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Sounds like the movie "Dawn of the Dead" would be a good starting place. The original was pretty good but the remake was great, and is exactly the scenario you describe. |
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Ah, yes, "Sean Of The Dead". |
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[billybob]: remember that designing a game isn't necessarily abou the size of the plot/scenario. These days it is more about designing the *rules* for interactions. So games like "The Sims" and "Spore" (as pointed to by my beautiful assistant [fridgeduck] ) are based on a set of rules and in theory, can happily continue for two hours, or two months, etc. and not need new plot. |
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[phlish] There's rules and there's rules. |
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wow, [fridge]. That link is just... wow. |
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I'm gonna need a faster computer. |
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First, I'd like to thank you all for your comments. |
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Second, I want to clarify something. This game idea came to me when I was thinking of a point in my life where I wish I had done something different. I always wonder what would have happened if I did. This game concept allows you to do an event over and over, each time in a different way to see how the end result would differ. |
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And I also want to respond to what Jinbish said. The Sims 2 is my favorite game and I'm really excited about Spore. But my game would be a different genre than the Sims. It's not a god game where you control everything. Rather, it's about what I mentioned above. What's similar between the games is there are no linear objectives. |
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And finally, I want to put it out there that I've never seen Dawn of the Dead. But thanks for bringing up that my story is similar because if it is, then I might have to change it. The reason I wanted people to be held hostage is so the boundaries on the map are realistic and the reason I chose a mall is because it would have a punch of different items you can pick up and use. |
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And, thanks for helping me evolve my idea! |
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This reminds me a little of the movie Groundhog day, and of a similar "Xena" episode ("Been There, Done That"). In both, heroes live through the same day repeatedly amidst a world of people who don't. After a while, familarity with the inevitable events and characters' histories allows the hero to act as an expert in lots of detail situations; they get better, get to their results faster. There still is a single desired outcome (stopping the repetition), though. The game in those two movies is about composing details picked up from parallel storylines into a whole, not about just following any one story line. |
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The "Dawn of the Dead" reference doesn't fit with the two-hour time limit requirement. |
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Anyway, I don't see how if the character is a hostage and you're stuck in a mall you can really have a whole lot of freeroam. Most of the other characters, to be realistic, would have to be crying in puddles of urine at gunpoint. |
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Also, you obviously don't understand how this kind of game has to be built. No, you can't write every plot turn imaginable, so you craft the game to respond on its own. You allow the NPCs to rate their opinions on matters based on how things affected them (someone murders their wife, they dont like bad guys even more than before) and let them say things that are expressions of that, kind of like madlibs. |
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Still, bun it is. Seems like the wrong catagory go. |
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