrong people. This information is a growing collection of inventions that could change the face of the world for the better or be used for incredibly selfish and evil gain. This info is gathered by a secret friend. Some of the technologies being sought after are actually in Mr Jack himself. Wherever he goes, he seeks to make the world a better place using his skills and the inventions he is provided with. All the while, the world he is saving is also out to destroy him and steal the knowledge he possesses. Assisting him is a scientist and engineer named Ms. Dandy, “The Dandy Lioness”, who happens to be an unidentified master of corporate sabotage, computer hacking and disguise and is also on the run. She utilizes stealth, infiltration and retrieval tactics. She doesn’t brag about it, but she has an alarming ability to get anyone to spill whatever information they have in minutes time, just like a lion on the neck of bull will bring it down fast. She is well known for using the environment as a weapon. Watch a documentary or two on the hunting practices of lions (mostly the females that hunt and mostly at night very methodically and strategically with a patient stealth and a viscious ferocity). These two characters have their own missions as well as overlapping and cooperative objectives.
Jack has many weapons, gadgets and combat techniques available to him. Jack is a weapons specialist with a vicious temper. Think Marv from Sin City crossed with Achilles from the movie Troy. He basically carries around everything that’s dear to him, which isn't very much since he’s always on the run. If you set him down in one spot, he can put together a bad ass weapon or trap from his bag of tricks and get into a very deadly Pandora combat stance that gets more deadly the longer you hold it. When an enemy comes by, or right before the enemy reaches him (if the enemy is charging) or right before he reaches the enemy (if he is the one charging) he can spring out and….all hell breaks loose. The view will switch to 3rd person when you form a Pandora stance, whether you are standing or charging and may switch back to 1st person until you attack. When you attack, the game will go back to 3rd person to show your ruthless activities. Remember Marv and Achilles they are great examples.
End -----------
Well, this post is a gift as I usually keep every last one of my ideas a secret, as I'm currently on hiatus from the game industry (for family) and would like to get back to it fast and start development on Revolution titles. Any companies interested? :-)
~Charles Mallory aka Mode Red
Title: RE:Your Revolution game ideas HERE!
Post by: nemo_83 on December 20, 2005, 01:10:58 PM
Thanks Mode Red; I'm definately into the idea of carrying fewer things. Halo's two gun only setup changed things for me; until then I expected arsenals to be carried by the character like in Perfect Dark and Zelda, but something about streamling things just clicked.
I want to tweak my ideas for my Jungle idea, but I dont' have time right now; I need to do my spanish homework which is due at midnight. I really think coop would work out well.
Title: RE:Your Revolution game ideas HERE!
Post by: IceCold on December 20, 2005, 06:45:39 PM
I love your idea MR - it's evident that you've spent a lot of time on it, and I think it's very creative. It seems like the game would have to be worked on a lot to make it perfect in your vision, but it would definitely be rewarding. Also, it would need a great physics engine to be realised, since there is so much interaction with the environment. I definitely would want to play that game, though, if made, as long as the controls were ironed out...
Title: RE:Your Revolution game ideas HERE!
Post by: nemo_83 on December 21, 2005, 12:27:36 PM
Charles, turn on your private messaging temporarily; I need to ask you about a recruiter from a certain company that emailed me back at the beginning of the semester.
Title: RE:Your Revolution game ideas HERE!
Post by: MODE_RED on December 21, 2005, 09:42:25 PM
You can email me Nemo! It will be easier to get a PM going that way.
BlackNLatino@yahoo.com
Title: RE: Your Revolution game ideas HERE!
Post by: wandering on January 25, 2007, 10:07:24 AM
So, people have been talking about how Nintendo needs a franchise that is new and hip and poppin' fresh. But what might such a game be about? I'm thinking gladiators.
Imagine an RE4-style camera and control scheme. You see your character on one side of the screen, clad in armor and carrying a large flail. You're standing on a field (why is a gladiator match taking place on a field, with no spectators around, instead of a stadium? Who cares? Maybe the game is really set in the future, and the matches take place on a holodeck, or something.) Just then, an arrow whizzes by your head. You see it is your friend, who you are playing against online, who is shooting at you from behind a rock on a hill. "Heads up!" you hear your friend call, over the headset you are wearing. You start running up the hill towards him, dodging his arrows. As you get nearer, you start swinging the wiimote around in circles above your head, and your character follows by swinging the flail.
...You're almost on top of him now. Your friend didn't expect you to be able to get so close to him. His arrows are useless at such close range: one can't move (apart from some simple dodges) and aim at the same time. He backs up and draws his sword. But he's no match for you and your flail. His last words, as the ball and chain come hurtling towards him, are "oh sh*t." The spiked ball catches on his neck, and blood starts spurting out. You yank the weapon out of him swing it around one more time. It hits his face, finishing him.
....Just then, a sword comes swinging down from behind you. It slices your arm clean off, and blood starts gushing out. You look down at ground, where your arm and flail sit. Then you turn around, just in time to see your other friend stab you in the stomach.
Yeah.
Title: RE: Your Revolution game ideas HERE!
Post by: Ian Sane on January 25, 2007, 10:26:28 AM
I think that's pretty cool. A little gory but that kind of fits the subject matter. Gladiators is a really cool theme that hasn't been used much.
When fighting the Iron Knuckles in the N64 Zelda games I was thinking of how much I enjoyed the "sword fights" in the game against enemies like Iron Knuckles, Stalfos, Lizardfos, etc and though about making a fighting game based on the concept of weapon fighting in full 3D with the option to Z-target opponents and relying more on sidestepping and dodging and timing your sword swings instead of special moves like in most fighting games. I originally designed it for the Cube controller but don't remember the exact details. I did want one special move button that activated magic attacks and like in Zelda you had limited magic supply so you didn't want to waste it.
