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Another better idea than GTA (change my mind)

Started by February 21, 2025 01:28 AM
17 comments, last by Tom Sloper 2 hours, 33 minutes ago

Like GTA this concept is for an Open World game set in a modern day city!

But in this game, you instead play as somebody who's actually cool! Somebody who you can truly relate to! who truly inspires you, and who leaves you walking away from the controller feeling empowered!

Who's decided to take back his (or her) city, which is as corrupt/Interesting as one could possibly imagine!

And, instead of spending all that money on twerking, the developers strive to create new and more complex gameplay!

With real "Get the job done your way!” missions!

And a simulated dynamic open world, that generates, with player input, all kinds of truly uique and interesting scenarios to address!

A world where everything you see and hear is, if you're paying proper attention, another peice of the puzzle in understanding this gigantic horrible mess around you!

And where, if you choose, there's all kinds of leads for you to follow, leading to more specific mysterys to solve, back stories to unfold, secrets to discover, enemies to take down, intel to acquire, and truly unique and useful items to get a hold of!

@black_berry , just to clarify, what is your purpose in sharing your concept with us? Just to discuss and try to change your mind? Or to help you refine your idea for you?

What about beyond that - the reason for refining the idea or change your mind about the idea - the endgame, as it were - is it so you can then go on and put together a team and actually make the game, or so you can pitch the refined idea to a publisher?

Most people who share their concepts with us have a reason for doing so, an ultimate purpose. What's yours?

Knowing your end purpose would help contributors know what you're really looking for with this thread.

-- Tom Sloper -- sloperama.com

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@black_berry You write nice advertorials for non-existing games using nice phrases without explaining what they exactly mean.

At this level of abstraction there is nothing to discuss. For example “truly unique and useful items to get a hold of” sounds good, but what are such items? you probably have much different ideas about that then me. The next reader will again have different ideas, and so on. Everybody gives phrases like that their personal content.

You also give no information why a user would want those things, or what they can do with them.

If you want to get forward, all those glossy highlights need to be made concrete to the point that they can be implemented. What are the items, how do they look, how do they work, what has the player to do to get the item, and so on.

This holds for all highlights in your description.

Step down from the global descriptions and fill in the details. “useful items” cannot be implemented or discussed. However, for example “broom” as useful item can. “plate” as useful item can also be discussed too, and so on.

Until you get more concrete, nobody will step in a discussion, since the words are ambiguous.

Black_Berry said:
With real "Get the job done your way!” missions!

What would be one example of a mission a player can do in which potential ways?

I'll try to come up with the obvious stuff:
I can kill every enemy on my way to reach the goal. (Action)
I can sneak around enemies. (Stealth)
I can use dialogue on NPCs, convincing them, doing a favor etc., to get to the goal faster. (Adventure / RPG)

Let's say we want these options to be available in every mission.
This means we need to design each mission with increased efforts on balancing, branching story, presentation.
Compromise is unavoidable. Likely our action does not work as well as in a pure action game, our stealth becomes tedious compared to stealth games, our stories become boring compared to a linear walking sim.
Result: Our compromised meh game costs 1B to make, but 3 other games with action, stealth, and story focus, are all pretty good at what they do, and each did cost only 100M.

Personally i think it's a fallacy to design a big game which can be anything. Those who try allways fail, and those who specialize on a certain detail succeed.
If you want player freedom, there are examples. E.g. Nethack with rich and emergent options, or Dwarf Fortress with procedural story, etc.
But these games pay a price in other areas, e.g. lousy presentation and non intuitive controlls.

I don't see a change of mind on your design goals. It's still an every game lacking focus at AAAA budget. It's the vague goals we all have and agree upon, but lacking a concrete plan of implementation.
For example, who should make all those missions? Thousands of workers like with GTA with everything hand made? Or procedurally generated as in Caves of Qud?

I would say: Forget about GTA and start small. Focus on just one thing and make it fun, and after that eventually add more things from there, if needed at all.

“just to clarify, what is your purpose in sharing your concept with us?"

……..this is a game design forum, yeah? Well what could be a more relevant that discussing the design (strengths/weaknesses/ways to improve) of the most popular game ever GTA!?

Which idea do you like the best (theirs or mine) and why?

@Alberth

Everybody knows what “unique and useful” means!

…..

@ Joe J

Everybody (besides perverts like you, who only care about twerking) who has played GTA mocks it for its linear missions!

all these bullshit replies prove is that I'm right, and that you guys are creeps who want to replace video games with pornography!

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Imagine going to a physical game Dev meet up, and trying to discuss some new RPG that everybody is talking about saying “I went on some 2 hour side quest, only to find out that the reward was just sword that I already had 3 of…… it would be much better if the reward was something unique and usefull"…… only to have the other people reply to you with this shit………..

Black_Berry said:
Everybody (besides perverts like you, who only care about twerking) who has played GTA mocks it for its linear missions!

It has linear missions? So it's a bad game? Not that great at all?

If so, why is all of your posts just about GTA, GTA, and GTA, and asking whos dick is longer, yours or Rockstars?

Black_Berry said:
you guys are creeps who want to replace video games with pornography!

Hmm, i detect some other pattern, besides GTA… Maybe try Tinder or some thing.

Black_Berry said:
.this is a game design forum, yeah? Well what could be a more relevant that discussing the design (strengths/weaknesses/ways to improve) of the most popular game ever GTA!?

But just discussing one game versus another for no reason other than discussion is a FANBOY activity, not a GAME DEVELOPER activity. What are you going to do with your game concept / design after this discussion? Are you going to write a pitch? Write a GDD?

And your “pornography” comment is insulting and vulgar and without any merit whatsoever. You're on thin ice, fanboy.

-- Tom Sloper -- sloperama.com

Back to the topic;

Is GTA a better idea than this?

If so why?

This topic is closed to new replies.

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