I actually recently dropped out of college to pursue a career in independant game design so uhh... wish me luck people I just met! Oh and if anyone has any condiments they don't need, please, I could use em

I miss relish.
I find that the trend with current developers is to simply merge as many genres as they can make work. We have basically exhausted the possibilities of the rudimentary gamepad layout. Shooter? Check. Platformer? Check. RPG? Check. The gaming industry is unique in that our genres are not defined by story or narrative structure, but by the ways we interact with them. Once we have our periodic table, it's all just mixing drinks. I wanna see a new WAY to get drunk.
As you might have guessed, I'm a Nintendawg at heart(Love the other two, just can't decide which to get. They essentially offer the same sheeze). As one, I have been thoroughly disapointed by the games coming out. Not that they aren't good, they are just missed opportunities to turn the novelty of the wii-mote into the next big thing. Red Steel was the first disapointment, NiGHTS was the latest. The only game that I really felt utilized the mote's real potential was wii sports. Suprise suprise. And even then, the shining gem in that bag of tricks was wii boxing. It's a fighting game... but it's not. It has no roster of characters, aside from the adorable, identically playing miis, it has three techniques, one of which is useless, and you can't move. Aside from all of this, or perhaps because of it, it is one of the most complex fighters I have ever played. Well, that's a little unfair. It doesn't have the 10 button combos to memorize or the distance game to perfect. Instead, because both combatants have the same basic arsenal of moves, it boils down to pure method fighting. Also, I can eviscerate you in it with my pimp silver gloves and irish pikey themed boxer(love Snatch. Favorite movie).
The point I'm trying to make is that the wii mote has the capabilities to have hand position and motion affect gameplay, so why haven't we made a physics engine that can take advantage of that? If you could, presumably in first person, walk up to a table, pick up a ball, and realistically toss it from one hand to another, you have the basic lego piece that you can use to build an intergalactic dreadnaught with hydraulics and fuzzy dice.
... ummm yeah, game idea...
I have tons of game ideas, but seeing as I don't feel like typing out a long story exposition or character analysis, I'll just toss out one I had recently.
------------------ Multiplayer Rhythm Based Rap Game----------------
Alrightie, think Rock band with half as many players and 10 times the creative fostering. Essentially you can make either an MC or a DJ, or team up as one of each. The MC would get a mic, obviously, plus an in game rhyming dictionary, vocal training (holding streams, hitting notes), customizable MC, the works. The DJ would get a simplified DJ set complete with turntables, loop buttons, swiggly knobs, doohickey things. I dunno, I'm not a DJ. But if we can satisfyingly translate the DANCING experience to gaming, than a eletronic based, music composition system wouldn't be too hard. Just fish out an old Steel Battalion controller and use your imagination. In game, you would have access to samples, drumkits, sound effects, customizable DJ (hey-OH!). You could even give the DJ a mic to give shout outs or record his own samples.
Beyond basic training and customization, gameplay would need to be strictly online. Their simply is no way to rate a persons wordplay and flow with a computer. They have no souls. So instead, you engage in freestyle battles, open mics, even karaoke if you have no skill as a lyricist and just want to spend some time spitting Beastie Boy or Immortal Technique tracks. I imagine you would also need to be able to disguise your voice, while still sounding natural. I read that that problem came up when designing the X-Box live chat.
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Whatcha think?