My theme was more sword-and-sorcery focused like Conan but it would work with gladiators as well. There weren't really set characters. Instead players designed their own characters. There were different races like humans, elves, dwards, lizard men, trolls, etc. and different armour and weapons and the balance is from the combination that makes up the character. Certain races are quicker or use different techniques or different magic and the different weapons affect things based on how heavy they are and stuff like that. I can pick the more powerful sword but it requires two hands so I can't have a shield.
I figure the fighting system in Twilight Princess would already give Nintendo somewhere to start. I guess they could make the whole thing a Zelda spinoff but I think a new IP would allow for more creativity. Plus they could always have an elf fighter resemble Link and have the green tunic, Hylian shield and Master Sword as hidden items.
The game has to be online or at least LAN enabled since it's important for each fighter to have their own view. Split-screen will work okay but I think online should be an option. Because of the targeting nature of the fights they don't even have to be one-on-one and can feature combinations of fighters against each other.
Title: RE:Your Revolution game ideas HERE!
Post by: IceCold on January 25, 2007, 12:11:09 PM
Quote ....Just then, a sword comes swinging down from behind you. It slices your arm clean off, and blood starts gushing out.
'Tis but a scratch. Just a flesh wound.
Title: RE: Your Revolution game ideas HERE!
Post by: wandering on January 26, 2007, 12:59:57 PM
A flesh wound? You've got no arms left!
Quote A little gory but that kind of fits the subject matter.
Well, definitely too gory for Nintendo. I was thinking it would be a third party game.
I like your ideas, Ian. What you describe, at first, conjured up bad memories of the sword fighting in Red Steel...but I think the problem there wasn't the underlying ideas so much as the execution. I, too, loved the sword fights in OOT...and I think a game based around that kind of one-on-one fighting could be very cool.
In any case, whatever form it takes, someone, somewhere definitely needs to make a Wii game based around combat with medieval weapons.
Title: RE: Your Revolution game ideas HERE!
Post by: Pittbboi on January 26, 2007, 03:25:47 PM
The game that would totally make me cream my pants would be a sword fighting MMO sword fighting game for the Wii.
I mean, when the controller was first revealed the first thing 90% of Nintendo fans thought of was real-time sword fights. But now that several games have come out that don't feature it people are starting to think that the wiimote isn't capable of it. Or, even worse, that the Wii doesn't even need it. Well, I for one still have hopes for real-time sword fighting, which brings me to my idea.
Imagine a mmorpg (hope I got that right) that doesn't rely on pointless and repetitive leveling up, but rather your natural skill with sword fighting and the wiimote. I know a lot of people claim that sword fighting in real-time wouldn't work because it wouldn't stop people from swinging the swords like maniacs, or getting tired and not really knowing how to wield a sword, but all these are things that I feel would work for the game. As anyone learned in swordplay knows, if you try to swing a sword like Star Wars Kid against someone who knows what they're doing, you're going to be taken down in 2 moves flat. There can be an offline component where players can perfect their skills, but this can potentially be a mmorpg where levels don't matter. Any person, depending on their basic skills, can start off as a level 1 or level 60.
I don't care what the story is or who you're fighting, but I would LOVE a real-time online sword-fighting game.
Title: RE:Your Revolution game ideas HERE!
Post by: Kairon on January 26, 2007, 04:12:39 PM
Too bad it won't ever happen because
1. The wiimote can't track your movements that exactly (yes, I'm one of THEM)
and...
2. lag. LAG LAG LAG. If you think lag sucks in FPS games, imagine it in swordfights.
Now... knife fights ala Dune... those might stand a chance of being abstracted successfully into a less twitchy, more strategic duel-ish sort of experience.
~Carmine "Cai" M. Red Kairon@aol.com
Title: RE: Your Revolution game ideas HERE!
Post by: Edfishy on January 26, 2007, 05:11:08 PM
Samurai sword swinging may not be possible, but I've been curious as to whether or not fencing could work.
Edit:
I also think that Gladiator sword fighting would certainly work, as long as its truly during the Roman era. The Gladiuses that were used were small enough to be used more as daggers and weren't terribly great at deflecting strikes from another sword, so a system like Wii Boxing would be very appropriate for a Gladiator-type game(i.e. Jabbing, thrusting, and occasionally a slash or two). The Nunchuck could be used to raise/lower/bash your shield. It could work.
Title: RE:Your Revolution game ideas HERE!
Post by: Pittbboi on January 26, 2007, 07:59:46 PM
Quote Originally posted by: Kairon Too bad it won't ever happen because
1. The wiimote can't track your movements that exactly (yes, I'm one of THEM)
and...
2. lag. LAG LAG LAG. If you think lag sucks in FPS games, imagine it in swordfights.
Now... knife fights ala Dune... those might stand a chance of being abstracted successfully into a less twitchy, more strategic duel-ish sort of experience.
~Carmine "Cai" M. Red Kairon@aol.com
I'll give you the lag (though I believe that, in the hands of the right developers, simple sword tournaments online would be possible).
But I just refuse to give up hope that real-time swordplay is possible. I mean, the wiimote has everything embedded to make it possible. Not only that, but Nintendo itself was giving the impression that real time swordplay would eventually make it onto the Wii one the controller was revealed (remember the early demo commercial with the Asian boy jumping around swinging his wiisword in real time?). Either Nintendo was lying or it just hasn't been developed into a game yet. Programming for wiimote controls has probably proven to be more difficult than even Nintendo originally imagined, so I think that when developers become more comfortable with the wiimote and more tools come out to make coding for it easier, we'll start to see the wiimote become more than just gesture control.
Title: RE:Your Revolution game ideas HERE!
Post by: GoldenPhoenix on January 26, 2007, 08:34:53 PM
Nintendo messed up my (not so creative) idea by not including the mic. I wanted the new Harry Potter game to let you use the Wiimote like a wand and let you cast spells by saying them while moving the wiimote a certain way.
