Idea pitching
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Idea pitching
Story:
Characters:
Gameplay style:
Strategy & Combat:
Mini-games:
It's cool if we don't have everything thought off, but let's see where everybody's mind is at.
Characters:
Gameplay style:
Strategy & Combat:
Mini-games:
It's cool if we don't have everything thought off, but let's see where everybody's mind is at.
Leroy Binks- Posts: 18
Join date: 2011-12-01
Re: Idea pitching
This is my initial pitch for a futuristic, possibly technopunk style RPG featuring space pirates, MILDLY odd aliens (no talking blobs or furballs, just humanoids), ship battles, and a rich underbelly of interstellar crime.
Major RPG Elements
- Story and characterization
The main character is a older teenager who is on a trip to find out where he came from and why he was abandoned on a nearly deserted space station, when his ship is attacked by space pirates and they kill nearly everyone on board. In order to survive he befriends the pirate captain, who become his mentor and later his nemesis. He and the other survivor from the attack plus a reluctant pirate hostage escape and become the initial team following where the story goes. Ultimately he would discover his history, but find that his merry band is more important, as is stopping the pirate captain.
The characterization hints at a grand backstory for all of the major players, and some of the NPCs, that is revealed slowly through exposition and occasional clues left around the galaxy.
- Environments
Dark seedy bars full of interesting characters, some useful, some not. Old space stations in a state of disrepair. Then beautiful worlds and warm sunrises that stand as a stark contrast to the world of the pirates. Places that would make the player feel that the whole game could end right there and the main character would just decide to give up his search to live in paradise. Of course, he doesn't and takes back to his search, but there is always the hope that he'll return to such beauty.
- Strategic combat
There would be a two-fold combat system. One for character versus character and one for space ship versus space ship. Both should be turn based attacking that allows for classic battlefield movements. (charge, flanking, formations) Character versus character might be akin to FFTactics or Tactics ogre, or perhaps borrow from the system from the original Fallouts.
In space, I think we would see the planet below with the edges curving off in the corners, but the battle system would be similar to SteamBirds. It is very popular and an easy system for people who don't normally play aircraft simulators or space flyers.
- Character development and character customization
All of the character development should be germane to the situation. You would find an ex-space marine with one-eye and a robotic hand in a bar and you would have to convince him to train you or a team member. (increase firearm ability or hand to hand combat). You deal with a particularly savvy merchant and for some extra loot he would teach you to haggle or how to read people (better prices or charisma). Aboard the pirate ship there would be a number of mundane tasks that you can level up. Later at the starports you can offer these skills for passage aboard other ships. We could include some sort of robotic modification, which would be bought and work like a mage system granting odd abilities limited by battery life.
Weapons and battle equipment could only be attained through theft, drops, or the occasional black market. There is a system-wide ban on illegal gun sales, but you can buy modifications. All manner of non-combat items would also be available in the markets and black markets.
- Pacing
From the onset you would find yourself thrust into a battle scene, similar to Star Wars in which your ship is being taken over and you would be trying to flee and learning the combat system for character versus character as you run through the ship. It would obviously slow as soon as you are captured, but this gives time for the exposition of story. There would be similar starts and stops of action, but maintaining a sense of urgency between locations.
- Variety (mini-games, side-quests, crafting systems)
Side quests could be instigated by different NPCs with needs, in trade for abilities or training, or just because something turns out not to be part of the main quest. Pirates would play mini-games on their boat, have them at different bars and stations, but ultimately there would be a type of "Las Vegas" space station where all sorts of games would be available. (Think Gold saucer in the stars)
As far as crafting goes, because of the ban on weapon sales, you would build your weapon up through modifications purchased, stolen, or found. You can buy all sorts of other equipment that can help you in battle, like sights for rifles or sharpening stones for your swords or possibly even powerups for your ships. This would mean that a level 2 sword could have been modified by two sharpening stones and a reinforced handle bringing it to the equivalent of a level 5 sword. It would allow a player to maintain a cool looking sword they may have picked up early on, but have still be strong enough to fight with later on.
Major RPG Elements
- Story and characterization
The main character is a older teenager who is on a trip to find out where he came from and why he was abandoned on a nearly deserted space station, when his ship is attacked by space pirates and they kill nearly everyone on board. In order to survive he befriends the pirate captain, who become his mentor and later his nemesis. He and the other survivor from the attack plus a reluctant pirate hostage escape and become the initial team following where the story goes. Ultimately he would discover his history, but find that his merry band is more important, as is stopping the pirate captain.
