5 aspects of my life i would like to incorporate into a game would be
I. Status Effects - environmental and aftereffects of interaction with objects.
II. Love Interests and mutual enemies - auras emitted [buffs and debuffs in AoE]
III. Alarm Clocks - Waking and sleeping times boost to stamina/efficiency.
IV. More open interaction with real life - Crowds you walk in, chatting with new people, etc, not scripted stuff.
V. Elections - Different ruling groups give different buffs and debuffs respectively-in game.
I. STATUS EFFECTS
This idea revolves around environmental and interactivity with objects and people.
For instance, environmental effects could be rain, whi Bch causes effects like Slow or Wet. Hot weather could induce Fatigue or Burn.
Interactivity would be for instance, situations like Physical Injury which reduces strength and speed, or Heartbreak which reduces all stats and stamina until given enough recovery time. Certain games like Monster Hunter have similar systems in put, but there are limits considering how they do not have more "in-depth" status effects.
II. LOVE INTERESTS/ENEMIES
This idea is based on the feelings one gets around the presence of a loved one or rival. People tend to feel more calm and composed with a loved one or more gutsy, and a rival can invoke feelings like anger or more, giving the "player" a sense of competition, boosting stats or depending on how good the "rival" is, damaging the "player"s ego.
III. ALARM CLOCKS
Many games refuse players the option of when to wake up or sleep, only giving fixed times. If such an option was implemented, it could be set up to give players boosted stamina and vitality on certain days through more sleep, or getting fatigued/sick by not getting enough rest.
IV. HIGHER LEVELS OF INTERACTION
Friendly chat with strangers and the like are hard to find in games, usually because of the amount of coding and the like it entails, but it would increase interaction levels. Such interaction is present, but it is predictable and horrible in how they are done. For instance, in certain games, you just completely pass through characters, without affecting them. In games like GTA and Assassin's Creed, people may stop to scold you, attack you or even just simply flee screaming from you. It is limited to how you can interact with the environment. Prototype is a perfect example of this. You can absorb random people and take their forms, but usually you need to do something like CARRY them first, instead of luring them away from the crowd and taking them out. This is an aspect the game industry should work on next apart from main storylines.
V. ELECTIONS
Players may vote for certain parties in the game to be the ruling party. Such parties could affect the game like shop prices, changes in NPC behavior and more.A party may end up making NPCs more aggressive or more calm. It could also affect environment or looks. For instance more clean building or run down buildings, more NPCs in shabby or rich clothes, etc.
Nicholas
NYP DMD[G]
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