Title: RE:Your Revolution game ideas HERE!
Post by: Kairon on January 27, 2007, 05:48:21 AM
Quote Originally posted by: Pittbboi Not only that, but Nintendo itself was giving the impression that real time swordplay would eventually make it onto the Wii one the controller was revealed (remember the early demo commercial with the Asian boy jumping around swinging his wiisword in real time?). Either Nintendo was lying or it just hasn't been developed into a game yet.
Look closer. He was playing Red Steel. &P
~Carmine "Cai" M. Red Kairon@aol.com
Title: RE: Your Revolution game ideas HERE!
Post by: Pittbboi on January 27, 2007, 07:18:59 AM
Stop dashing my hopes!
Title: RE:Your Revolution game ideas HERE!
Post by: Kairon on January 28, 2007, 01:43:25 PM
Title: RE:Your Revolution game ideas HERE!
Post by: Kairon on July 18, 2007, 04:20:34 PM
Pick up sticks.
Title: RE: Your Revolution game ideas HERE!
Post by: vudu on July 19, 2007, 07:20:40 AM
Pogs. You place your nunchuk on the table and slam your remote down on it.
Title: RE:Your Revolution game ideas HERE!
Post by: Nick DiMola on July 19, 2007, 07:26:28 AM
Quote Originally posted by: GoldenPhoenix Nintendo messed up my (not so creative) idea by not including the mic. I wanted the new Harry Potter game to let you use the Wiimote like a wand and let you cast spells by saying them while moving the wiimote a certain way.
I would've felt like such a tool doing that but damn it would've been fun.
Title: RE: Your Revolution game ideas HERE!
Post by: Kairon on September 19, 2007, 07:52:06 AM
I just had this AWESOME COOL idea for indie developers to get their feet wet with easy-to-develop WiiWare titles:
Virtual Aquarium.
This is such a simple concept, but with built-in appeal. Plus, it makes PERFECT sense as a wiiware title since it should be small to download, and because it'll be it's own channel instead of a disc. A Virtual Aquarium game for the Wii through WiiWare would basically be an Aquarium Channel! And like I said, UBER easy for a small indie dev to crank out to get their feet wet, very non-gamer friendly, easy to design, and probably do great at a cheap download price!
Also, Virtual Ant Farm!
Also, MP3 player with included Visualizer!
Hmm... maybe even a VIRTUAL THEREMIN!
Title: RE: Your Revolution game ideas HERE!
Post by: Stogi on September 19, 2007, 01:28:03 PM
Virtual Aquarium would actually be pretty cool. I have this DVD of an aquarium and it's bad ass because it comes with these beach noises (among other music). So, when I want to go to sleep, I just turn off the TV and listen to the ocean.
Title: RE: Your Revolution game ideas HERE!
Post by: Kairon on November 02, 2007, 01:58:54 PM
Wii Skydiving
Played like the skydiving minigames in Mario Party, but with more to it of course! Maybe wiiware?
Or maybe this should just be included in the next pilot wings?
Title: RE: Your Revolution game ideas HERE!
Post by: Nick DiMola on November 02, 2007, 03:29:10 PM
Pilotwings skydiving FTW. Nintendo don't cop out on us, I am expecting a Wii Pilotwings, you better deliver.
Offtopic, but what ever happened to Pittboi?
Title: RE: Your Revolution game ideas HERE!
Post by: Kairon on November 06, 2007, 06:28:46 AM
Some third party out there has to just up and buy the Operation! License from Milton Bradley or Hasbro or whoever. Seriously, slap a $30 price tag on a cheap family-friendly Trauma Center clone and bedone with it.
Title: RE:Your Revolution game ideas HERE!
Post by: Mesu on November 08, 2007, 08:21:47 PM
The Wii has the potential to revolutionize fighting games! Right now it seems developers have only tried to replace button pressing with gestures. What I hope they would try is something that isn't possible on a regular controller (or an arcade stick). I have 2 game ideas that I hope developers try at some point in wii lifetime. They both use the pointer as an intergral part of their gameplay.
Game Idea 1: A powerstone type(true 3d plane) game where every character in the game can teleport to anywhere on the field at any time.
There could be a lot of ways approach this, right now I'm favoring having the player hold all 3 buttons(B trigger, C, and Z) simultaneously to disappear and release any button (or all) of them to reappear. Wherever the pointer is on the screen is where you will appear at. Imagine dissappearing as someone is attacking you and appearing behind them for an attack.
Controls(these could easily be simplified if this is too much for this type of game):
Analog stick for movement
C button for punch
Z for kick
B for block(I really really like the Virtua Fighter PKG system a lot but if necessary a different setup can be implamented)
D-pad causes variation of button presses. for example press Z and up on the D-pad for a different kick than Z and down. So there would be 5 kicks in the game(up, down, left, right, neutral). They could have different properties maybe. One thing I have notice is the D-pad really isn't a great input device for streetfighter style games designed around an arcade stick but in my game it would be limited to the four directions that it is good at.
the "A" button could jump I suppose or it could teleport if it seems the control scheme should be simplified.
The most important part of the game is the teleporting. The way I originally envision it has the player holding down all three buttons and disappearing if the player lets go of every button except for punch then the character will reappear punching same with kicks and throws(I thought it should be block+punch). Ideally I'd like it so P+K and K+G are have unique attacks assigned to them.
To block someone behind you hold B and press the analog stick in the direction you want to face and you'll quickly pivot to where you need to be. This is necessary since people will be teleporting from all angles.
I was thinking there might need to be a "cooldown" period after you use the teleport to keep someone from constantly disappearly to stall the match(maybe 5 seconds without teleporting ability). I think it should reset automatically if you connect an attack so you can attack/teleport/attack/teleport/etc are different angles.
