First, let me explain myself. Around late July, I'm going to
GameCamp.
GameCamp is like an extended workshop. They teach youngsters like me :D the fundamentals of game design. Last year I went to the 5-day camp, where they taught us thought techniques and such. I'm going to the 9-day sleep in camp this summer. They might teach us C++ or something this year, I don't know. Well he whole point is to create a
full game pitch and present that to a team of actual developers. You seriously do everything but programing the damn thing. Also, any southern gamers going to their local
GameCamp? Here's a link:
http://www.gamecamp.org/site.php
Anyway, on to the idea. Keep in mind that this is all very preliminary and any constructive criticism will be greatly appreciated :)
Picture of Phoenix + Photobucket = instant fictional setting
First things first, go listen to
these songs. Now, watch them again, only this time imagine an awesome movie inspired bank heist setup for the first half of the song, than when it picks up around the middle, imagine a wicked awesome, edge of your seat, relatively non-violent bank heist that Danny Ocean would be jealous of.
Now you may be thinking "but wait, doesn't this game come out in a couple of weeks?" Well, sort of. What your thinking of is
Hei$t, which is basically a third-person shooter with an interesting multiplayer mode in which you can co-operate with friends than stab them in the back and take all the money for yourself. Well, my game is different. Way different.
The reason I had you listen to that music is simple: to set the mood of the game.
Hei$t could include, say, hard rock and it wouldn't feel out of place, because it's just a third person shooter set in a bank heist.
Rio Bravo is (I feel) unique because of several reasons that I will now present.
1) The story is about a handful of near-middle aged friends who all reach a similar midlife crisis together: their lives are boring. You have your fathers, your single men, your divorced men; just really what you think about when you imagine a group of poker buddies: screwing around, having a good time, enjoying each others company. That is why there will be no back stabbing in the story or online, they are in this together.
2) The setting is the early 90s. Security systems were still, for the most part, in their infancy in terms of sophistication. Thing were just switching over to computers and there were still a lot of bugs in the systems. This gives the perfect amount of difficulty and complexity.
3) Do the heist the way you want it done. In game, you are given a few days to case the joint, or, sit in a car for a few in-game hours. There will be great interactive conversations with your computer-generated friends to make time fly. The reason you need to case the joint is to set up an approximate time (which you set) to strike and figure out specific ways to infiltrate.You could dress up as guards or cops or civilians. Or you could just say "screw it" at any time, in the car or otherwise, and go charging in, guns blazing, and take all the cash. Of course, depending on factors such as collateral damage, civilian casualties, and amount of loot taken will determine the ambition and drive (read: difficulty) of the cops.
4) Oh yeah, and it's open world, containing multiple banks and stores of various security levels that you can hit at any time but is that even worth mentioning any more?
I may build upon this more in the future, but for the most part, this is all I can think of right now. Tell me what you think :)
....wait, scratch that. But your idea sounds pretty cool.
I'm diggin the idea of having it set in the 90's too, you could have the stealth stages play to the theme from Beverly Hills cop :D
I imagine the biggest obstacle is the actual patience required for the set up and "casing".
I think in order for this to truly shine, though, it would have to have some random element to it. Otherwise, the player becomes intimately familiar with the banks layout, security routines, etc, etc.
I really like the setting and concept though.