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What do you think? - Theoryra - 02-14-2011

Hey, there! I've been appreciating a let's play of "Amnesia: the dark decent" and looking at some reviews when i came up with an idea that might be interesting and, perhaps, even original (at least for games).
The thing is, in most of games, escort missions are no news, right? In resident evil 4, for an example, you have to protect ashley (not sure about the name) and, supposedly, the only thing you fear is that you may fail in such a task, no real thrill there i believe.
Well, fair enough. However, what if instead of you protecting someone, you become the protected one? I mean, and here's my idea, you're given no weapons and no means of defense, however, there might have a npc (scripted or not) that will protected you and have the means for that (weapons).
Enough of worrying about someone else, the rules will be different now, you're the one who will have to try to stay safe in order to survive, and you shall achieve that by staying close to the npc.
Notwithstanding, i dont believe that it'll be a rule as well, i mean, you're SAFER when you're under the npc's protection, but you're not completely safe and, by that, i mean that whenever you're close to the npc you might have the chance to kill the enemy (or not).
Now imagine the following situation that explore this npc's protection feature: You're with the npc that is protecting you in a room of an abandoned hospice, for whatever reason, it's a stormy night and you guys hear something coming from one of the nearby rooms. You both start to wonder if there's someone else in need of help, just like you was, so the npc suggests you to stay there, where is supposedly safe, while he go to the room where the sound came from to check it.
So be it, you stay there and the npc goes to check it. While he's gone, you have time to explore around and see what can you find, however, while you explore, suddenly you hear this horrendous (man)screams (and i mean more than a single scream) and sounds of shots being fired which calls you back to that very door which the npc had entered.
Now that door will open, leading to a corridor. As you walk carefully through the corridor, you start to see holes made by bullets that went through the walls, giving you an idea of where the action happened. You enter the room where everything happened, it's a bloody mess: furnitures torn apart on the edges of the room, lots of bullet capsules on the floor, broken windows (if you look through them, you can see a few furnitures that was thrown through the windows and now lies down on the first floor) and blood, a large pool of blood close to a door.
If there was a character's fear meter, it would be pretty high now and would increase even more as he approach the door with the pool of blood: you can see chunks of meat on it and marks of claws on the door as something broke it open, you fear the worst.
There's a trace of blood on the floor and you decide to follow it to see if you can find the npc still alive. As you follow the trace, you find more chunks of meat on the floor until you turn the corridor and you see a human hand, actually, not any human hand, it's a human hand with a wedding ring, wedding ring which belongs to the npc and you remember him showing you when he said he was there looking for his wife (flash back image to remember the whole scene?). As you approach the hand, you can hear the sound of bones being broken and flesh being eaten, which is confirmed by a thunder that shows in the corridor, through an open door, the shadow of that gruesome event. Now the npc that was protecting you is dead, what will you do?

Well that's just a section of what may be done with this idea of mine, i have so many other ideas of how to explore this feature in a game, but, of course, the way i wrote this section fits better for a book perhaps, but it can be adjusted for a game, well, i believe i can do it at least.
Maybe it's nothing THAT original for a movie, book or any other media, but i dont recall anything of the kind in a game, i mean, a game where you're the only one who can't defend yourself so the npcs do it for you.
Actually, i believe that it would be really cool if frictional games made a game like this, mainly because it follows a few lines present in "Amnesia: the dark descent" and i'm sure they have the skills required to make it big. Anyway, i would enjoy a game like this, what about you?
Well i'm sorry for such a big thread, but perhaps you may forgive me once it was, possibly, for a good cause, yes?
That's it and please, let me know what you think.
Sorry for the bad english,
My regards.

