Author Topic: Your Revolution game ideas HERE!  (Read 66032 times)

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Offline wandering

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RE: Your Revolution game ideas HERE!
« Reply #100 on: December 05, 2005, 11:24:25 PM »
Nemo, that jungle idea is awesome.

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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.

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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.

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Offline nemo_83

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RE:Your Revolution game ideas HERE!
« Reply #101 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.

 
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Offline eljefe

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RE: Your Revolution game ideas HERE!
« Reply #102 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).


 
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Offline Don'tHate742

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RE: Your Revolution game ideas HERE!
« Reply #103 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

http://video.google.com/videoplay?docid=2063821498385606325&q=nintendo+revolution
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Offline NinGurl69 *huggles

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RE: Your Revolution game ideas HERE!
« Reply #104 on: December 14, 2005, 11:00:34 AM »
ahahahah F-Zero steering FOR THE WIN!
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Online ThePerm

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RE: Your Revolution game ideas HERE!
« Reply #105 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
 
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Offline Guitar Smasher

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RE: Your Revolution game ideas HERE!
« Reply #106 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.

Offline obscureownership

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RE:Your Revolution game ideas HERE!
« Reply #107 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 !
"we all no the revolutions gonna be worse than 360 and ps3 but hey its cheaper and i dont even think im gonna get any of them because i dont waste 400 bucks on sum crap that destroys your brain and cuts away from you guitar playing time!!!!!!!!!"

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Offline PaLaDiN

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RE: Your Revolution game ideas HERE!
« Reply #108 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.
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Offline obscureownership

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RE: Your Revolution game ideas HERE!
« Reply #109 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.  
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RE: Your Revolution game ideas HERE!
« Reply #110 on: December 15, 2005, 01:54:52 PM »
i like obscureownership's idea
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Offline Don'tHate742

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RE: Your Revolution game ideas HERE!
« Reply #111 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).  
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Offline IceCold

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RE:Your Revolution game ideas HERE!
« Reply #112 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.
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Offline Don'tHate742

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RE: Your Revolution game ideas HERE!
« Reply #113 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.  
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Offline animecyberrat

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RE:Your Revolution game ideas HERE!
« Reply #114 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




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Offline MODE_RED

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RE: Your Revolution game ideas HERE!
« Reply #115 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  
Developers, we should want gamers 2 fall in love with THEIR gaming experiences, not OUR feature lists. Let's not forget we're gamers too. But don't get stuck in your own dreams. What'd be special about dreams if we're all forced 2 dream the same thing? MODE RED

Offline nemo_83

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RE:Your Revolution game ideas HERE!
« Reply #116 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.
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Offline IceCold

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RE:Your Revolution game ideas HERE!
« Reply #117 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...  
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Offline nemo_83

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RE:Your Revolution game ideas HERE!
« Reply #118 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.  
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Offline MODE_RED

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RE:Your Revolution game ideas HERE!
« Reply #119 on: December 21, 2005, 09:42:25 PM »
You can email me Nemo! It will be easier to get a PM going that way.

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Offline wandering

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RE: Your Revolution game ideas HERE!
« Reply #120 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.
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Offline Ian Sane

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RE: Your Revolution game ideas HERE!
« Reply #121 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.

Offline IceCold

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RE:Your Revolution game ideas HERE!
« Reply #122 on: January 25, 2007, 12:11:09 PM »
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....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.
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Offline wandering

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RE: Your Revolution game ideas HERE!
« Reply #123 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.
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Offline Pittbboi

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RE: Your Revolution game ideas HERE!
« Reply #124 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.