3.04 - Western Bandits

Idea for February 14, 2007

Theme: Western

includes topics that expand on the theme

  • Steam engines
  • Sand
  • Bars
  • Civil War deserters
  • Guns
  • ‘Ladies of the night’
  • Masculinity
  • Natives
  • Hats
  • Horses
  • Settlers
  • Harsh environments
  • Gambling
  • Minimal law enforcement
  • Racism
  • Smoking
  • Drinking
  • Hangings
  • Posse
  • Bounty hunters
  • Branding
  • Rachers/lassos
  • Duels Pride
  • Bison
  • “Yellow”
  • Banks
  • Robberies
  • Grant
  • Carnies
  • Spanish/Mexicans
  • Caravans
  • Poor Medicine
  • Valleys
  • Tumbleweeds
  • Piano
  • Ragtime
  • Telegraph
  • Army forts
  • Pony express

Genre: Action/Adventure/Strategy/RPG

game genre with possible significant changes or important points

  • A strategy-based action RPG that spans the massive Wild Western environments as the player is in charge of a gang of bandits, planning raids, robberies and escaping/hdiing from the law


individual gameplay mechanics and mechanics categorized by system

  • Player leads a gang that changes and grows over the course of the game
  • Reputation affects notoriety and influence
  • The player is constantly pursued throughout the game
  • The player never grows stronger than a posse:
    • Keeping on the move is essential to survival
    • Standing ground against the military and law enforcement groups can lead to massive losses, or arrest (ie. hanging)
  • The Gang:
    • Player recruits gang members:
      • Found in different areas and at different times
      • Reputation affects recruitment possibilities (like being a great card player, or very rich, or great with a gun)
      • Recruitment can be intentional or unintentional
    • Gang members can be male or female, but classic western 'wenches' can be join with a variety of purposes (skilled as spies, informants, or for resources)
    • Members can have skills that you can utilize in many different ways:
      • Gunfighters
      • Demolitions experts
      • Spies
      • Scouts
      • Sharpshooters
      • Merchants
      • Rum-runners
      • Forgers
      • Lookouts
      • Thieves/Lockpicks
      • etc.
    • Compatibility between characters (including rivalries) is also important for building a powerful gang: the player can choose wildly different kinds of gang setups through this
  • Time:
    • Day/Night/Week time system
    • Planning and preparation play a factor in everything: making raids takes work and timing!
    • NPCs follow scripted actions and schedules
    • Food/water management?
    • Acquisition of guns/horses/supplies important
  • Equipment:
    • Player can utilize a variety of tools and supplies for themselves and allies
    • Guns
    • Horses
    • Clothes
    • Blades
    • Liquor
    • Native weaponry
    • Explosives
    • Tobacco
  • Game Progression:
    • The player begins weak, and is always on the run
    • Becomes stronger over time (through establishing a gang, not so much personal strength)
  • Player can eventually establish bases and take over towns: the player can elect to put loyal (and sometimes not so loyal) subordinates in charge of towns and smaller raids
  • Safe Houses:
    • The player can establish less public hideouts for rest, planning and storage
    • Can be hidden in remote places, or disguised as legitimate businesses
  • Actions can manipulate groups (traders, farmers, natives, military) in beneficial/negative ways


narrative elements concerning plot, characters, world

  • Player escapes during a prison break, goes on the run
  • Begin the game as a nobody and gain notoriety over time (maybe are a legendary outlaw in the past?)
  • The player is pursued, driven from state to state?
  • Perhaps the player is driven by a personal rivalry, with another bandit or a specific sheriff
    • Develop mutual respect over time for one another's roles
  • Environment:
    • Classic, historic era of American Wild West
    • Include generic and distinct places with landmarks for navigation
    • Native Villages represent neutral territories for bandits
  • Goals may be to defeat the rival that pursues you?
  • Player can choose from different characters? Maybe a romance/relationship between the two?
  • Multiple endings?


includes possible target user group traits

Possible Technology

includes hardware that would best support the game

  • typical consoles (PS3/Xbox 360) with power, PC: possibility of online and MMO-style environments and functions


includes GDDG members who contributed to this idea and were present during the discussion

  • Mediator: Cody Church
  • Alex Lorimer
  • Chi Hsi
  • Holly Becker
  • Kyle Sakai
  • Bryan Ottho
  • Shane Morin
  • Samppa Raski
  • Ethan Johanson
  • Tyler Nickel
  • Drew Batcheller
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