tim ([info]pyramid108) wrote,
@ 2002-10-03 03:17:00
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Current mood: creative
Current music:russel simins - i'm not a model

東京心霊大学 tokyo psychic university: class of 20XX
Well, kids,

because of a phone call at five in the god-damned morning, I didn’t get to finish my download of Japanese IME. Which sucks ass, I know. I’ll get around to killing all of you sometime before the end of the week. At present, I’m busy.

As you wait for imminent death, why not read the following description of my soon-to-be-developed, sooner-to-be-smash-hit videogame Tokyo Psychic University: Demon-Puncher 20XX?

I’ve told a hundred or so people about this already. Then I keep telling people, “Dude, I just got a new idea for Tokyo Psychic University: Demon-Puncher 20XX today!” And they’re like, “What the fuck is that?” And then I have to explain the hell out of myself. Well, I’m putting this down here, so I have something to refer people to. This will also serve as my update for new shit concerning TPU: DP20XX. So let’s take a magical ride into the realms of imagination, shall we?

**

As you’ve already gathered, my game’s name is:

TOKYO PSYCHIC UNIVERSITY: DEMON-PUNCHER 20XX

(. . . Though I'm open to being suggested to change it to Tokyo Psychic University: Class of 20XX . . .)

東京心霊大学
tokyo psychic university
class of 20XX



The title screen features the above text, with me yelling: “TOU-KYOU SHINREI DAIGAKU! DEI-MON PANCHAA TOENCHI EKKUSU-EKKUSU!”

The player then presses the start button, and is immediately totally immersed in the awesomeness.

From this point on, forgive me if I get incredibly dry. I plan on making this into an actual design document at some point. You know. So . . . ahem.

STORY:


Billy, Vinny, Randy, and Rose, four college students from different English-speaking corners of the globe, arrive at Narita Airport in Tokyo on a warm day in August of 20XX. This is their first day in Japan. They’ve come as the first-EVER exchange students (ryuugakusei) allowed into Tokyo Shinrei Daigaku.

Now, Tokyo Shinrei Daigaku means “Tokyo Psychic University.” Our heroes don’t know this. As far as they know, it’s just a typical old university. They’re ignorant foreign videogame/anime fans, picked for their poor fanboy/girlish knowledge of the Japanese language, only so that four of Tokyo Psychic University’s best students could be sent to America, Canada, England, and Australia as spies.

While our heroes are getting acquainted with their off-campus dormitories, Yuko Kono (from my novel DH), a senior and a student of psychic art history, is stood up by her boyfriend (name not yet determined). Yuko is from Nagoya, up north of Tokyo, and she hasn’t seen her boyfriend for the entire summer. She asks around at his dorm, only to hear that he’s not around. She doesn’t see him for the first couple weeks of the semester. She hears from her girlfriends that he’s been hanging around the chemistry building. One day, Yuko goes to visit the chemistry building late at night -- only to find her boyfriend conversing through a demonic portal of light to what looks like the new university chancellor!

Little does Yuko know, Midori Onimura, envious non-psychic journalism student, is following her. The next week in the Tokyo University Gazette, a front-page exposé appears, citing Yuko’s boyfriend as a conspiring representative of increasingly corrupt university politics. And -- here’s the kicker -- he’s helping gather intelligence by mind-controlling the four psychic students sent to foreign universities.

Soon, the pictures of the historic first four foreign exchange students are all over the front pages of every university newspaper in Tokyo. Midori becomes something of a revolutionary leader, inciting Tokyo-wide student riots, trying to arrange an overthrow of the corrupt, demonic New Tokyo Psychic University administration. When the administration seek refuge the Tokyo Psychic Pavilion (an ancient five-tiered castle in the middle of Tokyo) and seal the grounds with four psychic energy keys, the four exchange students are targeted -- they must have known about this evil all along, and agreed to go along with it!

Feeling partly responsible, Yuko finds these four confused students -- they all share one tiny room with four beds -- and, in her poor English, attempts to rush them out of Tokyo.

THIS IS WHERE THE GAME BEGINS

On the Narita Line Platform, the ridiculous happens -- a mob of a hundred college students attacks! Following the massive fist-brawl, the students are left in a dazed heap on the floor, seeming as though suffering from amnesia. Our heroes ask Yuko to explain the meaning of the attack, and she tries. A communication error leads our heroes to believe that the administration is attempting to kill them; rather than flee the country, our stubborn foreign heroes decide to head back to Tokyo Psychic University and get to the bottom of the situation the only way their un-psychic foreign selves know how --

WITH THEIR FISTS!


