I’ve always thought it was weird that there hasn’t been a Hunger Games video game. Not to play out the teen movie storyline, but as the Battle Royale part.
Imagine creating a character using typical RPG elements (strength, endurance, speed, crafting, survival, etc.) with a limited number of points, the same number of points as everyone else. Then you’re placed inside different large arenas that have environmental hazards for a Battle Royale survival that could last up to 30 minutes per game if you’re good enough to make it to the end.
You have to survive against random encounters just like the gamemasters use in the books, dangerous animals, and you can get sponsorship drops like the COD kill streak rewards (healing items, tools, weapons). You could even make it through by not killing anyone if you’re good enough at surviving the environment, but you’d better hope you don’t end up in a fight.
It’s not a dedicated game and idk if servers even run these anymore, but the original popular “battle royal” was minecraft hunger games servers and they did kinda run like that - no stats obviously, but throwing you empty into a bounded world where you’d have to survive and craft and kill monsters and each other. I think some of them might’ve even had like your sponsor drops where you’d get potions or enchanted stuff
Miraheze is similar to how Fandom used to be, before ads entirely took over. There are no ads at all there. It is a site that uses MediaWiki so probably not many of its' sites would be news oriented (with like a single author controlling the content), but instead more wiki content for an entire community to share.
No, I don’t think that the levels become harder. They also gift so many free boosters to the players that it is way easier than 10 years ago when I first played the game.
I also feel like that after failing a level too often, that the game is cheating for you so that you don’t lose interest.
The game is “cheating” all the time. All the successful games with thousands of repetitive levels, go whale fishing and have engagement promoting strategies.
The general strategy is:
Introduce core mechanics “organically” over the first few levels, then keep a periodic “loading screen tip” reminder
Add a harder level every several easier ones
Introduce “boosters” with a few free ones
Dis-associate booster cost from real money cost by having an “in-game currency” (not actual currency) with some non-intuitive conversion ratios
Add a second kind of free-ish in-game currency to keep players used to making in-game purchases
If a player runs out of boosters, give them some free ones after a while
Improve user engagement with regular reminders and periodic offers
Promote FOMO with limited-time offers
Add mechanics with obvious MiniMax-ing strategies, that are however impossible for a person with a normal life to MiniMax, while offering a way to use in-game currencies to correct for that
Keep adding cosmetic changes
Introduce slightly new mechanics once in a while every a lot of levels, combine mechanics together if you’ve run out of ideas
For each level, have a predefined setup that makes it extremely easy to solve, along with normal generators that make them hard to solve
Use the easy setups to showcase new mechanics and boosters
Use the hard setups to make people want to spend boosters, and buy them, and use real money to purchase in-game currency to do that
Ideally, have a level generator with tunable difficulty that can be adapted for every user
Offer whales big spenders exclusive VIP levels, that require a lot of spending to win
Add one or more “leaderboards” for big spenders to showcase how much they spend good they are
Remove real world time clues for big spenders, don’t let them realize for how many hours they’ve been throwing their money away
If a big spender drops their spending or engagement level, shower them with offers, assign a personal manager, offer invitations to real world events… whatever it takes (up to a certain % of their expected monthly spending)
Periodically expand the game with hundreds and thousands of “new” levels… which follow the same rules
Bonus points if you add “seasons” and a “season pass”.
Extra bonus if you place and cross-promote a number of games with the same strategy but different cosmetic themes.
Casino mode: have thousands of “games” all in one, with different cosmetics, complex winning modes, and very simple mechanics (press button to spin, press button to auto-spin 1000 times, etc)… but in most jurisdictions you need to calculate and disclose the exact odds of winning in each mode for every level generator.
“Subnautica in space” as in “outer space” or “on an alien planet”? Because outer space is kinda empty. Probably wouldn’t make for as lively a backdrop as under an ocean
The way Breathedge got around it initially is the starting area is a ship crash, so you collect broken bits of the ship(s) (which includes water and food).
But space is vast. Why couldn’t there be space fauna? Or a way to travel to nearby system planets? Its fiction, after all. We don’t need to be constrained by reality.
If you get a spaceship and can just go wherever, that sounds to me exactly like NMS. I think part of what makes Subnautica what it is is the constrained resources of the environment, and that feeling of being stranded. NMS lets you just bum around space forever, which is fun, but you don’t really feel that need for survival like you do in Subnautica.
NMS is survival in space, insomuch as planets are in space and you can fly around in a ship, but you start on a planet. I was thinking more like having to survive in space by building the ship in space, building a station in space, etc. Space would be your primary sandbox, rather than planets (at least initially).
The normal NMS experience isn’t quite what I’m envisioning. Maybe if you started on one of those abandoned freighters, though…
I’m not sure that this is a “game” idea so much, but I’ve had this idea I haven’t been able to wrap my head around the implementation of.
Think a digital audio workstation such as Ableton Live or Logic, but gamified. Complete various musical objectives to pass levels, have a creative mode for just making music and maybe even a multiplayer mode for collaborative or competitive music making.
Basically Dwarf Fortress, but sci-fi, with space travel and with really good 3D graphics.
An overly complicated simulation of an entire universe where I can do anything that the game’s laws of physics allow me to do. Particularly, I dream of a game where you can fulfil Star Trek fantasies of solving convoluted problems with equally convoluted solutions; but without it being a pre-programmed option. (“Reconfigure the deflector dish to output a neutrino wave to counter act the tachyon field!”)
Fake physics that allow for real fake science and engineering.
Close, but RimWorld’s mechanics are nowhere near the complexity, even with mods. And I don’t just mean with how many different types of rocks and trees exist. I’ve gotten as close to a DF-like experience + the space travel part, but it’s still like 1/4 of the full experience.
Although it’s moddable, which boosts it’s playability a bit more. I’ve played more RimWorld than DF at this point.
I love playing/writing interactive stories with an AI. A dream game of mine would be an RPG/Adventure game that extends this to a fully realized game that adapts to how you want to play.
Want to be the adventurer who slays the evil monster and saves the kingdom? Go right ahead!
Prefer to stop halfway, settle down and become the village baker, getting involved in the town’s intrigues? Also fine!
It would probably be too much to ask to turn this into a full-fledged 3d world with high detail. But a consistent Visual Novel would be a really great next step.
bin.pol.social
Aktywne