This game could have 4 players at a time.
EDIT: it NEEDS to offer four players at a time so there can be situations like if someone is surrounded by 2 or more people attacking you when you disappear and make them attack each other. Also it seems like in 2 player mode the game might encourage you to wait for your opponet to teleport and teleport after them so you can appear next to them right after they appear to get your 87.5% chance of landing a hit(based on if they can guess which of the 8 directions you attack from). With team battle and free for all this wouldn't be a problem.
Edit # 3: I am beginning to think blocking needs to cover more area. When you block it should cover not only the direction you press but the two directions next to it. So if you block and press down it blocks for south, southeast, and southwest attacks. So now the teleporter only has a 62.5% chance of landing an attack(significant but not overwhelming).
Also I hope they add a "strobelight mode" where everyone is forced to teleport and reappear every few seconds. Players would have to guess where their opponets are going to appear. After the match you could stroll through all the "pictures" and save any that you like.
_____________________________________________________________ Now for game idea 2:
It is a more traditional fighting game that i'm almost suprised someone hasn't attempted yet. Basically a point and click fighting game. The basic concept of the game is you have to aim where your character will attack using the wiimote pointer. It uses that 2d plane that nearly every fighting game uses. You start the game with an on screen cursor showing you where you attack will go. This can be turn off which you will want to do as you get more comfortable with the pointer otherwise people will be able to predict your every move.
Controls(same PKG system):
C button for punch
Z button for kick
B trigger for block
A button for toggling the aiming cursor on/off
For movement there are several ways of going at this the game could have a "move" button and have it go to wherever the remote is at the time of pressing it. But that might be confusing because it might be very difficult inch foward or backwards after pointing the remote somewhere else on screen from doing an attack. The other approach is it could use the D-pad or analog stick for movement since it would be easy. I prefer the D-pad.
One thing the D-pad won't be doing in this game is extremely complicated inputs. I want the same variation pad structure of my first game idea for the D-pad(one button and one direction, no circular motions or back, foward, foward type inputs). It sounds like there might only be 10-20 attacks but that doesn't take into account that all attacks can be context sensitive based on where the remote is pointing.
There might be various ways of approaching this but I could only think of a convential way for now. It involves a collection of "zones" where if the remote in them it will recognise that and change the attack the appriorate one. For example in a typical 3d fighter their are 3 hit levels: high, mid, low. low attacks will hit someone when they are blocking normal but will be blocked, mid attacks break someone out of their low blocking stance etc. I was thinking there would be 3 height zones and 3 distance zones(close range, medium range, long range) for a total of nine zones(actually I want there to be a few other(reverse, sky, and out of reach) but from practical standpoint their will only be nine zones). If you take 9 zones times 5 you get 45 different punches and 45 different kicks in the game per character(actuall double that if P+K is used for extra punches and K+G is used for extra kicks). There actually would never be that many moves realistically(and moves like low height long distance punches would be to ridiculous to put in the game unless the character is like Dhalsim from streetfighter 2) but it's good to know there could be with a relatively simple control scheme.
EDIT # 2: This aproach might not be completely satisfying for some people because they might want to strike exactly where they point. For example mid heighth attacks can hit your opponets chest or stomach and it has nothing to do with where you point the remote. Also someone who points on the border between two zones could become frustrated when it does the wrong move. The player could want to attack their opponets shin and instead attack their opponets chest(there really should be that big of a difference in the animations of a very slight difference in where you point the remote). Even though I still like my earlier idea It seems a more exact pointing system would be worth attempting also. The way this would need to be done is to make many more smaller zones that are too small for the player to notice if they are off by a bit.
A more exact pointing system potentially has problems. The first problem is a whole new defensive system might have to be designed and there's a chance it wouldn't be as intuitive(and intuitiveness is the main advantage of using a remote to point where you want to attack). I suppose they could keep the old low/mid/high system where mid attack break lows blocks etc. and just have the different choices of where the opponet hit have realistic reactions. With this there is still problems when someone attacks on the border between high/mid or mid/low.
A solution to this problem might be to have the defending player point at their character to where they want to defend. This could be determined by heighth only so it could be less complicated. Under this method a "radius of defense" would surround where the player pointed to defend. Within the radius everything that hits would be blocked(the size of the radius could as large as 50% of the character if developers wanted it to easy to block or it could be very small if developers wanted most attempted hits to land or somewhere in between). If a character crouches their radius should shrink because the potential hit area for the character shrank. They could make it so that the closer to the center of the radius the attack is the bigger advantage the defending player receives from blocking. The closer they get the more likely it is they can get in a guaranteed afterwards. The problem with this is it could make aiming an important skill in fighting games and I wouldn't look foward to that. The part about the center of the radius might not be that important.
Another potential probelm is it could reduce the number of moves in the game. With zones every move is context sensitive. With near exact attack placement this is very difficult to keep. I mean every attack area would still have specific attacks for every input but the player wouldn't want to have to point a small area in order to access a certain move. An easy solution would be to make groups of tiny zones where a move would be context sensitive. They could have 3 height zone groups and have the same number of moves as before or they could have 4 or more and have even more moves. It's not perfect but if the zone groups were constructed in a way certain moves switched to other moves after they stopped making sense to attack a certain area(for example a headbutt attack of up + punch would automatically do something else if the player targets low enough). It would be a lot of work for developers to work this out situation by situation but it could be really interesting.
The details aren't important. There are lots more approached developers could take. Recently my nephew brought it over Godzilla Unleashed. We weren't able to play multi player because I only have one nunchuck. I thought it was okay but thought the gamecube one had better controls. My nephew thinks it was great because he says it seems like you are the monster on screen. This is something I've been overlooking when thinking about wii fighting games.
