Crazy Idea?
by Brian -Cybore- Smith · in Game Design and Creative Issues · 05/22/2005 (7:14 pm) · 33 replies
I'm aware the following idea would be a Massive undertaking, however, I would really like to know how popular it might be.
A game based on real world political agendas, but on a Universal scale. Instead of interaction between countries, there would be interaction between planets. Each planet would have its own government made up from the players that have chosen to reside on each planet. (If a player chose to reside on Earth, he/she could run for office to represent Earth.) The governments from each planet would have to be voted upon by its settlers (players). This could be tracked via sql or the like on a master server, as could the meeting between governments via irc.
After a government is in place for each planet, the stage would be set for real world political goals and obstacles.
In the game there will be planets that are inhabited and some that aren't. The uninhabited planets could be mined for precious minerals by other planets. These "mineral" planets could be mined by several different governments, if agreed upon peacefully, or a single government could take the planet through force.(War)
Players would spend time in one server exploring their world or others looking for resources necessary to survive. When they achieve certain goals in their travels, such as finding oil or gold..etc...etc.., they would be rewarded monitarily. They could, in turn trade for better tools, armour, weapons....and so on. This would be in an RPG environment. Stats could be tracked via main server.
If their planet was at war with another planet, it could be played out on a different server.....Example:
The leader of Earth could challenge Auturia to a battle for rights to Lavidia.(a minable planet)
Each government would agree to a time for the battle(s) to take place. It would be held on a map based on Planet Lavidia. This would take place in an FPS environment.
The battle could be based on Deathmatch, Arena, Capture the Flag, Siege.....anything the two governments agreed to. The results could be recorded via the main server.
The winner of the battle would then have control over said planet and could then explore it for mining opportunities.
Wargames could also be held during peacefull times as well.
I hope I don't confuse anyone in my attempt to explain the idea. If I do, It has not been my intention and I apologize.
Like I said earlier, It would be a Massive undertaking. Can it be done? Would there be enough interest to bother?
A game based on real world political agendas, but on a Universal scale. Instead of interaction between countries, there would be interaction between planets. Each planet would have its own government made up from the players that have chosen to reside on each planet. (If a player chose to reside on Earth, he/she could run for office to represent Earth.) The governments from each planet would have to be voted upon by its settlers (players). This could be tracked via sql or the like on a master server, as could the meeting between governments via irc.
After a government is in place for each planet, the stage would be set for real world political goals and obstacles.
In the game there will be planets that are inhabited and some that aren't. The uninhabited planets could be mined for precious minerals by other planets. These "mineral" planets could be mined by several different governments, if agreed upon peacefully, or a single government could take the planet through force.(War)
Players would spend time in one server exploring their world or others looking for resources necessary to survive. When they achieve certain goals in their travels, such as finding oil or gold..etc...etc.., they would be rewarded monitarily. They could, in turn trade for better tools, armour, weapons....and so on. This would be in an RPG environment. Stats could be tracked via main server.
If their planet was at war with another planet, it could be played out on a different server.....Example:
The leader of Earth could challenge Auturia to a battle for rights to Lavidia.(a minable planet)
Each government would agree to a time for the battle(s) to take place. It would be held on a map based on Planet Lavidia. This would take place in an FPS environment.
The battle could be based on Deathmatch, Arena, Capture the Flag, Siege.....anything the two governments agreed to. The results could be recorded via the main server.
The winner of the battle would then have control over said planet and could then explore it for mining opportunities.
Wargames could also be held during peacefull times as well.
I hope I don't confuse anyone in my attempt to explain the idea. If I do, It has not been my intention and I apologize.
Like I said earlier, It would be a Massive undertaking. Can it be done? Would there be enough interest to bother?
#22
As for the A, B, and C planet scenario.......it's quite simple as I have it in mind. As soon as I get the time to get the site up, you'll understand how politics will play a huge role. As for the fps and rpg combination, that will be explained as well.
