Idea for a game...

Great_Scott

aka Cottus Arci
Joined
Aug 2, 2004
Messages
404
Location
Melbourne, Australia
If I had a dollar for everytime I thought of something new, then some time later find it is make/released/developed, well... I wouldn't be rich, but I'd have a pocketful of dollars.. at least.

I've always held onto this idea with some future intent to somehow stumble across some game developers, (Pandemic are here in Melbourne, but I've never found them!!?#$#!?) tell them my idea, for them to love it and develop it...

Well, it ain't going to happen. So here's my idea.

*dim lights*
 
Crime. It's one of our favourite sources of literature and media entertainment. It makes great news.

But it hasn't truely cemented itself into gaminng... well, not in this way, at least.

The game would primarily be an Massively Multiplayer Online Game, but would also feature support for LAN/Direct IP games... and also have a single player version.

The game's platform is a fictional city. The MMOG one would be 'virtually real', in the sense that everytime you log in to play, the cities layout is always the same (however it wouldn't be entirely static, dev's could always make minor changes, just as a city changes).

A city development tool could be implemented into the Multiplayer Games, and single games... for custom-made cities. The game would also feature a unique city-spawner that jumbles around buildings, roads & layouts for Multiplayer and Single games.

Now, onto the game. I'll simply describe the MMOG first, then submit the differences of the other platforms after.

The MMOG will allow you to create a character and equip them with various skills and abilities. While I'm yet to map out a skill tree, there are particular classes that all the skills fall under... which defines what kind of crime/anti-crime your character will specialise in.
 
Basic Professions Everybody has to start somewhere. To work your way into crime or anti-crime, you have to work your way through one of these.

Rookie Cop A cop will begin with the task of patrolling the city, on foot or in a squad car. Keep your eyes & ears peeled. See a speeder? Chase them down & book them! Hear a gunshot? Call for backup & go check it out!

Petty Thief Hundreds of stores across the city are your playground. Master the art of shoplifting. Sell your loot to other players or black-market dealers. You don't have the guts yet to pull a weapon on a shopkeeper, but the lure of shoplifting the till may eventually get too tempting. You may also find the little old helpless lady in a quiet street easy pickings.

Petty Drug Dealer Drugs are awash on the street of the city. People need them or else they'll start killing people.... right? So you do your bit, and keep them dumbed down... for now.

Petty Thug Someone needs roughing up? Storekeeper not paying protection money? You're the man. It's grunt work, but it makes your bosses pleased.
 
Experience

Experience comes in the form of different things you do. Do enough good, or bad, and you'll have enough XP to branch out into a specialised 'trade'.


Rookie Cop

A rookie will patrol their area, both looking for crime taking place and listening to the dispatch radio.

A Rookie Cop is advised to only handle particular matters. Their dispatch radio is filtered so only smaller crimes are reported to them. However, if they see a crime taking place that they are not equipped and qualified to handle, they may report the crime to dispatch.

The crimes a Rookie Cop can handle (and earn XP for) are..
Petty Shoplifting
- If the cop apprehends the Thief with their loot (or any other reported stolen loot), then bonuses in the form of XP are given.
Petty Assault & Theft
- As above, but more XP is given to this apprehension.
Petty Drug Dealing
- If the cop apprehends the Drug Dealer with 'merchandise' on them, then bonuses in the form of XP are given.
Petty Assault & Battery
- No bonus here. Just apprehend.
Road Violations
- Speeding, going through Red Lights, reckless driving, collisions.


Petty Thief

Eyes and ears are always watching and listening, so good timing & stealth is needed here. A successful 'lift' is where an item is pocketed without anyone (both Storekeepers & Do-Goody customers) seeing, and the item must be done with as little noise as possible. Some items will be noisier than others, and all items are of different size. You will actually be pocketing the item or putting it in your bag (a simple mouse-movement system). So aim for small, expensive items that won't make alot of noise.