I was thinking they could make one where the game knows how faster you swing the remote(to sort of measure "angryness"). I remember when we used to play street fighter 2 on snes we would sometimes push the buttons really hard and expect to see our characters strike harder. I know they can already make games concept like this with the analog buttons(analog triggers on Dreamcast, Gamecube,XBOX???, and Xbox360??, and analog face buttons on ps2???, and ps3???) but there is none that I know of.
I think motion could be like the non jump button in super mario bros. It would exaggerate actions(in mario if you walks forward it would be you run). The controllers knows how fast its moving right? You could move it fast, medium, or slow/stopping. If this was applied to a street fighter 2 style game the game could work with only 2 buttons and the current state of controller speed while you press the button would determine if you did normal, strong, or fierce strike. You could use motions to exaggerate anything action you give to the characters. Let's say you block and do a fast motion then maybe your character would parry the hit. To balance this maybe you hard blocking doesn't let you hold guard continuously and you are open for a short time. With 3(or 4) buttons, a D-pad, and an analog stick there's tons of potential for mapping tons of moves and actions.
Also since the last time I edited this post I played Smash Brothers Brawl! I understand the decision to make it controls similar to meelee. I would like it if smash brothers type games became it own sub genre on wii with lots of experiments in controls. One thing I think SSBB missed out on was an opportunity to have an 8 player mode. The gamecube didn't have this ability and it's very possibly the wii2 won't have the ability to have 8 controller ports. The window is closing. I hope someone else picks up this idea. Remember if someone makes a SSBB type game there will be comparisons to SSBB. If it has 8 players the game developers will want people to compare it with smash brothers. That would get a lot of people curious to try it.
Title: RE: Your Revolution game ideas HERE!
Post by: Kairon on November 08, 2007, 08:36:16 PM
Wow, I didn't think AT ALL about using the wii's pointer functionality for fighting situations. That could be real innovative actually! In fact, it suggest that pointer functionality could be used in a 1-player action game as well, sort of an updated QTE attack system, a mini game of Ouendan to execute pre-arranged attack moves... sorta like if there was a Shenmue 3 perhaps?
Title: RE: Your Revolution game ideas HERE!
Post by: IceCold on November 09, 2007, 09:38:00 PM
Yeah, those fighting games aren't bad ideas.. since the remote was revealed we figured that the genre it was worst suited for was 2D fighters. So if you can't change the controls, innovate and push forward the genre.
Title: RE: Your Revolution game ideas HERE!
Post by: NWR_insanolord on November 09, 2007, 10:39:40 PM
Developers usually spend too much time trying to adapt the Wii controls to a game without considering trying to adapt the game to the controls. The Pikmin games on the GameCube are great examples of how adapting the game to the controls can work spectacularly. Conventional wisdom was that RTS controls sucked on consoles, so Nintendo changed the RTS formula in a way that made the console controller ideal.
Title: RE: Your Revolution game ideas HERE!
Post by: Kairon on November 19, 2007, 12:07:44 PM
From my post in the talkback thread about the shipping of Link's Crossbow Training...
Quote They should've packed in a Pikmin light-gun game with this.
Play Olimar as he takes up the Wii Zapper to command his Pikmin to tackle obstacles, and uses it's ray-gun powers to scare away giant bulborbs to stop them from eating his leafy companions! And all in an arcade light-gun game setting!
Maybe this new Pikmin light gun game can be wiiware and use the Zelda engine?
Title: RE: Your Revolution game ideas HERE!
Post by: NWR_insanolord on November 19, 2007, 01:10:37 PM
Sounds good, but the gun should have the ability to launch Pikmin at the enemy.
Title: RE:Your Revolution game ideas HERE!
Post by: IceCold on November 19, 2007, 05:03:41 PM
Hell no. You can do what you want to Zelda, but don't bastardise my Pikmin.
Title: RE: Your Revolution game ideas HERE!
Post by: Kairon on November 23, 2007, 09:40:15 AM
Lolo 4
On Wiiware. Developed by a small external studio, published by Nintendo. Lolo is a PERFECT example of a game that wouldn't get published today because it's too simple and needs more complicated features... like Iwata's Tetris.
I wonder what other simple game concepts and franchises are out there and owned by third parties that would deserve direct sequels/translations via Wiiware... Kickle Cubicle? Monopoly? Battleship with Wi-Fi play? That card game from FF8?
Title: RE: Your Revolution game ideas HERE!
Post by: Kairon on November 25, 2007, 07:31:23 AM
Black Beauty
Is it a movie or is it a book or what now? I've got no idea what the thing's about, but it'd be the perfect crossover franchise for girls and adventure gamers alike. Make it and I'll watch the movie in preparation.
Also, Man from Snowy River.
Title: RE: Your Revolution game ideas HERE!
Post by: Kairon on December 24, 2007, 12:05:33 PM
They definitely need a "make you own Phoenix Wright case" game on wiiware that lets players use pre-set images and characters, type in their own text, arrange an adventure gaming episode, then send the level to another gamer so they can play through it. 1000 Wii Points?
Also, a make-your-own platformer game on wiiware, sorta like Little-Big Planet, but done more in the style of Drawn to Life. 1000 Wii Points?
Also, they need to sell some channel-like utility software on Wiiware. Like a convenient all-in-one Wii Mail Handler program that lets you send out mail to multiple recipients, keep an advanced address book, and organize and delete your messages without having to dig all the way back into the past, and that'd automatically compile all your play-time records for easier stat-tracking instead of having to go day by day and compile by hand. 800 Wii Points?
Also, a Mii Dance Studio where you can import Miis, use skeletal animation to create your own dance moves, and then choreograph your own music video! It'd let users use default music or upload their own sound in AAC, then output in motion J-Peg so they can watch it on their Wii! 1000 Wii Points?
Title: Re: Your Revolution game ideas HERE!
Post by: Kairon on February 29, 2008, 08:34:43 PM
Argh! More ideas! Live thread LIVE!