Thanks,
Cy
06/30/2005 (5:39 pm)
@Peter...If you'll notice, the game I was talking about was based on political agenda. I am the original poster of this thread. The game the others have been talking about is an idea close to mine, but without the politics involved. As for the A, B, and C planet scenario.......it's quite simple as I have it in mind. As soon as I get the time to get the site up, you'll understand how politics will play a huge role. As for the fps and rpg combination, that will be explained as well.
Thanks,
Cy
#23
It is wrong, but that could be my fault.
I said that planet A and B could agree to attack planet C, then go attack it. It could just be A vs. C. If you do wish to agree on a battle with another planet, then there are options to do so, otherwise, if you can reach a planet (through space), and they are online, playing (well, you couldn't reach it if they weren't, lol), then you could attack them directly, and your allies are free to join you.
No, resources are aquired from the citizens of a planet (or country residing on that planet). In RTS Mode, there are many options that allow you to either micromanage your cities or set them on auto-command and let them go (for those who hate to micromanage).
Think of the seperate modes as two different games, one a RTS, the other a FPS that uses the RTS setting as the playground.
Your soldiers wouldn't turn on you, only individual players you've hired as mercs have that option, and it degrades their merit.
There already is an empire, being controlled by the game (a NPC Empire). This is there to counter-balance the chances of a player gaining too much. The cool thing is, you have the option of working for the 'Empire' as a merc as well! If someone just invaded and stole your planet, you could hook up with the 'Empire' and they'd help you reclaim it (for a price, of course).
I'll be back later! This is fun!
- Ronixus
06/30/2005 (5:41 pm)
@ Peter -Quote:
In your example you said planet A would agree with planet B on a time and place to fight for planet C. Something about that just sounds wrong.
It is wrong, but that could be my fault.
I said that planet A and B could agree to attack planet C, then go attack it. It could just be A vs. C. If you do wish to agree on a battle with another planet, then there are options to do so, otherwise, if you can reach a planet (through space), and they are online, playing (well, you couldn't reach it if they weren't, lol), then you could attack them directly, and your allies are free to join you.
Quote:
What about the players who live on planet C? Do they just walk up to rock walls, use there pick ax and go sell the ore so that they can buy an new pick ax?
No, resources are aquired from the citizens of a planet (or country residing on that planet). In RTS Mode, there are many options that allow you to either micromanage your cities or set them on auto-command and let them go (for those who hate to micromanage).
Quote:
If anyone can just get a planet by playing through the one player mode, don't you think that everyone will be doing it and that no one will just join a planet as a lowly soldier?
Think of the seperate modes as two different games, one a RTS, the other a FPS that uses the RTS setting as the playground.
Quote:
Why would I want to play a game where my soldiers may turn on me.
Your soldiers wouldn't turn on you, only individual players you've hired as mercs have that option, and it degrades their merit.
Quote:
...there would be a huge empire in no time. After a while someone would start winning. Before lone he would have conquered many planets and every new planet that came into play he could easily defeat...
There already is an empire, being controlled by the game (a NPC Empire). This is there to counter-balance the chances of a player gaining too much. The cool thing is, you have the option of working for the 'Empire' as a merc as well! If someone just invaded and stole your planet, you could hook up with the 'Empire' and they'd help you reclaim it (for a price, of course).
I'll be back later! This is fun!
- Ronixus
#24
You are correct, I haven't mentioned much about the political aspects yet much, so let's do that!
This starts out back at the micromanaging level of things. Like I mentioned earlier, resources are gathered by your planet's citizens. They are effected directly by the political paths you wish to persue, as well as technology, war, etc. They do have the power to overthrow you from the planet, though you could always 'reclaim' them through force. This could have some very negative outcomes and maybe some special missions assocciated with the results of a violent dictatorship. Then again, there will be plenty of government types to choose from, including some that are original for the game (there will be some alien races too!). Once you've established your stance on the matter of politics, you could always throw it into auto-management, though major issues will still prompt for your attention.
