Pitch your movie/game concept.

meiam

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Was just thinking you could probably make a decent Cyrano de Bergerac remake with an AI as Cyrano. Something like, this clueless nerd who work at an AI company has the hot for this other employee, but he's socially awkward, so he ask the company AI (let's call it "Nose") for dating advice, but over the course of the movie you realize the AI is sentient and it actually has the hot for the employee too, maybe with some under tone that the reason it has the hot is because it's copying the first employee "data" he's feeding the AI with(ie when he ask the ai for advice).

What's your millions dollar idea that you just though of and are too lazy/un connected to do anything with?
 

Meximagician

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I have a pitch for an RTS game I'll never do anything with (not enough programming skills / interest in it) the game takes place in a near future where nation-state war has ended. An international military academy now exists mostly as an international youth competition. Players are a student from a recently recognized microstate.

The main gimmick is that players build a 'playbook' throughout the single player campaign. Playbooks cover custom unit/building designs, tactics/standing orders, and target priorities. Defeating students or faculty allows the player to copy part of the loser's playbook, to either use them as-is or as templates for more customized versions.

Another gimmick was recruiting other students to help in team battles to automate units, jobs, or map regions. The idea is that those systems could then be more individually complex without overwhelming the player.
 
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Summerstorm

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Ok. I do have 3 of them. I am willing to open one, hehe.
One: NSFW
Two: Something i might be trying, so still a secret. (It depends on me thinking to integrate neural nets meaningfully into gaming (Something i played around with... wow.. like 16 years ago in college - and since people now have a hard-on for "AI" at the moment might be a chance to develop the idea.)

Three:
It's a multiplayer game, but the player agency is only management, preparation, planning and designing:

You create a 3D-spaceship by building it "floor-by floor" two-dimensional, set up weapons, countermeasures, armour, security and also mark combat stations, tools etc.
Secondly you manage the crew, but not every person, but rather the officers and designate them people. Much of the management is interpersonal (Skills of Officers, Crew capabilities etc.)

The game calculates costs for the ship.

The main goal is then to wait online while preparing your stuff and optimizing your strategy for an event to acquire resources (The most important one is pretty much "Warpfuel", enabling you to send bigger ships and do jumps faster the more you designate to your Ship)
Your ship jumps to the resource node and begins to "mine", you can have different entry options, behavior, tactics etc. And the other players send their creations too. After that you lose your control, and just "watch" how it goes. Who is going for broke? Who send a tentative small scout which jumps out before it comes to violance? Someone cheeky get in fast, mines a bit and jumps out while the bigger boats try to murder each other to get to the prize?

After that you get your stuff (or lost your ship) and such and you have to try and run a successful ressource-gathering-outfit with this. You get your meta-experience and might change your tactics, you might redesign your stuff, hire and upgrade or re-assign crew etc.

The whole point is to have a tense experience, but no "twitch" or action gameplay emphasizing not only smart designing but also "meta"-planning: gauging what other people are likely to do, adapting to known strategies etc. Also to have a management game which isn't getting tedious with added micromanaging or expanding too fast and too big so you lose your control. (Also something you can play "at the side" without losing to maniac-accounts /chinese goldgrinders playing 24/7)
 
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meiam

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I have a pitch for an RTS game I'll never do anything with (not enough programming skills / interest in it) the game takes place in a near future where nation-state war has ended. An international military academy now exists mostly as an international youth competition. Players are a student from a recently recognized microstate.

The main gimmick is that players build a 'playbook' throughout the single player campaign. Playbooks cover custom unit/building designs, tactics/standing orders, and target priorities. Defeating students or faculty allows the player to copy part of the loser's playbook, to either use them as-is or as templates for more customized versions.

Another gimmick was recruiting other students to help in team battles to automate units, jobs, or map regions. The idea is that those systems could then be more individually complex without overwhelming the player.
That could be pretty cool, maybe you don't have direct control of the units in battle, but you can pre set a couple fo different playbook for them and change which they follow in real time to adapt to the various conditions.

Ok. I do have 3 of them. I am willing to open one, hehe.
One: NSFW
Two: Something i might be trying, so still a secret. (It depends on me thinking to integrate neural nets meaningfully into gaming (Something i played around with... wow.. like 16 years ago in college - and since people now have a hard-on for "AI" at the moment might be a chance to develop the idea.)

Three:
It's a multiplayer game, but the player agency is only management, preparation, planning and designing:

You create a 3D-spaceship by building it "floor-by floor" two-dimensional, set up weapons, countermeasures, armour, security and also mark combat stations, tools etc.
Secondly you manage the crew, but not every person, but rather the officers and designate them people. Much of the management is interpersonal (Skills of Officers, Crew capabilities etc.)

