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| Acert93 Mr. Bad Cop Since 1492 Days |
2007-08-25 22:15:14 Halo 3 Forge: A Summary and Game Ideas HALO 3 Frank says many people complained that Bungie didn't have a vehicle Race mode in Halo 2, but you can make a race mode in Halo 3 "in like five minutes, fully functional, with checkpoints". Racing isn't typically the first thing that comes to mind when thinking about Halo, or any FPS for that matter. True, YouTube has a number of videos of impromptu racing matches in Halo, but the fact Bungie has included parameters that users can insert into Forge matches to create functional race courses is amazing. Who needs Halo Karts when you can create it in Forge? Bungie is indicating that this is just scratching the surface as they have added special objects specifically for Forge (like teleporters and permanent grav lifts) as well as a number of game variables. "You can combine anything you make here with another aspect to this," says Frank, "which is our game variant editor, which lets you change the rules of games really dramatically. "(But) there's all sorts of options so if you want people to be invulnerable in monitor mode you can do that, or you can just have honour rules that I think will crop up, maybe some sort of RTS where one guy is designated as a monitor and you're calling out 'I need a sniper rifle here now!' so he flies over, creates one for you and drops it for you." Yet something else caught my eye, which immediately excited me. The letters: R-T-S. RTS?! It is well known that the first Halo franchise spin-off is Halo Wars, a Realtime Strategy Game (RTS) by Ensemble Studios. What is less known to many fans is that Halo was originally designed to be an RTS, which explains some of the early design decisions that made the original Halo so fresh. I am a huge fan of the dead RTS-FPS hybrid genre. I still play Battlezone (PC, 1998) to this day due to the depth, variety, and complexity of the game. The news that Forge will open the door, to arguably the biggest FPS franchise on the market, and drag it kicking and screaming into the RTS realm is a surprising development. A pleasant one I may add. The EGM interview does temper the excitement, to a degree when they mentioned monitors deleting the opposing teams items. While having a monitor supply equipment sounds great, the idea of deleting the other teams content doesn't sound so great for an "RTS". Can the rules be modified to prevent such interference? Without further information on filters, rules, and gameplay modifiers it is hard to known. The fact Bungie isn't shying away from mentioning quasi-RTS modes is encouraging. Sure, there won't be any AI players, no real resource management, no intuitive command structure for IU or command delegation, and 8 people makes for an awfully small RTS experience... but maybe this is a testing grounds for a new Halo experience? FILTERS? WE NEED FILTERS! One thing we do know is that Bungie won't be creating specific game modes for Forge, instead leaving that up to users. Bungie won't create specific game types for Forge, but rather leave it to the community to create their own. Screen Play has little doubt that the rabid Halo community will quickly come up with both strict rules for exciting new contests as well as fun impromptu games. Since Forge and Halo don't have a proper resource model (material and power), to make a proper RTS you really need the ability to tie the monitors ability to create content with the "value" of objects. Without this ability any "RTS" mode reverts back to a spam session. Without knowing the rules and filters Bungie has in mind I remain cautious, although optimistic about a possible RTS-FPS mode. At this point I am going to venture away from discussing Forge, and discuss some more of my ideas about necessary filters to create new game types and some game ideas. Hopefully others can begin mapping out their own ideas and filter suggests. We need filters. Lots of filters. The ability to dictate game parameters and enforce them is vital for any structured game. A map with a dozen tanks, a dozen Spartan lasers, a dozen Brute choppers, and a dozen fuel rods is going to be pretty lame. Here are some filters and parameters I would like to see in Forge--hopefully Bungie lets us know soon what to expect so we can get our think tanks warmed up. - Limit the number of Forgers. Allow asymmetric values for each side; include expiring conditions for Forgers (death, time, game conditions/objectives). - Monitor status changes: allow monitor status to pass on to other players after various events such as death, time, objectives, etc. - Resource Quotas. Allow Forgers to alter the starting limits, as well as limits, for each team, as well as independently from each other. - Parameters to increase/decrease resource quotas. Allow Forger defined variables like time, kills, objectives, territories, hill hold time, flags scored, etc. to affect the team and/or monitors resources. - Monitor activity restrictions: dictate where monitors can modify objects. Anywhere, in own base, capture points, near teammates, etc. - Modify object value. Allow Forgers to modify each items "cost" to a monitor for gameplay purposes. e.g. Forgers can set values to objects for gameplay purposes (independent of the values for the global caps for performance purposes... of course gameplay balance will need to fall under these caps). - Fine grained control over allowed weapons, equipment, vehicles, items, etc. There are limitless numbers of filters, modifiers, parameters, rules, dependencies, and ideas that could be used in Forge to create totally unique gameplay experiences. Bungie has hinted that it is much deeper than an object editor, and the presence of objects not in Halo 3 and modifiers that are totally divergent from Halo's gameplay (like racing) gives slight encouragement. Bungie seems very receptive about supporting Forge, and even including popular rules into matchmaking. As Bungie team member Lars says, "I'm not under the illusion that there's not someone out there that can do a better job." MY IDEAS Ok, I don't have an Xbox 360. I probably won't have one when Halo 3 is released next month. But thinking about Forge gets my creative juices flowing. It also has me interested in a product that had taken backseat to Call of Duty 4 and Team Fortress 2. Sure, Halo 3 was always going to be good and a sales monster, but I wanted something a little more fresh and new. Forge, you know, that gimmick, has the potential to make a console FPS "fresh and new" for years. Sure, it could flop because it is too constricting and the modifiers limiting and impractical (Epic is laughing at Microsoft right now... see, you should allow PC created content!), but it has potential. And here are some sample games I would love to try out in Forge. If they actually worked Halo 3 could become a real addiction for me. RTS Territories. Two teams. 1 monitor on each team (who can switch to being a Spartan if they wish). Each team has a base as well as 3 control points they are trying to capture. Gameplay is ticket based. When a team has a 1 flag advantage, the other team loses a small amount of tickets; ticket bleed increases with a 2 flag advantage, and is extremely fast with a 3 flag advantage. Monitors can create objects in bases and captured control points only. Monitor budgets are determined by the number of capture points in possession of the team. The more control points controlled, the larger the budget. Victory is accomplished when one team reaches zero tickets or whoever has the most tickets when time expires. Variation: Add a low cost Forge item (like coils) and evenly distribute them throughout the map that players collect. Instead of control points determining monitor resource collected (and possibly collected and returned to home base) "credits" affected resources. This could be played without control points as well. Halo Karts. A basic racing game: start line & finish line with checkpoints in between. Like Mario Kart Double Dash!!, each vehicle has 2 people (a driver and gunner). Littered on the course are various power-ups--weapons, temporary invulnerabilities, invisibilities, etc. Grav lifts are placed on the courses with specific check points to ensure they are used. Jail Break. Standard CTF, King of the Hill, Territories, etc. modes with an objective. But the wrinkle is when a player died they respawn at a location, barricaded in, without a weapon. The barricade is a destroyable object, but respawns within about 10 seconds. While you play you must periodically free your teammates from jail. Destruction Choppers. A game starts with 1 Brute Chopper manned by the game starter and 7 Warthogs w/o weapons. As the Brute Chopper can cut Warthogs in half, the goal is for the Warthogs to avoid the Chopper and the Chopper to kill the Warthogs. When Warthogs/Drivers are destroyed they respawn with their own Chopper and must assist the Brute squad in destroying the Spartans. Last Spartan standing wins. Last Stand. A single monitor and Spartan against 6 Brutes. The Spartan must defend his base while the Brutes are trying to assault it and destroy it (get a flag in, etc). Brutes get very basic weapons, whereas the monitor can give the Spartan a laundry list of resources. Spartan wins if time expires, Brutes win if they invade his base. Spartan health may need to be adjusted for balance. Variation: Brutes get no weapons, but do get vehicles (without weapons). They must break into the Spartan stronghold, steal a flag, and return it to their base. The Spartan retains the assistance of the monitor. Variation: One Man Army. 6 Brutes guard a base, with a single Spartan attempting to invade. Brutes have basic weapons whereas the Spartan has the monitor at his disposal. Variation: Brutes, in either example, have a limited number of lives (e.g. 3). The Spartan, after every death, gets an extra 5 second tacked onto his respawn time (for example: respawn_time = 10seconds + [5sec * #deaths]). With a time limit crunching down for both sides, this adds a penalty for deaths. Assault and Defend. A series of control points are setup on a map (for example, 5 in a linear path across the map). One team is assaulting (Brutes), one defending (Spartans). Once a control point has been "converted" (touched, destroyed, whatever) it now mains on the Brute side and Brutes can spawn at the point. Spartans can spawn at any point they control. The points must be activated in order. The Spartan objective is to prevent the Brutes from converting all 5 spawn points before the time limit and/or death quota is met. The Brutes' objective is to convert all 5 spawn points before the time limit and/or death quota is met. Each team has a monitor who can switch back and forth between player and monitor. Monitors can only spawn items at control points they control; monitor budget slowly refills over time. e.g. They start with 100 points and diminishes with every purchase. Every 1 minute they get 10 more points. I HAVE A DREAM... WILL BUNGIE FULFILL IT? As you can tell, I missed my calling as a wannabe game designer. I also have an odd infatuation with RTS-FPS games and seeing Master Chief in a Mario Kart game. But isn't that what sandbox games are about? Isn't that the E3 2005 sales pitch: Customize your experience to game your way? I probably wasted a lot of time thinking up example game modes that most likely won't be supported but Forge's tools. But what if they are? And even if they are not, Forge is setting the framework to move more control and armchair designing to gamers as well as opening the door for more Forge like tools in other games. Will it succeed as a basic design platform? Who knows, but the idea of giving gamers this ability is... empowering. A better question is: Does it matter if Forge excels? If gamers have fun toiling away, attempting all sorts of whacking permutations and video taping them for their friends to see--and are having fun doing so--isn't that what really matters? The fact something useful could come from this is just a bonus. From Bungie's perspective, the fact they got a diehard PC FPS player who initially scoffed at the mere idea of Forge (a spawn editor?!) actually interested in their game and actively plotting possible game designs says a lot about the concept. Forge, if well executed, looks to be the perfect trifecta for Bungie and Microsoft: It will be used as a major marketing tool, it extends the value of the game, and it opens the door for millions of gamers to possibly create refreshing online modes that could serve as a foundation to future projects. In the least Halo fans are going to get to monkey around in their favorite game playing in the ultimate Halo universe sandbox. While there are surely more secrets to uncover in Forge the reality is that the concept is very simple, but the possibilities could be endless. And even if Forge ultimately fails, it seem inevitable that developers will begin toying with the idea of giving more and more creative design tools to gamers to create their own gaming experiences. We can dream, right? --- |
| Acert93 Mr. Bad Cop Since 1492 Days |
2007-08-25 22:17:29 If you made it through all of that, I would really like to hear: --- |
| LEBATO IS WRONG Since 1643 Days |
2007-08-25 22:41:39 Dude, I read the whole freaking essay. |
| Acert93 Mr. Bad Cop Since 1492 Days |
2007-08-25 22:45:59 In reply to LEBATO (2007-08-25 22:41:39) Posted by LEBATO I don't see that one working. 1 gunner on each hog? Race starts, gunners shoot, warthog is destroyed, game over? Ps- Thanks on the Destruction Choppers. I think the mode sound really fun too :D --- |
| Phaethon360 Mr Pant Since 1366 Days |
2007-08-25 22:46:59 Man or Mouse 6 players line up in front of the Elephant on sand trap while 1 player drives it. All in a row, side by side, the Elephant slowly crawls towards them. Another player sits on top of a hill overlooking them, with a Spartan laser! The first person to avoid the Elephant in cowardice gets shot :D! Repeat until there are only two players in the row. Last man standing wins. --- |
| Acert93 Mr. Bad Cop Since 1492 Days |
2007-08-25 22:48:33 Pants, does Forge support 16 players? A number of interviews said 8. Is that only for Epsilon? --- |
| Phaethon360 Mr Pant Since 1366 Days |
2007-08-25 22:51:11 In reply to Acert93 (2007-08-25 22:48:33) Posted by Acert93 Pants, does Forge support 16 players? A number of interviews said 8. Is that only for Epsilon? --- |
| LEBATO IS WRONG Since 1643 Days |
2007-08-25 22:57:46 In reply to Phaethon360 (2007-08-25 22:46:59) Posted by Phaethon360 Man or Mouse 14 players line up in front of the Elephant on sand trap while 1 player drives it. All in a row, side by side, the Elephant slowly crawls towards them. Another player sits on top of a hill overlooking them, with a Spartan laser! The first person to avoid the Elephant in cowardice gets shot :D! Repeat until there are only two players in the row. Last man standing wins. If you move, you get shot, if you don't, you get run over? Anyways, here's a simple one. Deadly Rodeo: Enclosed area (circular if possible), 4 warthogs and 4 people on foot (no weapons), last one to get ran over wins. Variants: Just mess with numbers. 7 warthogs and 1 guy on foot (who carries ONE mine only). Time how long he can survive for, and go thru all players and check times for all, decide the winner :D Anything with vehicles and I'll have some fun with it. |
| Phaethon360 Mr Pant Since 1366 Days |
2007-08-25 23:04:03 In reply to LEBATO (2007-08-25 22:57:46) I sense much fear in you. --- |
| Acert93 Mr. Bad Cop Since 1492 Days |
2007-08-25 23:10:34 In reply to LEBATO (2007-08-25 22:57:46) Posted by LEBATO Deadly Rodeo: Enclosed area (circular if possible), 4 warthogs and 4 people on foot (no weapons), last one to get ran over wins. Variants: Just mess with numbers. 7 warthogs and 1 guy on foot (who carries ONE mine only). Time how long he can survive for, and go thru all players and check times for all, decide the winner :D Variation of victory: Last man standing wins. --- |
| Phaethon360 Mr Pant Since 1366 Days |
2007-08-25 23:13:36 In reply to Acert93 (2007-08-25 23:10:34) Posted by Acert93 Variant: Deadly Rodeo Elimination. 1 Warthog + Driver in enclosed area with 7 weaponless grunts. If after n seconds there are players alive driver loses, if all are dead driver wins. Variation of victory: Last man standing wins. --- |
| Acert93 Mr. Bad Cop Since 1492 Days |
2007-08-25 23:16:47 In reply to Phaethon360 (2007-08-25 23:13:36) Posted by Phaethon360 I like that idea. Keep the creative juices flowing peeps. No harm no foul on taking an idea and tweaking it. This is all about the best end product :) Team effort! --- |
| GriftGFX He can also ban your ass! Since 1521 Days |
2007-08-26 01:59:12 Good idea Acert, although I think it may be a little difficult to come up with fresh ideas without knowing how many limitations you can put on Forge game types, so far as a rigid rule set goes. This should be the place to post your experiences and ideas come September 25th as well. |
| davidnay Since 1409 Days |
2007-08-26 03:55:34 I think the Kart racing thing sounds cool. Maybe instead of making it like a traditional race with a start & finish line and checkpoints, you could just incorporate the race into the objective of the map. So essentially it is a race but it's disguised as a means to reaching a critical objective. Like, maybe you have to reach a certain area first to avoid some kind of danger. No silly check points or a guy waving a checkered flag. Remember, it is Halo not Mario Kart :) |
| Acert93 Mr. Bad Cop Since 1492 Days |
2007-08-26 11:32:40 Davidnay, good example! I was thinking of how, instead of a circuit, you could do a long linear "rally" style track. The concept of a timer + theme is really good :) --- |
| GriftGFX He can also ban your ass! Since 1521 Days |
2007-08-26 11:41:54 In reply to Acert93 (2007-08-26 11:32:40) Posted by Acert93 Btw, here is a video walkthrough of Forge for those too lazy to read my post. http://www.jeuxvideo.tv/halo-3-video-42440.html |
| Acert93 Mr. Bad Cop Since 1492 Days |
2007-08-26 13:26:23 I posted on Bungie.net (heh, got told Bungie needs to hire me... I wish! I am from Seattle you know!) and discovered they have a user created group for Forge Game Types. You have to join the forum I believe though: --- |
| dcdelgado Since 1381 Days |
2007-08-26 13:34:40 Man if some of thoes games above get made i'm in for my first taste of Halo multiplayer :) --- |
| FireWire IEEE 1394 Since 1521 Days |
2007-08-26 17:07:52 Acert one thing: In some off the game modes u are talking about brutes and grunts and stuff... --- |
| Acert93 Mr. Bad Cop Since 1492 Days |
2007-08-26 18:02:11 Normal players with skins. Sorry, no NPCs in Halo MP. I wish you could have NPCs... I really wish! --- |
| deftangel Hot stuff! Since 1389 Days |
2007-08-26 18:20:46 I think Acert means Elite's rather than Brutes :) |
| FireWire IEEE 1394 Since 1521 Days |
2007-08-26 18:52:00 Don't you guys think this is the next generation dungeon master? --- |
| Acert93 Mr. Bad Cop Since 1492 Days |
2007-08-26 19:06:05 In reply to deftangel (2007-08-26 18:20:46) Posted by deftangel I think Acert means Elite's rather than Brutes :) --- |
| GriftGFX He can also ban your ass! Since 1521 Days |
2007-08-26 23:46:51 In reply to Acert93 (2007-08-26 19:06:05) Posted by Acert93 So no Brute skins for MP :( |
| Acert93 Mr. Bad Cop Since 1492 Days |
2007-08-27 15:07:48 http://www.subnova.com/20070518.221403/ Respawn Time Growth Disabled - Respawn growth is disabled 2, 3, 5, 10, 15 seconds - Death increases your respawn time by that number of seconds. Woohoo! --- |
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