The characterization hints at a grand backstory for all of the major players, and some of the NPCs, that is revealed slowly through exposition and occasional clues left around the galaxy.
- Environments
Dark seedy bars full of interesting characters, some useful, some not. Old space stations in a state of disrepair. Then beautiful worlds and warm sunrises that stand as a stark contrast to the world of the pirates. Places that would make the player feel that the whole game could end right there and the main character would just decide to give up his search to live in paradise. Of course, he doesn't and takes back to his search, but there is always the hope that he'll return to such beauty.
- Strategic combat
There would be a two-fold combat system. One for character versus character and one for space ship versus space ship. Both should be turn based attacking that allows for classic battlefield movements. (charge, flanking, formations) Character versus character might be akin to FFTactics or Tactics ogre, or perhaps borrow from the system from the original Fallouts.
In space, I think we would see the planet below with the edges curving off in the corners, but the battle system would be similar to SteamBirds. It is very popular and an easy system for people who don't normally play aircraft simulators or space flyers.
- Character development and character customization
All of the character development should be germane to the situation. You would find an ex-space marine with one-eye and a robotic hand in a bar and you would have to convince him to train you or a team member. (increase firearm ability or hand to hand combat). You deal with a particularly savvy merchant and for some extra loot he would teach you to haggle or how to read people (better prices or charisma). Aboard the pirate ship there would be a number of mundane tasks that you can level up. Later at the starports you can offer these skills for passage aboard other ships. We could include some sort of robotic modification, which would be bought and work like a mage system granting odd abilities limited by battery life.
Weapons and battle equipment could only be attained through theft, drops, or the occasional black market. There is a system-wide ban on illegal gun sales, but you can buy modifications. All manner of non-combat items would also be available in the markets and black markets.
- Pacing
From the onset you would find yourself thrust into a battle scene, similar to Star Wars in which your ship is being taken over and you would be trying to flee and learning the combat system for character versus character as you run through the ship. It would obviously slow as soon as you are captured, but this gives time for the exposition of story. There would be similar starts and stops of action, but maintaining a sense of urgency between locations.
- Variety (mini-games, side-quests, crafting systems)
Side quests could be instigated by different NPCs with needs, in trade for abilities or training, or just because something turns out not to be part of the main quest. Pirates would play mini-games on their boat, have them at different bars and stations, but ultimately there would be a type of "Las Vegas" space station where all sorts of games would be available. (Think Gold saucer in the stars)
As far as crafting goes, because of the ban on weapon sales, you would build your weapon up through modifications purchased, stolen, or found. You can buy all sorts of other equipment that can help you in battle, like sights for rifles or sharpening stones for your swords or possibly even powerups for your ships. This would mean that a level 2 sword could have been modified by two sharpening stones and a reinforced handle bringing it to the equivalent of a level 5 sword. It would allow a player to maintain a cool looking sword they may have picked up early on, but have still be strong enough to fight with later on.
Leroy Binks- Posts: 18
Join date: 2011-12-01
Re: Idea pitching
I like your game idea. I think it has a lot of potential and is worth exploring. I hope you continue to develop it. Here are some thoughts I had about your idea.
Setting
The game's setting is intriguing. I haven't played many RPGs that take place in space. I like the idea of visiting space stations, seedy bars and exotic planets.
Story
I haven't yet been sold on the main character and his motives. I've played many RPGs that feature teenage protagonists, and I'd prefer to play as an older protagonist. The main character's goal of discovering where he came from sounds interesting. But I'd like to know where he came from and why he was abandoned. Knowing these things will give me an idea of how his journey could play out. Also, I like the idea that the protagonist will be working for the antagonist for a while. I'd like to know what the pirate's objective is and why the protagonist wants to stop him.
Also, with all the interstellar crime going on, we could bring in a corrupt government to serve as an additional antagonist.
Combat
The character-versus-character combat system sounds interesting. We can develop ideas for this system. Ship battles would provide gameplay variety. It would be nice to add a feature that allows the player to customize the party's ship. Also, the ship could serve as both a flying town and a vehicle that the player uses to move around a map or overworld.
Character development and character customization
Having NPCs teach your characters new abilities sounds interesting. However, having to track down NPCs to learn new abilities could be unappealing.
