Original Post
Remember those pyramid fraude systems? One guy starts it, gets 5 friends together... and the pyramid starts building. Eventually, the only way it''s going to end up is the ones at the top get rich, the ones in the middle might get rich, the ones on the bottom lose out on some money.
What if some sort of system like that can be used in gaming? Not to make money, but to create good games.
Example:
Create a game like Rainbow Six, but design it in such a way that the AI will be completely taken care of by the players themselves. Just create the code to programm that AI. Now, give the player an editor to create one situation and put a certain amount of enemies in that area. The player now has to programm these enemies with the AI. Ever played football games on your computer? Well, if you''ve ever designed your own plays, you know that each player on the field has several choices to make for its actions. ''If run then pursuit, if pass then cover''. It''s up to the designers to create a game where the player has free control over the AI and can do just about anything he can think of.
Once the situation is created by the player, he can send it in to the company that created the game (by email I guess).
Once it arrives at the company, it is put into a huge collection of games, all created by the players themselves.
Now, whenever a player logs on and wants to play instead of create, he gets a random situation out of all those that were sent in.
The player now has to clear the situation of the enemies. The better he does that, the better his score (time taken, enemies killed, shots used, hits taken etc).
At the end of a certain time period, the best players are awarded a cash prize. But also the best creators are awarded a cash prize (lowest average score and/or most fun to play, as voted by players)
If this can be combined with character development (when a player beats multiple situation he/she can become better at certain skills; when situation keeps beating players, the enemies in that situation might become better as well) and grouping players together (players will pick other players based on their scores, which will create tough competition and comradery at the same time) and some form of permanent death (players should be given the option to retreat etc)...
Might be something to do on a rainy Sunday afternoon.
The system itself can basically be used in any setting. Medieval: players create a dungeon, then are assigned random monsters and traps to place. The better the design by the player, the more trouble infiltrators would have in clearing the dungeon, and the higher the score of the designer player would be (it would sort of work like some card tournaments where all tables get the same cards and you have to make the best of what you have because it will be compared to the rating of the other tables. So in this case, several designer players would get the same amount and type of monsters and traps, and the one that gets the best result with it gets the higher score)
Complicated? That''s just because I''m bad at explaining... Or maybe it just IS complicated...
