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#1

A few random ideas that have been percolating in my brain for a while

Archive: 4 posts


This is going to be a bit random. These are some ideas that I've had for LBP games/levels but have never fleshed out to the point where they could stand as full-blown level concepts but I thought I'd throw them out in case anybody has suggestions on refining them or if anybody else would like to take them and run with them.

1. Conversation like a Bioware RPG but instead of the player selecting a response, they change their sackboy's emotion depending on how they want their character to respond. The player character would have to have happy, sad, angry, scared, and neutral responses to any of the NPCs' dialog (and in some cases, a more extreme level of emotion would trigger a more extreme response) and would respond automatically rather than having the player read the possible responses and choose a response. It keeps the conversation interactive but prevents the stop/start thing that normally occurs in those games. This would take a LOT of time to design and program, especially if you want the conversation choices to have real impact in the story, but I think it could be a lot of fun.

2. This one comes from what I've seen of the MGS5 trailers: a game that plays out differently each time you play it based on your actions in previous play-throughs. If you attack or rob the citizens of a town, the next time you play, they won't trust you or help you. Houses will have tougher locks on their doors if you broke in and robbed them. If your actions lead to a town being burned down (or perhaps it simply happens as part of the story), then your next play-through will see them in the process of rebuilding. If you rescue a kid from drowning, in your next play-through that kid might hide you from enemy soldiers or something. You'd want to play through the game over and over to see how different it can be. There might even be extreme enough differences that the story changes drastically. The thing is, I wouldn't have the characters come out and say they remember the events of previous games since it's supposed to be the same story you're playing through, but characters would just happen to be more friendly or unfriendly as if it's just who their characters naturally are.

One thing that would be really cool about this concept is that consequences of your actions wouldn't necessarily be immediate. You might not get anything for saving the kid, but the next time you play, you'll find that the kid helps you quite a bit, making a previously difficult section much easier, or perhaps the kid helped on your first play but you let him die so on your second play, you have to figure out how to get through on your own. The citizens of the town were generous and helpful and then you plundered them for even more goodies that made the game go much easier, but on your second play, they don't give any help and they've tightened security so you lose out on both the freely given stuff and the stolen goods, making the game much more difficult. Exploit a particular weakness of the enemy and next time you'll find that it's been fortified, forcing you to find another way to combat them. You might even be able to render the game unwinnable if you burn too many bridges so that you'll have to play as far as you can, rebuilding those bridges, and then start over from the beginning.

3. This one is based on a board game my wife and I recently discovered, "Betrayal at House on the Hill." In it, the board is not predetermined but is built tile by tile as you explore a house so you get a different random layout each time you play. Depending on how the game goes, you encounter one of 50 different scenarios which pit one of the players against the other. While significant changes would have to be made for a video game (no taking turns and rolling dice), a level that is randomly generated as players explore and that puts them in different random scenarios (it could even be set to avoid repeating scenarios players have encountered on previous plays to keep things fresh), could make for a great 4 player vs. game if done well. It wouldn't need to follow the same premise as the board game: something sci-fi or fantasy could be a lot of fun instead of a haunted house type of game; I just like the idea of a game that ends up completely different each time you play it.

Given that I have so far demonstrated a lack of patience in building full-length story-based sagas and have, instead, settled on versus mini-games, I doubt I'll do much with any of these ideas, since building a game out of any of them would almost be double the amount of work as a normal game (if every conversation or scenario has only two possible ways it can go, you essentially have to create two complete scenarios, and all of these ideas involve more than two possibilities).

So, thoughts? Anybody want to take a run at any of these ideas? Anybody have your own random ideas that you won't ever get around to using or you want suggestions on?
2014-09-21 00:09:00

Author:
Sehven
Posts: 2188


Interesting ideas, I'm curious, whether they will be practical with the new tools of LBP3.

Many greetings, Jürgen^^
2014-09-30 09:02:00

Author:
CuriousSack
Posts: 3981


All of them could be done with LBP2 tech (you'd need the memorizer from the DC pack for the last two), though I imagine they'd do even better with LBP3 tools.2014-10-01 01:10:00

Author:
Sehven
Posts: 2188


Should just start up a thread where everyone says the ideas they may never get to. I'm sure a lot of people have some ideas that other projects or things get in the way of.

Could spark some ideas. Idk.
2014-10-01 02:23:00

Author:
Devious_Oatmeal
Posts: 1799


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