Idea I got for a Wii U game

#21VyersPosted 9/5/2013 11:06:46 PM
I don't see for even a moment why people would say that this "isn't a game". It's definitely a game. It has a goal, it has clear mechanics, and it has a setting.
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#22TalentedMPosted 9/5/2013 11:11:43 PM
Vyers posted...
I don't see for even a moment why people would say that this "isn't a game". It's definitely a game. It has a goal, it has clear mechanics, and it has a setting.


Not even close. The goal is what? To survive for 30 days while tripping on oxygen saving acid?

Mechanics? Where?

You got me on setting. Space is a place and a ship in space is as best a description as we got.

10/10!
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Since this game rely on micro transaction when people leave for mop this game will be I survive. - MageGuyInfinity
#23VyersPosted 9/5/2013 11:14:21 PM
A ship in space where you're the only person on board. He gave specifications that there would be no paranormal threat. He specified that the game would focus on the character's attempts to keep sane, and however way the player accomplishes this achieves a different ending. There are goals, mechanics, and setting.
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#24Transdude(Topic Creator)Posted 9/5/2013 11:25:24 PM
Vyers posted...
A ship in space where you're the only person on board. He gave specifications that there would be no paranormal threat. He specified that the game would focus on the character's attempts to keep sane, and however way the player accomplishes this achieves a different ending. There are goals, mechanics, and setting.


You forgot about the part where the character would have to maintain the ship as well during the 30 days.
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#25selfdeztructionPosted 9/6/2013 12:05:06 AM
This sounds more appealing that the Wii hits Endless Ocean and Sea Monsters.

There was a Dreamcast game that was similar to TC's idea but I think that game may have been cancelled.

That game even allowed explorers to connect online and explore together.

It featured spelunking, diving, rock climbing and other exploration elements.

I'd totally buy a game like that.
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#26TalentedMPosted 9/6/2013 12:19:58 AM
Vyers posted...
A ship in space where you're the only person on board. He gave specifications that there would be no paranormal threat. He specified that the game would focus on the character's attempts to keep sane, and however way the player accomplishes this achieves a different ending. There are goals, mechanics, and setting.


Those aren't gameplay mechanics.

Unless you have some odd definition of gameplay mechanics. Describing how he would keep sane would be a good start. How does anyone "keep sane" in the first place?

Talking, thinking, being creative? How do these things fit into gameplay mechanics? The "however way the player accomplishes this" is the part where the mechanics are missing.

Through minigames tied to drawing? Shaking the gamepad to wake himself up when things get weird? While walking through the ship he notices things changing spots and has to move them back or it will get worse? Eating food or growing food?

There are tons of ways to do it but none of them explained on how he would keep sane, what causes him to go insane, effects of going insane and how they wreck havoc on the ship, the PC or even the passengers.

See, this is what I am getting at, what are the mechanics of the game. How does he go insane? What causes it? What are ways to correct it? are minigames involved? Does it effect the minigames? In what way does it effect everything? Will it give you different readouts? Are the passengers the main concern? Can they die from your mistakes and does that take a toll on the PC as well?

The main thing is to first explain how the game is played, then the rest can fall into place. Like any game the first creative step is not a character, not a setting but the type of game you want to make and how it plays.

You can make a top down shooter with 8 way movement and have the character dungeon crawling, then have it take place in space but with a wild west theme about a crook who stole your girlfriend and took her back to his hideout and to find it you have to kill all of the other gang members on different planets. See, gameplay, then setting and story.

It is interesting, but without the game it is just a story.
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Since this game rely on micro transaction when people leave for mop this game will be I survive. - MageGuyInfinity
#27EoinPosted 9/6/2013 2:12:08 AM
TalentedM is correct. You have a setting and the beginnings of a story, but you don't have a game - at least, not that you've actually said here, and it looks like you're trying to avoid this criticism rather than meeting it head-on like you really should be.

