Would mixing the MGS and early RE gameplay formulas be good?

KaiserMk7

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Explorable compund of locked doors and deadly armed persons and monsters. Limited on-person inventory capacity shared between keys, weapons, healing items, and other equipment, which calls for deliberate selection and routing from storage locations. Never once feeling like less than a monster of a one-man army yourself, picking off squads of the enemy faction and grappling with beasts as you advance along your chosen path. Occasionally encountering roaming minibosses that require specific tools to actually put down and encourage deviating from your chosen path to flee.
Is this a solid, playable foundation? Any more thoughts on the matter?
 
No it won't work it sucks to put it simple you should never ever EVER think about designing a game to also spare us your shit idea your talent for game design should be kept hidden forever better for you and for everyone else so they don't have to suffer through your poorly thought "game"


Now really thinking about your idea it can be interesting a hybrid between Resident evil and metal gear sounds like some good potential to me
 
Excited Ultimate Warrior GIF by WWE
SH3.webp
 
Explorable compund of locked doors
This is core Metal Gear gameplay. You gain keycards that allow you to access once locked rooms so you return back for them either to get items or progress in the game. Resident Evils does the same shit. Honestly it annoys me.
deadly armed persons and monsters
Almost every boss fight is dealing with monster thing in MG series lol.
Limited on-person inventory capacity shared between keys, weapons, healing items, and other equipment, which calls for deliberate selection and routing from storage locations.
Inventory is limited already in MG series that is not so limited like Resident Evil games, which why in MG games you can carry a lot more is because the guy has bags which is necessary lol. I don't think such a game having inventory problem is a good idea. For Resident Evil 3 it made sense but not the other games because in RE3 Jill had to run away from surprise attack with clothes she had on, but when you prepare for the survival it wouldn't make sense not to bring pockets lol. It's just boring hindrance for players.

picking off squads of the enemy faction and grappling with beasts as you advance along your chosen path
Then IDK why Metal Gear has anything to do with it when it seems more like you want a tank control Resident Dark Souls that you use firearms instead lol.
Occasionally encountering roaming minibosses that require specific tools to actually put down and encourage deviating from your chosen path to flee.
That's okay idea. I always liked figuring out weaknesses and specific way to beat bosses.

So to sum it all up it would be another indie game not many people would play and those played would shower mixed reviews. It can barely sold for $3 lol.
 
Absolutely solid foundation. That blend of tactical stealth and survival horror tension could hit a sweet spot, especially with non-linear exploration and resource anxiety. Roaming mini-bosses that force rerouting? Gold.

Would love to see enemy AI escalate over time, like factions locking down areas or compromising storage hubs. Maybe even monsters mimicking humans to crank the paranoia. That’d bring back RE1 mansion dread in the best way.
 
I've never been particularly fond of the gameplay in the MGS series in general. I liked the first game before it was so novel at the time but later games just felt so dated gameplaywise.
 
Absolutely solid foundation. That blend of tactical stealth and survival horror tension could hit a sweet spot, especially with non-linear exploration and resource anxiety. Roaming mini-bosses that force rerouting? Gold.

Would love to see enemy AI escalate over time, like factions locking down areas or compromising storage hubs. Maybe even monsters mimicking humans to crank the paranoia. That’d bring back RE1 mansion dread in the best way.
If we're thinking AI to go with I think I'd want a Mr. X type constant stalker with the xenomorph from Alien Isolation to do the job. My question is would the dread come from terror or just item management street? The player should feel weak for good majority not a walking one man army, no more RPG acid rounds (even if they are cool).
 
If we're thinking AI to go with I think I'd want a Mr. X type constant stalker with the xenomorph from Alien Isolation to do the job. My question is would the dread come from terror or just item management street? The player should feel weak for good majority not a walking one man army, no more RPG acid rounds (even if they are cool).
Yeah, that combo’s brutal, constant pressure with unpredictable behavior. But I think the real dread kicks in when the AI isn’t just chasing, it’s adapting. Like, imagine it starts locking down your favorite loot routes, or rerouting patrols based on your habits. Suddenly, even backtracking feels like a gamble.