Oh, sure, there’ll be storyline twists. Midori Onimura -- is she just a girl jealous of another girl, or is she from a rival demonic clan trying to take down Tokyo Psychic University? The students of all the universities in Tokyo -- are they rallying out of genuine concern for university politics, or is someone else behind them? How can our heroes enter the Tokyo Psychic Pavilion to sort all of this out?

Well, that last question I can answer: they’ll have to defeat the four psychic key-holders, located in four different parts of Tokyo. Each one is a former/future student of Tokyo Psychic University, and somehow related to one of the four students sent from Tokyo Psychic University to another part of the world. Finding them isn’t going to be easy -- it’s going to involve a lot of street-brawls, detective work, re-interpreting a lot of Engrish translations by Yuko (your ever-present assistant), a lot of demon-punching (the way to exorcise the demons possessing the students is a barrage of punches to the throat), NO CLASSES (really, you expect a university to have classes during a semi-demonic student riot?), and shopping, shopping, shopping!

SYSTEM


The game’s system is going to be similar to River City Ransom, answering my question of “Why the hell hasn’t anyone ever learned anything from River City Ransom???” with a hearty “In your face, biATCH!”

Control is going to be a 2.5D kind of riff on River City Ransom; TPU: DP20XX may feature wacky cel-shaded graphics a la Jet Set Radio Future, yet will not be a full 3D game. It will be a side-scroller in which players may walk up and down in addition to left and right.

CONTROLS will utilize four buttons. We will use the PlayStation2 controller in our example. The SQUARE button will deliver a punch, the TRIANGLE button a kick, the CIRCLE button will block, and the X button will jump. While blocking, characters may change the direction they’re facing, or even press down to duck. Aerial blocking is allowed, only if the block button is pressed in mid-jump. In the same way, flying punches and kicks may also be delivered.

WEAPONS (ranging from boxes to bats to lead pipes to rocks) may be picked up by crouching atop them -- that is, by holding the block button and pressing down on the control pad. Weapons can be swung with the punch button, used to parry with the block button, and thrown with the kick button. Some weapons (i.e. rocks) are more effective when thrown; some (i.e. bats and kendo swords) are better when swung.

MOVEMENT will be designed with the control pad in mind, though this does not rule out analog playability. The control pad is the preferred method for controlling movement, as it allows for easy double-taps. A double-tap to the right or left causes characters to run; a double-tap up or down results in a quick roll.

SPECIAL MOVES are learned via books (as in River City Ransom) or through Aikido lessons offered at various locations throughout Tokyo. These moves, once learned, are performed in a manner somewhat similar to special moves in Sega’s Streets of Rage (Bare Knuckle) series: for example, and uppercut (borrowed from Streets of Rage 2), once learned from your local Aikido master or in a martial-arts magazine (of which our heroes can only view the pictures), would be performed by pressing forward, forward, punch.

STATISTICS will be perhaps the deepest feature of TPU: DP20XX. As in River City Ransom, malls and other shopping centers will feature innumerable stores selling food and various power-ups of differing levels of effectiveness. As in River City Ransom, trinkets can be bought to increase luck or miscellaneous stats, and food items can be eaten to replenish health and perhaps permanently alter stats.

A cup of soba tea at a noodle house might increase your character’s stamina permanently by three points, yet recover only marginal health. Similarly, a chocolate bar may heal your character almost completely, at the cost of a few agility points.

Statistics, which players can build up from numerical scores of 1 (lowest) to 999 (highest), will break down like this:

STAMINA reflects your character’s resilience. As stamina builds up, expect to be able to take more punches. Your character’s life points (in River City Ransom there was a life meter -- in this game, we will use a numerical HP (hit points) system) also increase as your stamina increases.

STRENGTH reflects your character’s ability to do damage in combat. With a higher strength number, expect to be able to knock out weak enemies in a single blow. With a low strength number, expect to get knocked back quite a distance when you block an attack.

AGILITY reflects your character’s movement/attack speed. With a high agility score, your character might be able to kick faster than some enemies can punch. With a low agility score, you might not be able to run away from a large mob of angry students.

LUCK reflects your character’s chances of miraculously dodging an oncoming attack, or perhaps being able to magically recover a few hit points of damage after knocked down. With a high luck score, weird things -- like slow hit point regeneration -- might happen. With a low luck score, the enemies might just decide to steal all of your money (not just half) after knocking you out.

INTELLIGENCE reflects your character’s ability to pick up new moves. With a low intelligence score, you might try to perform a special move, only to find it doesn’t work! Higher intelligence scores will permit you to use special moves more often by giving you more AP (ability points) -- which are required to use special moves.

STYLE will be discussed in detail below.