A Tower Defense Clone for WiiWare would be awesome, of course. 600 Wii Points?
I'd also love to see some small studio out there put out WiiWare Mini-RPGS using 2D graphics. Each can be built cheaply using an engine/editor/scripting by the company once the core technology is done, offer 3 hours of gameplay, and each be their own self-contained story in the same universe! 800 Wii Points?
Of course, we could always use more Incredible Machine clones... or The Logical Journey of the Zoombinis clones... 800 Wii Points each?
Title: Re: Your Revolution game ideas HERE!
Post by: KDR_11k on March 01, 2008, 07:13:33 AM
Kairon, mini-RPGs wouldn't work, 3 hours is too short to do much with an RPG. Now if you meant action adventures or point & click with that, sure but RPGs are too much about long-term effects to work as episodic gaming of that size (maybe sized like Golden Sun, that was a good size for episodic gaming).
Title: Re: Your Revolution game ideas HERE!
Post by: Kairon on March 01, 2008, 10:20:16 PM
Well, maybe more like 5 hours then. I really think a one or two dungeon RPG would be very do-able, and perfectly bite-sized for RPGamers whose schedules have constricted.
I mean, I don't see that RPG's are necessarily about long term effects. They're fantasy stories, and these could be as short as a single quest, as most fairy tale fantasies are. Also, it's the fantasy setting and focus on the characters local, personal dilemmas that drive these stories, and that can be done in short story length or novel length. If you still wanted long-reaching themes, then these could be threaded through many mini-RPGs that take place in the same world with re-occuring characters at different times in their lives.
Title: Re: Your Revolution game ideas HERE!
Post by: ReverendNoahWhateley on March 03, 2008, 01:33:02 AM
Has anyone suggested a rodeo game yet? Can't say I'd actually buy it, but it'd be interesting with motion controls. Roping and staying glued to a bucking bull could be a lot of fun. In situations where you failed a ride miserably, the viewpoint could shift abrupty to a pair of rodeo clowns with which you could distract the rampaging animal so that it wouldn't wound your rider and worsen his/her statistics.
Title: Re: Your Revolution game ideas HERE!
Post by: Kairon on March 03, 2008, 02:23:28 AM
Woah, you're right. A Rodeo game would be perfect for the Wii and WiiWare!
Title: Re: Your Revolution game ideas HERE!
Post by: Kairon on March 16, 2008, 07:41:30 PM
They need a game that's just about you, on a small Desert Island. Nothing as big or complex as the Sims Castaway or Lost in Blue, but almost like a really deep flash game, or grow game or something. It could be built for 15-30 minute plays, ending in either death or rescue, much like Oregon Trail was soo replayable even though games lasted like, 15 minutes.
Title: Re: Your Revolution game ideas HERE!
Post by: DAaaMan64 on March 16, 2008, 07:51:31 PM
They need a game that's just about you, on a small Desert Island. Nothing as big or complex as the Sims Castaway or Lost in Blue, but almost like a really deep flash game, or grow game or something. It could be built for 15-30 minute plays, ending in either death or rescue, much like Oregon Trail was soo replayable even though games lasted like, 15 minutes.
wow that's a sweet idea. Perfect for WiiWare
Title: Re: Your Revolution game ideas HERE!
Post by: RABicle on March 16, 2008, 09:23:32 PM
For 200 wii points, I'd be all over a Wii version of those wooden roll the marble around thingys. But that's not an original idea, and at over a hundred posts, I'm sure someone's brought it up in this thread alredy.
Title: Re: Your Revolution game ideas HERE!
Post by: vudu on March 17, 2008, 02:11:19 PM
They already did that in Twilight Princess.
Title: Re: Your Revolution game ideas HERE!
Post by: ReverendNoahWhateley on March 18, 2008, 06:10:57 AM
They also gave it a try in Raving Rabbids. And man, was it tough. Playing it was a lot like playing the puzzle box from Hellraiser, except instead of ripping you apart with chains, it just made you feel like an uncoordinated imbecile.
Title: Re: Your Revolution game ideas HERE!
Post by: Chozo Ghost on March 18, 2008, 12:09:42 PM
Probably been said, but the Wii could really used a sequel to the NES classic: Mike Tyson's Punchout
Title: Re: Your Revolution game ideas HERE!
Post by: NWR_insanolord on June 22, 2008, 05:48:36 PM
Seeing the preview for the new Rayman game made me remember a game idea I had. I'd like to see a flight game, preferably one with combat, that lets you sit on the balance board and lean left and right to roll the aircraft and lean back and forward to pitch up and down.
Title: Re: Your Revolution game ideas HERE!
Post by: Kairon on June 22, 2008, 06:06:06 PM
Seeing the preview for the new Rayman game made me remember a game idea I had. I'd like to see a flight game, preferably one with combat, that lets you sit on the balance board and lean left and right to roll the aircraft and lean back and forward to pitch up and down.
It'll be the first game where you can fly with your butt.
Hmm... surely someone's already suggested making a Mario Paint Music maker clone for Wiiware no? It could have WiiConnect integrated so that you could browse random songs from people, or tag certain users as having music you like. It might even be able to export the music and a generated animation (you know, like those visualizations that all them fancy music players do) as a motion-jpg, or just the music as AAC or something. It's so simple (SNES Mario Paint Complexioty), should export in free formats, and could cost 500-700 WiiPoints easy.
Title: Re: Your Revolution game ideas HERE!
Post by: NWR_insanolord on June 22, 2008, 06:44:18 PM
I don't see it as flying with your butt, I see it as turning your entire upper body into the flight stick. It would be very immersive since your body would be moving the way it would if you were actually in the plane.
Title: Re: Your Revolution game ideas HERE!