And I’m 100% with you on keeping the player weak. No grenade-launcher catharsis, just duct tape, bad lighting, and the creeping realization that your ‘safe room’ isn’t. Maybe even fake-outs: storage hubs that get compromised mid-run, or mimic enemies that bait you with familiar NPC dialogue. That kind of systemic betrayal? Delicious.
 
Then IDK why Metal Gear has anything to do with it when it seems more like you want a tank control Resident Dark Souls that you use firearms instead lol.
I mean reasonably speaking, the player character is absolutely not going to do well with a bunch of guns trained on him even if a single patrolling armed person looking away from you is easy to take down.
And if in the normal Metal Gear Solid games the standard, common enemies are just persons who Snake can defeat in a fist fight, and monsters are standard, common enemies in this game, then this game's protagonist reasonably ought to scale to the physical strength of said monsters.
 
Enemies can be designed to deal high damage but die quickly what you say?
 
Enemies can be designed to deal high damage but die quickly what you say?
The most basic of enemies, sure. Tougher things could call for engaging with the features of the combat system that don't closely mirror either of the inspiration works, such as a heavy focus on inhuman mobility and even a bit of parrying, in addition to the more standard breaking the line of sight.
 
The most basic of enemies, sure. Tougher things could call for engaging with the features of the combat system that don't closely mirror either of the inspiration works, such as a heavy focus on inhuman mobility and even a bit of parrying, in addition to the more standard breaking the line of sight.
Ok then have a Souls game that advise you to go Metal Gear stealth because it would be easier way for survival but when you are spotted and you are good you can survive. Little Nigtmares Souls Gear lol.

Still Resident Evil wouldn't fit into the game, the series already had bad gameplay. Fuck aim, fuck inventory management, fuck tank controls lol.

For such a survival game, or for survival games in general I don't think inventory management fits at all. Only in simulation games inventory management is ok, not even for RPGs despite RPG calls for realism for roleplaying which is why often you can carry tons of shit in RPGs for inventory management is a damn boring BS. And in Resident Evil 4 you would play Tetris on inventory screen just to fit your shit WTF dude lol.

So if the game has to take survival route then stealth is must, which is why I don't get why Resident Evil games are "survivor" but they have no stealth option whatsoever. Resouces are scarce but you often have to shoot your way out -- bad game design dude.

When survival theme is there it calls for stealth then you gotta be able to hide yourself in any way even if it means to climb, cover your body with mud and shit. Then you need distraction mechanics like limited stones or some shit you can carry to throw, or find stuff from your environment for distraction. Then survival genre calls for craft system for health, weapons and distractions. You gotta go full MacGyverism. Gotta put Metal Gear Solid 3 treatment system and all lol. Then beating enemies in your idea can be like point and click game logic. Combine items for a tool to beat the enemy.

There are lots to say about it but if you don't wanna go that necessary deep then bother don't bother designing a lacking game lol.
 
Ok then have a Souls game that advise you to go Metal Gear stealth because it would be easier way for survival but when you are spotted and you are good you can survive. Little Nigtmares Souls Gear lol.

Still Resident Evil wouldn't fit into the game, the series already had bad gameplay. Fuck aim, fuck inventory management, fuck tank controls lol.

For such a survival game, or for survival games in general I don't think inventory management fits at all. Only in simulation games inventory management is ok, not even for RPGs despite RPG calls for realism for roleplaying which is why often you can carry tons of shit in RPGs for inventory management is a damn boring BS. And in Resident Evil 4 you would play Tetris on inventory screen just to fit your shit WTF dude lol.

So if the game has to take survival route then stealth is must, which is why I don't get why Resident Evil games are "survivor" but they have no stealth option whatsoever. Resouces are scarce but you often have to shoot your way out -- bad game design dude.