Obs.:Well, this idea is here completely for free, being a good idea or not, i'm giving it away to whoever whishes to use it, however, it would be cool if you talked to me about using it and perhaps metioning me in the credit of your work? Perhaps i can give you more ideas such as this one or, maybe, even better ones.
Anyway, i'm sharing this, do what you think that is right.
e-mail for contact: rock.your.bones@hotmail.com


RE: What do you think? - Zoridium JackL - 02-14-2011

(02-14-2011, 02:57 PM)Theoryra Wrote: Hey, there! I've been appreciating a let's play of "Amnesia: the dark decent" and looking at some reviews when i came up with an idea that might be interesting and, perhaps, even original (at least for games).
The thing is, in most of games, escort missions are no news, right? In resident evil 4, for an example, you have to protect ashley (not sure about the name) and, supposedly, the only thing you fear is that you may fail in such a task, no real thrill there i believe.
Well, fair enough. However, what if instead of you protecting someone, you become the protected one? I mean, and here's my idea, you're given no weapons and no means of defense, however, there might have a npc (scripted or not) that will protected you and have the means for that (weapons).
Enough of worrying about someone else, the rules will be different now, you're the one who will have to try to stay safe in order to survive, and you shall achieve that by staying close to the npc.
Notwithstanding, i dont believe that it'll be a rule as well, i mean, you're SAFER when you're under the npc's protection, but you're not completely safe and, by that, i mean that whenever you're close to the npc you might have the chance to kill the enemy (or not).
Now imagine the following situation that explore this npc's protection feature: You're with the npc that is protecting you in a room of an abandoned hospice, for whatever reason, it's a stormy night and you guys hear something coming from one of the nearby rooms. You both start to wonder if there's someone else in need of help, just like you was, so the npc suggests you to stay there, where is supposedly safe, while he go to the room where the sound came from to check it.
So be it, you stay there and the npc goes to check it. While he's gone, you have time to explore around and see what can you find, however, while you explore, suddenly you hear this horrendous (man)screams (and i mean more than a single scream) and sounds of shots being fired which calls you back to that very door which the npc had entered.
Now that door will open, leading to a corridor. As you walk carefully through the corridor, you start to see holes made by bullets that went through the walls, giving you an idea of where the action happened. You enter the room where everything happened, it's a bloody mess: furnitures torn apart on the edges of the room, lots of bullet capsules on the floor, broken windows (if you look through them, you can see a few furnitures that was thrown through the windows and now lies down on the first floor) and blood, a large pool of blood close to a door.
If there was a character's fear meter, it would be pretty high now and would increase even more as he approach the door with the pool of blood: you can see chunks of meat on it and marks of claws on the door as something broke it open, you fear the worst.
There's a trace of blood on the floor and you decide to follow it to see if you can find the npc still alive. As you follow the trace, you find more chunks of meat on the floor until you turn the corridor and you see a human hand, actually, not any human hand, it's a human hand with a wedding ring, wedding ring which belongs to the npc and you remember him showing you when he said he was there looking for his wife (flash back image to remember the whole scene?). As you approach the hand, you can hear the sound of bones being broken and flesh being eaten, which is confirmed by a thunder that shows in the corridor, through an open door, the shadow of that gruesome event. Now the npc that was protecting you is dead, what will you do?

Well that's just a section of what may be done with this idea of mine, i have so many other ideas of how to explore this feature in a game, but, of course, the way i wrote this section fits better for a book perhaps, but it can be adjusted for a game, well, i believe i can do it at least.
Maybe it's nothing THAT original for a movie, book or any other media, but i dont recall anything of the kind in a game, i mean, a game where you're the only one who can't defend yourself so the npcs do it for you.
Actually, i believe that it would be really cool if frictional games made a game like this, mainly because it follows a few lines present in "Amnesia: the dark descent" and i'm sure they have the skills required to make it big. Anyway, i would enjoy a game like this, what about you?
Well i'm sorry for such a big thread, but perhaps you may forgive me once it was, possibly, for a good cause, yes?
That's it and please, let me know what you think.
Sorry for the bad english,
My regards.

