Quote:There are "violence" in the game but no violence that has emarged from the player(like in a standard fps)
you might be on to something here...
anyways. Dynamite is pretty violent, and a gun is gun to me, if it's a tranquilizer gun it's just an underpowered gun (at least, game-wise.)
Scary type game I like.. pretty violent though. But i've always wondered what a game about running away would be like, if done properly. maybe make you figure out who the killer is while he takes out NPCs. you know the drill.
But the explorer dealio... boy i'd like that. In fact, inspired by what you said and earlier posts, I see a four-tiered game (those who played MDK will see a resemblance here):
-Discover
-Deploy
-Explore
-Retrieve
Discover: in a BIG or series of smaller interconnected maps that you travel freely in, are a series of clues for hidden treasures/artifacts. You might have to rummage here and there, pick this or that book, or just look at the overly shiny thing on your desk. Some clues will be really obvious (as starter missions) and some really hidden (say, a map hidden inside a book that's in a library....). Some clues might lead to other clues for extra detective brownie points. NPCs should point you in the clue's general direction should you become desperate. The clues should contain general directions to find the treasure/artifact in the world and then inside the Explore stage.
Obviously the worse thing that could happen here is that you don't find anything and get bored.
Deploy: you deploy croft-style (or xXx, whatever) into wherever this artifact/treasure is. This could mean parachuting into a deep crater that's not accesible in any other way (except rappeling which isn't as exciting in a game... there's a place like that but I can't remember right now), could mean rafting in a river that goes into some underground caves, etc. Any exciting way of getting near the thing. Maybe even race the competing explorers.
You could die here, as an accident, but you can't harm others. You could also fail deployment in a way that doesn't kill you but means you must be extracted and will have to try again.
Explore: you SEARCH for the exact entry point. This would mean finding your way with a compass in a jungle(GPS are boring.. you could set it in 1980 or something), navigating an underground maze, talk with the locals and maybe request guidance or some other explorey type things. You could fail finding the dealio and request extraction at any time (and maybe go get more detailed clues).
Worst case scenario: you don't find it. You request extraction and go back to Discover mode. Maybe you'll need to Deploy again if you want to get back to Explore, maybe not... I'd say yes.
Retrieve: this is where you unadvertedly (and unavoidably) trigger this or that trap before or after nabbing the artifact/treasure and you must run and dodge. If you have yet to get the artifact you gotta dodge and make your way to it, then manage to get out.
Here either you escape or die trying. Still, you can't harm others (but others might harm themselves... they shouldn't be worried about harming you tho, things should be pretty hairy already).
As you see, the odd stages are the brainy type and the even stages are the exciting action type. Maybe you could choose to always skip one of these pairs at startup, as if to play the complete, the thinker's or the action game.
This is an idea I've been mulling over for a long time, but as y'all should know, game ideas are worthless, it's implementation what does it :)
Might give it a shot someday.
anyways, this post was long. Hope someone reads it XD