You don't have to be at war to go into FPS mode, you could always go top-level, jump in a vehicle, and explore your world(s)! There are tons of unique resources, political agendas, and technologies to persue. You could be friends with an alien planet and persue culture, knowledge, or trade agreements. You could become a mass supplier for many planets who are at war. You could persue peace throughout the galaxy!
@ Thc-03 -
I'll have to see what that offers, but I think the AI will have to be drawn up from scratch to get all the systems I have in mind to work as fluently as they need to be. Even units themselves will require a constantly updating AI in order to be as lively as they should for both RTS and FPS modes.
As for your other questions, yes, two integrated clients should work quite nicely. I'm still exploring the netcode within TGE for this, but I'm pretty sure a seamless integration between both modes can be easily accomplished, albeit a bit of work.
@ Brian -
My appologies if I've seemed to run away with this thread! I was just trying to clarify some of the details that were being questioned above. I would honestly like to hear some of your ideas on how a game of such undertaking could be achieved and I'm looking forward to your site as well.
Let me know if I could be of any assistance.
- Ronixus
06/30/2005 (8:45 pm)
@ Peter (Continued) -Quote:
You started off by saying it's based on politcal agenda, but the more you talk about it the less it sound like it has anything to do with politics.
You are correct, I haven't mentioned much about the political aspects yet much, so let's do that!
This starts out back at the micromanaging level of things. Like I mentioned earlier, resources are gathered by your planet's citizens. They are effected directly by the political paths you wish to persue, as well as technology, war, etc. They do have the power to overthrow you from the planet, though you could always 'reclaim' them through force. This could have some very negative outcomes and maybe some special missions assocciated with the results of a violent dictatorship. Then again, there will be plenty of government types to choose from, including some that are original for the game (there will be some alien races too!). Once you've established your stance on the matter of politics, you could always throw it into auto-management, though major issues will still prompt for your attention.
Quote:
You haven't even mentioned what the game would be like during a time of peace.
You don't have to be at war to go into FPS mode, you could always go top-level, jump in a vehicle, and explore your world(s)! There are tons of unique resources, political agendas, and technologies to persue. You could be friends with an alien planet and persue culture, knowledge, or trade agreements. You could become a mass supplier for many planets who are at war. You could persue peace throughout the galaxy!
@ Thc-03 -
Quote:
Will you use the (about to come) AI pack or code by your own?
I'll have to see what that offers, but I think the AI will have to be drawn up from scratch to get all the systems I have in mind to work as fluently as they need to be. Even units themselves will require a constantly updating AI in order to be as lively as they should for both RTS and FPS modes.
As for your other questions, yes, two integrated clients should work quite nicely. I'm still exploring the netcode within TGE for this, but I'm pretty sure a seamless integration between both modes can be easily accomplished, albeit a bit of work.
@ Brian -
My appologies if I've seemed to run away with this thread! I was just trying to clarify some of the details that were being questioned above. I would honestly like to hear some of your ideas on how a game of such undertaking could be achieved and I'm looking forward to your site as well.
Let me know if I could be of any assistance.
- Ronixus
#25
Okay I had to re-read everything. I got your game and Chris's game mixed up. Yours sounds possible although you didn't really tell much. I'm sure that the website will clear everything up.
@Chris
Universal Genicide sounds much too complicated. Its like you've taken every idea possible and thrown it into a game.
Have you got all these unique resources written down somewhere? What about all the techologies? That alone is a lot of work. If I was a game designer and I had to come up with ALL the planets, races, resources, weapons, AI's, agendas, and cultures that you are suggesting it would take me a year, maybe more. Its really easy to say something like "My game will have tons of cool weapons!" until you have to design all those weapons. Then if your lucky you'll come up with 5-10 cool weapons. Frankly your game is huge sounding. Plan it taking you ten years at least.
That is what I'm thinking of them as. Making two game will take twice as long and won't double your sales! I think just making a game were you jump into vechicle and explore your world would be difficult. At least if you want to do it justice. Just how big are your worlds? You know you have to design each one. Right down to placing every tree. Creating one planet is a daunting task as it is. Either your planets will be really tiny or they'll all look the same or you have a hundred people working for you. My best advice is to make it smaller. Maybe have two alien races and three or four resources (Starcraft only had two). More doesn't always make a better game.
