Chronos
The working title for this is dumb, but here's the idea:
Chronos is a multiplayer game in which a small group of players are in conflict with a single player. The gimmick is that the single player has control over the flow of time in the game world.
Let's call the single player the Escapee. Her goal is to complete a set of objectives within a map so as to escape a military facility. The other players (say, 4 or 5) are Soldiers tasked with capturing the Escapee before she can get out.
The Escapee has a number of time-manipulative powers that rely upon a "fatigue" or "power" meter to limit their use.
1. Slow forward motion of time. (a la The Matrix)
This can be used for dodging bullets, making a fast escape, or performing a delicate task. The Escapee still moves at a normal rate.
2. Briefly rewind time (a la Prince of Persia)
This allows the player to instantly replay an encounter and correct mistakes.
The following powers rely on a system of "timelines." Remember Doc's drawing on the chalkboard in Back to the Future II? It's something like that in that the Escapee can actually create different timelines and jump between them.
3. Parallel timeline. With this power, the Escapee moves backward in time, then begins again from a certain point. However, rather than the Prince of Persia-style "retry," her original self performs the same actions again, while the new incarnation can do something else. Essentially, the Escapee duplicates herself. This power is used to perform actions that would require the Escapee to be in two places at once, such as simultaneous activation of a door.
4. Branching timeline. This is how the Escapee creates "new lives." Like a parallel timeline, she first moves backwards, but when moving forwards again, she creates an entirely new branch. Her other selves do not exist here. When she is killed in one timeline, she may immediately select a new one to continue the game in.
5. Merging timelines. With this ability, the Escapee can merge two branches into one timeline. This is used if an objective has been accomplished in one branch but not another. An Escapee could restore power in one branch and hit a switch in another, then merge the two for the resulting door to open. The immediate disadvantage of this ability is that it briefly doubles the number of Soldiers (half controlled by players, the others AI), until a Soldier encounters his double, at which point the double disappears.
6. Jumping timelines. The Escapee may leap at any point to any other point on any other branch.
The Soldiers are tasked with recapturing the Escapee. Their weapons are easily able to disable the Escapee, so she must work hard to avoid them. The Soldiers have other advantages in time-sensing technology that can identify neighboring timelines. They can identify the status of goals and the positions of their teammates instantly upon switching timelines. They have tachyon traps than can limit or disable the Escapee's time powers.
The Escapee's player's objective is to disorient and avoid the Soldiers as she completes objectives and to attempt to keep them guessing as to how close she really is to escaping. The Soldiers must maintain their bearings and try to think four-dimensionally in order to trap and disable the escapee.
Chronos is a multiplayer game in which a small group of players are in conflict with a single player. The gimmick is that the single player has control over the flow of time in the game world.
Let's call the single player the Escapee. Her goal is to complete a set of objectives within a map so as to escape a military facility. The other players (say, 4 or 5) are Soldiers tasked with capturing the Escapee before she can get out.
The Escapee has a number of time-manipulative powers that rely upon a "fatigue" or "power" meter to limit their use.
1. Slow forward motion of time. (a la The Matrix)
This can be used for dodging bullets, making a fast escape, or performing a delicate task. The Escapee still moves at a normal rate.
2. Briefly rewind time (a la Prince of Persia)
This allows the player to instantly replay an encounter and correct mistakes.
The following powers rely on a system of "timelines." Remember Doc's drawing on the chalkboard in Back to the Future II? It's something like that in that the Escapee can actually create different timelines and jump between them.
3. Parallel timeline. With this power, the Escapee moves backward in time, then begins again from a certain point. However, rather than the Prince of Persia-style "retry," her original self performs the same actions again, while the new incarnation can do something else. Essentially, the Escapee duplicates herself. This power is used to perform actions that would require the Escapee to be in two places at once, such as simultaneous activation of a door.
4. Branching timeline. This is how the Escapee creates "new lives." Like a parallel timeline, she first moves backwards, but when moving forwards again, she creates an entirely new branch. Her other selves do not exist here. When she is killed in one timeline, she may immediately select a new one to continue the game in.
5. Merging timelines. With this ability, the Escapee can merge two branches into one timeline. This is used if an objective has been accomplished in one branch but not another. An Escapee could restore power in one branch and hit a switch in another, then merge the two for the resulting door to open. The immediate disadvantage of this ability is that it briefly doubles the number of Soldiers (half controlled by players, the others AI), until a Soldier encounters his double, at which point the double disappears.
6. Jumping timelines. The Escapee may leap at any point to any other point on any other branch.
The Soldiers are tasked with recapturing the Escapee. Their weapons are easily able to disable the Escapee, so she must work hard to avoid them. The Soldiers have other advantages in time-sensing technology that can identify neighboring timelines. They can identify the status of goals and the positions of their teammates instantly upon switching timelines. They have tachyon traps than can limit or disable the Escapee's time powers.
The Escapee's player's objective is to disorient and avoid the Soldiers as she completes objectives and to attempt to keep them guessing as to how close she really is to escaping. The Soldiers must maintain their bearings and try to think four-dimensionally in order to trap and disable the escapee.