When survival theme is there it calls for stealth then you gotta be able to hide yourself in any way even if it means to climb, cover your body with mud and shit. Then you need distraction mechanics like limited stones or some shit you can carry to throw, or find stuff from your environment for distraction. Then survival genre calls for craft system for health, weapons and distractions. You gotta go full MacGyverism. Gotta put Metal Gear Solid 3 treatment system and all lol. Then beating enemies in your idea can be like point and click game logic. Combine items for a tool to beat the enemy.

There are lots to say about it but if you don't wanna go that necessary deep then bother don't bother designing a lacking game lol.
You're okay if around one armed enemy at a time spots you at best. More stealth for soldiers, careful expenditure of ammo or at least a large blade for monsters, with few exceptions. Secondary equipment might trend you toward moving faster and more unnoticed or becoming more durable.
 
Explorable compund of locked doors and deadly armed persons and monsters. Limited on-person inventory capacity shared between keys, weapons, healing items, and other equipment, which calls for deliberate selection and routing from storage locations. Never once feeling like less than a monster of a one-man army yourself, picking off squads of the enemy faction and grappling with beasts as you advance along your chosen path. Occasionally encountering roaming minibosses that require specific tools to actually put down and encourage deviating from your chosen path to flee.
Is this a solid, playable foundation? Any more thoughts on the matter?
It could work, especially the limited inventory part. Using the few resources you have creatively to overcome a challenge pairs perfectly with stealth games. Metal Gear Solid 3 on European Extreme difficulty is the best example I could give. There were many moments when I would have no option other than using rotten food, non-poisonous snakes and such to distract the enemy on ways I would rarely even think of, resulting on a much more rewarding experience.
 
You're okay if around one armed enemy at a time spots you at best. More stealth for soldiers, careful expenditure of ammo or at least a large blade for monsters, with few exceptions. Secondary equipment might trend you toward moving faster and more unnoticed or becoming more durable.
Sure then let's call the game Dishonored Little Nigtmares Souls Gear lol.
 
It could work, it could be amazing even. It also could be utter shit. The Devil is in the details, what and how much you take of each franchise in a way that meshes well, what you add yourself, if the story is interesting enough, level design, game design in general...
But it's not a bad idea in itself.
 
Explorable compund of locked doors and deadly armed persons and monsters. Limited on-person inventory capacity shared between keys, weapons, healing items, and other equipment, which calls for deliberate selection and routing from storage locations. Never once feeling like less than a monster of a one-man army yourself, picking off squads of the enemy faction and grappling with beasts as you advance along your chosen path. Occasionally encountering roaming minibosses that require specific tools to actually put down and encourage deviating from your chosen path to flee.
Is this a solid, playable foundation? Any more thoughts on the matter?

This sounds like Overblood from PS1, a terrible game by the way.

Like I get what you are trying to convey in terms of gameplay, you want a furtive game where you spy on a place full of creatures and monsters that can easily thorn you apart, feeling pressured and claustrophobic.

However...

When you mix "explorable compund of locked doors" with "limited on-person inventory capacity", what you are going to give to the players are reasons to not explore it, like imagine having to choose between two weapons, some healing items and 6 different key cards, all because you found a new item, and you don't know what the game is going to give you next, a boss fight, a new corridor with items, a new key item??

Also, Limited on-person, that means that every character has its own inventory, right? If that is true, how are you going to separate key items for normal items in characters trades, what happens if a character dies, do the player lose the items? If a party member dies or is separated in a cutscene, and he is holding an item the player needs, then what happens? How the characters exchange items, they need to be next to it other, does the game pause when that happens, do they use a type of machine, a combination of in person and some machine??

