Original Post
I wanted to share a game design I thought of yesterday. I notice in a typical action movie, the main character always knows the right thing to do, right in the nick of time. For instance, in a real fight, combatants have to learn how to defend themselves correctly, as in they might actually have to block an attack, or they might actually get hit. However, you watch a movie like the Matrix, and there is Neo gracefully dodging every attack in the flashiest way possible. Now obviously, movie fight scenes are planned before hand. But what if it were a game, and you played as the action hero? Picture this: the game is in a cutscene, telling the story. Suddenly, the hero is surrounded by ninjas. As the first ninja starts to launch his attack, the game slows down, and a strategic map comes out. The player finds that this is indeed a puzzle game. Using this strategic map, the player must plan out a sequence of events that will dispatch all the enemies, hopefully in the flashiest way possible. However, the game doesn't pause so the player can make their plan, it simply slows down. In the above case, the player would have about 30 seconds to plan before the ninja's fist connects with the hero's face. However, if the player can successfully create their plan before the time runs out, the hero will execute the sequence of events, which should dispatch all the ninjas if it was made correctly. A plan could include actions like: "Roll left"->"punch up"->"duck" The player's goal is not only to create a plan that will result in the defeat of the enemies, but also a plan that will dispatch them in the most elegent way possible. The reward for a good plan, besides the hero not getting killed, is perhaps extra points. It wouldn't only be limited to fights, though. A good action hero also has to be cunning, after all. Say the hero is captured by the villian and strapped to a table with some sort of death laser inching towards him. He must quickly come up with a plan, using what's available to him, to escape death. So, once again the game slows down and the player has a short time to devise a scheme that will save the hero. Now, I'm not speaking of the interactive cutscenes of Resident Evil 4 or Shenmue. What I'm talking about would be a type of puzzle game, where each level represents a new situation that the hero in a movie must defeat. I realize the idea is rough, but I thought it was an interesting concept for a game. Maybe through discussion it could be made into something more fleshed out.