Post by: Kairon on June 22, 2008, 07:02:17 PM
Incidentally, that's just what my ex-roomate did to me in the bubble-guiding game in WiiFit. He instructed me to make my body as stiff as a board, then proceeded to push and pull and tilt my entire body in order to use me as a giant human joystick for the Balance Board and successfully steer the bubble course.
Title: Re: Your Revolution game ideas HERE!
Post by: KDR_11k on June 23, 2008, 08:24:12 AM
soooo many ways to "fix" Kairon's post...
Random idea I had recently (not Wii related): The player is a religious leader in a randomly generated world that may or may not have a god. The goal is to score the most points in the end-of-game judgement. If there is a god the player is judged by the number of followers he had and how much he followed the will of that god, if there is no god the player is rated by his accumulated wealth. The catch is, you don't know if there is a god or what he wants, this isn't revealed until the end of the game. There's just random events that may or may not have been caused by that god (or even his antagonist, if present) such as desasters, wars, prophets appearing, etc. The player has to decide which of these reflect the will of the god and try to shape the doctrine of his religion to match the will of the god. Meanwhile he also has to deal with worldly leaders that may want a blessing on their latest act, offer to trade him a spot as the state religion in exchange for certain concessions or wage a war on him as well as competing religions that have their own leaders and may form their own doctrines. Of course it's also important to gain followers and sometimes the player might have to compromise his doctrine for the popular appeal.
The goal here would be primarily edutainment so there would be no way to discern divine acts from random events (except maybe the frequency but that could also mislead the player) and the player builds up an actual belief that could be right just as much as it could be wrong. Polytheism would be beyond the scope of this idea though and should be ignored for now. A game should probably last a few hours so there's plenty of time to deal with shaping your belief but it's still possible to play more than one or two rounds and experience different scenarios.
Title: Re: Your Revolution game ideas HERE!
Post by: Spak-Spang on June 23, 2008, 09:53:34 AM
Kairon: I really like your Mini-RPG idea...except I think they should be connected in some way.
My idea would be to come up with a Doctor Who time trival or world traveler idea...
Each story would be 100% completely self contained...however, if you buy a previous game you can bring with you the levels you earned, and items you earned into the other games you buy. This could allow the designers to create secret areas only people that have played all the game have gone too...and even special dungeons that you have to be higher levels to beat. With the stories being only 3-5 hours you can easily explore simple story arcs and themes that would be harder to tell in larger RPGs.
I also really like the Rodeo idea...though I think it would be interesting to reinvent the Pinball game for the Wii.
My idea would be that you have guys on the Pinball Table with like Baseball Bats or some special weapon to hit this ball. And you control them moving only Left and Right on the Pinball Table...then you swing the Wii more to Swing at the Pinball. If you Accidentally hit your guys they get dizzy/knocked out for awhile and you can use them to hit the ball back. It could be really fun.
Title: Re: Your Revolution game ideas HERE!
Post by: Kairon on June 23, 2008, 03:10:38 PM
Random idea I had recently (not Wii related): The player is a religious leader in a randomly generated world that may or may not have a god. The goal is to score the most points in the end-of-game judgement. If there is a god the player is judged by the number of followers he had and how much he followed the will of that god, if there is no god the player is rated by his accumulated wealth. The catch is, you don't know if there is a god or what he wants, this isn't revealed until the end of the game. There's just random events that may or may not have been caused by that god (or even his antagonist, if present) such as desasters, wars, prophets appearing, etc. The player has to decide which of these reflect the will of the god and try to shape the doctrine of his religion to match the will of the god. Meanwhile he also has to deal with worldly leaders that may want a blessing on their latest act, offer to trade him a spot as the state religion in exchange for certain concessions or wage a war on him as well as competing religions that have their own leaders and may form their own doctrines. Of course it's also important to gain followers and sometimes the player might have to compromise his doctrine for the popular appeal.
The goal here would be primarily edutainment so there would be no way to discern divine acts from random events (except maybe the frequency but that could also mislead the player) and the player builds up an actual belief that could be right just as much as it could be wrong. Polytheism would be beyond the scope of this idea though and should be ignored for now. A game should probably last a few hours so there's plenty of time to deal with shaping your belief but it's still possible to play more than one or two rounds and experience different scenarios.
Kairon: I really like your Mini-RPG idea...except I think they should be connected in some way.
My idea would be to come up with a Doctor Who time trival or world traveler idea...
Each story would be 100% completely self contained...however, if you buy a previous game you can bring with you the levels you earned, and items you earned into the other games you buy. This could allow the designers to create secret areas only people that have played all the game have gone too...and even special dungeons that you have to be higher levels to beat. With the stories being only 3-5 hours you can easily explore simple story arcs and themes that would be harder to tell in larger RPGs.
Yeah, I originally envisioned them as at least in the same universe, but all the stories would be connected to each other in the way that short stories tend to intertwine.
My idea would be that you have guys on the Pinball Table with like Baseball Bats or some special weapon to hit this ball. And you control them moving only Left and Right on the Pinball Table...then you swing the Wii more to Swing at the Pinball. If you Accidentally hit your guys they get dizzy/knocked out for awhile and you can use them to hit the ball back. It could be really fun.
Hmm... like a cross between air hockey and pinball?
Title: Re: Your Revolution game ideas HERE!
Post by: BeautifulShy on June 23, 2008, 06:17:53 PM
Spak-spang that reminds me of Odama.
Title: Re: Your Revolution game ideas HERE!
Post by: Spinnzilla on June 23, 2008, 06:32:36 PM
my idea? drill into the heads of ALL developers that the classic and gamecube controllers are still available for use. I'd much rather them utilize the old controller setup than forcing half-ass motion controls on a ported game.
Title: Re: Your Revolution game ideas HERE!
