The Time Police (Working Towards a Pitch)

Matt Barton's picture

I've been working on this thing I'm calling a game pitch for a few weeks now and thought it was time to put it out there to see what people think of the general concept. In a nutshell, this is Deus Ex with Time Travel, Tactical Combat, and Disco Dancing. I've also made big changes to the way character creation, leveling, and dialog are handled.

It's not complete, but I think there's enough here for you to get the basic idea and see whether it sounds like something you'd be interested in playing. It's not totally original or super ambitious or anything, but for what it's worth I've tried to imagine the sort of game I'd most like to play and this is it.

Let me know what you like about it first, and then we can get down to what needs re-thinking.

Oh, I know for sure this is way, way beyond anything I'm personally capable of developing myself. The "dream scenario" is that we could get this to a real developer who can turn the dream into reality (without, let's hope, altering it beyond recognition).

timepolice.pdf530.19 KB


Paul H
Joined: 10/11/2011
I notice in the backstory

I notice in the backstory section you used 2052 and a few paragraphs down 2032 as the "current" time.

I really like the concept of a branching story where your actions are constantly affecting the future. I think you will certainly have your hands full designing the various changes that can take place and I'm glad to hear that you're willing to give a game-over screen when particular choices are made. Getting completely stuck should be avoided but running into a "game over" screen is something that happens too infrequently in games today. In a context like this where the changes could be quite drastic it's going to be a big challenge to integrate changes in a believable way that keeps the game flowing. To keep the story from getting to convoluted you could use multiple endings (some occurring quite early). As an incentive for the player to find all the endings they could be given some sort of "time map" or hint system so they can try new choices without having to manually map out every decision point.

I couldn't help but think of the Metal Gear Solid series as soon as I read about the importance of stealth. They are the best examples of stealth action games that I can think of. A recent indie game called Frozen Synapse is on my radar lately but I haven't tried it out yet.


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