The game calculates costs for the ship.

The main goal is then to wait online while preparing your stuff and optimizing your strategy for an event to acquire resources (The most important one is pretty much "Warpfuel", enabling you to send bigger ships and do jumps faster the more you designate to your Ship)
Your ship jumps to the resource node and begins to "mine", you can have different entry options, behavior, tactics etc. And the other players send their creations too. After that you lose your control, and just "watch" how it goes. Who is going for broke? Who send a tentative small scout which jumps out before it comes to violance? Someone cheeky get in fast, mines a bit and jumps out while the bigger boats try to murder each other to get to the prize?

After that you get your stuff (or lost your ship) and such and you have to try and run a successful ressource-gathering-outfit with this. You get your meta-experience and might change your tactics, you might redesign your stuff, hire and upgrade or re-assign crew etc.

The whole point is to have a tense experience, but no "twitch" or action gameplay emphasizing not only smart designing but also "meta"-planning: gauging what other people are likely to do, adapting to known strategies etc. Also to have a management game which isn't getting tedious with added micromanaging or expanding too fast and too big so you lose your control. (Also something you can play "at the side" without losing to maniac-accounts /chinese goldgrinders playing 24/7)
I think the main issue is that just watching as it happens is pretty passive for a video game, ideally there would be some sort of minimal interaction to keep the player busy but without losing the potential off line aspect. Maybe have control of rescue bots in combat, you could send the bots to recover any potential crew or piece of the ship that get blown off and reduce any potential cost of the operation. This could also be done a synchronously so that the player could watch battle that happened earlier while still interacting with it.
 

BrawlMan

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I always wanted a stand alone Defenders game, loosely based off the 2017 show, or a line up Iron Fist, Daredevil, Luke Cage, and Jessica Jones. Throw in Misty Stone as a bonus character; she has a bigger emphasis on shooting and has a cyborg arm. Getting ahead of myself.

The game will be a 2D, up to 4 player co-op, beat'em up. The characters all have their different speeds, strengths, stats, and weaknesses. Everyone can run or dash with their own dodge mechanics. With characters like Daredevil getting his own specialized dodge (causing a slow-mo/buffs hits attack damage), or Iron Fist can perform his own dedicated parry. All characters get two attack buttons, a block button, have their own grab attacks, and can vault over enemies leading to a different throw or slam move (think Streets of Rage). Enemies can, and are encouraged to be juggled.

  • Iron Fist - Jack of All Stats. Has the decent power and range.
  • Jessica Jones - Lightning Bruiser. She is faster than IF, but is unskilled, yet strong. We've seen her fight, and most her skills are brawling than any martial arts. She can kick though!
  • Luke Cage - Mighty Glacier. Focuses more on grappling moves, and can buff his defense. Turning him into a bigger Stone Wall than he already is.
  • Daredevil - Fragile Speedster/Skill. I am downplaying the fragile part, because the guy ain't that fragile. DD is harder to use and requires some skills. He does have the most range on the count that he uses combat sticks.
To keep things interesting, the threat I want to keep at street level, but I don't want them just facing basic thugs. Only in the first or prologue level. Because the basic punks can't do much Luke Cage. Introduce new compound or chemical that weakens or negates super powers, and every criminal is trying to get their hand own it. Let's call it Chemical X for now. You'll face enemies that'll weaponize it with either their guns, melee weapons, or inject it into their cybernetics, etc. They way the bad guys can still be a threat without weakening either of the characters in gameplay. As far as the main villains or those in charge, my thoughts were either The Hand or Diamondback. Maybe have both of them involved.

If I ever made a solo Daredevil game, it could function similar to Sifu's combat, but minus the whole aging thing. There can be some Arkham elements put in (the detective vision), but I don't want to take from the franchise wholesale. There's platforming, exploration, and will add bonus modes such as survival. To keep things interesting, during day time, you have to do Matt's day job as lawyering and either gather for clues before a trial, and present your case. That's harder to pull off, but it's just an idea.

As far as a solo Iron Fist or Shang-Chi game, just make them either Devil May Cry or God Hand style, and I will have no complaints.
 
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meiam

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I always wanted a stand alone Defenders game, loosely based off the 2017 show, or a line up Iron Fist, Daredevil, Luke Cage, and Jessica Jones. Throw in Misty Stone as a bonus character; she has a bigger emphasis on shooting and has a cyborg arm. Getting ahead of myself.