Post by: Morari on June 23, 2008, 11:32:19 PM
So long as those developers utilize both schemes and not just the Classic Controller. I'm not going to purcahse two Classic Controllers when my Wavebirds are still working and far superior. This is the exact reason I haven't picked up Geometry Wars yet.
Title: Re: Your Revolution game ideas HERE!
Post by: Spak-Spang on June 23, 2008, 11:48:55 PM
I kinda picture it as Pinball and Foosball together.
It does kinda remind me of Odama as well...but still different.
What I like about the idea is having really long tables that could be multiple screens, and as you get further or higher you have less people to help you.
In fact you could make it themed like you are launching the ball in the air. Make it simply Baseball or Soccer themed, and you launch it really high and then you have people in jetpacks hitting it higher. Still Higher and you have Astronauts hitting the ball higher, and still higher you can do Martians or Aliens...then if you miss it keeps on picking up speed and is like a comet hurling down to Earth.
Title: Re: Your Revolution game ideas HERE!
Post by: BeautifulShy on June 24, 2008, 05:40:32 AM
That is a good idea Spak-Spang really exhilarating. How would you control it?
Title: Re: Your Revolution game ideas HERE!
Post by: Spak-Spang on June 24, 2008, 12:20:32 PM
How I would control my Pinball game is simple.
3 Control Schemes.
1)Wiimote and nunchuk. You use the chuk to move the character with analog stick. On the Wii mote if you hold A and Swing you will Swing like a right handed batter in baseball with a pinball flipper like bat and arc. If you Hold B then you switch to Left handed. If you Hold A and B you do like a bunt but can still swing to add power to it.
2)Wiimote only. The same but now you control your guys with the D-Pad on the Wiimote and just thrust any direction to swing...you will then hold 1 or 2 for left handed, right handed, bunt type swing.
3)Final control scheme would use the Classic controller and use the Shoulder Buttons to swing Left and Right and together to bunt. Simple and elegant.
Title: Re: Your Revolution game ideas HERE!
Post by: NWR_insanolord on June 24, 2008, 01:12:29 PM
I'd like to see a game do something like the Temporal Cold War storyline on Star Trek: Enterprise where different factions in the far future are interfering with the timelines in order to wipe each other out and you play a Temporal Agent that goes back and fixes things. You'd have primary objectives that you had to complete and bonus objectives that are optional but alter the future to make it better for you in other missions. It could give you the option of what order to do things in, you could choose a mission that takes place earlier in time before other ones, it would be harder but in turn change things later on to make other missions easier. I kinda just described a deeper version of TimeSplitters, but I'd envision more of a Metroid Prime style FPA with platforming and puzzles.
Title: Re: Your Revolution game ideas HERE!
Post by: KDR_11k on June 25, 2008, 07:14:23 AM
There's a game called Millenia or something that's about you being a time traveller and having the mission to populate the galaxy with four races while eliminating a fifth.
Speaking of time travel, I've once had the idea of a stealth game where the player's job is to travel back through time and help a super agent (think James Bond) survive missions because the evil guys found a way to go back in time and try to kill him. It would go through his missions in reverse order, his later missions have him as a veteran agent and the evil guys reduced to a small bunch while in his earlier missions he is a rookie fighting a still strong enemy (i.e. increasing difficulty).
The player would usually arrive some time before the agent and has time to set the area up (possibly even without a time limit). The player is some kind of ghost in that time (whether due to the time travel or because he was a ghost before being recruited for the mission is so far undecided) and cannot suffer damage but shots at him will decrease the temporal stability and if that hits zero the mission fails. The stability is also damaged when the player kills NPCs that belong in their time (some are marked as green and are important for a later time so they must not die, just like the agent himself), gets spotted by such an NPC (the NPC must then be eliminated to finish the mission, if it was a "green" one the mission fails instantly) or just generally does things that don't fit into the timeline. It stabilizes over time as well as when eliminating disrupting factors (NPCs that are marked in red, usually the enemy time travellers as well as anyone changed by them or you).
The player can also switch into an EM mode that lets him walk on electronic currents, in that mode the player does not collide with anything except electricity and can only be spotted and hurt by enemy time travellers (though he can see NPCs as glows in red, yellow and green, meanings as above with yellow being a regular NPC). Falling out of the level would probably just rewind time a bit until the player is back on the platform he fell from. This can turn light switches or carryable electric devices into important parts of a puzzle (an example situation in my mind is pushing a tray with computers on it down a flight of stairs to get past the door on the end, push it, climb on top, switch to EM mode, jump just before the tray crashes into the door to land on something behind it). Switching out of EM mode is not allowed while inside a wall, whether switching into it when not on top of an EM field should be allowed is unsure (might be useful to drop through a floor).
Switching to EM mode does not allow bringing weapons though the player might not be allowed to use any gun other than a special one he brings with him anyway. That gun would be able to extract ammo from any form of conventional weapon found but can only hold a very small number of rounds (and only extract one shot per absorbed weapon), those rounds kill NPCs in one shot and are autoaimed to never miss. They would still be dropped when going into EM mode though.
Killing a yellow NPC would bring no stability penalty if it was done in a "plausible" way that doesn't leave traces that hint at you being there. Ways to do so would be things like making crates smash enemies, pushing an enemy off a cliff, whatever hazards the environment provides.
The first level (the agent's final mission) would take place in the secret hideout that gets self-destructed at the end so the player wouldn't have to worry as much about leaving traces.
Saving and restarting could be depicted as travelling to certain times and might even be done seamless if possible. Since the character never dies a failure could just have the character travel back to a point he deems safe (i.e. the last savepoint, probably allowing for quicksaves).
Title: Re: Your Revolution game ideas HERE!
Post by: NWR_insanolord on June 25, 2008, 01:36:23 PM
I just thought of another one. It's a simple idea, I'd like to see something like Super Paper Mario but the reverse, where 3D is the primary way and you have to switch to 2D to solve some puzzles and do various things.