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- You make mistakes and they resonate indefinitely => Here I thought it would be interesting to "force" somehow the player (but without him thinking it's the fault of the game but his own bad decision) to make mistakes and/or fail some stuff; and give maluses for the rest of the game. Similarly to the previous idea, it would explore mental problems, like how some people can't get past failures.
And here is one I thought could be a cute & funny P&C adventure (I'm actually thinking of doing that one on either RM2k3 or AGS):- You're a robot medium => You would play a robot medium (duh) who is able to change body with other robots to solve puzzles, or to move around places that you can't get to. The problem is that each of the robot is limited in what he can do and say, as they are designed for one purpose only. For example you could become a cleaning robot but only speak spanish - sorry for the cliché - and only be able to use a broom.
Pay to win game:A typical MMO style game, but you are given a credit card at the start of the game. This can be used to unlock things, as in most MMOs these days. Some of these are unique, others are simply ways to shortcut around actually playing the game. At the end of the game a score, and judgement, will be given based on what you spent money on.
I always loved how Chrono Trigger did this to you with the trial. Just random things like if you helped Marle up or picked up the jewlery first and things like that came back to kick you in the groin. Basically a lot of things that could be angled towards your good character was presented. So something like that?
I like this idea, to elaborate on it further - each robot has a limited life span, meaning that using one will eventually lead to its untimely rusty collapse.
I messed around a bit with a Text Adventure maker, as a poor attempt to learn a bit of Java. I found some interesting games that were built using the engine and scratched up some notes for a theoretical game about hiking. Essentially, you'd be a hiker/adventurer in a fantasy based world. It wouldn't have be fantasy, but that theme seemed to work. You'd be given a map with hiking routes and destinations. At some stops you could restock on rations and supplies. At others you could scavenge for supplies, search for treasure, take various risks for various potential rewards. The whole game would rely heavily on RNG and the main mechanic of the game would be the journey between locations. Each Day would pass with random events affecting stats such as health, hunger, stamina, etc. Each pass would have different events and obstacles that you'd have to plan for. You would need a certain amount of rations for each day of the trip and you would need different supplies for different paths.You could use cities and taverns as a way to tease out rumors of dangers and hidden treasures and what not. The whole point of the game would be something simple: How many days can you survive on the road? How much money/treasure did you collect?