Here are some of my video game ideas
1: A top-down shooter sci-fi RPG, based around my world-built universe. Combining the game mechanics of the original fallouts with that of crimsonland, this is the game I'm currently making.
2: You act as a solider moving into some Brazil, there is a big war and you're going ahead being a marine, having squadmates and that. IT seems like a pretty generic shooter set slightly in the future. However, about the third mission comes on and then suddenly, you are being gunned down by a sniper. You eventually kill the sniper only to realize the sniper was actually a young Brazilian girl, no older than 13 or 14. As you discover this a massive flash is seen from the horizon, a massive explosion erupts through the city and you pass out.
You wake up amongst an entirely different city, ash blocks out the sun and the city is destroyed, the city has been nuked. The game takes a dramatic turn, it becomes less a shooter and more a survival horror.
Game mechanics would follow this:
- Healing System: When you are shot in the arm you arm wobbles, when you're shot in the leg you start limping, bullets have a real impact, you can't just brush off any damage. When you are hurt you can need to heal yourself, you can do this with a standard healthkit that instantly heals all wounds, but after the nuke these health kits become exceedingly rare. The normal method of healing is to pick up supply's like bandages, tweezers, sewing needles and so forth, you have to sew your own wounds, pull bullets out of your body, do everything yourself in order to get yourself to heal. You can take morphine for a quick fix that doesn't actually heal any of your wounds but temporarily gets rid of any negative effects (like limping after getting shot).
- Ambiguous enemies: During the first part of the game it's clear that the rival military is your enemy, after the nuke drops everything becomes balanced and stable, everyone just wants to survive. When you encounter someone not part of your squad, you can't be sure if they're friend or foe, they may try to betray you, lead you somewhere or they may surrender to you and ask for help. You may start shooting as soon as you see them and they respond in kind, you may break their moral until they simply surrender to you and accept death. Even your fellow American troops might turn against you in an act of dolerium due to the horrors they have faced. Every enemy you kill is possibly an innocent person, every friend is possibly a foe, you can never know what to expect when going up towards someone.
- Moral Choices: There will be a series of tricky moral choices within the game, each affecting the end result of the game. A lot of the time it'll be impossible to pick the "right choice", you may try to save a friend but sacrifice hundreds of villages in the processes. This will affect the ending of the game dramatically.
- Super natural elements: Ghosts haunt you, though it's not known whether they're real or not. The small girl you killed appears from time to time to act as a detractor to the players actions, often claiming that a moral choice the player made was wrong or how the player may of killed an innocent. She also acts in a way as a guide to the player and a window into the player's character's growing insanity. Supernatural enemies will appear, for example in one part of the game you have to go to an abandoned hospital to go pick up hospital supplies. The hospital has very little functioning lights, but lightning gets shown through the windows. A scary demon is in the hospital that stalks the player, but is only visible (and can only attack the player) when light is shone on it. Just an example.
- A story of survival: After the nuke goes off all your character wants to do is get his squad mates home alive. But as you go further into the story you start questioning your motives and your countries motives. All communication from the outside world is lost and it's not known who nuked the city, whether it was the Americans or the rival faction (the answer will never be solved). A splinter faction of Americans erupts, civilians simply clammer to any hope they have left and you try to keep the peace, though often making things more disruptive. Near the end of the game you build a communication tower to communicate with the outside world, but all you hear is silence. It's ambiguous whether the city was destroyed, or the whole world was, and the answer is never solved.
- Relationships with squadmates: Similar to mass effect you'll have squad mates you pick up that you can choose to take on missions. You can talk to these squad mates and even get relationships with them. Each squad mate will have different motives and views of the world and will react differently to the choices you make. All squad mates will have a possibility of permanently dying in the story if certain actions are taken, it will be possibly (but very difficult) to keep all squad mates alive (this will usually be of great cost to the expanded community. A big theme is whether friends are more important than many random people), squadmates can also leave you and try to attack you if you make too many decisions that they disagree with.
- Realtime dialgoue system: The dialogue can be spoken in real time. It follows dialogue trees but is similar to fallout 4's dialogue system rather than fallout 3 or Mass effects dialogue system. Dialogue and gameplay go hand to hand.
- Captivating final mission: The final mission you are taken to the super natural world. And you are forced to come face-to-face with your sins, you have to go on a massive battle where every character in the game that you have killed is turned into a zombie and will attack you. The less characters you killed in the game, the less difficult this mission becomes. These people include people you killed based on a decision and characters that you have killed just outright. Squad mates you've killed will act as miny bosses. The final boss will be the 14 year old sniper turned etherial. There will be many endings that depend on both what you do in the physical world and what you do in the spiritual one.