-Peter
06/30/2005 (11:34 pm)
@Brian Okay I had to re-read everything. I got your game and Chris's game mixed up. Yours sounds possible although you didn't really tell much. I'm sure that the website will clear everything up.
@Chris
Universal Genicide sounds much too complicated. Its like you've taken every idea possible and thrown it into a game.
Quote:There are tons of unique resources, political agendas, and technologies to persue. You could be friends with an alien planet and persue culture, knowledge, or trade agreements.
Have you got all these unique resources written down somewhere? What about all the techologies? That alone is a lot of work. If I was a game designer and I had to come up with ALL the planets, races, resources, weapons, AI's, agendas, and cultures that you are suggesting it would take me a year, maybe more. Its really easy to say something like "My game will have tons of cool weapons!" until you have to design all those weapons. Then if your lucky you'll come up with 5-10 cool weapons. Frankly your game is huge sounding. Plan it taking you ten years at least.
Quote:Think of the seperate modes as two different games, one a RTS, the other a FPS that uses the RTS setting as the playground.
That is what I'm thinking of them as. Making two game will take twice as long and won't double your sales! I think just making a game were you jump into vechicle and explore your world would be difficult. At least if you want to do it justice. Just how big are your worlds? You know you have to design each one. Right down to placing every tree. Creating one planet is a daunting task as it is. Either your planets will be really tiny or they'll all look the same or you have a hundred people working for you. My best advice is to make it smaller. Maybe have two alien races and three or four resources (Starcraft only had two). More doesn't always make a better game.
-Peter
#26
It's no problem at all. I've really enjoyed reading your ideas and how you'd implement them. As soon as I have time to finish the site I'll post it here immediately. At some point, I'd really like to go over a few aspects with you.
Thanks,
Cy
07/01/2005 (1:47 am)
@ Chris-It's no problem at all. I've really enjoyed reading your ideas and how you'd implement them. As soon as I have time to finish the site I'll post it here immediately. At some point, I'd really like to go over a few aspects with you.
Thanks,
Cy
#27
07/01/2005 (2:26 am)
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#28
Yes, I've already gone into extensive planning for many of the elements and extensive gameplay. I started designing this about 6 years or so ago, though then it was for Pen 'n Paper! It's come a long way since then, as you see.
@ Everyone who thinks I'm a joke -
Believe me, I know there's tons of work involved, a giant battle, and I'll face it head on, knowing well that I'll come out on top with something that astounds everyone. It's what I do best!
I've played through many RTS games and, honestly, they work for a while then they quickly lose my interest from the lack of depth, the lack of efficient AI, and the lack of customization. I've also studied what others have noted about their play experiences, for years, and since what I do best is design games, I'm going to appeal to as many as possible to take interest in a game that dosen't waste their interest after a few hours.
Granted, simpler-to-design games are fun and exciting to play, and I have a few of them in mind, but in order to really break into the industry, you need something that will take it by storm. Wether that happens to be Universal Genocide, 13 Cemetery Dr., Infinity, Nightmare Funpark, Apocolypse Racer, Mouxhim, or Horror Masters, all depends on how easily it can be accomplished. Right now, TGE is ideal for 13 CD, taking advantage of both the FPS Kit and the Racing Kit. I'll still discuss them though, a good designer is always working to improve!
I used to be worried about disscussing my design work for fear of it being lost to some big-money jerk. I don't worry because nobody could get it as right as I could. A good example is UO - I had worked for a few years on Infinity to be the first MMOG, since the days when X-Band on the SNES was a success, then I saw what they had with Ultima Online, got a little jumpy, but then after seeing the game for myself, realized they hadn't even come close. Then they all started to spring up, and still, nothing that could even scratch the surface of my project. The only thing that comes close, in all of 10 years, is City Of Heros, and that's way off on it's own plane.
So, will I continue with any of these? You damn skippy!
