How about a game with a single particular mechanic which I think is brilliant. You LOSE weapons.
"That's a stupid idea," the touche (troll douche. See what I did there? =D) says as he read this post. But is it really that bad?
As I was playing Fallout 3, I was thinking to myself that my skill never really developed in that game. Only my stats and weapons. Also, the enemies constantly got stronger too. The downfall? It made the learning curve far too flat. So I was wondering how to fix it. I though about how FInal Fantasy VIII (I think it was VIII) tried to fix this problem. And if I remember correctly, it didn't work out too well. A valiant effort though.
So imagine this: It's a third person puzzle/shooter/horror game, not too unlike Silent Hill, but it has far less horror elements and far more supernatural ones (not fantasy). You start off easy wiping out enemies with auto-shotguns, AK-47's and whatever floats your boat. Eventually you get to the first boss who's slightly above your size and you take him out after just a couple of tries. Now as the game develops, you lose your weapons, but the enemies remain at the same level (not to say that the enemies will be the same, but the health and damage remains similar) and the more weapons you lose, the harder it is to kill these monsters. Things you were decimating, centimating and mating out in seconds before are now life threatening. You're up to the final boss, he's a towering giant and you have take him down with just a laser pointer, a pair of scissors and shoes (MacGyver could do it).
Personally, I think it would work well. Now the biggest concern is that people would get bored of the weapons fast? Well, not necessarily true. For starters, you have to master all of the weapons, which is extremely important and will keep you entertained. Secondly, there will be moderate level ups you get for doing certain things in the story to improve how effective something is.
Now I'm not planning to ever make this game, nor can I ever implement it into anything, but hypothetically... Would it work?
"That's a stupid idea," the touche (troll douche. See what I did there? =D) says as he read this post. But is it really that bad?
As I was playing Fallout 3, I was thinking to myself that my skill never really developed in that game. Only my stats and weapons. Also, the enemies constantly got stronger too. The downfall? It made the learning curve far too flat. So I was wondering how to fix it. I though about how FInal Fantasy VIII (I think it was VIII) tried to fix this problem. And if I remember correctly, it didn't work out too well. A valiant effort though.
So imagine this: It's a third person puzzle/shooter/horror game, not too unlike Silent Hill, but it has far less horror elements and far more supernatural ones (not fantasy). You start off easy wiping out enemies with auto-shotguns, AK-47's and whatever floats your boat. Eventually you get to the first boss who's slightly above your size and you take him out after just a couple of tries. Now as the game develops, you lose your weapons, but the enemies remain at the same level (not to say that the enemies will be the same, but the health and damage remains similar) and the more weapons you lose, the harder it is to kill these monsters. Things you were decimating, centimating and mating out in seconds before are now life threatening. You're up to the final boss, he's a towering giant and you have take him down with just a laser pointer, a pair of scissors and shoes (MacGyver could do it).
Personally, I think it would work well. Now the biggest concern is that people would get bored of the weapons fast? Well, not necessarily true. For starters, you have to master all of the weapons, which is extremely important and will keep you entertained. Secondly, there will be moderate level ups you get for doing certain things in the story to improve how effective something is.
Now I'm not planning to ever make this game, nor can I ever implement it into anything, but hypothetically... Would it work?