PUNCH /weapon, KICK /throw, GUARD, and JUMP are the four special stats, each one applying to one of the four buttons used for play. Basically, the more you press each button, the more points you earn for these particular stats. Press the punch button a lot, and mystical things start to happen to your punches. Press the kick button a lot, and you might end up able to throw four kicks in midair! Press the jump button a lot to build up your maximum jumping height/distance. Lots of guarding will perhaps net you the ability to catch enemies’ punches!

The special stats will break down something like this: for every one hundred button presses, you earn an extra stat point. Stat points go from 1 to 999, as with special stats. No, you can’t build up your stats just by standing around and punching air, either. You have to actually be hitting something, whether it’s college students in the train or moving targets in an aikido dojo.

In addition, landed attacks will build other stats. Each landed punch will contribute perhaps 1/200 of a point toward your character’s STRENGTH score. In the same way, landing a jumping attack will build your AGILITY score. Similarly, each time your character is successfully, cleanly hit by an enemy, your stamina will receive growth points. Using special moves will contribute to your INTELLIGENCE stat.

This system of intelligently increasing your characters’ statistics is partly borrowed from the PC game Dungeon Siege; I thought it would apply wonderfully to the River City Ransom formula. Coupled with the FASHION system I will detail below, the gameplay experience will no doubt be completely different for every person who plays the game.

While the four characters Billy, Vinny, Randy, and Rose will be playable from the outset (and featured in all the game’s promotional artwork), players will be able to create their own characters using a customization feature. Players will pick nationality, skin color, hair color, body type, etc. Then, a simple questionnaire will determine players’ opening stats. The gameplay experience will evolve from there.

FASHION will play a key role in this game. Players will start in plain clothes, such as jeans and “Tokyo Psychic University (東京心霊大学)” T-shirts. As money (to be explained below) becomes available, new clothes can be purchased. In addition to looking cool, clothes will also alter characters’ stats.

The key is in matching clothes; wearing three articles of clothing from a certain boutique (hat, scarf, jacket, for example) would be the equivalent of a “legendary set” of armor (as in Diablo II and various PC massively multiplayer online role-playing games), might allow the player unlimited usage of a certain special move at the cost of a few agility points. Wearing gloves and shoes from another boutique might improve both strength and agility stats by ten points.

Colors, as well, must be taken into account. A particular orange scarf might raise stamina by ten points when worn over a blue shirt; it might lower stamina by five points when worn over a red shirt. Good matching, in addition to having various special effects and offering every player a unique way to express him or herself, will also increase a player-character’s STYLE stat. The higher this stat goes, the cooler your character becomes. Get a style stat over 200, and maybe we’ll see strobe-light effects with each landed special attack? Maybe speed-lines will follow your character when your style stat passes 500? And what if you get higher than that? Really, is it possible to be let into Tokyo Psychic Disco? And, once inside . . .

Tokyo Psychic University: Demon-Puncher 20XX will feature a flowing clock similar to that of Shenmue and Grand Theft Auto III. As time passes, stores open and close; different enemies appear at different hours; you can still buy a can of hot tea at a convenience store at four in the morning; the trains become more crowded -- and more dangerous -- around rush hour.

Several real-life Tokyo locales will be available to visit in Tokyo Psychic University: Demon-Puncher 20XX. Locations such as the metropolitan center Shinjuku and fashion-hangout Harajuku will be available, as will the seedy, demonic pleasure quarters of Shibuya and Roppongi. Akihabara’s Electric City will also be included -- look out for the computer-science students in the Electric Ghetto!

TRAINS will be the main form of transportation between cities in Tokyo. As stated above, the number of people on board the trains fluctuates from hour-to-hour. The more people on the train, the more of them are college students. The longer your train ride (Shinjuku to Ikebukuro is a short ride; Shinjuku to Akihabara, however, is longer), the more times college students will walk up, get a good look at you, and then launch into attack mode. Be careful not to hit any innocent people -- in the Goemon tradition, you’ll lose money.

When you defeat an enemy in this game, you’ll see a glowing aura escape out of their body. Suddenly, the enemy will look confused, turn red in the face, bow to you, drop money (coins, perhaps), and run away. This is how MONEY is earned in Tokyo Psychic University: Demon-Puncher 20XX.

Students won’t just attack you on the train, though -- expect violent attacks in back alleys between shopping centers, in parks on sunny Sunday mornings, and definitely in the areas around rival colleges. These students are crazed, possessed by demons -- and they want your blood. This sets up plenty of epic battles at bus terminals, train platforms, movie theaters, and department store roofs. While in the presence of a friendly shopping environment, even the most demonically possessed college student is more excited about buying a new scarf than beating up their enemy; this means no battles inside shopping arcades or in department stores -- the “friendly areas” of Tokyo Psychic University: Demon-Puncher 20XX.