Pacing
I like the fact that the player is thrust into combat from the very beginning. However, I feel like I've played a few sci-fi games that begin on a ship that is under attack (Mass Effect comes to mind). What if the protagonist is a pirate and is doing the attacking? I like the idea of slowing the game after the high-action introduction and focusing on the exposition of the story.
Questions
- Could you describe what you mean by technopunk? If it would be easier, could you refer me to a game, movie or TV show that has a technopunk theme or setting?
- If the space station is nearly deserted, why would pirates attack it?
- Why did the pirates spare the protagonist and the second survivor?
- Why would the protagonist befriend the pirates who killed his fellow citizens?
- Would there be something akin to a class/job system?
- What things about his party will the player be able to customize?
- What weapons and abilities do space pirates fight with?
Setting
The game's setting is intriguing. I haven't played many RPGs that take place in space. I like the idea of visiting space stations, seedy bars and exotic planets.
Story
I haven't yet been sold on the main character and his motives. I've played many RPGs that feature teenage protagonists, and I'd prefer to play as an older protagonist. The main character's goal of discovering where he came from sounds interesting. But I'd like to know where he came from and why he was abandoned. Knowing these things will give me an idea of how his journey could play out. Also, I like the idea that the protagonist will be working for the antagonist for a while. I'd like to know what the pirate's objective is and why the protagonist wants to stop him.
Also, with all the interstellar crime going on, we could bring in a corrupt government to serve as an additional antagonist.
Combat
The character-versus-character combat system sounds interesting. We can develop ideas for this system. Ship battles would provide gameplay variety. It would be nice to add a feature that allows the player to customize the party's ship. Also, the ship could serve as both a flying town and a vehicle that the player uses to move around a map or overworld.
Character development and character customization
Having NPCs teach your characters new abilities sounds interesting. However, having to track down NPCs to learn new abilities could be unappealing.
Pacing
I like the fact that the player is thrust into combat from the very beginning. However, I feel like I've played a few sci-fi games that begin on a ship that is under attack (Mass Effect comes to mind). What if the protagonist is a pirate and is doing the attacking? I like the idea of slowing the game after the high-action introduction and focusing on the exposition of the story.
Questions
- Could you describe what you mean by technopunk? If it would be easier, could you refer me to a game, movie or TV show that has a technopunk theme or setting?
- If the space station is nearly deserted, why would pirates attack it?
- Why did the pirates spare the protagonist and the second survivor?
- Why would the protagonist befriend the pirates who killed his fellow citizens?
- Would there be something akin to a class/job system?
- What things about his party will the player be able to customize?
- What weapons and abilities do space pirates fight with?
Taharka- Admin
- Posts: 26
Join date: 2011-12-01

Re: Idea pitching
Taharka wrote:I like your game idea. I think it has a lot of potential and is worth exploring.
Story
I haven't yet been sold on the main character and his motives.
I have another idea for this below.
Also, with all the interstellar crime going on, we could bring in a corrupt government to serve as an additional antagonist.
I like that idea.
Character development and character customization
Having NPCs teach your characters new abilities sounds interesting. However, having to track down NPCs to learn new abilities could be unappealing.
They could be in a similar setting in each location or be one of the people that you are "drawn" to talk to. Visual cues can lead a player to make certain choices of who to talk to.
Questions
- Could you describe what you mean by technopunk? If it would be easier, could you refer me to a game, movie or TV show that has a technopunk theme or setting?
I totally meant Cyberpunk. Futuristic mix and match of new and outdated technology "scavenged" and put together in unconventional ways. It is the opposite of Steampunk, where older technology, particularly that of the 19th century put together to achieve a modern equivalent.
- If the space station is nearly deserted, why would pirates attack it?
This is where the boy was dropped off in my original idea, the pirates attack the ship he is on years later as he begins his quest.
- Why did the pirates spare the protagonist and the second survivor?
In "The Princess Bride" the pirate spares the hero of the story simply because he said please, and nothing more. If we did that it would be a nice allusion. In "Treasure Island" Jim spares Long Johns Silver's life because they were once allies. We could create all sorts of options if we followed this idea through
- Why would the protagonist befriend the pirates who killed his fellow citizens?
He would be a passenger aboard a transport ship. Similar to getting a berth aboard a cargo ship, he would have a reason for traveling under the radar and have little relationship, if any, to the crew.
- Would there be something akin to a class/job system?
