Non-Violent Games + Ideas

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Nepukadnezzar

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Darken12 said:
Bara_no_Hime said:
I think the problem with those game ideas is, if it is executed properly it needs a lot more time to write the game. I mean a triple A game needs a lot of programming, playtesting, game designing, art, etc. that a very complex game in that regard might cost significantly more with less probability of success.

I mean ... for Draken you need a whole new style of game design to make it feel like an accomplishment that those are safe. They cannot just disappear in addition with a lot of gameplay mechanics that "defeat" (I do not want to use this word here) the enemy peacefully without getting dull (They managed it with shooters and all you do is shooting)

And for Bara_no_Hime (does this name mean princess something?) it would be nearly impossible to write a game like that without being a visual novel with pretexted answers to pretexted problems. If it was possible to pull of a greater problem and various ways of solving with AI reacting to it, it would be awesome. Or just so many pretexted possibilites that nobody would care if it is pretexted (does the word pretexted exist?)
 

A Weakgeek

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Porn games. Violence is cool and all, but sex is even cooler. Unless you go the BSDM route, theres no violence, and its literally happy times for everyone.

Captcha: "Shakers and movers" even captcha has the right idea!

EDIT: Also, if you call sex physical competition, then you're doing it wrong ;)
 

Darken12

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Nepukadnezzar said:
I think the problem with those game ideas is, if it is executed properly it needs a lot more time to write the game. I mean a triple A game needs a lot of programming, playtesting, game designing, art, etc. that a very complex game in that regard might cost significantly more with less probability of success.

I mean ... for Draken you need a whole new style of game design to make it feel like an accomplishment that those are safe. They cannot just disappear in addition with a lot of gameplay mechanics that "defeat" (I do not want to use this word here) the enemy peacefully without getting dull (They managed it with shooters and all you do is shooting)
That's pretty much why it needs to have variety of options. And no, I don't see how it necessitates greater playtesting than a regular old strategy game, tower defence or RPG like Mass Effect, Dragon Age and so on. So long as it has a solid story and sufficient variety of mechanics (and, of course, a certain degree of care taken to ensure that the player feels tangibly rewarded (emotionally, not materially) for their actions), it will be well-received. And I don't think that's asking for too much. It doesn't need top-notch graphics or multiplayer. It can easily be an indie project.
 

Nepukadnezzar

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A Weakgeek said:
Porn games. Violence is cool and all, but sex is even cooler. Unless you go the BSDM route, theres no violence, and its literally happy times for everyone.

Captcha: "Shakers and movers" even captcha has the right idea!

EDIT: Also, if you call sex physical competition, then you're doing it wrong ;)
I would like to have an argument against your statement. But I cannot think of any.

Let's call it team exercise.
 

Nepukadnezzar

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Darken12 said:
Nepukadnezzar said:
I think the problem with those game ideas is, if it is executed properly it needs a lot more time to write the game. I mean a triple A game needs a lot of programming, playtesting, game designing, art, etc. that a very complex game in that regard might cost significantly more with less probability of success.

I mean ... for Draken you need a whole new style of game design to make it feel like an accomplishment that those are safe. They cannot just disappear in addition with a lot of gameplay mechanics that "defeat" (I do not want to use this word here) the enemy peacefully without getting dull (They managed it with shooters and all you do is shooting)
That's pretty much why it needs to have variety of options. And no, I don't see how it necessitates greater playtesting than a regular old strategy game, tower defence or RPG like Mass Effect, Dragon Age and so on. So long as it has a solid story and sufficient variety of mechanics (and, of course, a certain degree of care taken to ensure that the player feels tangibly rewarded (emotionally, not materially) for their actions), it will be well-received. And I don't think that's asking for too much. It doesn't need top-notch graphics or multiplayer. It can easily be an indie project.
You make it seem pretty dumb that this has not already been made.
If there would not be some deep prejudice that deems this type of game to fail (which I do not think indie-devs have) there is no valid point for it not to have already been made (is that english? ;P)
 

Bara_no_Hime

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Nepukadnezzar said:
And for Bara_no_Hime (does this name mean princess something?) it would be nearly impossible to write a game like that without being a visual novel with pretexted answers to pretexted problems. If it was possible to pull of a greater problem and various ways of solving with AI reacting to it, it would be awesome. Or just so many pretexted possibilites that nobody would care if it is pretexted (does the word pretexted exist?)
Well, Planescape Torment did a pretty good job of allowing you to problem solve entirely based on dialogue. Yes, there's a combat engine, and yes you can ALSO fight most encounters rather than talking through them, but it is perfectly possible. You just have to put in a TON of dialogue.

