Beyond Mirrors Edge

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Pills_Here

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Dec 10, 2009
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I really don't know how to classify games which utilize movement as the primary gameplay mechanic. Free running games? Acrobatics games? All I know is since I first played the Sands of Time trilogy I've been in love with the idea of running up walls and going places (even when the place itself is completely irrelevant). I absolutely loved Mirrors Edge from what little I played of it and I get the feeling that if I played either of the Assassins Creed games I'd be totally caught up in the crazy sci-fi parts and the exploration.

My point is this: what kind of situations can you base a game around to incorporate as much free exploration as possible? Recently I had an idea for game about a graffiti artist living in some grand cityscape (let's say Vancouver BC, since way too many games take place in New York). You and possibly your friends (because co-op is awesome) must traverse the city, finding key points to paint for maximum exposure while avoiding the authorities and even having to buy new cans of paint just to add some economy to the whole thing. The one thing I can't quite figure out is what the player would actually do to 'paint'. Ideally it would be a free paint system so that the player could have a custom tag but making it easy seems like a bit of a problem. Naturally something like the wiimote comes to mind but frankly using the joysticks on any other console controller would likely work better. I don't know, this might be a terrible idea.

Does anyone else have idea's for games that focus on mobility?
 

Vampire cat

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Apr 21, 2010
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I think that would be awesome =3.

I love mobility in games, and I love Mirrors Edge. Enjoyed Assassins Creed too, but I hated how poorly it did its "assassin" part...

Not sure if this would hit home with the crowds tho. And thats what developers target. I think too many people demand the "shooting" in a game before it becomes action. Personally I see a game about a graffiti artist as something that could bring huge amounts of action!
 

Zhougdog

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Aug 11, 2009
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I had an idea for a game where you can run up to 120mph and fly up buildings and glide across skyscrapers, but instead of being a super-powered human, you play as a cup of water.
 

arcticphoenix95

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Apr 30, 2010
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Your a convicted murderer who must escape from the police while searching for who screwed you over. I call it " crappy excuse for a free-running game"
 

Spaceman_Spiff

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Apr 16, 2009
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How about you play as a journalist or Pritvate investigator, uncovering massive secrets involving aliens and unexplained hijinks.
 

Estocavio

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zpfanatic81195 said:
Your a convicted murderer who must escape from the police while searching for who screwed you over. I call it " crappy excuse for a free-running game"
Take out the freerunning, plop it in an open world and that could actually work out pretty well...
 

Kelbear

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Aug 31, 2007
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Pills_Here said:
I really don't know how to classify games which utilize movement as the primary gameplay mechanic. Free running games? Acrobatics games? All I know is since I first played the Sands of Time trilogy I've been in love with the idea of running up walls and going places (even when the place itself is completely irrelevant). I absolutely loved Mirrors Edge from what little I played of it and I get the feeling that if I played either of the Assassins Creed games I'd be totally caught up in the crazy sci-fi parts and the exploration.

My point is this: what kind of situations can you base a game around to incorporate as much free exploration as possible? Recently I had an idea for game about a graffiti artist living in some grand cityscape (let's say Vancouver BC, since way too many games take place in New York). You and possibly your friends (because co-op is awesome) must traverse the city, finding key points to paint for maximum exposure while avoiding the authorities and even having to buy new cans of paint just to add some economy to the whole thing. The one thing I can't quite figure out is what the player would actually do to 'paint'. Ideally it would be a free paint system so that the player could have a custom tag but making it easy seems like a bit of a problem. Naturally something like the wiimote comes to mind but frankly using the joysticks on any other console controller would likely work better. I don't know, this might be a terrible idea.

Does anyone else have idea's for games that focus on mobility?
http://en.wikipedia.org/wiki/Marc_Eck%C5%8D%27s_Getting_Up:_Contents_Under_Pressure

Graffiti taggin game.

I think the best term would be 3D Platformer. Platform games that focus on jumping and manuevering around, but done in 3D...Thus, 3d Platformer.
 

Nevyrmoore

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Aug 13, 2009
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Why is it I get annoyed when I see people lump parkour in with free-running? I'm not a traceur, I shouldn't care about that shit!

So, a game based around parkour...why not just a straight up parkour game? Or if you're more in to the aesthetics, a free-running game? Traceurs and free-runners have never needed a reason to do it.
 

