As I use Blender I often come up with 3d Game ideas and whatnot.
In computer development it’s all about the data and the way data is used etc. 3d software gives us endless opportunities to come up with creative ideas. I was thinking of concepts of game development, in this case 3d action game storylines. At the time I was watching the series Day Break which is quite good by the way. As I watched the show I drew a slight connection between the story process of the TV series and my thoughts for a computer game storyline. I thought that the thing that makes Day Break so interesting is it’s outlay of events over time. Every clue is revealed to the main character over time. All of the crucial clue elements are evident at one time or another as the show progresses from point to point.
A 3d action games development of story elements can be broken down into data. This data ranges from the 3d object elements to the structure of the game engine, sound clips, textures, etc. I thought why not create clue based games that have a pattern of a storyline similar to the script for the series Day Break? Most 3d action games use scenarios in which the characters win a game by battling opponents and defeating enemies. This seems to be a limiting approach for 3d action games. Game developers have barely scratched the creative surface of using 3d action game world environments.
Why not create games that allow players to guide different characters through a series of events in which all available ongoing player interactions determine the course of the game? Various clues could be present as players pick characters and paths of actions based on their exposure to game elements. To make things more interesting maybe a first character could be chosen from a group of characters at a bus stop scene, etc. Maybe one would assume that a character standing by a car is not actually waiting for the bus. This character is chosen because the player thinks that he has car keys etc.
As this story progresses maybe a player picked the old woman sitting at the bus stop just out of curiosity. Later in the game the old woman is siting in her apartment watching TV. Her door opens and her granddaughter walks in. The player then jumps to the granddaughter character and ends up out in a restaurant. In this same restaurant the guy that was standing by the car at the start of the game in now your waiter. You watched earlier as he got off the bus in a rush while quickly putting on his vest uniform. This could go on and on with a player using different characters that started out at the beginning of the game to play the game through. As game clues are introduced mid game the player adapts to each situation of game play elements.
I also thought that such game play designs could also have a mode that allows players to wander and explore the game world. In this way they could attempt to familiarize themselves with the game environment.
Imagine in this same earlier discussed game play scenario a bird had perched in the old womans window. The player jumps to the bird. The player flies around the top of the city. Screen data indicates that the bird is hungry. You much fly around to look for a food source. You visit and explore warehouses, office complexes, shopping centers, schools, etc. You finally end up at the restaurant picking up crumbs from under the curbside dining tables. The game indicates that this again is a character jump point.
You can chose to stay in your bird state or jump into another available character. The office complex that you explored earlier had an open window. You entered that window and read some data on a laptop which on the desk. Later on as you continue playing the game this data on the laptop screen may come in handy. And oh yeah, as a bird you have freedoms and you also have dangers. These dangers are not always apparent, power lines, cats, a kid with a sling shot, etc. You get the idea?
This type of game play approach could apply to any 3d action game scenario. Any more ideas?:eyebrowlift2: