bigfatcarp93 said:
Alright, I hear what a lot of you are saying: it can't work, because, as OP said, it would be a lot of talking and fucking around, and as others have said, most of the online community would spend time trying to ruin an otherwise atmospheric experience because... well, they do that. Indeed, I don't think it's possible -YET- to do this in a cooperative game.
However.
Consider this: a small group of players, ideally two or three, four tops, in the roles of armed human characters, are put up against a larger group (say between eight and twenty) of players in the role of the monsters (something weak but stealthy) in a dark, sinister environment. There's no atmosphere for the antagonist players, but the protagonists get an amazing gaming experience: a dark, spooky, lonely fight for survival with a few friends against a large number of enemies who, and this is the best part, are guided by real human intelligence. What could be more chilling than that?
Well... thoughts?
Great idea, but a few things:
-In order for this to work, wouldn't it be best to have a good bit of time before you ever encounter another armed human character? It works at least for a good beginning, and random separation moments can do wonders for keeping the fear and reminding that character you've depended on can go KIA in a second.
-For everyone, spawns should be randomized, so if you die, you may spawn in a location you never explored before, but one where monsters lurk to kill you at every corner... and the monsters can do the Amnesia teleporting outta nowhere thing. This way no one knows where anyone else is and it can add to the tension and fear to be expected; this also eliminates the predictable spawn point issues. This spawn rule applies BOTH ways however.
-The levels should have a goal in mind for the humans, like escaping, finding the Golden Cock-and-Balls, or something of that nature so there's a reason to do something other than camp and hide with weapons. The monsters, of course, exist solely to kill, but still, they should have a purpose at least, like finding a way to stay alive before they decay.
-Create SCARY monsters. I mean Kaernk scary. Because innovate scary monsters with human control are truly scary. This can create interesting gameplay scenarios each time. Ranging from weak, stealth assassins to invisible, limited-attack capability monsters to hulking behemoths with instant kill capability but slow moment or something to switch things up and really keep the tension.
-Limited communication. Communication needs to be kept Journey style: simple flashlight/lamp/fear noise in order to keep the tension. Monsters communicate through grunts, noises and other things.