KDR_11k said:
1. Try something akin to Battlezone or Uprising, just with a different strategy implementation (or do you want something that doesn't include any element any game before ever used?). That'd already make a huge difference in gameplay.
So, something like what Savage already did?
2. Deathmatch in outer space jumping around with magnetic boots and large chunks of debries making up the levels? Every surface a possible floor and lots of zero-g travel between chunks using correction thrusters to dodge attacks?
I think gravitational gameplay is something that hasn't been explored much because of how it effects physics calculations. I, too, have had alot of fun ideas dealing with gravity, but up to this point they are unrealistic mostly from a processing standpoint, not because someone won't try them.
3. Using movement physics as seen in Sonic (very high maximum speed, relatively low friction, no instant accelleration or decelleration).
There is a reason this isn't done in FPS already, it works better in TPS
All of the Sonic 3D games have been like this, but from first person you don't get a good point of view on the action if that is the focus of the gameplay.
4. Different modes of attack/defense? Not a secondary fire mode, different modes to put your character into (kinda like the shield modes in Alcor's Evarena).
I really don't understand how this one will give you any more of a thrilling gameplay experience than we already have.
Sure, you're probably going to say "Oh, those are just parts from other games mixed in, that's not true originality" but I think such a definition of originality is just to define EVERYTHING as unoriginal and claim that we can just as well try nothing new and play the same boring game over and over again
Why wouldn't I? That's exactly what you've been arguing against in this thread. How can adding a new, never used feature in a certain genre be considered a lack of creativity, originality, or innovation unles you are the one that comes up with it? The movement system in UT2003 hadn't been tried before, and whether or not you think it worked is aside from the point that it was pretty creative. I guess the true definition of creativity is, if I didn't come up with it, it's unoriginal. IMO, creativity comes more in design, graphics, and BASIC gameplay than anything else. Getting ALL of those things to work well together isn't that easy, and when alot of games come out where they do we tend to look past it and critique what is underneath.
(I'm tired of run-along-linear-level-and-kill-everything style FPSes like Half-Life 2 or FEAR).
So what you really want is a non-linear stealth shooter like Splinter Cell 4?
I enjoy story alot more than game mechanics. If a game employs a good enough story, then the mechanics are based upon that and not on anything else. I didn't love Half Life 2 because they promised a story and didn't deliver one, I did, however, love FEAR, because it had an awesome story and the gameplay was based around it. How "fun" would a game be if you were just some regular guy and they included bullet time in it? Or if you were some demigod but stepping on a nail killed you? I'd rather see a well-made story with the same old mechanics than a subpar story with ooh-ahh mechanics.