Q-branchWith all of the spy-thriller action games that has loads of different
gadgets, people forget that someone has to invent those things in the
first place. That is where Q-branch comes in. In the game, you play as
the head of the Q-branch from the James Bond movies. Best of all, you'll
start in the '60s when the James Bond series started and progress through
time, getting better technology. The point of the game is to create the
most useful secret agent gadgets that you can. Instead of thinking up
and creating the gadgets yourself, it is your job to decide which ideas
of gadgets should be worked on and which wouldn't be very useful or just
aren't feasible for the period of time that you are in. Your success is
based upon how well missions end up going because of the gadgets that
the Q-branch created. If you are successful in the choices that you make
as the head of Q-branch, not only will the game proceed through the decades
(bringing in new ideas and technology), but also, any technology advances
which come from the decisions of what ideas you decided to work upon may
bring about new possibilities of other gadgets to work on. For instance,
if the Q-branch is successful in creating a belt with a piton and wire
to swing from, the technology from creating the strong wire might be able
to make more bullet-resistant vehicles. Another example might be that
creating bulletproof glass results in the possibility of making guns out
of that glass, in order to fool metaldetectors - or even vice-versa. The
inter-weaving of all of the ways that some things can lead to others can
create a real webbing of different strategies to use to advance in the
game. Another thing: even if your team wasn't successful in creating some
of the gadgets that they set out for, the technologies that they did create
might have uses for other gadgets. As an example, say that even though
(in the late '70s - it might be possible later on) your team was not able
to create a pen-shaped grenade, the chemical explosive that was created
would make a good propellant for small missiles. If this game was to have
cinemas, they could be of 'Q' giving some of the new gadgets to the agents
(just like the scenes in the Bond films), complete with some of the wisecracks
that James Bond is famous for (even though he wouldn't be the only agent).
The game might have huge replay value because the ideas that you decide
in the beginning could affect the rest of the game. Alsow, the game would
end if you were making bad decisions and 'M' thought that your gadgets
weren't saving enough agents. As for how the game should be completed,
it should end no sooner that ten years in the future, so that there gets
to be that hint of future technology. Exactly how or why it should end,
I am really not sure. As for interface, the game wouldn't be a graphics
powerhouse, but it might contain quasi-RTS elements by new ideas coming
to your attention and deciding that a project has been worked on long
enough without success (not to mention that there would have to be some
sort of budget). A game like this could give developers a great chance
to use there imaginations because there would have to be an immense resource
of gadget ideas and how some ideas would lead to other ideas. This game
would be fun because it would give some recognition to all of the work
that must be done by Q-branch in order to create the gadgets popularized
in the movies.
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