I was reading a Smithsonian Magazine article today highlighting some work of Dr. NakaMats, the inventor of the floppy disk. I want to share with you an enjoyed his quote of ". “In my country, the most creative people are rejects.” Dr. NakaMats was once a reject, too. He says his floppy disk got brushed off by six major electronics outfits. “Inventions are best developed on your own,” he allows. “When you work for other people or borrow money from them, maintaining freedom of intellect is difficult.” "
It reminded me of my idea for GTA V's character system and I am curious to what direction it will take a game that I have little in the programing of. Below is my idea quote, what do you think?
Here's an idea using and assumed business model GTA V will have.
Since the three main characters are citizens of SA, the game charges a tax on your in-game bank account for saves, days passed, number of properties owned, etc., with the idea of encouraging one to keep working the story line without going bankrupt, however
once the game has progressed, your characters will have to rely on the properties, political, and notorious status they've acquired in the game to make money while the story missions become even more expensive to accomplish.
Introducing the ability to lose properties, and already progress take overs, will rely on the fact that the Trevor, Franklin, and Micheal are in the end, enemies, and your choice of what character to play on that day will be controlled by how much power and money you left them with while playing through their stories previously. (not to say they will never work together, but everyone stays on their own side)
I like the idea because it reminds me of GTA II where respect is everything and with three "gangs" to satisfy. However with GTA II the player was more or less placed in the roll of GOD rather now, we play as the player, but leaves the difficult question of, "how would it be easy to change from each character to the next?"
over stimulated, pick what to type about
Edited by squaredb, 19 December 2012 - 01:14 AM.