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Idea Info
Name:
Enforcer
Index:
Primary
Category:
Action
Submitted:
5/24/2003 2:20:29 AM
Written By:
TheNewMan

Game Architecture and Design: A New Edition
Book
cover
Highly Recommended !
Enforcer
5/24/2003 2:20:29 AM
By: TheNewMan

Show all Game Ideas by this Member
Category: Action Games

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3rd Person Action/stealth game

Plot
The player character is called Joe "The Bullet" Caponi, who is basically a slightly more talented than usual thug. His ex-gang boss has been killed and his old gang scattered or killed by rival gangs. He accepts this as street law and moves on and is lucky enough to be hired as an enforcer for a big-time crime syndicate. After the first couple of missions, basically bashing punk's heads in to keep them in line, his talent is noticed and he is chosen to do high-risk assassinations of the boss' enemies (of which there are many).

Later on, you are entrusted with the killing of political and other public figures to forward the boss' political ambitions. This in turn makes the police interested in you and by the end you will likely be the most wanted man in the city. Your face will be recognised and police and SWAT teams may well be sent after you. Add on to that a rival appearing on occasion and stealing your kills and trying to kill you and your problems are great.

At the end of the game, the police pressure is too great and your boss tries to double-cross you now that his path to being mayor is clear. Your final mission is to assassinate your ex-boss during his acceptance of being mayor speech (EXTREME security!) and escape (if you can!).

Stealth
At this point Joe is an unknown figure, meaning if he acts appropriately, he can blend into certain areas. With weapons concealed, he can appear as 'just another punk' in low-security gang areas, meaning he does not have to fight. In bigger gangs, he can even ask for directions from other punks! ('message for the boss- where's he now?' kind of thing)

However, should Joe act out of character, pull out his weapons, be seen in a high-security area (anywhere near anyone important) or be otherwise discovered, then the combat starts.

Note that Joe CAN fight his way from the beginning, but as there is no in-level health, it may make things harder.

Of course, later on when Joe's notoriety grows, it becomes much harder to sneak around.

Joe can enter a level in a disguise to help with stealth (a doctor in a hospital level for instance), but he cannot change clothes mid-mission other than to shed a disguise back to his street clothes.

When Joe is sneaking around, when he enters a new room in disguise or looks round a door frame into a new room, then the game time freezes and the camera looks around the room at anything important (guards, cameras, people who might see through the disguise etc), representing Joe scoping out the room.

Once the political levels start up, Joe gets an earpiece that can relay directions, changes in circumstances (target moving, police arriving etc) to cope with the bigger levels and professional foes (bodyguards, building security, police and SWAT etc).  It can also relay info when Joe is scoping out a room ('That's the target's brother- totally paranoid, don't even try to sneak past him')

Also, should a development occour (alarm goes off, rival appears, Joe about to be run over or blown up by a rocket etc), the game time freezes and the camera flips round to see Joe being angry, terrified, determined etc).

Also, between each level Joe spends time in the base talking with the other punks who first give Joe no respect because of his 'failed' past, but gradually like him, then respect him then fear him.  This should help the player see just how far Joe has come, with certain recurring personalities.  (Of course, he'll have to kill all of them in the last level!)

Combat
The combat is primarily gun-based (at the basic level, think Max Payne). Joe is limited to 'light' weapons (pistols, a small sub-machine gun etc- must be concealable in clothing), although he can on occasion get either a shotgun or assault rifle he cannot run whilst firing, only walk or stand still, plus they have very limited ammunition. (Joe dumps his weapons when they are empty while under fire- no time to reload! Either draws another weapon from belt or must loot the dead). Such a weapon is so big that it is the only weapon Joe can use as long as he holds it, it also means he cannot act innocent to get past enemies without a fight as the weapon cannot be concealed.

There are plenty of games around that use slowmo (bullet time or whatever). This game also uses this, albeit in a different way. The game goes slowmo and Joe takes reduced damage only when doing 'cinematic' stunts. eg sliding down bannister while shooting, shooting while lying on top of moving trolley (or similar), diving through glass, running along a narrow ledge etc. With some of these (bannister, ledge etc) the player will need to use the movement controls to balance the player to avoid falling off, although weapons fire can also be used to balance Joe using recoil.

Joe can also interact with the environment eg kicking a nearby bin into an enemy to distract them and knock them a couple of steps back. This works by pressing the action button, an aiming cursor appears which can be moved for about 1 second in slowmo before the kick/punch takes place, reverting to real time once the kick takes place.