My only hurdle is dealing with how harsh my life is, living in an ever burrowing hole of corruption, among my poor, dumb family who could care less if I died, and in this misserable excuse for a state - North Carolina (blah!), which is nothing but a death trap full of druggies, alcoholics, rednecks, and rich, old folk encapsulated in an ever-declining, copy-cat city that isn't even ghetto.
But hey, I'm fine, really, this has nothing to do with psychopathic tendancies, r-r-really!
Game design, as hard as it can be, couldn't even come close to the difficulties of my life, or life at all.
Eh? Did I type that...mmm, oh well!
- Ronixus
07/01/2005 (7:58 am)
@ Peter -Yes, I've already gone into extensive planning for many of the elements and extensive gameplay. I started designing this about 6 years or so ago, though then it was for Pen 'n Paper! It's come a long way since then, as you see.
@ Everyone who thinks I'm a joke -
Believe me, I know there's tons of work involved, a giant battle, and I'll face it head on, knowing well that I'll come out on top with something that astounds everyone. It's what I do best!
I've played through many RTS games and, honestly, they work for a while then they quickly lose my interest from the lack of depth, the lack of efficient AI, and the lack of customization. I've also studied what others have noted about their play experiences, for years, and since what I do best is design games, I'm going to appeal to as many as possible to take interest in a game that dosen't waste their interest after a few hours.
Granted, simpler-to-design games are fun and exciting to play, and I have a few of them in mind, but in order to really break into the industry, you need something that will take it by storm. Wether that happens to be Universal Genocide, 13 Cemetery Dr., Infinity, Nightmare Funpark, Apocolypse Racer, Mouxhim, or Horror Masters, all depends on how easily it can be accomplished. Right now, TGE is ideal for 13 CD, taking advantage of both the FPS Kit and the Racing Kit. I'll still discuss them though, a good designer is always working to improve!
I used to be worried about disscussing my design work for fear of it being lost to some big-money jerk. I don't worry because nobody could get it as right as I could. A good example is UO - I had worked for a few years on Infinity to be the first MMOG, since the days when X-Band on the SNES was a success, then I saw what they had with Ultima Online, got a little jumpy, but then after seeing the game for myself, realized they hadn't even come close. Then they all started to spring up, and still, nothing that could even scratch the surface of my project. The only thing that comes close, in all of 10 years, is City Of Heros, and that's way off on it's own plane.
So, will I continue with any of these? You damn skippy!
My only hurdle is dealing with how harsh my life is, living in an ever burrowing hole of corruption, among my poor, dumb family who could care less if I died, and in this misserable excuse for a state - North Carolina (blah!), which is nothing but a death trap full of druggies, alcoholics, rednecks, and rich, old folk encapsulated in an ever-declining, copy-cat city that isn't even ghetto.
But hey, I'm fine, really, this has nothing to do with psychopathic tendancies, r-r-really!
Game design, as hard as it can be, couldn't even come close to the difficulties of my life, or life at all.
Eh? Did I type that...mmm, oh well!
- Ronixus
#29
Hang in there man, it'll happen.
Something else, I didn't notice until now that your from Havelock, NC. I've done contract work on Cherry Point about 15 yrs ago. I lived in New Bern. I really liked it there, although, I was only there till job completion, and that took about 8 months. Small world eh?
07/01/2005 (1:23 pm)
@ Chris-Hang in there man, it'll happen.
Something else, I didn't notice until now that your from Havelock, NC. I've done contract work on Cherry Point about 15 yrs ago. I lived in New Bern. I really liked it there, although, I was only there till job completion, and that took about 8 months. Small world eh?
#30
07/01/2005 (4:25 pm)
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#31
Still, I do work constantly on refining and defining the architecture of my projects. Currently:
- Doing concept art for Horror Masters (characters and perspectives)
- Refining Infinity (Fantasy MMORPG) Details -
-- Magic System(s)
-- Skill Sets
-- Networking Architecture Schemes
- Continuing to build details for my main project - 13 Cemetery Dr. -
-- Character roles
-- Some art concepts
-- Plans for realtime concepts (screenplays for FMV, etc.)
