Thanks for your opinions so far guys ^^
How would you lot feel about playing as a "Bad Guy"?
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Some of you already know, I'm studying animation to get into games design. And to do so, I've been told I'm going to need a killer idea. I believe I have that, but now I just needed a way to present it and write it down, yah?
With regards to cheats, I believe they're added into game for testing purposes. And not merely for people to breeze through the game.
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Anyways, so far, what I've picked up on is that I need;
Storyline: The storyline has to be unique, the player has to "feel" the situations and know what their purpose is. A degree of similarity is needed to allow the player to get used to what they're doing fast, to negate any confusion.
Character: The character's personality will be determined by the players actions in game. The character starts of vengeful, however a player is given three main choices, evil, good, or neutral. However the main objective of the game remains the same. The character is to be using two forms of combat, melee and ranged. The melee is most obviously more powerful in comparison to the damage dealt, however the ranged attack (with infinite ammo) is much more fast, but can only be used at certain distances.
The "Bad Guy": You will be playing the bad guy. However, since who is evil and good changes, since people have different opinions on what is right and wrong, along with the free choices you have ingame, your character may turn into a paladin or demonic deity.
Cut-Scenes: Kept to a minimum, and only used in circumstances where interactivity is not possible. The point of the game will be to make decisions fast, disregarding consequences. The cut-scenes will, as in many other games, be of a quality much higher than in the interactive gameplay.
Freedom: An entire world consisting of 7 continents and 1 major ocean will be your playground. A wide variety of environments from desolate wastelands to a rich forest thriving with life, to a city sitting on the clouds, all containing mini-quests to boost your alignment. Freedom is limited by how far you are in the game, as the ability to fly and swim are picked up by methods other than "completing a level".
Soundtrack: Opening, Ending and Climatic video sequences will have atmospheric and or orchestral music, the world environments will have sound much like they would in real life. Dungeons and Key Areas will get their own theme tune playing while the player treks through them. Boss Battles and Confrontations will have more exciting themes, and the final conflict and theme song for the game will have fast paced music, including some lyrics.
Repetitiveness: Where as the main objective of the game will be to collect 7-9 of a specific item, the ways in receiving each one will be differentiated from the last as much as possible. A massive ***** of weapons and forms are available from the start, with more being "unlocked" through receiving extra power from certain events ingame.
Other: The main charcter will have 4 main rivals;
1) A bounty hunter.
2) A treasure hunter.
3) The world's military.
4) The second main character, whose ambitions are very close to the Player.
The first has a nice collection of traps, set up in various places, and will follow the Player around.
The treasure hunter appears in the Key Areas of the game, but not always. He uses a lot of "gadgets" and tools to immobilize the Player so he can receive the treasure first.
The third being the most easy to defeat, has a major advantage in numbers. Lots of explosions.
The second main character has a past similar to the Player. He/She will be collecting the main items at the same time as the Player, there is no set sequence in how they do this.