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Fascinating game concepts that blow your mind

What are some moments that have blown you away in terms of game play? Something unconventional, or deceptively simple, or just fascinating?

One moment that came to my mind is the way Sound Voyager is played. I had never really thought about playing a game with just sound. The game pretty much blew my mind. I looked into some audio adventures, but didn't really get far.

Also the immersion in Half-Life 2 blew me away. I can still remember walking off the train into City 17, watching and listening to the world around me.
 
Recently, Flower. You're mother nature or some shit controlling the flOw of the wind as you gather petals and bring life back to the flowers. Using motion. Righteous, dood.
 
Some of the boss fights in the MGS series (like Psycho Mantis) are the most innovative in the world of interactive entertainment.

Also everything about Syndicate (the fact the game was VGA and looked like SVGA; the persuade mechanic blew my mind @the time, etc).
Also, the entire concept of Dungeon Keeper.

Basically, the two game designers that GAF hates the most are the two that make the most fascinating game concepts :P
 
Tetris. Less for the concept, but more for how it A) Defined the entire genre, and B) Has yet to be surpassed
 
I still think the original Half-Life was an amazing concept; to never leave the eyes of your character and keep all story within the game. Watching it evolve through the series and shooters in general is pretty crazy.

To be honest, my favourite is the first Resident Evil. Hearing about it as a kid blew my mind; a game where you fight zombies and monsters in a huge mansion. Sold. Then hearing the second was going to take place in a zombie and monster infested city? Sold sold sold.
 
The actual execution was... iffy, to say the least, but I absolutely *adored* the concept behind the .hack series.
 
MGS2 blew me away and opened up the door for me to a far wider spectrum of what videogames are, and could be. The idea of stealth, and the methods of stealth, in particular. It also fed that desire for hit and runs, and then hitting again, like that monkey pulling the dog's tail in that one gif.

Before that, FF7 and FF8 blew me away with its overall presentation and mood.
 
Strafe jumping > Bunny Hopping. I pretty much love anything that actually rewards players that put their time and effort into learning the intricacies of a game.
 
Demon's Souls
Summoning people to help me in demon's souls.
People leaving tips.
Watching nameless people die.
Watching faint ghosts of people playing live.
Getting invaded by people that seek to slay me.
Entering other people world to slay them.
Spoiler 3-4
Being a boss, or fighting a boss that is actually another person.

MGS
Psycho Mantis
 
Tail of the Sun: Wild, Pure, Simple Life

It's easily one of the most bizarre games I own. Pretty much every technical aspect of this game is awful, yet it's so weird that it becomes strangely compelling. It's an early sandbox game where you forage around as various cavemen/women in a tribe, killing small animals and eating fruit and vegetables strewn randomly around the landscape. Different food makes different parts of your body evolve at different rates, affecting things like how fast you can run or throw objects. Ultimately you work your way up to large game like woolly mammoths, and use their tusks to build a tower to the sun.

And then of course there's the amazing feature the game is perhaps best known for, which is your character randomly falling asleep. You simply lose control and have to wait for them to wake up. It does not matter if you are fighting a creature or swimming, meaning falling asleep can and does lead to completely arbitrary deaths just because it happens at the wrong time.
 
Kirby's Dream Land. The concept of flying whenever I wanted to almost felt like cheating, and the instant projectile granted by your puff of air wasn't bad either. That game really made me think differently about platformers.
 
God of War's tutorial levels

I was so used to boring starts to games with boring slow introduction levels then you played God of War and from what I remember it was like

BITCH, this ain't no boring ass tutorial. We gonna throw you on this mother fucking sinking ship, and you getting attacked by GIGANTIC FUCKING HYDRAS, how the fuck you gonna kill them bitch!? WHY DONT YOU DRIVE ITS FACE THROUGH THE MAST OF THE FUCKING SHIP BITCH! THAT is how you do a fucking tutorial level to the EXTREME. OH YEAH, AND DONT FORGET TO FUCK SOME BITCHES BEFORE YOU'RE DONE
 
Deus Ex. I don't know if we can define it as a "concept", but the feeling of freedom is so incredible.
It's like they understood the magic formula : liberty+perfect atmosphere=OMG IMMERSION
 
Enter a forbidden land, empty, beautiful and plain.
Challenge 16 giant god-like creatures to save your lover's life.
Ride a horse through stunning landscapes, reminding you every second how lonely you are and why you are enduring all this. Then battle in the most epic fights an human soul can imagine and
see you horse die saving yourself before you became a colossus yourself, enduring the weight of your acts on your shoulders to finally die to see your lover live.
Mind blowing.
 
