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BenPonder

Ideas for We Happy Few

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I haven't seen anything about WHF beside the trailer before writing this discussion. Anyways, here's some ideas:

 

Britain Nuked Ireland: the 1970's were the time of The Troubles so perhaps the leaders of this forcibly care-free british society thought: "Why bother subjugating Ireland when we can ask our American allies for nuclear bombs. They'll be happy to supply us if we say the irish are in league with the soviets!" of course those leaders never thought about nuclear fallout which has spread across the isles. So it's not the usual crappy British weather, it's nuclear winter!

The Happy Throng... and more? The mob in the trailer appear to be Smart Zombies. They move around aimlessly until they detect a target, which they will then pursue with terrifying determination. They are smart enough to wield melee weapons and corner prey. But they are still zombies, which are all identical.

I'm hoping for some super tough enemies that are pastiches of various 70's characters.

working for Uncle Jack would make great antagonists. Functionally they could wield all kinds of non-improvised gear such as bullet proof umbrella spears or x-ray sunglasses. Thematically, they would be the celebrity-enforcers of twisted society, their arrival heralded by any number of unsettling ways: the roar of their muscle-car as it pulls up. The TV announcing "And now, another exciting episode of The [inspector/Intriguer/Defender]..." which cuts to live footage of the player character interspliced with the "Good Guy". Even The Happy Throng would join in by cheering on their hero as he passes by.

I'm also hoping for some cowardly and weak enemies as well. The game-world takes place within a retro surveillance state, which raises questions: "Who fixes the hidden cameras and microphones when they break? Who checks the wiring to make sure the TV feed is coming through?". The answer assumably would be Uncle Jack's Technicians. It would be malicious fun to break some stuff, wait in hiding for the Technicians to come and fix things, then jump out, beat them up, and steal their tech.

 

I have a few more Ideas that I'll post in the comments of this discussion thread.

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I saw a reference to Bioshock and Fallout 3 and I got interested really fast. I thoroughly enjoyed the Bioshock series and I have been a huge fan of the fallout games (and RPG's in general). Would love to contribute to it, but the starting teaser is all I know about for now.

 

I have always believed that a game lasts and lasts when replay-ability is deeply explored. Even though, when we consider the elder scrolls we can join anything, I believe that limitations can make a game last a lot longer (i designed a partial story line for a Skyrim successor).

 

A game should give the option to explore the antagonist and the protector side (good and evil), yet you must allow for freedom to truly explore choices and many options would be grey (they become boring if they are utterly black and white).

 

the story should always be more then the main line and the side quests. I believe that a pool of both could fuel replayability, making a 200 hour game a legendary 1200 hour game, whilst not having to include 600% of data. To give an example, we should consider Diablo 3, where the person will not always have access to certain locations. We know that comes quests come from performing some earlier quests, but what happens if we only allow 15 of the 50 quests? What if the side quests, come from the chose 15 options and also depends on the outcome of what we did there?

The previous contributor (BenPonder) states something interesting "Who fixes the hidden cameras and microphones when they break?" that is actually a good question, when we consider most RPG's we get the fighter, the wizard and the sneak (assassin/thief). What if we take a look at one of my all time favourites (System Shock) where we see the soldier, the adept and the technician. We can see more power if we consider the We Happy Few trailer, the Policeman, the politician and the janitor, whilst all are also part of the population. an RPG, where the policeman can evolve into the controller and overseer, the media-man can become the announcer and the janitor can become the engineer. three distinct paths all giving access to different places, whilst rising in ranks they will give access to all lower places. They also have perks, the Janitor is a better repairman and can facet stronger weapons, the policeman can manage security and access, the media man can rally troops and talks him/herself into many places. as the janitor evolves, he/she can also influence locks and camera's, whilst getting access to places and doors and so on. It allows for a preferred playing style whilst accommodating gamers to try alternative styles (because of unique quests).

In all this it revolves around the story-line, which would only get stronger as we see other sides of that same story.

 

Just a few thoughts to consider.

 

Cheers,

Looking forward to this game!