As a starter point, describe the controls. Just what the buttons and sticks do and the basic (regular) touchscreen controls, if any. That is probably a useful thought exercise for you, and gives us much more of a basis for talking about the game, rather than the setting.

Vyers posted...
He gave specifications that there would be no paranormal threat.

Presumably there will also not be underwater sections or escort missions. Picking a random specific thing that the game doesn't have doesn't tell us much about what it does have, and doesn't tell us anything at all about how it plays.

Vyers posted...
He specified that the game would focus on the character's attempts to keep sane, and however way the player accomplishes this achieves a different ending.

None of that tells us anything about gameplay. Maybe you keep sane by solving puzzles. Maybe you keep sane by picking up "sanity packs" scattered through the ships. Maybe you keep sane by mundanely pressing a button once a minute. "Keep sane" isn't gameplay.

Vyers posted...
There are goals, mechanics, and setting.

There is a loose goal, with no description of how it's achieved or what failure conditions there are (how do you go insane? What does it mean for the ship? What does it mean for the character? How is it avoided?). There are no mechanics and I question how anyone could have gotten the impression that there are. There is a setting, yes, but it's just barely sketched out. "Spaceship" is the starting point of a setting description, rather than a proper setting in and of itself.

Transdude posted...
You forgot about the part where the character would have to maintain the ship as well during the 30 days.

You never said how, or even outlined how. "Maintain the ship" and "keep sane" are gameplay descriptions only in the (extremely limited) sense that "win the war" or "rescue the princess" are gameplay descriptions. They are far closer to being story than gameplay.
#28Transdude(Topic Creator)Posted 9/6/2013 6:44:34 AM
Eoin posted...
Too long for the post.


You absolutely right, and thank for typing this post. I actually tried to type some of that up not once but twice, and each time, I couldn't find a way to just explain it. Thanks for giving me my way.

As far as the controls are concerned, the basic controls are twin stick 3rd person perspective with the D-pad used for tank controls since I know people are still fond of that control method. The rest of the buttons would be used for other basic functions. As for the use of the touch screen, it would be used to display your basic info, be used as a map (which you would be able to view in every direction), and be used for some functions around the ship. Also, the gameplay is HUDless because of everything being displayed on the gamepad.

As for keeping sane, sorry if this sounds contradictory to what I said earlier, but there is no way to keep sane. As you progress further and further into the game, things just get worse and worse. And as things get worse and worse, the protagonist suffers from worse conditions of hallucinations, dyslexia, and a few other things. These conditions also affect your work around the ship because you could receive false readings on something or one of many other things could happen. Say you receive an alert to change out a device for whatever reason, and you go to change it out but the device is fine and there's nothing wrong with it. Because the protagonist is suffering from hallucinations, the player has to fall back onto previous knowledge to determine whether or not there was something wrong with it in the first place. This also requires the player to learn a lot of the know-hows early on because of how pointless it would be to learn it later on when the player can barely read a thing.

With how I have it planned currently, the ending depends on the condition of the crew (whether their alive or dead) and the condition of the ship. I'm still trying to iron out how these mainly happen and figure out if I can add other factors to determine which ending you get.

If you guys have any other questions, just ask.
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Steam ID: jessegames1996 | 3DS FC: 2750-1600-2747 | NNID: Transdude1996 | Live GT: Transdude1996
http://www.youtube.com/user/transdude1996
#29Transdude(Topic Creator)Posted 9/6/2013 8:45:44 AM
Bump
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Steam ID: jessegames1996 | 3DS FC: 2750-1600-2747 | NNID: Transdude1996 | Live GT: Transdude1996
http://www.youtube.com/user/transdude1996
#30Transdude(Topic Creator)Posted 9/6/2013 11:32:22 AM
Bump
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Steam ID: jessegames1996 | 3DS FC: 2750-1600-2747 | NNID: Transdude1996 | Live GT: Transdude1996
http://www.youtube.com/user/transdude1996