Which game idea would be better?

This is my first post so please point out if I did anything wrong like post in the wrong section! :sweat_smile:

Hi, I’m trying to figure out which game idea would be better for me to try. When I mean by better I mean by:

  • Enjoyment
  • Learning experiences
  • Player activity
  • Robux income
  • Enjoyment

Long read up ahead.

Idea 1

This idea is sorta like the labyrinth and flee the facility. A randomly generated maze (500x500 or 1000x1000) will be made with some layered areas put onto it (slight protrusions out of the maze wall and holes in the walls to let the player navigate the maze). The player will spawn in with maybe 50 other players. There will be an AI enemy something along the lines of the alien isolation’s alien where it’s extremely deadly is not smart enough. The player can choose how they want to end the game (kill all other players, win by working to find an escape route, kill the monster, and etc…), but will be penalized if they fail to incentivize working together as if you die but your teammates succeed, you’ll earn in-game currency.

Pros

  • If we added a GUI that told the player what they needed to do, this allows younger players, 13< to join the game
  • Much simpler than idea 2
  • From personal experiences, I found playing with others with the scare aspect can be fun as it does give a sense of chaos when you hear your friend scream
  • Easier to make
  • AI is most likely gonna be much smoother since we’re doing a maze
  • Player chooses how they want to achieve victory with multiple options of victory
  • Can easily support mobile devices
  • More approachable
  • Easier to make

Cons

  • If we followed the “Player has no clue what to do and must figure it out themselves” route, this may force the game into an audience that Roblox does not have much compared to the 13< audience.
  • There are similar games like this
  • How am I gonna add more replayability to it? maybe more endings?
  • I’ll have less fun making it

Idea 2

This is gonna more milsim and open-ended. Games can be single-player to 40 players large depending on what server they join (Hub world and custom server system). Unlike idea 1, Idea 2 puts much more emphasis on having no clue what to do. The game relies on 3 pillars of gameplay, Intelligence, Supplies, and Teamwork. The player will be spawned on a procedurally generated map that will change size depending on player count (40 players - 10,000 x 10,000 and 1 player 1000 x 1000?). Matches could be as short as 30 minutes to as long as 4 hours. The players will need to figure out who is friendly, how to communicate with friends, what to do to achieve victory, and how to execute it. There won’t be any mini-map of the sorts and isn’t gonna be arcade-like. The story will be random and parts will be procedurally generated ie locations but many parts will be pre-made so it can make sense at least. So the player could be fighting players, zombies, monsters, or even all 3 at once all while trying to secure a power station to power a radio station so they can communicate with rescue helicopters and of course if that helicopter gets shot down, and you survive, you gotta somehow find another exit. The player has the option to choose which path they want to go down i.e. the player can choose to have a rescue helicopter come and hold out until the helicopter comes or try a more ambitious airport route.

Pros

  • Hasn’t been done on Roblox, as far as I know of?
  • More detail on alternate endings
  • I’ll have fun making it

Cons

  • Cannot easily portable to mobile (maybe port it over to console to compromise?)
  • Long matches and high chance the player may leave (Penalize the player for leaving depending on how deep they’re into the match ie if it’s middle of the round, they’ll be penalized more if it was at the start?)
  • The idea isn’t that mainstream for Roblox
  • ToS limitations (Medical needles)
  • Possible engine limitations
  • Less approachable
  • More difficult to make
  • Will need to most likely assemble a team for it but I barely have any connections on Roblox
  • Might be better off just doing this on a different platform (Learn now so you can do your dream project without messing up)

Conclusion

Idea 1 seems like it’s obvious, but deep down I wanna do idea 2 so badly. Idea 2 is what you could say is my passion project. I’ve already done the groundwork for idea 2 but haven’t gone too deep that I couldn’t reuse it for idea 1. I feel split on the matter and pretty indecisive.

Edit: Feel free to explain why you chose one idea over the other and changes I should make to the ideas.

