Video/Simulation Games

So while I am going to school for Game and Simulation programming, Though I really don’t care for most games… (I used to mostly play strategy games and games like Zelda), I’ve decided I should use my craft for more than just mindless entertainment and profit… So I have been trying to think of games that can tie into the collapse of civilization, or rewilding in general, though I’m sure civilization collapse would be the most “fun” type of game scenarios…

Here’s the most recent game idea I came up, it’s more fun but still along the lines of destruction of civilization/rebirth.

I named it after the Bad Religion song Kyoto Now!
(though it really doesn’t have much to do with actual song meaning… :stuck_out_tongue: )

Basically the game holds an analogy of consumerism… The basic concept of the game mixes the snake game, where you eat stuff and the snake gets longer, you die if you hit the walls or yourself, and the game Katamari Dynasty in which you start small and roll throughout the world ‘consuming’ everything in your path that’s big enough (or really small enough) to collect and as you collect more you get bigger and can collect bigger stuff…

So basically my game starts off with this monster, I figure something created by some mad scientist, that consumes metal/plastic, and has a slime that dissolves concrete/asphalt. The monster escapes during rush hour traffic and starts off just big enough to consume small cars. (I might start it smaller than this if I can think of a feasible way to, but I’ll start it off here for now). As it consumes more cars it can work it’s way to trucks/vans, then semi trucks, then small buildings, it’s basically a blob/caterpillar. As it gets bigger it eats bigger buildings, skyscrapers, city blocks, eventually entire cities, and the entire continent becomes the map and you eat from city to city until everything is gone and the monster dies, leaving a blossoming field in its wake.

The goal of the game - Get a high score, more points are awarded for bigger items eaten. Ultimate goal is to eat everything, then you win, and high score is based on time.

Loss conditions
-dies if stops consuming for period of time (i.e. leaves civilization)
-dies if eats itself - like the snake game.
-dies if submerges into water… must be big enough to cross over
-weakens if runs into object too big to consume

so basically different levels

Level one - Street level layout
Level two - small builiding level layout
level three - intercity level layout/large building
level four - city to city - continent layout.

If you have any ideas inputs on this game or
if you have any game ideas feel free to let me know :wink:
I’d really appreciate it, and you just might see it in action :slight_smile:

edit: perhaps it can eat wheat/corn as well :slight_smile:

I think a game where you learn survival skills could be neat.Maybe some incorporation of the use of learned skills for survival.Say formulating songlines,learned from clues in the game.And collection of other clues and skills to make tools for foraging and shelter…
As well the cultivation of community and group cooperation leading to longer life,more possibilities for foraging and higher points?

How would you do this in a video game though? I’ve had similar ideas but don’t know how to really incorporate them.

I have no idea, I don’t play video games.
Nor do I know how to create them.
sorry.
:wink:

I mentioned something in another thread about how powerfuly I think video games could help learn primitive skills. (You have to scroll down to the bottom part of my comment to see the stuff on video games, as I described a lot of media.)

Some of my favorites have been the less-adventurous games like Animal Crossing and Harvest Moon, where you have a nebulous goal like “make friends” or “improve your farm” (respectively). I think a game like that with really good graphics that would let you get visual clues about identifying plants, animal signs, weather conditions, etc., would be fun. I suppose the game would have to have some kind of point, but the bulk of it could be just survival stuff like gathering plants, tracking and hunting, preparing your findings. Something like World of Warcraft’s skills system would be awesome, too, where you could go talk to the best flint knapper in village and train up with him/her to improve your knapping skills.

I highly recommend that you look at Anthropik’s The Fifth World role playing game for some ideas on a game based on tribal life, primitive skills, etc. (You might want to look at the rule book, as the wiki can be easy to get lost in until you grasp the basics.)

Your catepillar game sounds fun, but a game that teaches you stuff while you have fun would really rock.

(Jason, didn’t Mike do some work on a virtual version of The Fifth World?)

The rule book’s crap. Bill Maxwell & I are working on a completely new one, to go with a completely new wiki.

We are hoping to make a 5W video game of sorts, using Neverwinter Nights 2. We want to make it heavy on the primitive skills. Playing an herbalist/alchemist in World of Warcraft really impressed me; if those were real herbs and real recipes, that could really help you learn some real stuff. (And the orc shaman’s first shaman quest? Ingredients for an entheogen, complete with proper set & setting–the potential is there.)

Playing an herbalist/alchemist in World of Warcraft really impressed me; if those were real herbs and real recipes, that could really help you learn some real stuff.

Exactly. Watching my wife play WoW really inpsired me. I almost got an account, but then I saw that it was all made up stuff, and it pissed me off. But if you had something like that, that really showed you how to identify a plant, what parts could be used for what, let you heal your wounds with plantain, or feed your belly with cattails–and if it had good enough graphics to let you really see what the shit looked like so that you could recognize it in real life–that shit would kick ass.

While we’re on the subject…

Quel’dorei server, Horde, “Jefgar.” Anybody from REWILD.info who plays t3h WoW, add me to you buddy list and whisper me if you see me on.