Store choice will also be important. Some stores will be busier, have more staff, electronic tags and surviellance.

Customers may see you pocket the item, but it depends on their 'do-goodyness' as to whether they report it to the store staff. If the alarm has been razed, be prepared to run... both from the store staff... and the cops.

Petty Shoplifting
As described above. A certain amount of time must pass once the item has been pocketed before XP is given. Also, you must have travelled a certain distance away from the crime scene... and also not have any police on your tail.
Petty Assault & Theft
Once you've threatened that little helpless Grandma, she may cough up some loot. If she gets lippy, or tries to run... then you've no other choice than to lay some smack down on her. If this happens, your chances of success decrease. You have a better chance of being caught, and the XP price on your head goes up... while the XP you earn doesn't. A successful steal will be when the Grandma hands over some loot, or you have to pry it from them. Of course, you can Assault anyone, but demographics play a part in whether or not you can kick their ass, or they kick yours. XP again is rewarded when a certain amount of time has passed since the crime, you've travelled a certain distance away, and when you don't have any cops on your tail.

Petty Drug Dealer

So you want to be a businessman? Well first you need a supplier, that will sell you goods at bulk wholesale, and then you re-sell the goods in smaller quantities with a nice profit margin added on. Suppliers appear as both AI and human... you can trust AI more, but they may be more expensive. Re-selling, you will deal with both AI & human too. Drugs do have their benefits... a thief can benefit from being slightly (yes, slightly) under the influence of marijuana... it will keep his mental state calmer & happier (but slower). Of course, as a Petty Dealer, that's all you'll deal with... for now.

All drugs will give human players slight edges, some particularly useful for certain crimes... but also will give side effects... and a hidden addiction meter could start bordering on 'psychosis', and you'll never see it coming.

Petty Drug Dealing
Successful XP is earned when you have sold drugs to a human or AI player. XP will be based on how much you sell... and earned when a certain amount of time has passed, a certain distance has been travelled from the scene, and no cops are following. Be sure to please all customers, both AI and human... and they'll keep coming back for more.


Petty Thug

So you wanna be a heavy? Well first you have to start making some friends... some very powerful friends. Align yourself with one of many, many different factions and start running a few jobs for them.

Petty Assault & Battery
XP is earned through many missions offered by factions. These can be in the form of having to 'rough up' a few storekeepers for not paying protection money. Also, a specialty of a Petty Thug, is to pick on Junkies and Rogue (non-aligned) Petty Drug Dealers.
 
Who’s Who?

In the MMOG, players will be unable to tell who is Human and who is AI on face value. Naturally, the ability to chat exists… if you wander around and talk to people, you may get generic responses (however, there will be LOTS of them) which should identify the person you’re speaking to as AI… or a Human pretending to be AI by replying with the same generic responses.

Law Enforcers will automatically be assigned to a precinct to begin with, and may apply for transfers in time. Of course, once they get into higher specialisations, they will begin not just covering their local precinct… but in some cases the entire city. The Law Enforcers have the power of knowledge of their side. They can look up details of every precinct, of every Policeman (pending they have the correct authorisation). They can email each other freely and easily. They have the power of mass co-operation.

Criminals, on the other hand, are different. When you start out as a criminal, you will be alone. Completely, utterly, alone. Even a petty thug starts out alone. They’ll have to seek out criminal organisations, pass a few initiations, and even then they’re not privileged enough to know of any more than a select few individuals in the organisation.

There are many advantages to this. Cops therefore can’t just go running around, shooting at everyone… and seeing how shoots back or tries to make a break for it. They are governed strictly by protocol. They have a right to stop citizens and ask to their their ID, and in turn the citizens are required to show their ID upon request. Police can radio HQ to check on ID, recent suspect descriptions and License Plates. That, and they need to use their memory to know who’s a criminal and who isn’t. They will have to actually do the investigating themselves.

