GTA: Randomly Generated Sandbox Adventure
Posted 25 April 2009 - 01:47 AM
The character is not the only random thing. The gangs and missions would also be completely random. To do this, the game would be scripted to pick from a limited number of logical options for parts of missions based on story decisions and game progression/the player's skill level, with just enough options not to get repetitive. To get the random gangs effect, the gangs would all speak in a way that avoids saying the gang name, which is also random. They would speak vaguely, but not vague enough to be unrealistic. Each gang would have members that dress the same, and drive the same cars. When the gang's name has to be said, it is done through text.
In addition, the game would be completely sandbox-style. There would be many gangs, all randomly generated, which all have relations with each other, be it rivalry or partnership. The player may choose to help one gang, while betraying the other, therefore making the betrayed gang an enemy of the player.
And... that concludes my idea. Please feel free to voice your opinions.
Posted 25 April 2009 - 07:04 AM
Posted 26 April 2009 - 11:35 PM
Posted 27 April 2009 - 12:15 PM
Posted 27 April 2009 - 12:46 PM
Firstly, the random gang idea wouldn't work (IMO). You need set gangs with their trademarks and features. You could possibly design a larger number of gangs (like 25) and use a random number of them every time you start a new game. Like 10 out of 25. Every time a different bunch. They would all have to be detailed and have their backgrounds set, with well defined inter gang relations.
On the story issue, this is the problem because the most game that don't have a set storyline have some (rather low) amount of different missions that you complete now and then in a random fashion. This would not be good for GTA IMO. You need that cinematic feeling to the story.
A way around it would be to have a larger amount of missions coded (repetition effect will come into play here) and some sort of branching system. I.e. you could have at some given time two or more characters that need you for some job. Then if you choose one of them, the other(s) might get pissed, so they become hostile and thusly the game evolves in one direction. The next time you play, if you choose the other guy, then some other story would unveil. All of this assumes your would have a number of different endings.
IMO this s a good idea, but hasn't been implemented successfully up to now (AFAIK). It's rather complicated and it would require a lot of work from the story writers. And for what? Say you had five different stories with five different endings. Most people would complete one or two of those and afterwards move to something else.
To all of the guys saying that this idea is too complicated and confusing - it's not so only becasue *you* can't comprehend.
Posted 27 April 2009 - 05:00 PM
Posted 27 April 2009 - 05:07 PM
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