The game will be a 2D, up to 4 player co-op, beat'em up. The characters all have their different speeds, strengths, stats, and weaknesses. Everyone can run or dash with their own dodge mechanics. With characters like Daredevil getting his own specialized dodge (causing a slow-mo/buffs hits attack damage), or Iron Fist can perform his own dedicated parry. All characters get two attack buttons, a block button, have their own grab attacks, and can vault over enemies leading to a different throw or slam move (think Streets of Rage). Enemies can, and are encouraged to be juggled.

  • Iron Fist - Jack of All Stats. Has the decent power and range
  • Jessica Jones - Lightning Bruiser. She is faster than IF, but is unskilled, yet strong. We've seen her fight, and most her skills are brawling than any martial arts. She can kick though!
  • Luke Cage - Mighty Glacier. Focuses more on grappling moves, and can buff his defense. Turning him into a bigger Stone Wall than he already is.
  • Daredevil - Fragile Speedster/Skill. I downplaying the fragile part, because the guy ain' that fragile. DD is harder to use and requires some skills. He does have the most range on the count that he uses combat sticks.
To keep things interesting, the threat I want to keep at street level, but I don't want them just facing basic thugs. Only in the first or prolouge level. Because the basic punks can't do much Luke Cage. Introduce new compound or chemical that weakens or negates super powers, and every criminal is trying to get their hand own it. Let's call it Chemical X for now. You'll face enemies that'll weaponize it with either their guns, melee weapons, or inject it into their cybernetics, etc. They way the bad guys can still be a threat without weakening either of the characters in gameplay. As far as the main villains or those in charge, my thoughts were either The Hand or Diamondback. Maybe have both of them involved.

If I ever made a solo Daredevil game, it could function similar to Sifu's combat, but minus the whole aging thing. There can be some Arkham elements put in (the detective vision), but I don't want to take from the franchise wholesale. There's platforming, exploration, and will add bonus modes such as survival. To keep things interesting, during day time, you have to do Matt's day job as lawyering and either gather for clues before a trial, and present your case. That's harder to pull off, but it's just an idea.

As far as a solo Iron Fist or Shang-Chi game, just make them either Devil May Cry or God Hand style, and I will have no complaints.
Been a really long time since I watch/read any daredevil stuff, but wasn't he hit by a can of chemical goo or something, you could use that as the reason for powered up baddies to be fought.

A DD game would really need to use the blind aspect somehow, maybe you could have stealth sequence where you can turn off the light before fights, which wouldn't change anything for DD (the player) but would make the enemy have a hard time fighting against you.
 

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Been a really long time since I watch/read any daredevil stuff, but wasn't he hit by a can of chemical goo or something, you could use that as the reason for powered up baddies to be fought.
Fine by me.

A DD game would really need to use the blind aspect somehow, maybe you could have stealth sequence where you can turn off the light before fights, which wouldn't change anything for DD (the player) but would make the enemy have a hard time fighting against you.
Agreed. Stealth I did take into account, hence why I implied some elements from Arkham can be used, but with its own distinctive style.
 
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Baffle

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A sim game where, rather than running around trying to accommodate the needs of the tiny little plebs I'm supposed to control like in SimCity or Black and White or RimWorld or whatever, I decide what their needs are and the computer has to find a way to meet those needs. Find out how he likes doing the work for a change.
 

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A DMC game where Lucia is a playable character again, and she has a rival fight that's an evil counterpart to her. A demon/artificial demon hybrid created in a lab that is similar to Nomak (Blade II). Dresses in dirty and raggy clothing, and more brutal than stylish, and prefers using their fists. Except that this character is full of self-hatred, and despises both humans and demons. Oh, and have Patty be a summoning/mage type character. That'd be cool too.






 
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Bedinsis

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The idea I wish to pitch is one which I suspect has already been done in some fashion, so if anyone can point to an instance of something akin to it I would be grateful, to see whether the idea can work.

It's a game that has two very distinct modes: Daytime and Nighttime.

During Daytime, you play as someone living her everyday life, with character interaction ala Persona to find out more of the story, the characters and the town she lives in and earn money to live her life. Basically, a slice of life simulation.

During Nighttime, you play her in her dreams, where she gets prophetic visions of things to come, where the town and all her friends are dead after the Apocalypse has happened. This section can be basically any sort of action adventure, but I am currently imagining it as a Soulslike.