UnluckyKate said:
Enter a forbidden land, empty, beautiful and plain.
Challenge 16 giant god-like creatures to save your lover's life.
Ride a horse through stunning landscapes, reminding you every second how lonely you are and why you are enduring all this. Then battle in the most epic fights an human soul can imagine and
see you horse die saving yourself before you became a colossus yourself, enduring the weight of your acts on your shoulders to finally die to see your lover live.
Mind blowing.

Agro didn't die
 
UnluckyKate said:
Enter a forbidden land, empty, beautiful and plain.
Challenge 16 giant god-like creatures to save your lover's life.
Ride a horse through stunning landscapes, reminding you every second how lonely you are and why you are enduring all this. Then battle in the most epic fights an human soul can imagine and
see you horse die saving yourself before you became a colossus yourself, enduring the weight of your acts on your shoulders to finally die to see your lover live.
Mind blowing.
Oh, SotC... better yet, you can say Team ICO always makes fascinating game concepts
 
GrotesqueBeauty said:
Tail of the Sun: Wild, Pure, Simple Life

It's easily one of the most bizarre games I own. Pretty much every technical aspect of this game is awful, yet it's so weird that it becomes strangely compelling. It's an early sandbox game where you forage around as various cavemen/women in a tribe, killing small animals and eating fruit and vegetables strewn randomly around the landscape. Different food makes different parts of your body evolve at different rates, affecting things like how fast you can run or throw objects. Ultimately you work your way up to large game like woolly mammoths, and use their tusks to build a tower to the sun.

And then of course there's the amazing feature the game is perhaps best known for, which is your character randomly falling asleep. You simply lose control and have to wait for them to wake up. It does not matter if you are fighting a creature or swimming, meaning falling asleep can and does lead to completely arbitrary deaths just because it happens at the wrong time.
I rented this once when it was new and it stayed in my head until this year when I got a copy for psp off of JP-PSN.

Go forth a be a caveman. Kill something and get the option to bring home the meat for the tribe. As time passes the village grows and each time character dies there is a larger selection to choose from because of population growth.

I think you are right about EVERY aspect being flawed technically though.
 
Leminnes said:
You thought he did, though. D:

Exactly. It made me even more bad when I saw him
reaching the secret garden with the girl. It's even more tragic to see that he survived and came back, once again to the central tempal for Wanda, even with his injury...
Loyal to the end. Good horse.
 
UnluckyKate said:
Exactly. It made me even more bad when I saw him
reaching the secret garden with the girl. It's even more tragic to see that he survived and came back, once again to the central tempal for Wanda, even with his injury...
Loyal to the end. Good horse.

Best horse. Maybe next to Shadowfax. "Run Shadowfax, show us the meaning of haste"
 
UnluckyKate said:
Enter a forbidden land, empty, beautiful and plain.
Challenge 16 giant god-like creatures to save your lover's life.
Ride a horse through stunning landscapes, reminding you every second how lonely you are and why you are enduring all this. Then battle in the most epic fights an human soul can imagine and
see you horse die saving yourself before you became a colossus yourself, enduring the weight of your acts on your shoulders to finally die to see your lover live.
Mind blowing.
People don't give enough Credit to SotC's amazing underlying story.
 
An almost endless amount of generic enemies and tons of over-the-top weapons to slaughter them. A new EDF game please now.
 
I think U.F.O.: A Day In The Life and Endonesia are brilliant gameplay ideas.

U.F.O. is a hidden object puzzle game like Pokemon Snap, Where's Waldo, I Spy, or casual adventure games, except that you can't see the hidden objects. Your alien brethren crashed into an apartment complex (luckily, they and you are cloaked) and are trying to escape to the mothership before they die. You can warp to any moment in time (within 24 hours) and space (within the apartment complex).

So, how can you find them if they're invisible? You look at environmental visual and audial cues that show the apartment changing over time (the game plays out in accelerated real time). If a well-trained cat doesn't use its litterbox, it's probably because something's in it already, for instance. You take a picture, get it developed, and if an alien's in the negative, the mothership beams them up.

So, why isn't it a guessing game? Because you have to tail people and discover their habits in the Love-De-Lic style. An alien will always mess with a new object or being, so you never have to wait in an empty room taking random pictures. You can also guess where aliens will be based on the apartment dwellers' habits and personalities.