"Never once feeling like less than a monster of a one-man army yourself, picking off squads of the enemy faction and grappling with beasts as you advance along your chosen path", what would be the difference between the monsters and the humans for them to not look like reskin of each other? How the battle between humans and monsters would differ? How would you balance their difference in a way that humans and monsters feels different, but at the same time, they feel like equally terrifying threats of the same game? Would They work completely separate or sometimes in conjunction?

"roaming minibosses that require specific tools" what would happen if the player doesn't have the specific tool at the time of the battle, after all, the inventory is very limited, so the player would either have a non-disposable useless item taking space of useful items or some kind of item respawn, that could break the game economy easily.

What you could do is...

Limited types of item, like 20 max healthy items, 10 gun types, etc. or a Resident Evil inventory, but with different inventory types, like "I could use this big gun, but it would take the space of 2 medium guns" and "I don't have more space for medicine items" both at the same time, with key items like cards, essential machines, etc. being in a limitless stricter space, basically a mix of Pokémon and Resident Evil inventories

just don't the every character has its own inventory, it would only results in frustration, is it realistic? But if real life was not frustrating, video games would not exist, and games are a fantasy abstraction of reality, sometimes it is better to sacrifice realism in exchange for gameplay.

About the "roaming minibosses that require specific tools", do it like the megamen games, where these tools are useful in other scenarios and, if you use a certain item or item combination the battle is easier, but if choose to do it otherwise, it is okay, in that scenario, not only the specific tools would have other functions, but it would also not soft lock the player nor limit his options, also you could implement a challenge that is basically fighting with the boss without the use of the typical weapon.

The "advance along your chosen path.", I had the impression you were being inspired by Shadow the Hedgehog way of changing endings, do not do that, this type of game works wonderfully being a more narrative driven with you choosing between your initial mission and being a traitor, an idea of doing that is besides the dialogues, some actions, but also, give the information translucid for the player, like if you do a good thing, the moral compass goes whiter and a high sound effect plays, otherwise the moral compass goes darker and a more tense sound effect plays, to give the players the notion of what path they are taking in a Pavlov way, but dialog tree also works as it is the standard.

The "never once feeling like less than a monster of a one-man army yourself, picking off squads of the enemy faction and grappling with beasts", this one was just some questions for you to think about it, there are a lot of games they do that in both bad and good ways, just search and try to see the style more akin to what are you trying to achieve, understand what went wrong and why, but also why that worked and why.

Also, never forget about balancing the enemies, the weapons and the player what system would you use, level design is essential specially to teach the players how the game works without using a tiresome tutorial, a redo gameplay would be nice, where you can just skip a cutscene until the moral choice pops up to get the other endings without needing to read it all over again, also plan your endings to feel like different endings, quality over quantity.

What you posted sounds like the beginning of an interesting game concept, if crafted well, it would be an Excel game, good luck.

Btw, if I said something wrong, some of the ideas I gave were bad or just want to add more things and give feedback, please quote it, I would love to read others input on that matter.
 
Also, Limited on-person, that means that every character has its own inventory, right? If that is true, how are you going to separate key items for normal items in characters trades, what happens if a character dies, do the player lose the items? If a party member dies or is separated in a cutscene, and he is holding an item the player needs, then what happens? How the characters exchange items, they need to be next to it other, does the game pause when that happens, do they use a type of machine, a combination of in person and some machine??
There's storage and maybe even teleportation of loot or inventory items directly to storage to reduce inventory management burdens, but the protagonist can only access and use what they have on their person unless they're at a storage interface.
"roaming minibosses that require specific tools" what would happen if the player doesn't have the specific tool at the time of the battle, after all, the inventory is very limited, so the player would either have a non-disposable useless item taking space of useful items or some kind of item respawn, that could break the game economy easily.
Ammo could be renewable through some means or another, and the specific tools could amount to either a weapon with a unique property and damage type or something like the gasoline and a lighter shenanigans to stop the zombies from coming back in the first RE. Gameplay loop could be a touch more about perfecting your route until you manage to break through to the next progression milestone/key item than about simply planning a route.
 

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