The two modes interact in that she can only foresee the fate of a location she has actually been to, so via making the right choices while awake she unlocks more areas in the Nighttime mode as well. Furthermore, via exploring the locations unlocked in Nighttime mode she gains additional knowledge that helps in figuring out why the Apocalypse happened, which unlocks more storylines and interactions in Daytime. The key aspect is that people do not remember their dreams, so the amount of information she retains while awake is very small, it remains of the level of "Huh, I've got a hunch that guy that worked at the nuclear facility is not trustworthy" and therefore unlocks the ability to investigate him further, if she encountered something that showed that the nuclear facility exploded during Nighttime.

The only Soulslike I've played is Hollow Knight(if that can be considered a Soulslike) and while the exploration and combat is excellent I didn't care about the story. It's a game where all the interesting stories have already happened and we're living in its aftermath. I've understood that's a feature of the genre as a whole, so by combining this with a gamemode that is set in everyday life you ought to inject more humanity in the characters you encounter in the Nighttime, thereby strengthening the narrative.

The overarching goal would be both to figure out why the apocalypse will happen and to stop it. If you want a title for this game as a shorthand, I currently call it Fatima's Nightmares.
 
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immortalfrieza

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Let's see...

A 3D zombie action RPG open world game where you play as a zombie trying to hunt down and eat survivors. Think State of Decay but from the side of the zombies and you've pretty much got it. You play as a recently infected zombie who is slow and stupid at first, but as you hunt down and eat prey you get faster, stronger, and more intelligent. The progression runs through various types of zombies in popular media. You start out as a George Romero type slow zombie, then become a fast zombie, then become a smarter more agile zombie much like Resident Evil 4.

Leveling involves consuming prey and "calories" are pretty much experience points. You soon learn to place down traps for your prey whether it be something to delay, harm, or scare the crap out of them. The more you scare your prey before eating it, the less effective it will be at fighting you and the more calories you'll get for consuming it.

When you consume prey, there's a chance they'll change into a zombie and you'll get a brief glimpse at their memories much like Prototype, which will give you information on where to find more prey, and how the "story" such as it is is told.

Basically, your ultimate goal is to stop any attempts to make a cure and subjugate the human race. Yeah, full on villain protagonist with this one.
 
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Kyrian007

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There's really nothing original about the games I want to see. I'd like to see good video game versions of some of the outside the mainstream tabletop RPG's I like. My favorite of which being Deadlands. Weird West and Hard West 1 and 2 do it well enough I suppose, but I'd like one that actually just was flat out a licensed Deadlands game. Something akin to Hard West's isometric style would probably suit it best. Maybe with some representation of the poker mechanics thrown in as well (for those not familiar, some classes utilize playing cards as much as dice rolls.)

Another several good ones would be representations of several Palladium settings. I can imagine a fairly good Rifts game with Fallout/Cyberpunk 2077 type gameplay. The gameplay would also do for their After the Bomb setting. A sandbox style Beyond the Supernatural game could basically be LA Noire, but actually interesting. Maybe in a Watch Dogs-like engine. I could see potentially great games out of Nightbane or Heroes Unlimited, but I think doing justice to either would be difficult to actually cram into a video game.
 
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Bedinsis

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A sim game where, rather than running around trying to accommodate the needs of the tiny little plebs I'm supposed to control like in SimCity or Black and White or RimWorld or whatever, I decide what their needs are and the computer has to find a way to meet those needs. Find out how he likes doing the work for a change.
What would the objective and the challenge of the game be? Crank up and down meters and see how the game tries to adapt to the new needs?
 

Asita

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Was just thinking you could probably make a decent Cyrano de Bergerac remake with an AI as Cyrano. Something like, this clueless nerd who work at an AI company has the hot for this other employee, but he's socially awkward, so he ask the company AI (let's call it "Nose") for dating advice, but over the course of the movie you realize the AI is sentient and it actually has the hot for the employee too, maybe with some under tone that the reason it has the hot is because it's copying the first employee "data" he's feeding the AI with(ie when he ask the ai for advice).

What's your millions dollar idea that you just though of and are too lazy/un connected to do anything with?
It might interest you to know that Kurt Vonnegut wrote a short story about exactly that. It's called EPICAC, which can be found in Welcome to the Monkey House.
 
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Specter Von Baren

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Pizza Tower has me wanting someone to make a spiritual successor to Wario Land 3 too. I was thinking having the main character be a goo girl to make the wacky ways you transform and the fact you don't die make more sense and it would open up all sorts of new ways to change them like she gets evaporated to float up through a grate or eats gelatin to bounce an object from one side of a room to another.
 
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