Hence the importance of a clean criminal record for a criminal, which I will explain in ‘Doing Time’. Totally clean, they can be stopped by every policeman in the city and they will appear as a normal citizen. Of course, as time and criminal characters progress up in organizations, the more resources they have themselves, on other criminals and even on the police force itself.

Population

An AI controlled monitor will… well, monitor the in-game population constantly. It will manage the amount of Police in each of the Precincts and decide whether or not members may transfer. That way, each Precinct will have an evenly balanced amount of Police, including a balance of specialised Police.

Just say 20 human players of a particular Precinct are online, and 10 of them log out within a minute of each other… the Population Monitor will activate 10 AI Cops to replace them. And the same will go for all criminals.

Doing Time

Every criminal will have a criminal record. If they break the law, they either;

(a) Get away with it undetected.
This is every criminals goal. XP gained with no added heat from the authorities.

(b) Get away with it, but are identified by witnesses, police or surveillance.
Sure, you got away, got some XP and no doubt some form of loot, but now an ID description of some kind is currently being punched into the city-wide Police Criminal Database. If only an old lady saw you fleetingly from a distance, well all the Cops will have is a fairly inaccurate sketch of you. On the other hand, you may have been watched by a surveillance camera, close up… better get yourself a makeover… maybe even some plastic surgery.

(c) Get caught.
Get used to the sights and sounds of a jail cell.

A few points to add here.

Everytime situation (b) occurs, if 2 or more reasonably AI-determined positive descriptions of a suspect are matched together, (same type of crime, same type of ID description) then those crimes are grouped together, and will continue to stack up against the criminal, every time they are identified.

Of course, once a criminal is apprehended & arrested for the first time, then they have a criminal record. From this point, every time a situation (b) occurs, then no doubt the AI will place the new suspected offences onto the criminal record. Which means a simple speeding violation could result in your paying for all the crimes you’ve commited since your last arrest.

Now, the actual ‘doing time’ part. This… is going to hurt… : )

When a criminal is arrested, they are shown a few info screens on the crimes they’ve commited, and how long they’re going to be locked up for. Each crime in the game will have a value, which can also vary in terms of the number of offences the criminal has already done, and how severe the crimes were (really kicking the hell out of a old lady to simply steal her bag won’t go down well).

Then you are locked up. And no kidding, you’ll find yourself spawned in a jail cell. If it’s not so serious a crime, you’ll be down at the local precinct, locked up with the rest of the small-timers… but if you’re nailed something serious, then you’re locked up in the Big House.

While in jail, the player naturally cannot play the game normally as that character. Literally all they can do is talk to other logged-in players who are either in the same jail cell (local precincts will have large, shared cells, whereas City Jail will only have 2 per cell) or in cells close by.

For players in Jail, there will be specialised activities, or mini-games, that the player can, and probably should do, as long-term Jail sentences will have a long-term negative effect on the character, unless the activities are carried out successfully.

Jail terms, I think should be closely linked to average time served out in the real world, and naturally scaled down somewhat. Lets just say a murder is 10 years…. Well 10 days in prison, game-time? Sounds good to me.

Oh, and I believe I forgot to mention the in-game City supports the death sentence. Well, it ain’t as bad as Texas… but 3 murders? 3 Strikes, you’re out… or dead. Maybe a little more lenient… not sure.

I know this sounds harsh, but alternate characters will allow players to at least do something else while their other character is incarcerated.

Alternate Characters

Hmm, not sure on the number allowed, but I thought 4 alternate characters seemed fair. However, as most MMOG are played on several servers, this number could be as low as 2 per server. If both your 2 players are locked up, well to pass the time, you may have to join another server.
 
