Showing posts with label multiplayer. Show all posts
Showing posts with label multiplayer. Show all posts

Specifiable end

This is less of a full game idea and more of game mechanic idea. In multiplayer mode for any game, there is usually a definite objective such as getting to somewhere faster than everyone else, collecting the most of something or doing a specific task the most times out of all the players. For the latter two it will usually be coupled with a time limit to ensure that rounds are not too long or too short if the players are inexperienced or expert respectively.

This time limit, while sometimes customisable before the round begins, is a constant, allowing know when the round will end. If the players could end the game at whatever time they wanted (with a majority voting system) it could add a whole new dynamic to the gameplay. But rather than the game ending as soon as the majority indicates that they want to end, the game plays on for a certain amount of time afterwards. For instance, if the goal of the game was to collect coins spread out around the map, people could pretend to be bad at collecting coins, offer to end the game then quickly collect a lot before the time runs out, while the opposition is relaxing thinking they have it in the bag. This would almost allow for poker-like tactics of bluffing and double bluffing. This would be coupled with the score being hidden during the final minutes of the game, so as to not alert the opposing side to what you are doing.

MMOCCG

Today's game idea is a Massively Multiplayer Online Collectible Card Game. So basically it's a combination between an online multiplayer game and a collectible card game.

Players collect cards like any other card game, such as trading them with friends, buying them, getting them from cereal boxes etc. But the game is played by logging into a website. You scan in the cards using your webcam, or by writing a code down from the card.

The cards code would be checked on the game's database when entered. If you trade with another player in real life and scan the card into your account, the person you traded with would lose their ownership of that card on the website.

Games could be initiated on the website, and there could be animations of your cards fighting or being used. The game could even be played in real-time rather than turn-based. Cards could be leveled up from fighting a lot, making them more powerful and gain more abilities.

There could be alternate rules for the game that would allow you to play games offline with your friends and therefore gain their cards. Any abilities gained from the online xp system would have to be negated, as there would not be a practical way to verify this. For this reason it would not be a good idea to play with a highly leveled up card offline, as it would be easier for it to be defeated online

Cards could be bought online and printed out if you didn't want to wait for shipping. There could be less powerful free cards that you can download and printout from the website, so you can start playing either offline or online for free.

I have not played collectible card games much at all so I may assess the actual game play another day. But the online version of the game would probably work more like a Real-Time Strategy game (RTS) than a traditional card game.

What do you think of this game idea? Would you play it? Be sure to comment on or rate this idea using the buttons below.