- Jotting down new ideas applicable to both these and new projects
- Messing with some C++ coding to help me learn exact syntax (though I can't test it!) that demonstrate structure, statements, and procedure calls (going into pointers and arrays soon, yay!)
I stay busy at least, and when I can I'm all over GG (mainly forums, though I'm always on the lookout for someone in need of a serious pixel artist!)
But, I'm still quite bored, go figure, eh?
@ Brian -
Yeah, it sure is a small world! Too bad I was still living up in NY then (wish I was still there, at least the people there are more intelligent (even if they are snotty most of the time!)).
I'd love to work with anyone who's serious about working. I had run into some phony developers a while back though, they had a rather intriguing idea, though they weren't serious when it came to doing the work and ditched me without even a goodbye. Sad.
I almost wish I could trade in TGE for T2D, only because 2D is easy for me to work on (MS Paint is my fri-end!). I'd try working on a T2D project with someone, though I'd have no idea how I'd access the forums for T2D without it, which kinda defeats the purpous!
I'm hanging in though the rope gets tighter each day as I feel my sanity snapping. Bwaw!
- Ronixus
07/03/2005 (11:49 am)
Right now, my major obstical is getting my 'work' back, to work on it! Though I could use this clunky machine, the clunkiness is what stops me, especially knowing full well how clunky the tools at my disposal are as well (not excluding TGE).Still, I do work constantly on refining and defining the architecture of my projects. Currently:
- Doing concept art for Horror Masters (characters and perspectives)
- Refining Infinity (Fantasy MMORPG) Details -
-- Magic System(s)
-- Skill Sets
-- Networking Architecture Schemes
- Continuing to build details for my main project - 13 Cemetery Dr. -
-- Character roles
-- Some art concepts
-- Plans for realtime concepts (screenplays for FMV, etc.)
- Jotting down new ideas applicable to both these and new projects
- Messing with some C++ coding to help me learn exact syntax (though I can't test it!) that demonstrate structure, statements, and procedure calls (going into pointers and arrays soon, yay!)
I stay busy at least, and when I can I'm all over GG (mainly forums, though I'm always on the lookout for someone in need of a serious pixel artist!)
But, I'm still quite bored, go figure, eh?
@ Brian -
Yeah, it sure is a small world! Too bad I was still living up in NY then (wish I was still there, at least the people there are more intelligent (even if they are snotty most of the time!)).
I'd love to work with anyone who's serious about working. I had run into some phony developers a while back though, they had a rather intriguing idea, though they weren't serious when it came to doing the work and ditched me without even a goodbye. Sad.
I almost wish I could trade in TGE for T2D, only because 2D is easy for me to work on (MS Paint is my fri-end!). I'd try working on a T2D project with someone, though I'd have no idea how I'd access the forums for T2D without it, which kinda defeats the purpous!
I'm hanging in though the rope gets tighter each day as I feel my sanity snapping. Bwaw!
- Ronixus
#32
I've been reading about the inadiquicy of TGE documentation and it's something I'd like to work on in the future myself (if I ever get my system back to work on it). I have a knack for putting into perspective the accuracy of an explanation, code-wise or other, and I think I could simplify it for any newb once I can grasp it myself (it's what I've been doing with C++ as I learn its in's and out's, though I'm still lost in many areas).
I do plan on contributing to the community more than I get back!
Any help is appreciated!
Bwaw!
07/03/2005 (11:59 am)
/alsoI've been reading about the inadiquicy of TGE documentation and it's something I'd like to work on in the future myself (if I ever get my system back to work on it). I have a knack for putting into perspective the accuracy of an explanation, code-wise or other, and I think I could simplify it for any newb once I can grasp it myself (it's what I've been doing with C++ as I learn its in's and out's, though I'm still lost in many areas).
I do plan on contributing to the community more than I get back!
Any help is appreciated!
Bwaw!
#33
07/03/2005 (5:56 pm)
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Torque Owner Berserk