{"id":2595,"date":"2013-08-07T13:36:12","date_gmt":"2013-08-07T12:36:12","guid":{"rendered":"http:\/\/t-machine.org\/?p=2595"},"modified":"2013-08-07T14:11:40","modified_gmt":"2013-08-07T13:11:40","slug":"make-an-fps-in-7-days-game-idea-follow","status":"publish","type":"post","link":"http:\/\/new.t-machine.org\/index.php\/2013\/08\/07\/make-an-fps-in-7-days-game-idea-follow\/","title":{"rendered":"Make an FPS in 7 Days &#8211; Game idea: &#8220;Follow&#8221;"},"content":{"rendered":"<p>Next week is <a href=\"http:\/\/7dfps.com\/\">the 7DFPS challenge &#8211; design, code, ship a game in 7 Days, on the theme of &#8220;first person shooter&#8221;<\/a>. I want to do something unique and interesting. Here&#8217;s one of my ideas.<\/p>\n<p><span style=\"color:blue\">(if you like this idea, please <a href=\"https:\/\/twitter.com\/t_machine_org\/status\/365088941231181826\">re-tweet this<\/a> to vote for it &#8211; I&#8217;ll decide which to do based on which one(s) people like most)<\/span> Other ideas: <a href=\"http:\/\/t-machine.org\/index.php\/2013\/08\/07\/make-an-fps-in-7-days-game-idea-runners\/\">&#8220;Runners&#8221;<\/a>, <a href=\"http:\/\/t-machine.org\/index.php\/2013\/08\/07\/make-an-fps-in-7-days-game-idea-metamorphosis\/\">&#8220;Metamorphosis&#8221;<\/a>)<\/p>\n<h2>Title: &#8220;Follow&#8221;<\/h2>\n<p>Premise: what makes an FPS unique\/special among games is the visceral, immersive nature. Almost every *other* genre of game gives you 360-degree vision. This was originally to compensate for the way &#8220;a computer&#8221; fails to use most of your human &#8220;peripheral&#8221; senses (depth, perpheral vision, positional sound, etc). The most obvious difference with FPS&#8217;s: you can&#8217;t see what&#8217;s behind you.<\/p>\n<p>In most FPS&#8217;s, you only have to worry about your own skin. You spin around frequently to check no-one is sneaking up on you. You strafe round corners so that a head-on enemy doesn&#8217;t get a chance to blindside you as you slowly rotate around the corner. Stealth games let you &#8220;lean&#8221; to make up for the danger of corners.<\/p>\n<h3>Core gameplay<\/h3>\n<p>Follow is different: you are invulnerable, and you&#8217;re being followed by creatures you&#8217;re trying to rescue \/ lead to safety. Because they&#8217;re always behind you, you cannot see when they&#8217;re being attacked &#8211; you can gun down all opposition, then turn round to find out everyone&#8217;s been eaten behind your back.<\/p>\n<p>But if you walk backwards everywhere, you&#8217;re bound to fall off a cliff, or run into an enemy and only notice it when your followers go down in a hail of fire.<\/p>\n<h3>Challenges to the player<\/h3>\n<p>Moment to moment during the game, the player has to compromise between the following tensions:<\/p>\n<ol>\n<li>Avoid static obstacles\/dangers (look where you run) &#8230; vs &#8230; prevent followers from wandering off (look behind you, at followers)\n<li>Takedown enemies (charge forwards, run around obstacles) &#8230; vs &#8230; lead carefully (avoid leading your followers into traps \/ fields of fire)\n<li>Hands-off (followers wander and get into danger) &#8230; vs &#8230; Hands-on (use non-lethal weapons to herd and cluster your followers, so you can keep them alive more easily)\n<li>Get to level-end \/ safety quickly (lose lots of followers) &#8230; vs &#8230; slow, stealthy &#8220;no man left behind&#8221; (slower and painstaking but higher success rate)\n<\/ol>\n<h3>Upgrades<\/h3>\n<p>Three interwoven upgrade paths:<\/p>\n<ol>\n<li>Player: might\/damage\/speed\n<li>Relationship with followers: trust\/obedience\n<li>Followers: speed\/intelligence\/resilience\n<\/ol>\n<p>At end of each level, you get cash in a virtual currency based on how many followers you rescued, how quickly &#8211; and how much they like you.<\/p>\n<p>(if you got them to the end by bullying &#8230; they won&#8217;t like you so much as if you gently nudged throughout)<\/p>\n<h4>Weapon availability<\/h4>\n<p>Potentially: various unique weapons only &#8220;unlocked&#8221; when you achieve difficult non-shooting things, e.g.:<\/p>\n<ol>\n<li>Complete a level with 100% survival of followers\n<li>Keep followers at 90% or above happinness for 5 levels in a row\n<li>Complete a level in under 50% of the &#8220;par&#8221; time\n<\/ol>\n<p>Ideally, those weapons would be complementary to the achievement. e.g. for the &#8220;complete a level fast&#8221; award, you&#8217;d get something that made it easier to complete levels stealthily (you&#8217;ve already mastered &#8220;moving fast&#8221;, so this gives you something valuable).<\/p>\n<p>&#8230;also: if you don&#8217;t like playing fast, this gives you a high cost\/reward incentive to do so: you want to play stealthily, you want the uber-weapon for stealth &#8230; so you need to take a break from stealth-play to go earn it.<\/p>\n<h2>Summary<\/h2>\n<p>I like this idea because:<\/p>\n<ul>\n<li>&#8230;it&#8217;s an FPS about protecting people, rather than slaughtering them\n<li>&#8230;it emphasizes the vulnerability of &#8220;people other than myself&#8221;\n<li>&#8230;it demonstrates that making yourself into a super-soldier may be ultimately useless and unrewarding\n<li>&#8230;it makes the purely-tactical parts of an FPS a lot more strategic, as core gameplay &#8211; rather than relying upon &#8220;map design&#8221; and\/or &#8220;multiplayer team tactics&#8221; to provide all the strategy\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>Next week is the 7DFPS challenge &#8211; design, code, ship a game in 7 Days, on the theme of &#8220;first person shooter&#8221;. I want to do something unique and interesting. Here&#8217;s one of my ideas. (if you like this idea, please re-tweet this to vote for it &#8211; I&#8217;ll decide which to do based on [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[70,9,65],"tags":[],"_links":{"self":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/2595"}],"collection":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/comments?post=2595"}],"version-history":[{"count":7,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/2595\/revisions"}],"predecessor-version":[{"id":2615,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/posts\/2595\/revisions\/2615"}],"wp:attachment":[{"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/media?parent=2595"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/categories?post=2595"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/new.t-machine.org\/index.php\/wp-json\/wp\/v2\/tags?post=2595"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}