You just said the game world thwarts the actual attempts to change the past. You're going to have to be more clear, because it seems like you just said differing things.
So you get to watch a tragedy happen, and are powerless to stop it? That just makes it essentially a movie, which kinda defeats the whole interactivity aspect of games.
The easy solution here is just to ditch your whole "the universe stops you" bit. Just make a time paradox-ish reason that you can't directly interact with your past self, but then let your character run amok in the past. Suddenly, you can change things that you've already played through, and it becomes instantly cooler. I could see a good action/adventure game coming out of that.
1. Yeah but that is just the story motive at the time. The game isn't punishing you just by taking you through a story that has its ups and downs. And lots of games apply limitations on what you can do or achieve. This is no different and it isn;t usually a problem.
2. Well it's basically interactivity in reverse, the shadow of interactivity. The scene you are viewing was itself itneractive, as you are watching your very own in game experience. And aside form you being unable to change it, your attempts at changing it itself can be done in a number of ways and the game will be utilising different circumstances to prevent you from doing it, which is also interactive. That you ultimately fail to prevent it cnnot change, but no game is fully interactive, and i feel this would be a good moment to perhaps communicate the theme of not being able to change time. Having it be your veyr own in-game activity that you cannot change could also speak a powerful message, and tie it more strongly to your character not being able to undo the past.
But you're talking about doing nothing. "Limitations" doesn't mean "powerlessness" and most of game design revolves around trying to create satisfying achievements of some kind for the player. It will be quickly established that you can't do anything, which in itself will be somewhat frustrating because why plunk the player down in an environment only to watch something they already played through? At that point, it's just a redundant cutscene.
Again, since I don't seem to be convincing to you, find a game developer and run this idea by them. Even something that might seem interesting to you isn't necessarily good game design. Doing this once or twice in a game wouldn't affect it, but making it a large mechanic would be awful.
I kind of like the idea of time travel like this - where you can see your own in-game interactions as you try to alter the events. However, I'm with Digi in that you'd need some kind of reward for your objective of altering events you have already played through. This means you'd need to actually be able to manipulate situations and have essentially a butterfly effect on your own life/game.
I wasn't saying that the entire game would be built about the idea at all. It could just serve as a powerful moment as part of the story to indicate that history really can't be changed, time travel or otherwise. Any intervention one might try and make through time travel already did in fact take place, and went side by side whatever else did. Obviously having the entire game built around travelling through time and making futile attempts at chaning it would be kind of pointless... but that is not what I was saying.
Well the way I see it is that, on some level, the reward mechanism of videogame design in encouraging continuing enthusiasm for the game does work, in parts, but I don;t think you have to analyse every single component of a game in those terms to see if they would work. Sometimes it can just be a matter of playing through a storyline that can keep the player interested in the game, and as I was saying to Digi it wouldn't be what the entire game was about, but it could be a powerful message of the idea that you can't change history, in actually observing your very own former interactions, and then actively attempting to interrupt them, with the game setting up obstacles that prevent you from doing it.
And I think the main problem with actually being able to alter events in this way is that it takes away from the idea of witnessing your very own in-game actions, as when you itnerrupt them they would then proceed to be AI controlled, unless you just kill them on sight or something, but anything where your past character would react to what you're doing wouldn;t really work.
I do agree time travel is a potentially cool game mechanic, to be clear. More games should utilize it.
I realize it wouldn't be the whole game, but you played it up as a major sticking point. 1-2 times, fine. Any more than that, you might as well be making cut scenes.
a GTA style Blade video game.
with a combat system like assassins creed titles
variety of vampire killing weapons/guns
but most importantly i want Blade to be acrobatic and good with parkour & freerunning .but work it so that most of the time you'll chose to drive rather freerun like say for instance chasing someone who's in a vehicle thats slightly faster than you can run. you can chase them down on foot. but chasing someone down who's in a vehicle much faster than you can run. you'd chose a vehicle.
chasing groups of vampires across rooftops & such to show off his speed & nimble - ness lol
Gameplay:
It will be a fighting game but not like MvC or Mortal Kombat.
More Like DBZ or Marvel Nemesis. (Dynamic, Not one sided)
However since some characters can fly and some cant it would be uneven so to help balance it out, while a character is flying shields or blocking cannot be used and grounded characters can dodge easily.
Each character would have special abilities(iron man can absorb 10% of energy attacks for example)
Maps: Some big, some small. Based on marvel locations; asgard, stark tower, wakanda, attilan, shield helicarrier.
Game Modes:
Story Mode: Just like MK, with cut scenes inbetween matches for the story
1vs1, 2vs2!
Survival: pick up to 4 characters and fight waves of enemy's until you die
Boss Fights: pick up to 4 characters and fight powerful Enemys (Thanos, Destroyer, Fin Fang Foom, etc)
HUD: you'll have a stamina bar which runs low from using physical attacks. Recharges
Energy bar runs low from using energy attacks. Recharges
Health: runs low from taking damage.
__________________
The Ankle Butcher, Patriotic Entity,
Earths Mightiest Hero, KURT PHUCKING ANGLE.
Last edited by DragonRider19 on Nov 7th, 2012 at 11:07 AM
I was wondering if anyone could help me. I remember recently seeing a trailer for a game but I can't recall the name.
It was first person, in space, you were a bounty hunter chasing this alien through a dark metropolis. When you finally catch up to him, a disk is attached and he seems to be teleported, then you get a pop up saying bounty delivered or what not.
Are you sure it was first person? The bounty systems sounds a lot like Star Wars: Bounty Hunter.
__________________
"The Daemon lied with every breath. It could not help itself but to deceive and dismay, to riddle and ruin. The more we conversed, the closer I drew to one singularly ineluctable fact: I would gain no wisdom here."