"Today" is in need of a team to adopt it,

Kangy

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Today - an exploration of time.
Hey, guys, Kangy here. I've been pondering over an idea of a HL2 mod inspired by the hit TV show 24. It'd be impossible to use all the dramatics of the show, but to be honest, they'd be a bit crap in an actual game anyway. However, the entire “You're running out of time,” element could be kept. By giving the player a set time to complete the game by, and other time based objectives/paradoxes, it would easy to create a memorable single player experience that could be both challenging and interesting.

Another element I'd like to add in would be certain hours for certain plots. For example, the first 8 hours are the “Hunted” hours, and at roughly (but not necessarily before or after) the 8th hour, this plot begins to come to an end, and lead on to a new plotline. I'd like to see every non-critical character being 100% expendable and reliant on your ability to protect them and give them the right instructions to make.

The general idea of the 24 hours theme is to have wound up the plot before the 24 hours are up. Here's a fake example: In 24 hours, Ian Rhodes will detonate a bomb inside the nuclear power plant, spilling radioactive rays on the entire city. From the starting point to the end, the plot would point you in the right directions to find Ian Rhodes and his bomb, and why the hell he's doing it in the first place. There would hopefully be many different ways to stop the detonation. Say, you could figure it all out 3 hours early, and get the location of Rhodes and his bomb, and track it down before it can be planted at the plant. However, you might have taken the wrong road somewhere, and spent longer getting to the bottom of one plotline, or your actions may have taken you down a different route entirely, leaving you with only 25 minutes to spare. With the bomb planted, and the timer turned on, you'd have to get to the plant in time, and somehow find a way of turning the bomb off, or getting it away from the plant.

However, with so much time, it'd be very hard to create content that would fill an entire 24 hours. Thus, the need for a living city. Whilst it obviously wouldn't be fully interactive, I'd like to see pedestrians and people driving around the city react realistically to the current events. If you're driving around normally, there wouldn't be much attention paid to you. However, if you start shooting them, they'll crumple to the floor and die like every other bad guy and it'll be game over, as your colleagues will attempt to neutralize or arrest you for your crime. If someone opened fire on you, I'd expect the civilians to run for cover or panic, and your colleagues to start helping you out. The world would also have to react to the time of day, with streets emptying at night and waking up again in the morning.

I've never considered myself anything but a writer, but here's what I really want. Any modders out there who are serious about doing this and feel they are capable of this kinda work, please contact me, as I'd like to write this thing up, and give my finished ideas to a team and let them build a mod around it. I'm not keen on writing a full story yet, or revealing what I've got so far so I don't ruin it for everyone who doesn't take part, though, so if anyone was hinging on a pre-made storyline, don't hesitate to ask for one.
 
I'm definately liking the concept - and it probably can be done. In the original Half-Life, when you saved a game it recorded the time you'd been on that map for, so I assume that, through adding together map times and everything, you could get the thing sorted.
If I wasn't already bound by my own mod, I'd probably help out.

-Angry Lawyer
 
that is prolly one of the coolest mod ideas i've heard in ages. If I had any other tallent then photoshoping, i'd help you.
 
Sounds interesting, but cuts out everybody who wants to 'stop and smell the roses' so to speak. For such a player (like myself) the time limit would just add stress, not fun. Also, what happens if the player reaches the game's half-way point with 2 seconds left? Game over? Not much fun. The living city is cool, and you may be able to pull off the timed idea, perhaps if you split the timings up into checkpoints or something. It's probably just my aversion to timed games that's talking. Best of luck with the mod - as with any idea, do it well and it will be fun, do it poorly and it will be torture. Limiting the player's time is a big gamble.
 
this could work if you focused on ginving it lots of breadth and purposefully cut down the depth
 
Thanks for the advice guys. I'll try and figure what you said into my whole planning. I'm glad to you all see it as a good, original idea.
 
Okay, I'm going to give the criticisms/ideas my reponse quickly, or at least whatever I can before I go for a snooze.

Fictiouswill, and Pendragon :

I'd like to see no other "time-limit" than the "You have 24 hours" thing, apart from maybe a few plot devices. I also think that 24 hours is plenty of time to finish it, and I'll write the storyline to take roughly 22 hours, giving the player two hours to get lost, think, and explore.
 
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