So, why isn't it boring? While you're waiting, these people are doing funny, shocking, and dramatic things. The game takes place over 24 hours (And that's great, because you don't need a demo level. Most people will be asleep at 3 A.M., so that functions as a demo level, for example.) and an entire story is told over the course of those 24 hours. You can only play 1 hour at a time before getting sick, so the game basically plays out in 24 serialized episodes of 9 different rooms/series. As you find more aliens, more environments and events occur to give you access to more aliens. It's quite elegant.

So, if it's just 9 different serialized plays, why is it amazing? Remember when I said you can travel to any point in time and space? When you warp aliens out, whatever they were affecting isn't affected anymore. I don't want to spoil the game's story, but when something changes, you get to essentially watch an "alternate timeline" of what occurred when you did something or your alien buddies didn't. So, if an alien tripped a salaryman during his morning jog and he was late, his boss could flirt with his secretary (who likes the salaryman) and had to stay late at the office. If you capture the alien who tripped him, he gets to work on time, the boss gets romantically frustrated, and you get an AWESOME payoff when the boss uses a "secret room" for his...weird...fantasies. Then, someone else comes in if you solve their problem, and more hilarity ensues. Awesome. PLUS, at 10:00 p.m., an alien outlaw faction arrives and reveals that THEY have aliens scouting out Earth. They threaten to blow up Earth if you don't save their buddies in 2 hours, Earth sees the U.F.O. in the sky, and the military threatens to blow YOUR buddies up. Since this whole game's about choice and how one should live one's life, you get to see 2 awesome emotional payoffs. 1st, you get to see how these people you've been with act when they think they're going to die. Minor, not-that-interesting spoiler here: for example, the Japanese salaryman comes home late and goes straight to sleep, thinking there's going to be another day tomorrow that he has to work, work, work through. So, you get social commentary like that on career-obsessed people (that's the least good one by a lot, but I still think it works as satire, especially if you've been with for 24 hours). 2nd, these people talk about what they WOULD have done today if they knew the world was going to end. Since you've seen all of their possible actions, you get to see if they're lying or not. It's extremely powerful.

But wasn't it was only released in Japan? Wrong! Well, it was, but 99.5% of the whole thing's in pantomime, since your alien language is gibberish and you don't understand Earth's languages.

All of this design ties together to make, basically, Pokemon Snap + Rear Window + Groundhog Day + The Legend Of Zelda: Majora's Mask. Yeah. It's that awesome.

http://www.hardcoregaming101.net/lovedelic/lovedelic2.htm
http://www.youtube.com/user/SketchesOfMoondays#grid/user/C98EDBBD54634F3F

Endonesia's the better game, I think, but the artistry is less dependent on the gameplay. It's still brilliant, though. You're a tiny kid who hates his life. While waiting on a park bench, you get warped to this island. It's a standard (phenomenal) adventure game from there on, as you try to find out what the island is and how/if to return home. The brilliant bit, though, is that the whole game's about how adolescence sucks and how one becomes an adult. Your mop-haired kid gets "Emo powers" by helping people on the island. You can only get out of situations by harnessing your Emo powers/powerful emotions and putting them to good use. This means that you have access to all of your inventory/powers at all times instead of them disappearing after use, so puzzle-solving is based on observing islanders' habits, the environments, et cetera (like before). So, basically, it's an adventure game where your character IS the inventory. For example, you start out with no powers. After wandering aimlessly for a bit, you get the power of Hunger. If you use "hunger"on a mushroom-dog hybrid that's following you, it eats away some vines, opening up the next area. You later find these helium balloons that give you the power of Fun. If you use Fun on a fish in the water, it leaps out of the water, gets eaten by a bird, which gets eaten by an alligator. You then get the Food Chain power, which helps you learn an important lesson about life later on. After getting all 50 powers and unlocking all 50 gods of Endonesia, you get to make a final decisive choice about what being an adult means. Again, brilliant.

http://en.wikipedia.org/wiki/Endonesia
http://www.youtube.com/user/SketchesOfMoondays#grid/user/F6D30C2A672A33F1

Also, the SAME GUY came up with these ideas. Amazing.

OnPoint said:
Has yet to be surpassed

Puzzle League?
Puyo Pop?
Meteos?
Lumines?
Puzzle Fighter?
Puzzle Quest?
Trash Panic?
Poker Smash?
Zoo Keeper?