Each character would have a particular class that would be ranked up. If you kept your pirate escapee on your team, he would rank up to captain. If you had an ex-space marine on your crew, he would rank independently with military titles. If you swap out for a charismatic character, he could become a "smooth talker"
- What things about his party will the player be able to customize?
Teammates, using the standard 3, he would have options of any other teammates he picks up along the way. Weapons, possibly two each, 1 ranged and 1 melee. A single armor slot, maybe called "leather set" or "chain set" or "Silicon Armor". And a digital device slot. It could be a mini-computer that scans life forms, an electronic lockpick set, an infared radar.
- What weapons and abilities do space pirates fight with?
Laser rifles, Gauss rifles, or something like this beauty: toplessrobot.com/16910-620x-Helldriver11.jpeg.jpg Yep, it's a chainsaw sword!
After you mentioned it, I thought the teenager with "abandonment issues" may be a stretch into the stereotypical, so I have a better one. Years before the start of the game the protagonist was separated from his kid sister during an attack of some sort. Now that he has collected some funds, some age (late 20's) and information, he sets out to find his now 19 year old sister. When he finds her, she has become a space pirate in charge of her own ship. Then while he is struggling about how he should feel, they are thrust into the thick of the story and his kid sister becomes a team member.
Leroy Binks- Posts: 18
Join date: 2011-12-01
Re: Idea pitching
I'll comment on your ideas sometime this week.
Just to let you know, I like your game idea enough to work on it. I think we should hear Stew's ideas, discuss and develop all ideas and then decide which one to run with.
Just to let you know, I like your game idea enough to work on it. I think we should hear Stew's ideas, discuss and develop all ideas and then decide which one to run with.
Taharka- Admin
- Posts: 26
Join date: 2011-12-01

Re: Idea pitching
*Edited*
Your new idea for the main character's motive is a step in the right direction. In my opinion, we could come up with a more compelling motive. Also, nineteen is too young an age to be in charge of a ship.
I like the fact that the protagonist is in his late 20s. I'm tired of Final Fantasy's teenage heroes. For that matter, as a black man, I'd like to play as a protagonist that doesn't look white or Asian. Perhaps a black/latino/arab/indian/native american-looking middle-aged, male protagonist. At first thought, the racial difference might sound outside some people's comfort zone. But take it from a black man who's played many RPGs with white/asian protagonists, nobody will mind. It would only be seen in a positive light, since it would be unique. Maybe the protagonist can be a bounty hunter? Or an assassin. I don't want to spoil anything, but one of the most intriguing RPG characters in this console generation was an awesome assassin (I really don't want to spoil this). Maybe a smuggler. Space pirate is fine too, just throwing out ideas.
Ever seen Cowboy Bebop? If you're seriously thinking about a futuristic, space world, I recommend you check out that show for ideas.
I'll play around with your idea about NPCs teaching skills. That sounds like a game design thing.
Ah, I understand (about the deserted space station).
Ah, (about cyberpunk). I'm interested to hear about some more examples of cyberpunk technology (later).
Alright, let's find a good reason why the pirates spare the protagonist and agree to transport him.
Your character development system sounds similar to Final Fantasy's job system. I like that. I'll play around with that.
Alright, that sword chainsaw looks cool. I'm getting a clearer picture of the type of world, weapons and characters that the game will have. I like it. I'm looking forward to hearing more things.
Your new idea for the main character's motive is a step in the right direction. In my opinion, we could come up with a more compelling motive. Also, nineteen is too young an age to be in charge of a ship.
I like the fact that the protagonist is in his late 20s. I'm tired of Final Fantasy's teenage heroes. For that matter, as a black man, I'd like to play as a protagonist that doesn't look white or Asian. Perhaps a black/latino/arab/indian/native american-looking middle-aged, male protagonist. At first thought, the racial difference might sound outside some people's comfort zone. But take it from a black man who's played many RPGs with white/asian protagonists, nobody will mind. It would only be seen in a positive light, since it would be unique. Maybe the protagonist can be a bounty hunter? Or an assassin. I don't want to spoil anything, but one of the most intriguing RPG characters in this console generation was an awesome assassin (I really don't want to spoil this). Maybe a smuggler. Space pirate is fine too, just throwing out ideas.
Ever seen Cowboy Bebop? If you're seriously thinking about a futuristic, space world, I recommend you check out that show for ideas.
I'll play around with your idea about NPCs teaching skills. That sounds like a game design thing.