Another skill is the use of cover. When near an object that can be used as such (crate, pillar etc), a button can be pressed that makes Joe take cover behind it. The targeting cursor can then be moved around. When the cover button is pressed again, Joe pops out only as far as is necessary to shoot there, and the player can shoot. A third press returns Joe to cover to repeat the process. Moving away from the cover ends the covering. Caution though: against well-equipped foes, they will probably use grenades to flush you out should you remain stationary too long and even punks can keep you pinned down with pitol fire and flank you.

Examples of usage:

Joe at top of stairs in hospital down to first floor used in target's recovery after operation.

Slides down central bannister (slowmo)- goons guarding stairs killed. Player balancing Joe, any shots at Joe have reduced chance of hitting and do less damage.

Joe lands near the bottom, leaving slowmo. Nearby punks react to sound and swarm to stairs.

Joe dives onto nearby gurney [thanks Biz], sending it (and him) rolling down the main hall and into slowmo again. Joe kills punks as they emerge. No balancing required.

Outside the room, Joe ditches his ride (leaving slowmo), dumps his empty pistols, cartwheels towards room, grabbing pistols midway (and getting more slowmo- ONLY because of grabbing pistols) and dives through the window (entering slowmo a fourth time). Kills nearest goons, more left. Joe lands, leaving slowmo. Seeing a line of seats back-to-back down the middle, Joe jumps on top of the backs of the seats and starts running precariously down them, entering slowmo AGAIN. While balancing, Joe shoots the remaining goons in the room. Unfortunately, Joe misbalances and falls of the backs with one enemy still standing, causing him to leave slowmo, drop his weapons and be vulnerable. Fortunately, there is a small bin nearby which Joe kicks into the goon, who is distracted long enough for joe to draw another pair of guns from his waist and shoot him.

Enemies start entering the room, so Joe uses the chairs as cover and picks them off while they are in the open.

Etc. As you can see, the aim is to create a highly cinematic feel with liberal use of the environment nearby. Joe should constantly be on the move and rarely will he have (or be able!) to kill every enemy on the map, using stealth can get you deep in and staying mobile will prevent enemies left behind from catching up.

Hope you enjoyed reading. Comments desired.