GAME FLOW will move along at the player’s own pace, without time limits. The world will be open-ended, with the potential to explore every part of Tokyo from the game’s outset. Certain buildings (The Tokyo Psychic Pavilion, for example) will be locked, however, requiring you to first talk to someone or trigger some event. Some boss areas will be accessible even before the boss is unlocked, allowing the player to freely explore where he or she sees fit. This will place an emphasis on traveling and exploring, and developing a familiarity with one’s surroundings.

GOALS:


1. To create a world that feels “large” by utilizing a strong element of traveling.
2. To create an immersive world, heavy on stylish sights and sounds -- from surrealistic Tokyo locales to a soundtrack featuring cutting-edge Japanese abstract pop and hip-hop music.
3. To improve on formulas learned from such games as River City Ransom, creating the perfect fusion of deep role-playing and beat-em-up action.
4. To create a system in which no two players’ characters to be the same.
5. To emphasize simultaneous multiplayer vs. or cooperative play.
6. To tell a “mature” -- yet light -- semi-literary -- yet comic-bookish -- story with humorous themes of educational corruption mixed with Eastern mysticism.
7. To make players laugh -- Yuko’s broken English translations will function as subtitles for the spoken Japanese dialogue.
8. To incorporate a save feature that allows players to team up using two different saves.
9. To incorporate online features that will make use of the PlayStation2 and Xbox’s respective hard drives -- ranging from downloadable item packs and new special moves to shareable custom fashion designs and even arena-style fighting tournaments and mission-based online stages that will pit players’ unique characters against one another.

(see here for more.)

***

Now, what I want you fine people to do, is read all this shit (if that’s not asking too much), and tell me, seriously, what do you think? Do I have something going here? It started out as a stupid idea between me and Vincent Diamante from InsertCredit.com, and evolved into the few thousand words you see here.

In September, I came up with this idea as something of a joke. Yesterday, while reviewing Star Fox Adventures for Nintendo Gamecube, I realized: I can make a videogame. Not only that, I can make a good videogame -- even a GREAT one. So that’s what I’m trying to do.

I’ve got to start somewhere, you know.

And maybe I should start with going to bed?

Yes. Good night, good people. Good night.

--tim rogers would definitely want to play tokyo psychic university: demon-puncher 20XX



(15 comments) - (Post a new comment)

Dear Christ! ^_^
[info]ddrboy2001
2002-10-03 06:04 am UTC (link)
Holly mother!

This is some *funny shit* ! I am beyond amused and you are indeed a good writer! My cmpliments to the chef. I'll write more thoguhs about the design doc latr on. I have a few warnings to dispurse. granted I was out of the game industry for about a year and things might have changed - one thing does remain constant. If you give osmeone your script they have a right to keep it on file for years and to neever make the game. So be creful :)

(Reply to this) (Thread)

welcome to the revolution, happy karl
[info]pyramid108
2002-10-03 07:32 am UTC (link)
You, son, have just volunteered to be on the committee. The guidelines for being on the committee include posting on THIS THREAD at least once a day. You must come up with five new ideas for the game each week, as well as express five doubts about the project. For example:

1.) taxis -- a safe alternative to taking the train, however, they cost a lot of money!

. . .

1.) I believe an orange scarf should match a red shirt.

This is going to be something like the Chinese Cultural Revolution. Your suggestions will be perceived as ignorance to the True Path; your doubts will be perceived as a meager attempt to stand in the way of the Great Leap Forward.

I am Chairman Mao.

You are an elderly schoolteacher who's going to end up lynched in public for being a leftist, you anti-revolutionary, you.

If, by some chance, you manage to survive, well, you'll get .05% of the grosses!

What do you say?

Join the revolution -- or die?

I'll take your silence as a yes.

Welcome to the Revolution, Happy Karl.

(Sorry, everyone in the revolution becomes Happy Karl. I don't make up these rules. You can just call me Tim.)

Another rule -- don't take God's name in vain in your subject headings. I'm a Catholic, you know.

. . .

Okay, so I made that part up.

No, I really am a Catholic. I just don't give a fuck about name-in-vain-taking. Say what you will.

Yes. I'm waiting for your next report, Happy Karl.

--tim rogers = neon-trotsky

p.s. do i know you from somewhere, happy karl?