(WoW is how we keep the Rites of RP going, now that one of my best friends is Californicating.)

Yeah,if there were a game such as that,I’d be inclined to play! ;D

[quote=“jason, post:8, topic:341”]While we’re on the subject…

Quel’dorei server, Horde, “Jefgar.” Anybody from REWILD.info who plays t3h WoW, add me to you buddy list and whisper me if you see me on.

(WoW is how we keep the Rites of RP going, now that one of my best friends is Californicating.)[/quote]

Eh, might as well drop my info in too. Zul’Jin server, Alliance, “Moirane” & Trollbane server, Horde, “Akuta”.

Not that my account is running right now… too busy of a month…

So I was thinking maybe instead of a game explicitly on learning skills and such, maybe some type of ‘game’, story, or scenario that could use these skills, and you learn many of them along the way? That’d would be cool.

That would be awesome.

What about something roughly similar to “Oregon Trail”, but, you know, changed for more primitive type skills?

That’s the idea of the Fifth World. Emphasis is on the story, on animist storytelling: stepping into a feral mind, and developing myths and stories that an oral, animist people could appreciate. I suppose you might call it what natives would play if natives invented D&D. The skills come along as part of that, but they’re not the focus. They’re treated as just part of everyday life.

This idea is far too similar to the game “Katamari Damacy” I don’t suggest you pursue it. :smiley:

Errr … how … so? ???

haha yeah, it is a mix between the game snake and katamari, it’s just for a game I have to make in class so I wanted to do something that was a more concrete idea, but with my own spin to it

Errr ... how ... so?
grapefruit talkin aboot ma gamez0r (me thinks)

[quote=“Fenriswolfr, post:16, topic:341”][quote author=grapefruit link=topic=363.msg3702#msg3702 date=1187280991]
This idea is far too similar to the game “Katamari Damacy” I don’t suggest you pursue it. :smiley:
[/quote]

Yeah, I took grapefruit’s comment to reflect back on wolfie’s original game concept.

haha yeah, it is a mix between the game snake and katamari, it's just for a game I have to make in class so I wanted to do something that was a more concrete idea, but with my own spin to it

I understand your concept with wanting to do your class assignment with a personal spin.

[quote=“jhereg, post:12, topic:341”][quote author=Fenriswolfr link=topic=363.msg3699#msg3699 date=1187275040]
So I was thinking maybe instead of a game explicitly on learning skills and such, maybe some type of ‘game’, story, or scenario that could use these skills, and you learn many of them along the way? That’d would be cool.
[/quote]

That would be awesome.

What about something roughly similar to “Oregon Trail”, but, you know, changed for more primitive type skills?[/quote]

Ha ha. Good ole’ Oregon Trail. Yeah, I remember playing that and thinking “These programmers don’t give me enough credit. Broken axle? I can fix that! Come on!”

[center][/center]

I think 5W does that really well. I can’t wait for the new rulebook and wiki. And you licensed everything with the 5th World under creative commons, right?

Yeah, I took grapefruit's comment to reflect back on wolfie's original game concept.

Even then … [goes upthread, reviews] … yeah, OK, I s’pose.

I think 5W does that really well. I can't wait for the new rulebook and wiki. And you licensed everything with the 5th World under creative commons, right?

Yup, all CC. While we’re on the subject, resident geeks, perhaps you’d grace me with your opinion of this?

In my more cynical moments, I can’t see people, en masse, leaving cheap & easy (as defined by the amount of time and emotional investment req’d) for any kind of TT rpg, no matter how redefined/revamped/reoriented.

I’m glad I don’t linger in those moments.

But, yeah, there’s def a resemblance…

Interesting line of discussion there. I’ve only played two MMORPGs to any large degree, Ultima Online and WoW. UO was a very creative place in the early years, but its very lack of structure allowed some people to run roughshod over the other players. There was also no story, no guiding force … no GM. WoW, on the other hand, is simply a well-polished hamster wheel. You can’t even alter your hairstyle, or type up a story/bio that other players can pull up to learn more about you.

The most fun tabletop RPG experiences, for me, have used the story as an excuse to throw people together and interact in unique circumstances. Much like a TV drama set in an operating room, the story (save the region from the dragon!) is just a way to establish a backdrop of drama and conflict for the players to interact within. The RPG is less fun when the GM sticks to the rulebook and relies on modules, frequent dicerolling and number crunching to move the story along.

Similarly, in a good RPG the character is based more on background and motivations then on their statistics and equipment.

I like the direction of gaming that he’s proposing, it would essentially be some sort of web 2.0 interface for a tabletop RPG. The players could do the majority of the policing. I think the model for this is back in the old BBS door games, where player-to-player interaction was managed without the need for real-time interaction.

I’m not sure how this applies to rewilding, however, as I think most people are more interested in being the dragonslayer than in being the herb gatherer. A flexible enough web 2.0 gaming system, however, would allow for this sort of content to be created and patched in.