With all the millions of games on the market how does a developer ever decide what to create next? Ideas must be a dime a dozen and good ones are even harder to come by, yet the gaming industry is bigger than ever. Does that mean that most developers value quantity over quality or are game simply replicating one another to the point of losing all true originality?

Well, I actually have two ideas for very different games and I am going to use this blog to outline the basic formats involved in creating them. Before I go into too much detail I want to provide a brief description of each idea.

The first idea is loosely based upon such movies as Brainscan, The Butterfly Effect and Total Recall, to name a few. The game itself is based upon learning the reality in which you exist. More specifically you must learn to adapt in an ever changing environment. Most games place items in key locations and enemies travel upon a set route. The basic concept here is to randomize or add expanding variables in order to create a unique gaming experience every time you play. This translates into having to play the game under different cicumstances each and every time you decide to play; and yes, due to the variables the difficulty would be almost impossible to determine.

The second idea is a much more realistic and traditional style of game. This game would be inspired by anime and manga and make use of humanoid characters that can pilot vehicles and mechs. Consider it a hybridization of Robotech/Gundam, Escaflowne and Outlaw Star. The fundamental aspect that would set this game apart from every other similar game out there would be the dynamics of the player/vehicle interaction. In brief the player has a very basic set of skills that can be augmented by personnal weaponry and kits (RPG skills with FPS gear). The vehicles are fixed in terms of properties but can handle any player regardless of skill. The Mechs conversely are very specific and actually involve their own skills in order to pilot. What this means is that a player must decide to focus on mech combat or overall skills in order to be successful. Each has it own restrictions and limits of course.

For the sake of keeping the ideas clear I will use alpha names for each. The first idea with expanding variables will be referred to as Fade in all future blogs while the second idea will be named Cabal. I hope this short blog will provide a suitable basis for these game ideas as more specific information will be forthcoming.

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Comments

Anonymous's picture

As far as wether games are losing originality, I for one think that, for the most part, they are. There are only a few new games that manage to be fresh and origional, but pretty soon another dozen or so games come along that try to replicate the game, and those tend to be pretty bland.

Capcom's new Resident Evil will be similar to "Fade". It will have random enemy and item locations, so do an internet search or something and check it out.