(Reply to this) (Parent)(Thread)

Re: welcome to the revolution, happy karl
[info]ddrboy2001
2002-10-03 01:19 pm UTC (link)
Ija tyt yslishal mimohodom chto ti govorish po Russki. Ny vot i reshil proverit' na skol'ko horosho ti ponimaesh i govorish. Ny i vot tebe, kak govoritsa, domashnee zadanie, grazshdanin Tim: Napishi mne otvet po Russki. Phoneticheski, konechno zshe. Ija ne dymaiy chto ti imeesh dpstyp k Rysskoyazichnoi komputernoi klaviature. Tak chto phoneticheskii otvet tozshe podoidet.

Ydachi,

~ Gene

(Reply to this) (Parent)(Thread)

Re: welcome to the revolution, happy karl
[info]pyramid108
2002-10-03 05:06 pm UTC (link)
sorry, man, я не говорю по русский. я американский.

--tim rogers has a cyrillic IME, and no japanese one? what the hell?!

(Reply to this) (Parent)

(Deleted post)
next time, let's try portuguese
[info]pyramid108
2002-10-03 07:07 pm UTC (link)
привет, товарищ рандомуевь.

(Damn, my Russian sucks.)

Hey, you're the perfect person to comment on this. Not being a lifelong gamer like everyone else posting here, tell me: if you read my long, long post -- was it terribly boring?

If so -- and if not -- knowing what you know, do you think I could pull this sort of thing off? Do I radiate the kind of "yes, I can really do this"-ness of a person who can, like, DO stuff?

Okay, I seriously need to make dinner now.

--tim rogers = голодный

(Reply to this) (Parent)


[info]greatmazinger
2002-10-03 12:31 pm UTC (link)
The words "River City Ransom" caught my eye. That's all you really needed to say, cuz man that game is soo money. Anyway, sounds like fun. Here are some thoughts, questions, etc...

1)Are the 4 gaijin the only playable characters? And are they different in any way (girls faster, average guy, strong man, etc..)?

2)Versus mode?

3)The fighting seems pretty straight forward. Will there be any super natural moves? Kinda of a necromancer/wizard thing or street fighter moves?

4)I like the "style" idea and use of clothes, like armor from rpgs but better. OK, how about this idea... matching sets of clothes raise certain stats, cool, but how about the actual style like goth, punk, and um.. whatever else they got. And each specific style will give moves that are only available within that style.
Also, considering how wild the fashion is in Japan, mismatching outfits seem common. So maybe you have preset mismatched outfits, or even randomly chosen, that can endow the wearer some pretty crazy stats, or high stats in all but one category. Am I making sense?

5)So classic side scrolling beat'em up format ala:river ciy ransom, streets of rage, final fight, etc... with cel-shaded graphics. neat. I assume both the characters and the environment will be cell shaded. Would the characters and backgrounds be in 3D though? I'm thinking of Klonoa 2, side-scrolling, cel-shaded 3D platform. Or is that what you already have in mind?

6)Graphics wise what kind of look are you talking about. The backgrounds have to be somewhat realistic to reflect the actual locations. How cartoony is it? Do the characters have the standard anime look (ie: big eyes, hair, breasts, etc..) or something more real/different. Have you seen the lastest incarnation of JoJo's Bizzare Adventure for the PS2? anything like that?

Hmmm, that's all I can think of for now. Still it sounds pretty bad ass. I'd buy it.

(Reply to this) (Thread)

10 Degrees of Shigeru Miamoto
[info]ddrboy2001
2002-10-03 12:50 pm UTC (link)
Hello, Citizen!

I am Gene and you might know me from such films as "I Love Lizzie" and "Babes in Funcoland". Essentially, I'm Liz's Amazing Technicolor Boyfriend (you know, the adorable, sassy, little Liz from the neighborhood game store). Anyhow, I also spent the last 8 years of my life being a composer / audio designer in the game industry. Released over 10 games and all. Lost my job around August last year due to the company mostly going under and was not fortunate enough to find a replacement position yet. So I know a thing or two. Pull up a chair, we'll have Storytime.

As to post something related to *this thread*, here's a hint. At present, your game design is a magically delicious morcel of fan-like goodness but will more then likely not fly in the US because:

a. Good games are only made in Japan

b. Here people care about Madden and "Smack Ass XII: The Smack Ass Comes From The Depth Of Doom And Attacks Again, But Now With A Bigger Boomstick" 'Quake' clones. You have many cool ideas that would undoubteldy make a greta title, but a great-title-nobody-have-ever-played (Think the 'Suikoden' series or 'Space Channel 5')

c. Your design is a fan boys wet dream, but such wet dreams are dreams of a minority. Companies want commercial licenesed titles they can milk like "Mary-Kate and Ashley: Our First Period!" or "It Burns When I Pee, Charlie Brown Soccer"

d. If you can scrounge together a talented independant design team to make your design somewhat of a relaity, you have a good chance on flaunting it at a Indy Game Fest. Otherwise expect to be smiled and nodded upon. I don't want to burst your shiny bubble. I simply speak from experience.

e. Liz knows her games. If she says that a game kicks ass and all you need to do to realize it is -play- the damned thing, do yourself a favor and follow the cute girl's advice. You'll thank her later ^_^

Comments? Questions? War stories?