Obs.:Well, this idea is here completely for free, being a good idea or not, i'm giving it away to whoever whishes to use it, however, it would be cool if you talked to me about using it and perhaps metioning me in the credit of your work? Perhaps i can give you more ideas such as this one or, maybe, even better ones.
Anyway, i'm sharing this, do what you think that is right.
e-mail for contact: rock.your.bones@hotmail.com

it's an interesting idea, not sure if it would work, because you would have to have a pretty intelligent AI, and those never turn out well, and it has been done before, just not with npc's (vip games...)


RE: What do you think? - GraphicsKid - 02-15-2011

It seems to me that at the core of this is the tactic of giving the player a sense of protection, then ripping it away to create fear. A situation that the player can breeze by normally would now give them pause.

It wouldn't even have to be an npc. Maybe a bright lantern you carry wards off monsters. You would be able to see them running away from the edge of the flickering light. Then suddenly your lantern starts to falter... Big Grin

Anyone seen the movie pitch black? Watch it! http://www.youtube.com/watch?v=a6t8KHa6GSs Best part is RIGHT at the end of the clip!


RE: What do you think? - Theoryra - 02-15-2011

Quote:it's an interesting idea, not sure if it would work, because you would have to have a pretty intelligent AI, and those never turn out well, and it has been done before, just not with npc's (vip games...)

Well, not exactly i believe. I know little about producing games and, what i know, i heard somewhere or saw in other games or figured out by myself based on what i heard. However, these npcs might not need a "proper AI", instead, they can all be scripted npcs, you see, just like it happens in most of the "scenes" from metro 2033, or so i heard. So every npc action can be scripted and some tricks can be used to avoid bugs or glitches, in other words, problems. The whole game would be scripted, even the fights (as long as the game doesnt require the player to interfer directly on the fight). Besides, this is a matter that, i believe, needs more discussion and time, but (despite of the fact i know little about making games) i'm confident that you can make the whole game scripted and, through tricks, make it runs smoothly.
You see, in the scene i described, every step, from the npc's behavior when hearing noises to the point where he asks you to stay and he goes to check somewhere else, can be scripted in a way that no "proper AI" will be required. Notwithstand, i believe that frictional have more than enough abilities to make the simplest AI to fill any gap that may show up.
So you may use some ai level or just script everything once the player will only watch the action in most of the cases (or at least, won't interfere directly).
it all depends on what you want to do. However, these npcs will be a little more useful than just monster killers, these npcs might be used to plant fear on player through its behavior and things he shall say. You see, fear is an interesting thing: in most of cases it spreads like an infection, however, it will require a focus (which in our case might be a npc) from where it'll spread to everyone around.
A interesting case that makes me believe on this "theory": while i was watching different "let's play" series on youtube, i noticed that there is a particular part on the whine cellar, when the game says to the player through a (simple) hint to turn off the lamp when an enemy is nearby, where most of people i watched panicked because they thought there was an enemy nearby, all because that hint said so. You see, that hint was the fear's focus, and the same can be applied in my idea, but with the npc saying such things instead of a hint. The bonus in my idea's case, is that everything would be reinforced by the npc's behavior displaying his own fear and tension.
An extra idea here, that can be brought with this npc protection thing, is a system where you may move the mouse up and down to say "yes" to any npc question and move the mouse left and right for "no". Considering that frictional second these "natural interface" system, it might fits well with the introduction of these npcs. (actually i'm suprised that they hadn't implemented this system of response in their games yet, perhaps they tried but something went wrong?).
And mind you if i ask what is this "vip game" you spoke about? Never heard about it, not with that name at least.

Quote:It seems to me that at the core of this is the tactic of giving the player a sense of protection, then ripping it away to create fear. A situation that the player can breeze by normally would now give them pause.

