Crazy game idea

A “first-person runner away.” Basically, instead of having weapons, you deal with every danger and monster by running away. Yeah, there’ll probably be some puzzles, or at least “button-pushing” moments, but the bulk of the game is taken up by evasion. I’m thinking of something that maybe stars Rincewind.

Even so you had a stick…wasn’t Ico pretty much run the shadow monsters, with every once in a while having to kill them to save the girl you had to escape with.

Um, no. In my idea, you have no weapons. And whaddaya mean “even so you had a stick”?

That might be fun if it was realistic enough. Like a survival thing, cover your tracks, hunt, find food, (possibly) make archaic weapons, and at the end, KILL ALL THE GUYS LIKE PREDATOR!

Oh, and I’m new here so if that idea sucks… sorry.

What your thinking could work,I mean Clock Tower has that same premise but is in third person view,just make it as a FPS and there you have it.

There are a lot of mods on Warcraft III that deal with this. Some are pure running where you just go through puzzles/mazes avoiding obstacles. Others, like my personal favorite Kodo Tag, let you build walls/mine gold/build towers to attack the kodos while one hit from them and you die. I’ve wanted to see someone port kodo tag to something like the unreal engine just to see how it could work in first-person.

I had an idea for an action game that focused more on survival than on action, and doing so would involve some degree of running/hiding, as opposed to straight up fighting, but it still had you with at least -some- weapons. I was thinking of one where you were some paratrooper (or, orbitrooper if its sci-fi) who has crashed behind enemy lines. You have the same health and weapons as the enemies, yet are outnumbered. You take as many bullets as they do, and have equal aim. You have to feed yourself, rest, etc. Effectively, a game of ‘survival’, in which there may be combat, but you still have to run and hide more often than shoot, as you won’t be able to take too many enemies on, unless your really ingenious (maybe a system for setting up traps?), or just really good and lucky (if you can shoot them, they can shoot you!).

However, the opening to Half-Life 2 sounds kinda like your idea, your running from the combine and have no weapons (Im not counting this as a spoiler, as this is before you have you HEV suit on).

I suppose you’ve never heard of the horror game, Dark Messiah [AKA Hell Night], for PS.

Same idea as yours, in 3D too.

Wasn’t the game Thief something along those lines?

Also, I don’t know if it fits, but Escape Or Die Trying seemed to be a “try to survive” game just like that. And Unreal 1, though a FPS, feels like that survival game most of the time.

Thief was stealth based, but more in the way that you were Not meant to be found in the first place…
You had an array of weapons at your disposal if you did happen to run into those circumstances… but they were also mostly used to cover your tracks, or make it easier for you to not be found, or to find your way to the goal.

Ninten:cool:

Yeah … whereas, in my idea, the plot revolves around the fact that you, through no fault of your own (beyond being the main character of a game where this is the point), keep running into difficulties which can only be dealt with by running away. Ah, but further difficulties might happen because you ran away? Well, you can run away from that, too. So, who thinks I should to something like that?

I like the idea, but it sounds like it might get old. There needs to be some way to defeat enemies. You can’t run away from all your problems.

Yeah, even Rincewind had to face them sometimes.

as an FPRA you mean.

That game already exists, there’s a game called Pilot Down that has the very same premise. You’re a pilot in WW2 and end up behind enemy lines in Nazi Germany, where you have to eat and rest to survive, and set traps to overcome Nazis. However, the media reacted to it very negatively, claiming enemy AI was too stupid for it to work.

Guess you’ve got a point. Ah, well …

On the other hand, I suppose merely making it a really good idea to run away in just about all situations would amount to the same thing, except without as much “innovation.” (“Some players liked to show off by beating Coin in ‘Sourcery’ using only the ‘half-brick in a sock’ weapon!” … no, wait …)

You could have one recurring baddie that is virtually invincible. Whenever he shows up, you need to run asap.

Its been done, but not in an FPS to my immediate understanding. I’m mainly thinking of the Nemesis (I THINK thats what hes called) from Resident Evil 2. Whenever he appeared, it was running time. But, you did end up blasting him at the end, but the effect of having, at various points before said end, meet up to him (in an out-of-cutscene, in-gameplay scenario) and had to run away. You had weapons, but they did nothing.

is far cry the same concept, or is that just a straight up fighter?

Far Cry doesnt have you eating or resting. It has a survival ‘feel’ in the atmospheric/storytelling sense, but nowhere does it become a gameplay element.