Game Features & Concepts
Forsaken
is all about the team effort. From the moment the game starts,
and the weapons have been handed out, each team member will
have to work with his colleagues in order to achieve their objective,
or even simply to stay alive. There is very little room for
players to run into an area, wildly shooting and expecting to
come out alive (if you come up against 4 or 5 enemy team members,
it’s not likely you will survive, no matter how good a
player you may be).
In
Forsaken, realism is key.
The
concept of Forsaken is the idea that the enemy and their weapons
are totally deadly. Indeed the basis of nearly every single
first-person shooter out there is that the weapons kill the
enemy player, but, the extent to which weaponry in most games
can damage a human has often been greatly underestimated.
In Forsaken, the player will need to utilise every scrap of
cover to survive, as even the lowliest sidearm can kill with
a single lucky bullet. The emphasis will be on ‘fire and
manoeuvre’ skills, with the player reeling off a couple
of rounds at the enemy before moving for cover and so on.
For
example, you’re moving towards your objective area through
a deserted city street, the remnants of riots littering the
derelict pavements. Suddenly, the explosive sound of SA80 rifle
fire fills the air, bullets ricocheting off the overturned cars
and street signs around you. Perhaps in another game you would
immediately start leaping around while advancing towards the
enemy units firing wildly. In Forsaken, these kinds of tactics
will rarely work. The player will have to seek cover or die
quickly in the lethal crossfire.
The
fighting will take place in close to actual real environments,
ranging from the derelict streets of London to the mostly untouched
shopping malls of New York. The battles in Forsaken will try
to capture the panic and unpredictability of close range urban
fire-fights, with gangs competing fiercely for territory and
key resources, all with one common goal; survival.
Gameplay Ideas
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Minimal
HUD (re-colour HUD depending on faction?
Possible lack of on-screen health indication). |
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‘Atmospheric’
full-screen
tint shader, to give the cinematic effect of a desolate
world. |
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Ability
to 'Sprint' (for limited time) - limited
mobility (reduced movement speed) directly afterwards (Possible
sliding to prone position). No faction can fire or use a
weapon when sprinting. |
|
'Shell shock' from grenades
(Field of view gets violently blasted to the side upon nearby
explosion). This would apply only to large explosions. |
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'Deafness'
from explosions (loss of sound, replaced
with loud ‘white noise’ tinnitus, with gradual
recovery) |
|
Speech
commands - all players can hear, affects
smallish area, at least 2 version of each wav sound file
command. |
|
Over
the top debris from ricochets, sending tiles/wall pieces
flying with plenty of dirt/dust clouds. |
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‘Last
breath’ team
message feature. |
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Knife
kills are silent and nullify any chance
of a ‘last breath’. |
|
'Global
stats' concept. |
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Pistols,
other sidearm weapons and thrown weapons do not suffer from
a decrease in accuracy (shown by an increase in the size
of the crosshair) when moving. All other weapons (rifles,
shoguns, RPG launcher) all suffer from a decrease in accuracy
when the owner is in motion. |
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‘Blurred
vision’ after damage taken (random
chance) |
|
Secondary
fire on all weapons (except
akimbo) is a melee attack with the weapon in hand, which
always results in ‘blurred
vision’ for the victim. |
|
All
players can drop their weapons, and indeed pick up any weapon
from dead team mates or enemies. |
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