~ Gene

(Reply to this) (Parent)(Thread)

Re: 10 Degrees of Shigeru Miamoto
[info]extralife
2002-10-03 02:23 pm UTC (link)
I'd buy a game called "It burns when I pee, Charlie Brown Soccer". Just saying.

And:

Good games are only made in Japan because you are not Japanese. If you are Japanese, feel free to ridicule me; I'm pretty sure I can handle it. So, yes, good games are only made in Japan because you are no Japanese. What looks cool and crazy to us looks to the informed Japanese gamer what Madden and the next FPS look like to us.

We don't get a third of the shit they produce anyway, you know. Japan has it's own versions of Mary Kate and Ashley Go To Town.

Also: I'm fairly certain Tim could go make his game in Japan if that's what it took to make it good. Steal some of those vibes.

Interesting you should mention Miyamoto in your subject. What makes his games good? It certainly isn't that patented wacky Japanese innovation.

Miyamoto knows games. He can make one out of ANYTHING. He is not concerned with meeting a WACKYNESS or INNOVATION quota. You shouldn't be either.

Idea for Tim: Let people take the clothes off the back of defeated enemies. Not every enemy, but maybe bosses. Or special enemies. Maybe if you kick enough ass in a certain amount of time without getting hit, a special enemy will appear with a pair of shoes you CAN'T live WITHOUT.

-Justin

(Reply to this) (Parent)(Thread)

Re: 10 Degrees of Shigeru Miamoto
[info]ddrboy2001
2002-10-03 03:23 pm UTC (link)
Hey...I worked on "Mary-Kate & Ashley Go to Town"... And no, I'm -not- kidding.

Just a quick response. Good games are only made in Japan because, in Japan, Film and Television industry ( nt to mention Radio) are so limited due to lack of physical production space, that they pour their atmost creativity into games and animation, two thigs that do not require wast spaces. To them, games (and animaiton) is artand, unlike here in the US, no topic is taboo. Just go check out the recent game form something-or-other studios called "Trans" or find the nostalgik "Ogenki Big Brother". The first is a transvestite life simulaiton, the latter is a blatantly homoerotic shooter. That is not to say that I find controversial subjects what makes games good. That is to say, however, that only cookie-cutter license-encrusted formula games come out from and make it in the US. Everything you like more then likely have come out of a studio in Japan. Maybe Europe somewhere, but not US.

Tag, you're it!

~ Gene

(Reply to this) (Parent)(Thread)

six degrees of shigesato itoi
[info]pyramid108
2002-10-03 06:39 pm UTC (link)
It was Choaniki: Great Brother. Heh.

And I understand where you're coming from about all "good" games being made in Japan. It's a viewpoint shared by many people.

However, there was a time when Americans tried to make Japanese-styled games. Remember Secret of Evermore? A lot of people didn't like it because it wasn't as "polished" as a "real" Squaresoft game; I say to hell with those people. True, it wasn't as playable as Secret of Mana -- however, I saw it as a wonderful indicator of things to come . . . that never came.

A few years later, we had Shadow Madness, which was such a meager attempt at capturing FFVII's mood that it ended up looking like a joke. That was the last attempt Americans made at cracking a "Japanese" genre -- in this case, the Japanese RPG.

I think it's high time we try again. I wrote up a thing on Eternal Darkness that I'd intended to be an editorial on a gaming website. I never sent it out. I'll post it in my journal. Read it, and you might get a good idea why I think this kind of thing can be done.

As for being smiled and nodded at . . . heh, heh, heh. Would you believe I know people? (*coughinterviewinghideokojimaate3cough*) I might just actually, really BE someone pretty soon. Which is why I think I might have a chance at getting this in someone's face.

I'm not going to merely hand over my design document -- I want to be a producer. I'm a soon-to-be-published novelist, you know, with a column on Tokyopia.com that gets something like 90,000 readers a week. That's more copies than a Mary-Kate and Ashely game could ever sell! (I'm kidding . . . I think?)

Speaking of such games, you should check out an article in the new Electronic Gaming Monthly -- "How Bad Games Get Made." It's a nice little piece. If you don't want to pay the five bucks and you're in Indy, stop on by my place. I'll get you a bottle of Canada Dry ginger ale, and you can sit back and relax, and read. We've got The Blue Hearts on the stereo all week.