Katana314

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Oct 4, 2007
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Sonic the Hedgehog falls into this area as well, though it can easily be said no one's gotten Sonic gameplay anywhere near as perfect as Mirror's Edge.

The first thing you'd need for the absolute perfect parkour game is either an easily-extended animation system, or straight-up perfect procedural animation.
 

imaloony

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Nov 19, 2009
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I loved Mirror's Edge as well as the Assassin's Creed games. Movement can be a wonderful tool if use correctly, and indeed, in both Mirror's Edge and AC1 and AC2, the movement was far superior to the combat, which in all those games, was pretty bad.
 

cabalistics

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May 4, 2009
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I have to admit Mirror's Edge 2 is probably my most awaited title if they can make it longer maybe tighten the controls a little and improve the story they might just have the perfect game I really wish they would release some real news about it
 

azncutthroat

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I've had an idea for a game in where the player works as a free-lance smuggler (delivering anything from medicine to weapons) and saboteur (planting bombs and running reconnaissance). I'd call it "Midnight Commission".
 

azncutthroat

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Pills_Here said:
My point is this: what kind of situations can you base a game around to incorporate as much free exploration as possible? Recently I had an idea for game about a graffiti artist living in some grand cityscape (let's say Vancouver BC, since way too many games take place in New York). You and possibly your friends (because co-op is awesome) must traverse the city, finding key points to paint for maximum exposure while avoiding the authorities and even having to buy new cans of paint just to add some economy to the whole thing. The one thing I can't quite figure out is what the player would actually do to 'paint'. Ideally it would be a free paint system so that the player could have a custom tag but making it easy seems like a bit of a problem. Naturally something like the wiimote comes to mind but frankly using the joysticks on any other console controller would likely work better. I don't know, this might be a terrible idea.
Sorry to break it to you, but it's been done. [http://en.wikipedia.org/wiki/Marc_Eck%C5%8D%27s_Getting_Up:_Contents_Under_Pressure]
 

MarsProbe

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Dec 13, 2008
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imaloony said:
I loved Mirror's Edge as well as the Assassin's Creed games. Movement can be a wonderful tool if use correctly, and indeed, in both Mirror's Edge and AC1 and AC2, the movement was far superior to the combat, which in all those games, was pretty bad.
I actually thought the combat in Mirrors Edge was alright, especially considering it wasn't even a major part of the game. Though I suppose that depends on whether your view of combat in said game is shooting the guards or disarming them, chucking aside their weapon then moving on. As I made it through the game without firing a single shot then, well...
 

imaloony

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MarsProbe said:
I actually thought the combat in Mirrors Edge was alright, especially considering it wasn't even a major part of the game. Though I suppose that depends on whether your view of combat in said game is shooting the guards or disarming them, chucking aside their weapon then moving on. As I made it through the game without firing a single shot then, well...
You know, I was thinking the same thing until the last couple of levels, where you're forced into combat. The worst example is the final room of the game, where you pretty much have to kill/knock out everyone, which is a serious pain, especially when trying to play through the game without using guns. But in general, those last two or three levels just really threw you into combat, and that was incredibly obnoxious.
 

MarsProbe

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Dec 13, 2008
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imaloony said:
MarsProbe said:
I actually thought the combat in Mirrors Edge was alright, especially considering it wasn't even a major part of the game. Though I suppose that depends on whether your view of combat in said game is shooting the guards or disarming them, chucking aside their weapon then moving on. As I made it through the game without firing a single shot then, well...
You know, I was thinking the same thing until the last couple of levels, where you're forced into combat. The worst example is the final room of the game, where you pretty much have to kill/knock out everyone, which is a serious pain, especially when trying to play through the game without using guns. But in general, those last two or three levels just really threw you into combat, and that was incredibly obnoxious.
Yeh, that was the stage I found somewhat troublesome. I had chosen to go through the game without firing a single shot on my second playthrough (stupidly, on the highest difficulty level). Fighting my way out of that mainframe room took a lot of work. No matter how, fast you run, the guy with the big nasty assault rifle is sitll probably going to be shoot you first.
 

RanD00M

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Pills_Here said:
That's a great idea.But the game should also have a time system,so that running around is easier in the day,but there are less cops in the night trying to stop you.