That said, it is a brilliant, obvious-when-one-thinks-about-it idea.

GrotesqueBeauty said:
Tail of the Sun: Wild, Pure, Simple Life

I seriously miss Artdink's art period. If only they had done that game correctly... Still, No One Can Stop Mister Domino remains incredibly fun.
 
2588jmh.jpg


Collecting the hidden stars in Braid. The point at which the game goes from "clever" to absolutely ingenious, and bar one of the stars being kinda unfair and impossible to figure out without aid (if youve done them, you know which one) the rest are some of the best game design period in the entire history of the medium.
 
mclem said:
The actual execution was... iffy, to say the least, but I absolutely *adored* the concept behind the .hack series.
I was soooo fucking hyped for that game then I actually play that turd and was heartbroken.
 
The distance between the start of Level 1-1 to the first pipe in SMB and what it aims to teach you during that time.
 
The entire Pandora's Temple in GoW. The design and execution of it is brilliant.
 
Buy a crappy real-life road car for 10,000 credits.

Drive on crappy races in order to gain some cash.

Get a licences in order to progress to a better races.

Drive in better races in order to get more cash in order to buy better cars.

Step and repeat untill you die.

Pin-point blowminded since 1997.
 
Leaving the first solar system in Starcon 2 and realizing, that it's just a blip on an enormous map, and I'm going to need a hell of a lot more fuel to explore the galaxy.
 
SecretBonusPoint said:
2588jmh.jpg


Collecting the hidden stars in Braid. The point at which the game goes from "clever" to absolutely ingenious, and bar one of the stars being kinda unfair and impossible to figure out without aid (if youve done them, you know which one) the rest are some of the best game design period in the entire history of the medium.
Are you serious? The stars in Braid are some of the absolute worst game design in the entire history of the medium. How the fuck anyone ever found any of them in the first place without any aid completely boggles me. If it wasn't for the achievement description, no one would have even known they existed.
 
UnluckyKate said:
Enter a forbidden land, empty, beautiful and plain.
Challenge 16 giant god-like creatures to save your lover's life.
Ride a horse through stunning landscapes, reminding you every second how lonely you are and why you are enduring all this. Then battle in the most epic fights an human soul can imagine and
see you horse die saving yourself before you became a colossus yourself, enduring the weight of your acts on your shoulders to finally die to see your lover live.
Mind blowing.

:lol
 
Luigiv said:
Are you serious? The stars in Braid are some of the absolute worst game design in the entire history of the medium. How the fuck anyone ever found any of them in the first place without any aid completely boggles me. If it wasn't for the achievement description, no one would have even known they existed.

Bar one of them, all the rest simply require absolute mastery of the game like clockwork. They are hidden for a reason, and the sheer intricacy of the puzzles and mechanics behind getting them is just pure genius. It feels like youre almost breaking the game at some points to get them, but thats been entirely accounted for and what you had to do. I got all of them without a guide apart from
the awful decision to make one only obtainable through World 2's loose puzzle pieces being manipulated to create it, thus enforcing a restart of the game to get it since you cant break finished puzzles apart (should have been patched in).
Other than that, the rest left me astounded at the complexity of design that went into them.

Just because they werent easy and in plain sight doesnt make them "worst game design ever", it means they were a true puzzle to find that required some serious thinking. And the payoff was incredible changing the entire meaning of the ending segment of the game and indeed what the games story was all about.
 
For me it was the transition from 2d to 3d that had the most dramatic effect.


Zelda OoT.

The intro forest part that teaches you the game mechanics. It seems quaint and redundant now, but it was amazing to me how that opening section laid out the entire game mechanics there for you to play with. Then when you "locked on" to your enemy ... it was a eureka moment where you said "Yes! This is how 3D gaming is going work".

The other part happens shortly thereafter. You are in the Deku tree. You are stuck and you don't know where to go next. You search everywhere for the way to continue on. I climb to the top of the tree, then I LOOK AROUND (within the game) and see that underneath a web is more level to explore!
 
SecretBonusPoint said:
2588jmh.jpg


Collecting the hidden stars in Braid. The point at which the game goes from "clever" to absolutely ingenious, and bar one of the stars being kinda unfair and impossible to figure out without aid (if youve done them, you know which one) the rest are some of the best game design period in the entire history of the medium.

well not playing the full game, but the demo had me delighted. I probably will buy it eventually.
 
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