It wouldn't even have to be an npc. Maybe a bright lantern you carry wards off monsters. You would be able to see them running away from the edge of the flickering light. Then suddenly your lantern starts to falter... Big Grin

Indeed, however, it's not only to rip the peace off the player, it also gives the player some kind of "sanctuary", a point where the player can rest assure because they're safe for now. However, it can be used against the player as well, a way to get some extra fear points, by surprising them.
And, yes, it doesnt really need to be a npc, however, lanterns doesnt speak. You see, words are such a powerful thing, it can mould your mind and can be used as a weapon to increase the player's fear.

Well, i'm sorry once again for the long post, but hope you forgive me once i needed to made my point as clear as i could.

Obs.:Well, this idea is here completely for free, being a good idea or not, i'm giving it away to whoever whishes to use it, however, it would be cool if you talked to me about using it and perhaps metioning me in the credit of your work? Perhaps i can give you more ideas such as this one or, maybe, even better ones.
Anyway, i'm sharing this, do what you think that is right.
e-mail for contact: rock.your.bones@hotmail.com


RE: What do you think? - kailip - 02-15-2011

wow, come on, nobody wants to read books, it's really needed to make HUGE texts?


RE: What do you think? - Theoryra - 02-16-2011

(02-15-2011, 11:35 PM)kailip Wrote: wow, come on, nobody wants to read books, it's really needed to make HUGE texts?

Well, as i said, i'm sorry, but it's really needed if i ever wish to make my point about this idea. Anyway, my friend, I would really appreciate if you read it, think about it and give me your respecful thoughts about it, perhaps you might even enjoy the reading, yes?
Anyway, nobody is forcing you to do it either, it's just a request, "walk away" if you do not wish to help me.
Thank you for your time and sorry for the bad english,
My regards.


RE: What do you think? - Zoridium JackL - 02-16-2011

(02-16-2011, 02:47 AM)Theoryra Wrote:
(02-15-2011, 11:35 PM)kailip Wrote: wow, come on, nobody wants to read books, it's really needed to make HUGE texts?

Well, as i said, i'm sorry, but it's really needed if i ever wish to make my point about this idea. Anyway, my friend, I would really appreciate if you read it, think about it and give me your respecful thoughts about it, perhaps you might even enjoy the reading, yes?
Anyway, nobody is forcing you to do it either, it's just a request, "walk away" if you do not wish to help me.
Thank you for your time and sorry for the bad english,
My regards.

firstly, i loved reading it, it wasn't boring at all and flowed nicely for a non first English speaker, and i do think it would be a nice idea to attempt, but would always have it's pitfalls.


RE: What do you think? - Theoryra - 02-16-2011

(02-16-2011, 08:47 AM)Zoridium JackL Wrote:
(02-16-2011, 02:47 AM)Theoryra Wrote:
(02-15-2011, 11:35 PM)kailip Wrote: wow, come on, nobody wants to read books, it's really needed to make HUGE texts?

Well, as i said, i'm sorry, but it's really needed if i ever wish to make my point about this idea. Anyway, my friend, I would really appreciate if you read it, think about it and give me your respecful thoughts about it, perhaps you might even enjoy the reading, yes?
Anyway, nobody is forcing you to do it either, it's just a request, "walk away" if you do not wish to help me.
Thank you for your time and sorry for the bad english,
My regards.

firstly, i loved reading it, it wasn't boring at all and flowed nicely for a non first English speaker, and i do think it would be a nice idea to attempt, but would always have it's pitfalls.

Most kind. I'm very grateful for your contribution and time that you spared to read this, thank you.
Now, indeed, everything will depend on how you'll design the game, however, I'm sure that if these ideas ever fall under the frictional games' hand (which I am naively wishing to happen), there will be no pitfall to fear.
I've seen what they can do (like most of you) and I'm sure they can make this idea turn out to be a masterpiece game, just like amnesia, in my opinion.
Anyway, interested on this idea or not, i'm confident that i'll enjoy their next game, however, i think it would be interesting to play a game with these concepts i've been presenting.
Thank for your time once again.