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Edison vs Tesla

A little change of pace this time: since I’m not going through those ideas day by day, I thought it didn’t really make sense to announce the theme of the challenge separately from the result. So, here’s the theme and platform (both randomly selected, as always) and the resulting game idea, in one single post.

  • Theme: Edison and Tesla
  • Platform: PSP

Nikola Tesla and Thomas Edison are two of the most famous scientists and inventors of the end of the 19th century. They’re known not only for their inventions — among them the radio and the light bulb — but also for their intense rivalry. For years they were involved in what has been called the War of Currents.
Their genius and this rivalry made them popular characters in retro science-fiction (also called steampunk) — you might have seen them in the movie The Prestige, for a recent example. As far as I know, their rivalry has never been made into a game, so I thought it would be a fun theme to use.

So, what do you get when you mix 19th century inventors, video games and a total disdain for historical accuracy? The obvious:

Giant Steampunk Robot Battles!

This game will be a fighting game involving 3 stories-high machines of iron, steam and electricity duking it out in the city and country-side. But with a twist — two twists, in fact.

You see, while those robots are controlled by radio, the processor driving them is very slow. These mechanical processors, an evolution over Babbage’s work, take some time transforming commands into action. As such, drivers must anticipate what’s going to happen and order actions on what they anticipate will be the right move. The nice thing is, these iron giants move slowly, making it easier to choose the right moves.

While the game will look like a typical 3D fighting game, with robots on either side of the screen facing each other, the way to control the robots will be different than usual. Indeed, because of your robot’s slow processor, you’ll choose 3 moves in advance what you want it to do. Because of this, you’ll have to anticipate your opponent’s moves and make sure your own moves are hard to anticipate.

For example, starting the fight you could enter the following commands: go forward, punch high, low circular-kick. As soon as the first command, go forward, is executed, you could enter a new command in the “buffer”. Failure to do so would mean the robot stays idle for a little while. While you input those commands, your opponent could input the following: sidestep, activate an electricity cannon and block high. Since he side-stepped, he’d dodge the punch you ordered and hit you with the canon, but get hit with the low kick since he blocked at the wrong height.

This method of control transforms the fight into a battle of wits rather than reflexes. Rather appropriate for a game about inventors, I think.

Something else appropriate for a game about inventors, and the second twist I mentioned earlier, is the part where you build your robot. Between each fight, you’ll spend some time on R&D, trying to improve your fighter: making it faster, sturdier, stronger and giving it more moves.

Each robot will have an electricity gauge. Each move, aside from blocking or doing nothing, will take a certain amount of electricity. Simple moves, like punching, will require little electricity while powerful attacks, like electrocuting your opponent in an electric arc, will require a lot. As such, you must manage how much current you have left throughout the combat.

Since each player will favor certain types of technology, everybody will have his own custom robot. This will make multiplayer an always changing experience, where you have to adapt to everybody’s tactics. The nice thing about the slower pace of battle is that it works well with lag. Even if your commands get stuck in the tubes of the internet for a few seconds, the game can go on since you’re entering your commands in advance.

Conclusion

I have no idea whether this game would work, to be perfectly honest. I think it could, but it’d require a prototype to test out. The “choose your moves in advance” mechanics worked well in the RoboRally board game, but it’s unclear whether it would work in a fighting game. It would be fun to try, though — I really think “Giant Steampunk Robot Battles” is an awesome idea for a game.

Talking about fighting steampunk robots, check out A Gentleman’s Duel. It’s a short 3D animation movie that’s part of the inspiration for this game.

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5 Responses to “Edison vs Tesla”

  1. on 17 Feb 2007 at 3:55 pm Thelo

    Actually, the first thing that this awesome setup made me think of was “The Five Fists of Science” :P ( http://www.amazon.com/Five-Fists-Science-Matt-Fraction/dp/1582406057/sr=8-1/qid=1171744883/ref=pd_bbs_sr_1/105-1811304-5778065?ie=UTF8&s=books )

    I’m not sure about the “choose 3 actions in advance” fighting mechanic, though. It can boil down pretty fast to random rock-paper-scissors. The idea in traditional fighting games is that is your enemy tries a big, risky attack (or any attack, really), you have a chance of seeing it coming and countering appropriately. So there’s a lot of tension coming from you being able to read the enemy’s movement. If he’s jumping at you, you’d better block high or launch an anti-air blow ; if he’s coming in close, he might try to throw you, so hit him first… and so on.

    But with this mechanic, you have effectively no real defensive options and can basically only hope that the gods of chance will favor you. And that doesn’t exactly make for a very gripping gameplay.

  2. on 17 Feb 2007 at 5:14 pm Pierre-Alexandre Garneau

    You’re right, but maybe it’s possible to tune the gameplay so that only a limited number of moves make sense at any given time. If there’s always one “right” move that’s always obvious, you’d be tempted to use it, but then you become predictable and your opponent could anticipate your moves. I’m really not sure if that’s feasible, that’s why I said a prototype would be needed ;)

    Honestly, if I were given the opportunity to make this into a real game, I’d probably do something closer to the Drones game I described a few weeks ago. It’s a stronger design, and it would fit the setting perfectly (what’s more natural than inventors building custom robots?). But I already wrote that idea, so I couldn’t just reuse it now.

  3. on 18 Feb 2007 at 7:34 pm C.B.Leslie

    First thing that came to mind was, Tale Of Two Robots.
    http://www.youtube.com/watch?v=yeeM94v-F2I - part 1
    http://www.youtube.com/watch?v=rJ-eokr4lSo - part 2

    If you check out the mechanics they used in the video, i can see the “Concept” at least being very entertaining.

    As for the battle system for this type fighting system being very much like they the fighting system in Xenogears.

  4. on 18 Feb 2007 at 9:37 pm Pierre-Alexandre Garneau

    That’s a pretty funny manga :)

    How did the fighting work in Xenogears? I never got around to playing it.

  5. on 18 Feb 2007 at 10:30 pm C.B.Leslie

    Yeah. That’s one of my favorites. As per your question; jesus I love the internet:

    http://www.youtube.com/watch?v=WP3eHBhwv3I

    So long story short, like in street fighter and other fighting games, there are different types of hits, soft, hard, fierce. The same is to be said for this RPG. The only difference is you have a finite amount of energy per-round. That being said, each type of hit does different degrees of damage. Id est: Soft hits cost less, but do less damage, medium hits do a little more, and cost a little more energy; and it just goes on like that all the way up to fierce. You can combine the usage of the types of hits to make different combos and specials. Some are more effective than others.

    I feel a system similar to Xenogears’ but with the actions being pre-defined (blindly) before hand would be a great game.

    I also like the idea of having a crew that mans the robot, as opposed to just it following radio commands. That way the game can be deeper than just, “Oh, I’ll just give him some more armor to beat this boss.”
    Example, you can have a character piloting the arm that is better at throwing right hooks than a jab punch. Or there are different levels of captains that can be under your command. Some may take better orders than others.
    Every crew member would have stats. The captain’s would control actions such as blocking, and dodging command responses, and things of that nature. The leg operator/s would control things like walking speed and stability (from falling over?). The arm operators would have different styles of hitting, grabbing, etc.

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