When it's back up, do check out www.insertcredit.com; I've written articles about all kinds of wacky shit, and there's more on the way once our bandwidth recovers. I know my original post must sound like a fanboy with an odd ability to express his ideas; however, I assure you this is only half-true. (. . . heh . . .) Like, I'm not 100% certain about it, though . . . I, like, KNOW shit. Reading my article on Metal Gear Solid 2 might (or might not) convince you on that.

Here's my plan:

I will become the American Shigesato Itoi. I have planned this whole thing out, and it will work. Minor roles in movies, columns in newspapers, published novels, celebrity/author interviews, and even producing videogames (he did Earthbound . . . I don't know why I mentioned that -- you already knew Shigestao Itoi, didn't you? Didn't you?). Of course my games would be much more appealing to Americans than Itoi's.

Itoi's weblog/uberweirdness site, by the way, can be seen at www.1101.com I'm sure to read it every morning over my cereal.

Someone suggested to me yesterday that I might stand a chance of becoming the Roger Ebert of games; this would be a little off my mark, still, it would establish me as, if nothing more, a guy who KNOWS his SHIT. Read my review of Star Fox Adventures (once InsertCredit.com is back up), and you'll see what I'm saying, maybe.

Hmmm . . . Rare's on Xbox now . . .

As for not developing this in America . . . the person I'm thinking of pitching the idea to is British, living in America. Does that count? =D

Oh, and Justin: stealing clothes off bosses? While everyone else is asking questions, you're fucking giving ANSWERS. I file you suggestion under "ABSOLUTELY."

--tim rogers does not, for the record, often file things under absolutely

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welcome to the revolution, happy karl #2
[info]pyramid108
2002-10-03 06:08 pm UTC (link)
First things first:

Welcome to the revolution, Happy Karl.

And now for the suggestions:

1.) The four gaijin are the main characters. I'm not sure how exactly I'd want it to work out -- because I want to incorporate a create-a-player feature, too. Now, when creating a player, it'll be more of an RPG kind of thing. One might even call it D&D-ish (. . .), in that males and females are equal; stats vary from player to player. Rather than opening stat rolls, we can incorporate something of an ogre-battle-ish survey at the beginning. Hell, the person giving the survey can be a tarot card reader!

We're talking super-ultra-unique characters. I want to incorporate a certain element of luck into the fashion -- playing Animal Crossing for GC got me thinking. In Animal Crossing, no two people's houses look the same -- partly because the shop / townspeople are so ungodly random with the stuff they sell / hand out. My shops, too, would be like this.

2.) Absolutely. Not just a versus mode -- a versus mode that lets people use their memory card saves.

3.) As this *is* a game about demon-punching: yes. Fireballs are not entirely ruled out. Keep in mind that I plan on releasing this game only for Xbox and PS2 -- new moves can be downloaded. As with clothing, there will be a certain amount of randomness with what special attacks are learnable when. Like I said, as your style ranking goes up, wacky things will accompany your special moves -- speed lines, crazy lighting effects, etc.

4.) You, too, have lived in Japan; therefore, understand me when I say I got a SHITload of ideas for clothes. I like the idea of different styles -- like goth/punk/etc. (Swing-punk?) This will definitely be utilized in some way.

Originally, there were only four player characters, and each one had a certain taste. Billy liked wearing soccer jerseys and training pants, etc.

Now, though, as the game has become more open-ended . . .

Now, by "matching," I mean "matching" in the Japanese sense -- where it's all about contrasts. Hence, orange on blue or vice versa. Mismatching styles will also have special effects, as will wearing all certain parts of a "legendary" "set" of clothes. Animal Crossing gives me new ideas every day; there are these traveling merchants who sell certain things in random places at certain days of the week. Maybe we can have certain "legendary" designers to buy stuff from? Maybe even X-ko Kurono from my novel DH can sell stuff from her Chrono-X label. The trick is finding her . . .

5.) Yes, I want a kind of Klonoa 2-ish 2.5D effect.

6.) The new JoJo's Bizarre Adventure has a nice kind of look. I wouldn't want a standard kind of anime style; and yes, there would have to be a certain amount of realism to pull off the fashion element. I personally like Jet Set Radio Future's graphical style; however, I'd want something new for this game. Maybe something kind of heavy in an American-styled urban art motif. Hard edges and stuff, maybe even a little menacing.

On one hand, the graphics are important; on another, the gameplay is more important. I want the look of the game to be as simple as possible, yet . . . it still has to be interesting. We need a really awesome artist to do the game's graphic design. I don't know a single artist (personally) who I'd let produce this sort of thing; I just know people who, when asked, say, "Naw, I just wanna be a graphic designer, man!" I want a person who wants to be an artist and doesn't object to doing some graphic design.