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I think the game should have a focus somewhere on stealth rather than combat and numerous enemy types. By all means variants of happy-hyped guys n' dolls who'll try and glomp you into a coma if you do so much as tilt your lips downwards, but a lot can be said for nuance, and it'd be great to see a game that has a clear distinction separating it from other survival games with something as awesome as social mechanics. And to be a little clearer on the enemies point I'd like to see some armed enemies, but I think the dystopian effect is even greater when they're less common, it gives you something to worry about while you search for food and sanity, the occasional agent with a gun or a man in black who just wants "a quiet word". And definitely a way to go "behind the scenes" to see what's really going on. Also on the subject of what's really going on it'd be great to have at least one segment of the game where you go to a doctor's office for help, the doctor seeming like the same doped up happy fiend as the rest of the country, but as you sit down in his office to recieve medical attention he sticks you with the drug everyone's on and you're stuck listening to really happy 60s music in your head while the world suddenly gets brighter and more bloomy. Obviously you don't lose because of this, but because you know about what this drug does to people you get freaked out but can't help but smile, it'd be awesome to hear your character laughing as they walk around, an emotional prisoner in their own body. This could make a great "unbreakable blending" mechanic too, you find the drug, you take it only occasionally when you really need to remain incognito in a crowd, and as they say laughter is infectious, so everyone around you starts laughing with you. This would be balanced because obviously you don't want to have a freaky visual effect and loud music deafening you, or to be listening to the laughter of people who your instincts tell you are psychopaths. Just my initial thoughts on the game and things that could go well in it. :P

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Hey, me again--

 

What LawrencevanRijn suggests sounds like the ideal for a modern-setting RPG but it's not very specific to WHF. The point of the game appears to be infiltration of society, not being an empowered member of it. The point is that you are the scared outsider in a strange land of strange people who may or may not hurt you. Think "Grand Theft Auto" but more british bizarre-ness.

 

I agree with many of Asrisen's ideas, low key antagonists are good and less guns the better. Overdosing on Joy pills and becoming permanently happy should be one way a player-character can "die," and that would be interesting if there were multiple ways of dying. Another way could be staring for too long at the TV and succumbing to the subliminal messages. Both ways help the player blend in, but it would cost them their frown so to speak.

 

In an interview one of the developers said they were trying to make WHF like "Don't Starve," and having played that game for a while, I'm encouraged but also worried. Don't Starve is a great game, it's just that there is little in-game continuity between each life and subsequent death. Yes, The player gets smarter and might unlock new characters or find new things but all the loot is lost. Making a Science Machine or Wood Armor for the first time was interesting, not so much on the 50th try. Hopefully we can "Lock In" specific configurations of Wellington Welles so that way we can find our stuff again... and then maybe share that configuration with other players?

 

Another worry I have is that the combo system appears to be a bit too simple. Hit a person carrying a weapon, they drop the weapon. Hit a person without a weapon, they fall on the ground. Hit a person on the ground, they get knocked out. I hope we can customize our attacks, so that we can stun instead of disarm... Or kick a person who's been floored so that way they call for help and lure others in.

 

What WHF is starting to look more like is a non-linear version of the Condemned game series (almost everyone's crazy, anything can be a weapon) but with the forensics swapped out for social-stealth. Thus I'm hoping we can go find a museum of british antiquities. Chances are such a place would be boarded up and guarded. But for someone daring or stupid enough, the rewards would be great... like armor or swords. But those things would draw a lot of attention. So, just like life, there's upsides and downsides to everything.

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From what I have heard and seen, the team is trying to develop a feeling of paranoia...

Which had me reminiscing of the old-school role-playing game Paranoia....

 

So, it would be awesome to have secret factions all working at cross purposes!

 

Possibly at the start of the game you could be randomly assigned to a faction. Maybe use secret signals, whistles, or phrases to contact other agents (but obvious signs might draw too much attention...)

In this way the re-playability is enhanced as different factions may have different strengths, weaknesses and endgames. Thus the game can also have some branching side-missions, and help to guide player action/provide motivation...and increase the paranoia. Who do you trust?

 

 

 

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Hey all!

 

Just a note that I have moved this thread to the newly created We Happy Few section of the forums :)

 

That is all!

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