Ah, I understand (about the deserted space station).
Ah, (about cyberpunk). I'm interested to hear about some more examples of cyberpunk technology (later).
Alright, let's find a good reason why the pirates spare the protagonist and agree to transport him.
Your character development system sounds similar to Final Fantasy's job system. I like that. I'll play around with that.
Alright, that sword chainsaw looks cool. I'm getting a clearer picture of the type of world, weapons and characters that the game will have. I like it. I'm looking forward to hearing more things.
Taharka- Admin
- Posts: 26
Join date: 2011-12-01

Re: Idea pitching
The character's color means nothing to me. Make him black or green, as long as his story is compelling. The only problem I have, is when someone goes out of their way to fulfill a racial ratio. Skin color really doesn't matter, diversity is life and trying to force it to be "more diverse" perverts the concept and doesn't feel natural. `
If the protagonist is a antihero, (bounty hunter, assassain, mercenary, smuggler), of any sort, then his sister would need to be a goody goody. The polar opposite causes friction and tugs at the heart of the character/player. If the hero is an innocent, then finding out his younger sister has done all sorts of bad things to become a feared criminal will cause the same stress. If he is a smuggler, maybe he works a job or two with the pirate captain and it turns his stomach and leaves his friend behind. A couple of skirmishes later and he finds himself opposite of his former friend the pirate and makes a decision that can only leave them as enemies.
It needs work, but the storyline can be adapted as necessary to avoid cliche's and stereotypes.
The NPC characters teaching abilities was in Fallout and Fallout2. You would talk to everyone in your town and in return for fulfilling a task or a quest, the NPC would give "teach" you things. Basically for the programming the reward is an increase in a particular stat. In the writing and animation, the screen goes dark to show "time" has elapsed, and they have a brief discussion about training and you walk away stronger.
I want to see Cowboy Bebop, but have no time to get into the show. I keep hearing things from many people about how good it is.
Yes, I think the Final Fantasy job systems are great. The Tactics job system is possibly the best I've ever used.
If the protagonist is a antihero, (bounty hunter, assassain, mercenary, smuggler), of any sort, then his sister would need to be a goody goody. The polar opposite causes friction and tugs at the heart of the character/player. If the hero is an innocent, then finding out his younger sister has done all sorts of bad things to become a feared criminal will cause the same stress. If he is a smuggler, maybe he works a job or two with the pirate captain and it turns his stomach and leaves his friend behind. A couple of skirmishes later and he finds himself opposite of his former friend the pirate and makes a decision that can only leave them as enemies.
It needs work, but the storyline can be adapted as necessary to avoid cliche's and stereotypes.
The NPC characters teaching abilities was in Fallout and Fallout2. You would talk to everyone in your town and in return for fulfilling a task or a quest, the NPC would give "teach" you things. Basically for the programming the reward is an increase in a particular stat. In the writing and animation, the screen goes dark to show "time" has elapsed, and they have a brief discussion about training and you walk away stronger.
I want to see Cowboy Bebop, but have no time to get into the show. I keep hearing things from many people about how good it is.
Yes, I think the Final Fantasy job systems are great. The Tactics job system is possibly the best I've ever used.
Leroy Binks- Posts: 18
Join date: 2011-12-01
Re: Idea pitching
It seems to me that you are developing the storyline and the characters. The ideas you mentioned sound good. The Fallout character development system sounds interesting. A similar character development system would work well in your game idea. We could place quest-givers at different planets and have the quest-givers reward the characters with new abilities if they complete quests.
It seems to me that we both like the space game idea. I'll stop working on the Iron Mask idea, and start working on the space game idea. When I find time, I'll start watching Cowboy Bebop. Perhaps it will give me ideas.
I wish I played Final Fantasy Tactics. I'd have more ideas to work off of when doing game design.
Have you considered how long you want the game to be? I think 10 hours is manageable. We could even break the longer quest into 10 hour episodes.
It seems to me that we both like the space game idea. I'll stop working on the Iron Mask idea, and start working on the space game idea. When I find time, I'll start watching Cowboy Bebop. Perhaps it will give me ideas.
I wish I played Final Fantasy Tactics. I'd have more ideas to work off of when doing game design.
Have you considered how long you want the game to be? I think 10 hours is manageable. We could even break the longer quest into 10 hour episodes.
Taharka- Admin
- Posts: 26
Join date: 2011-12-01

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