Music, too, would have to be interesting. My suggestion for the day:

1.) Portable stereos? Start with a janky CD Walkman, and then move up to maybe a super-enhanced MDLP? Hell, we can get Sony sponsorship! Discs containing new tracks could be purchased or found. !!! Now, we'd need an original soundtrack, I'd think, or at least a DJ to make everything kind of blend together -- kind of like Hideki Naganuma (bless his hardcore heart) does for the Jet Set Radio series. I'm thinking I'd want either someone Japanese or steeped in Japanese culture and stuff.

Yes. Now to respond to the stuff below.

--tim rogers can be angry if he wants to

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Re: welcome to the revolution, happy karl #2
[info]greatmazinger
2002-10-06 09:32 am UTC (link)
1)Okay about the music thing... You want to include the internet options of the X-Box/PS2, and the hard drives I assume. So perhaps downloading MP3s or ripping songs off CDs you can make your own game soundtrack. Maybe the music can even have a stat affect on the characteters when it plays. Kinda like that PS pokemon rip off game, you know the one where you can generate monsters by sticking music CDs in. The same thing but with songs. Hell maybe the songs can generate new clothing options. Ex: The Blue Hearts "Train Train" raises strength and stamina +2 when playing, or gives you a new jacket that does the same.

2)How possible would it be, in the creat-a-character mode, to use your actual face. The PS2 has USB and Firewire ports. Take a pic with a digital camera and load it. But then the faces can't look "real" like the photos, so maybe if there's a program that converts the face pic into an anime characature/impression.

3)Or hey, how about using your own voice even. Not for any plot movement but something simple like taunts. "Omae wa mo shinde iru"

4)About the art design, who ever did "Guilty Gear" comes to mind. I don't know why, but I just think the game (GGX and XX) looks frickin beautiful, character designs especially.

5)NPC involvement: Are there any street gangs in Japan/Tokyo? Like GTA3, you can gain or lose alliances with them. So there would be gang territories through out the city. Or if there are no street gangs, maybe the yakuza could be involved.

6)Okay, you gotta have mini-games, that is a must. Walk into an arcade and play some games, maybe win something from a UFO machine that is a stat affector. The same goes for pachinko parlors.

7)What about the police, would they be involved in any way?

8)Interactive/destructable environments?

9)Here's a gripe I've had about fighting games or any game that shows physical combat. Attacks always look varied, light, hard, are different, as are forward+punch and kick, etc... But blocking, blocking is always the same. In any fighting game 2D or 3D the blocking character assumes one of 2 blocking stances (standing or crouching) and just blocks everything. I've always wanted to see a game where the blocks are animated to match, at least roughly, the attacks. A punch or kick to the head will require a higher animated block than a hit to the gut. Or the block could be animated as a dodge or parry, something like that.

10)Game play: would it play more or less exactly like final fight/river city ransom, etc...

Hmm I guess that's all I can think of right now.

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Re: welcome to the revolution, happy karl #2
[info]pyramid108
2002-10-06 09:09 pm UTC (link)
okay, happy karl. i wanted to post on here, and the livejournal bitches told me it was too long. so it has become my new entry. read up on that shiat. yeah.

--tim

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Tokyo Shinrei Daigaku
[info]israfel070
2003-04-30 10:20 am UTC (link)
This looks like a sw33t-ass game to me, man. I'd buy it in a heartbeat.

(Reply to this)

Can I be Evil Karl?
(Anonymous)
2004-03-23 06:37 am UTC (link)
This has to be one of the most outlandish and completely whacked out fan idea for a videogame I have ever looked at, it tops River City Ransom 2 for the GBA (yes, there was a RCR2 for the GBA in production, but due to Atlus releasing RCR:EX it has been canned. read about it at LostLevels.com). This idea is way too farfetched, and far too cool for any company in the states to touch it. I don't know how that works, but it seems that everytime a idea for a REALLY awesome game comes around it either; a) becomes vaporware [Duke, we're looking at you], b) gets bought by another company and changed taking out almost all the cool stuff [Halo anyone?] or c) ends up being released too soon, and there for having far too many bugs to be worth while [can you say Matrix?]. So, like someone already said, you really are better off getting together a group of people who know how to do stuff. What I really wanna know is... Can I try my hand at drawing the main charaters? Just to see what you think. Since I'm not a member here, you can catch me on AIM: ninjaarashi, yahoo: ninjaarashi (see a trend yet? or e-mail me at: ninjaarashi at yahoo.com

P.S. you prolly wanna see some of my art, mind you it sucks; mikaketsu.deviantart.com... ok... I'm done

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