What would you play?

  • Idea 1
  • Idea 2

0 voters

What should I develop?

  • Idea 1
  • Idea 2

0 voters

4 Likes

I would like to see more people push out nice ideas that we can all vote on or discuss.

I think these ideas will appeal to the 13< audience more than a >13 audience but it’s my subjective opinion, aside from Idea 2’s lengthy games of course but Strucid exists and games that normally require long gameplay exist as well so it’s not that impossible.

These sound fantastic! It makes me happy to see people carefully planning out their projects.
Good design makes great games!

1 Like

Hm it does seem like yeah, long games don’t usually work on Roblox. Most players expect quick games.
I can think of 2 ways to prevent players from leaving:

  • Cross server match making
  • Penalize players for leaving mid-game
1 Like

It’s sometimes better to reward staying than punish leaving.
I would suggest giving players in-game rewards at the end of each game to discourage leaving early.

1 Like

Well that does seem like a better option but I believe a punishment system should be added ie if I player quits during near end game when their side needs them the most or something but yeah great rewards should be given out. Maybe I’ll add some escape for tarkov elements of being able to keep your loot after each game.

In my opinion, having your game focused on micro-transactions is not a good idea and lessens game quality because of the amount of focus on how much robux you will be making. Some people like simple and some like complex games, if you put the elbow grease into making your game more complex then it will appeal to people more. Idea 2 sounds like a game meant for the more mature side of Roblox, but for Idea 1 both of the games you mention are for all ages and sounds like what most people would play. I honestly would choose Idea 2.

1 Like

I agree! I don’t plan on making my game micro-transaction based or even P2W. I’m probably gonna use cosmetics that are buyable with Robux only and people can trade them. No loot boxes. There is a limited supply of them to give users urgency to buy. I could also use a server-hub system and add “premium” slots ie 5 reserved player slots for Roblox premium players.

On your second topic about how both games sound like it’s for all ages, it’s definitely possible. I could easily add an arcade gamemode where the game is much more simple than complicated.

The poll says Idea 1 is more feasible but Idea 2 would be fun to play. Maybe I’ll try doing idea 1 first then learn from that then do idea 2

1 Like

I would definitely play Idea 2, since it is more original.

You can develop either idea since they are both good ideas.

Idea 2 is much more interesting so you should go with that. But I must point out you say

The game relies on 3 pillars of gameplay, Intelligence, Supplies, and Teamwork.

A game like this is difficult to port to mobile, but it can be done. However, if you want to keep the “Teamwork” focus of the game, you’re going to have to skip on consoles as consoles does not allow the use of any in-game chat system. Sorry to say, but no one likes to have those few people on their team messing everything up because they can’t even read what you’re saying.

Singe player is a waste of time development time, as Roblox is an MMO after all. The only thing you could do with singe player mode is make a practice mode so you can sharpen your skills before heading to multiplayer. Also, the 40-player count is a bit small for a Mil-Sim game, yes, the world is procedurally generated, but it’ll still feel empty even at a smaller size. I think an 80+ player server would do fine, optimized well.

Have a look at some non-Roblox mil-sims, they have a lot that you can incorporate into your game, and it’ll make it stand out for sure.

Might I ask what experience you have in developing a game?

Yeah, Idea 2 may only be PC only as I don’t see any milsim game coming to mobile anytime soon without having a lot of buttons. Maybe an arcade mode?

I don’t think so. If your game is first starting out, it might be better to have some a single-player experience so that 1 player that joins will be able to still enjoy the game. It shouldn’t honestly be that hard to implement a single player system.

I have a bit and fooled around with some games but if you wanted a professional level then not much. I do have knowledge in programming. This is really my first time trying to plan out my game as prior, I just went with the flow. :sweat_smile:

It looks like people would rather play idea 2 over idea 1, but idea 1 is more feasible than idea 2. Maybe add more depth to the multiple ending system possibly for Idea 1 and maybe add a higher level difficulty?