Specialised Professions


Rookie Cop
- Policeman (Policeman Level II)
- Patrolman (Specialist – Road Patrol)
- Sergeant (Policeman Level III)
- SWAT (Specialist – Armed Robbery & Raids)
- Sniper (Specialist – Assorted Marksmanship including Raids)
- Narc (Specialist – Drug Ring Busting)
- Detective (Specialist – Crime Solving)
- FBI Operative (Specialist – Criminal Organisations)
Petty Thief
- Carjacker (Specialist – Grand Theft Auto!)
- Burglar (Specialist – House break-ins)
- Heistman (I know, not a real term, but luxurious goods like Jewellery)
- Bank Robber (BYO Face masks)
Petty Drug Dealer
- Small-Time Dealer (Drugs like Speed & Ecstacy)
- Dealer (Cocaine & Heroin)
- Druglord (Run your own drug-ring)
Petty Thug
- Hitman (Specialist against other rival mobs members)
- Cop Killer (Kill some cops!)
- Gangster (Assorted Specialist)
- Crime Lord (Run your own Mob!)
 
Ok, reserved... and also, I've added a fair amount of content... focusing on alot of the in-game concepts... and I've added the specialist professions (at least the ones that came to mind... i know theres more)... and a quick description... I'll go into them in more detail later, and also some more advanced concepts that concern the specialist professions.

I had a quick read, and it's starting to take shape. I hope you like the ideas.
 
Finally someone comes up with an idea for an RPG without all that fantasy BS..
 
homeyg said:
Finally someone comes up with an idea for an RPG without all that fantasy BS..

Well it's been an idea kicking around in my head for a LONG time... even before GTA 3. Initially, I thought of game where you could murder people (well, violence isn't exactly new to gaming... right? :eek:)... and there could be rules and ways to conceal your murder... or screw it up. As in, as comprehensive as leaving fingerprints, or traces of your DNA etc etc. By the time GTA 3 came out, I had already expanded the idea to have a second role, played by a cop, to try to investigate crimes, look for evidence etc. GTA 3 gave me a lot of inspiration, and definately is responsible for the criminal organization side of things.

Also, games like the Matrix and Star Wars Galaxies (I've played the latter) reminded me of my idea.... it made it look so possible.

The only problem with SWG (minus they way the developers SOE screwed it up) is the vast majority of the fanbase... they're MMORPG fans... not regular gaming or Star Wars fans... as in... they're all nutters with no life who spend 24/7 playing simply to gloat how they are 'uber' and 'l33t' and call anyone who doesn't know everything about everything a 'noob'. God I despise those terms!

So SWG made me realise the game would have to appeal to different types of people... it will require delicacy, and attention to detail in some areas... and out and out brutality in others. The roles in the game will appeal to different types of people, so a diverse audience should hopefully join.

SWG also made me realise the importance of the 'whos who' feature... people run around in SWG, many with names like (Human First Name) followed by Lightrunner, Skyrunner, Lightwalker, Darkwalker... you get my drift... or some stupid like Pumpkin Head.. or a million more variants. And of course, most players are human (you can choose 10 races I think), most are male... well-build, handsome-looking and tall. Every nerds dream, right?

Well I want this game to break away from that... to actually make you think about your appearance, your skin colour, height, weight, everything... and of course your name.... if your a crim, and some cop asks your for your ID... well when they see 'Badass Punk'... what do you think they'll do... think your AI and dismiss the fact you could be wanted for murder?

And yeah, the fantasy lovers can play their World of Warcraft *shudder*.. hopefully regular gamers, gamers that have never played MMOG regularly would be drawn to it.
 
Your idea's really cool. I would like to play a game like that. It would be awesome if I found it was an actual game sometime in the future...
 
homeyg said:
Your idea's really cool. I would like to play a game like that. It would be awesome if I found it was an actual game sometime in the future...

Recently, I've emailed several game developers... but I guarantee they don't even open and read it.
 
Great_Scott said:
Recently, I've emailed several game developers... but I guarantee they don't even open and read it.

Have you considered creating your own game company? If I came up with a really really good idea for a game, that's what I would do (after I learn the Win32 API so I can actually do some graphic based programs).
 
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