A game without voice acting (or minimal voice acting) would be a must. In modern AAA game design, that's practically insane, but it is probably how it would have to be.

As far as getting bored - well, too bad. Yes, it would bore some players. If you were looking for something filled with action, this game would not be it. This game would be closer to a visual novel, but a visual novel is just a choose-your-own-adventure book. This game would have quest lines (like Skyrim) with branching dialogue trees. It might have a text-heavy element LIKE a visual novel, but it most certainly wouldn't be one.

Plus, you WOULD have other abilities. Stealth, for instance, for spying. If you got caught, you'd have to talk your way out of a situation. If you failed, you might be asked to leave, you might reveal to the enemy that you've heard their plan (causing them to change it?), or you might be publicly shamed, making it harder for you to talk people into things in the future.

As far as the dialogue trees go, perhaps something like the Deus Ex conversation challenge system? It was (very) flawed, but it was a good idea at the core.

Ideally, this would be a project to start small. An Indy title where voice acting isn't expected. And one where a focus on writing wouldn't go amiss.
 

Darken12

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Nepukadnezzar said:
You make it seem pretty dumb that this has not already been made.
If there would not be some deep prejudice that deems this type of game to fail (which I do not think indie-devs have) there is no valid point for it not to have already been made (is that english? ;P)
You might be overestimating the gaming industry. :p

Even indie devs get stuck inside a box when it comes to certain gameplay aspects. Most non-violent games are both typically aimed at children (or use bright and PG aesthetics and themes) and are wholly non-violent (that is, if the player can't use violence, it's very rare for anyone else to be able to use violence). Neither are really good examples of pacifism or anti-violence statements. It's not a very virtuous thing to use non-violent methods when you don't have the option to use violence in the first place (and especially when nobody's doing violence against you). Pacifism isn't virtuous in a world without violence; it only becomes an admirable ideal when you choose non-violence in a violent world.

I don't blame game devs for not really tapping into that. Violence is very second-nature for the entertainment industry as a whole (and Western society in general) and it's hard to break out of our social conditioning.
 

Nepukadnezzar

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Bara_no_Hime said:
That's it, I'm buying Planescape Torment.

As with all the diplomacy as a game mechanic, with a game as complex as this, if the main villain is written well, I want the possibility to punch him in the face (damn that violence)
It might be ineffective, but just for my satisfaction (maybe as a dialogue option)

You make it sound pretty dumb of everyone for not making a game like this again.
 

Bara_no_Hime

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Nepukadnezzar said:
That's it, I'm buying Planescape Torment.

As with all the diplomacy as a game mechanic, with a game as complex as this, if the main villain is written well, I want the possibility to punch him in the face (damn that violence)
It might be ineffective, but just for my satisfaction (maybe as a dialogue option)

You make it sound pretty dumb of everyone for not making a game like this again.
You haven't played it yet?

It's available on Good Old Games for **checks** ten bucks. A little pricy for a game that old, but it's still quite popular. Not sure if it will go on sale again soon (I believe it was on sale a while back, but I already have a copy).

If you get it, I highly recommend maxing out your Wisdom at character creation. Opens more dialogue options and causes you to level faster, allowing you to increase your stats more. Charisma and Intelligence are your next two priorities. Physicals stats are all but meaningless.

And yes, you have the option to punch the final boss in the face. Punching daggers are the weapon of choice for the Nameless One. Or you can talk the final boss to death. Your choice. I save-spammed to try all the different final boss methods and get the various endings. I have a personal favorite ending that I usually get now when I replay.

Edit: Oh, and make sure to talk to your party members. You have to actually initiate conversations with them. Do so from time to time - they have some very interesting things to say.