Add your comment to this Game Idea



YES!
5/27/2003 6:07:23 PM
Comment by:
error404
YES! This is a game! I know more than one person who will try to e-mail you to get more info so they can program this game. Just one question: Why MERC??
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erm . . [embarassed cough]
5/28/2003 12:05:59 AM
Comment by:
TheNewMan
Glad you think so highly of it, as for the name, well you probably realised it's short for 'mercenary', but failed to come up with a reason why that is relevant. Short answer: neither can I, but it SOUNDED cool and given how bad I am usually with names (see 'absolute power' in the RPG section), I stuck with it rather than more accurate but dull names like 'Killer Thug'. Note: if you want to mail me, be sure to mention 'Game discovery' in the subject- get a lot of junk and it may be accidently chucked out otherwise.
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Name Again
5/29/2003 12:57:55 AM
Comment by:
error404
I just thought of a really cool name for your main character: Tommy Caponi. Tommy is from GTA, and I got Caponi from 'Capone', as in Al Capone, the famous gangster. Option: Tommy Hoffa, but that doesn't sound good enough...
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name change
5/29/2003 10:32:00 PM
Comment by:
TheNewMan
changed the name slightly, including a mob-style nickname as well, but kept the 'Joe' (as in 'ordinary Joe', subconciously emphasising he is no-one special), rather than the 'Tommy'- there is enough stealing from the GTA games going on today without me adding to it.
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Cam Action
5/30/2003 11:38:11 PM
Comment by:
ChickenFry
You have a great idea. I like it. One thing you might want to think about is crazy camera angles right when certain things happen. Example: Quick zoom in on Joe getting two guns off the floor and then zoom out back to regular view and take game out of pause and back to slow mo'. Also if Joe gets hit, swing camera around to close up of where he was hit. One more and I'll stop: Joe walks to the corner of a room in cover mode and peeps around the corner. Instead of having the player control exactly where Joe looks at first, go to pause mode and have the camera dance around the room showing all visible people and special objects. It would be just like in high action movies. Okay, just one more: this camera trick could also be used to add an emotional touch with Joe. If something emotional takes place (startled, surprised, extreme anger) go in pause mode and swing around to see Joe’s face - or the face of the last person shot in an area. Just think if Joe was about to get hit by a car, the game would pause and the camera would swing around to show the dumb look of a dear in the road and then resume to a slower speed allowing the player to either jump out of the way or become road kill. I could go on, but I hope you get the idea. I like what you got. Peace
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Cameras
5/31/2003 7:52:53 PM
Comment by:
TheNewMan
Okay, updated the idea again. Included a couple of the camera ideas, the room examining one I felt would help increase the tension during the sneaking bits and the facial reaction one would help with empathy, but didn't include the others: the paused closeup each time Joe picks up a weapon while cartwheeling or whatever I felt would break up the pace- even while in slowmo, the player should never be able to pause for breath once the action starts and pausing would allow them to. Showing where Joe has been hit would again break up the flow, but even worse, in the middle of a gunfight! The player would never be able to get any kind of rhythm going. Still, some very good input, keep it up!
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Awesome gameplay, interesting plot, boring title
9/6/2003 12:52:57 AM
Comment by:
bizpimp
This game idea is indeed very creative, as you've seized to amaze me once again. Assassination games have been done before; however, I am fully impressed with your gameplay methods. The extra touch of a "cinematic feel" is something I have heard of, yet never experienced. Although, I am not a fan of slow-mo effects in gameplay, you have described them particularly well. I have to say, tearing this idea of yours into shreds, as you did mine, is extremely difficult; on account that you've included an excellent variety of complex material. Outstanding work. The interactive environment (hiding behind objects) reminds me that of 'Time Crisis', while you've done an excellent job of including stealth without the impression of a 'Splinter Cell' rip off. One thing I should point out though, is your title. I feel "Merc" is not quite suitable for such an stealth-like/assassination-based game; it's rather boring in my opinion. Oh, by the way. You mentioned before that Joe jumps and lands on a [stretcher with wheels]. It's called a 'gurney'. Keep up the good work.
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Changed name (finally)
9/8/2003 3:10:18 PM
Comment by:
TheNewMan
Okay: 'Merc' is now 'Enforcer'. Joy. More accurate, hopefully better, but still rather dull. If anyone has better ideas, I am willing to listen. Oh, and updated the gurney. Double joy.
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Triple Joy
9/13/2003 12:49:48 AM
Comment by:
sparda590
The Good: I liked the ending, what with the boss double-crossing you. Um...yeah... The Bad: This is probably one of the most unoriginal game ideas I have ever read. (It's not just you, too many shooter games are just all the same.) Sounds to me like a could have been shooter. It could have been better, had you have gone into the weapon details a little further, but even then you would have to come up with something pretty damn clever to break through the big ugly wall marked LAME. I'm sorry, got carried away. It isn't that lame, I'm just a bit dissapointed that you couldn't come up with any original ideas. OK, I'll try to be a little more helpful than that. Here's just a few things I didn't get. First, you lost me in the beginning with the whole "working for the boss" deal. Who is this boss? Where does he work? Is their locatation so secret that armies or cops can't track him down? Is Joe waging a one-man war? That's a bit far-fetched. Your idea needs a few more characters, I think it would make more sense to have a dark agency going up against the cops, instead of one dude doing everything. Why the hell did you name this game Enforcer? It doesn't sound like Joe's doing a lot of enforcing, just assassinating. I just didn't find this one so hot. But hey, maybe I'll find your other ideas more interesting...
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errr
9/13/2003 2:49:09 PM
Comment by:
TheNewMan
OUCH! Okay, enough whining: to answers. The 'Boss' is, as I said, a big-time crime lord. (As in organised crime? Mafia style?) He probably lives the high life in a mansion somewhere on the outskirts of the city, giving orders to his most trusted lietenant to avoid being implicated. Have you never heard of the 'teflon Don'? The police knew where he was, they knew what he did, they just couldn't prove it. Same with this dude. Joe is not waging a war- he is killing certain individuals who oppose his boss in order to enforce (hence the title) his boss' power. There are other enforcers doing other dirty deeds, plenty of enemies on the streets. Unlike my other games, this one is near-pure action, other than minimal interaction with other thugs between missions back at the base (NOT the boss' mansion), there is not much in the way of talk, hence no need for developed characters. As for the barely going into slowmo mode, WTF? What did you think that example of play was all about? It was almost nothing but showing how the slowmo worked, given how it is an integral part of the game. If you missed that, I can certainly see why you were underwhelmed, environment interaction and the novel method of slowmo is what distinguises the game from others! Take that away and you are indeed left with a very sorry excuse of an idea, which is why they are in there.
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Ah
9/13/2003 8:54:04 PM
Comment by:
sparda590
And I prove that I'm a dubmass once again. I apologize for the whole slo-mo deal, I don't know what the hell I was thinking. That was a pretty crappy review, but I still never thought I'd make YOU of all people say ouch.
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