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/silly for the sake of silly.
Personally I'd be interested to see someone do a proper game with voodoo zombies. The enthralled living kind rather than the undead kind.
And that is the first problem with the idea, it would be a lot of fun for first few minutes, maybe even half an hour, but once there's enough other zombies it will end up being more frustrating than fun because you will be competing with other zombies to do the fun stuff like getting kills. You become less relevant to the game the more zombies there are because now they also doing the things that you should be doing and your actions have less affect on the game. This is why many other games end up as more of an RTS where you remain relevant because you can control all the other zombies so your actions still have a big affect on the game.
There's also the issue of what makes you so unique, since the player is still human and capable of higher levels of thought, the zombie they play as is going to be significantly smarter than any other zombie so you probably need to create some reason as to why that is. You also need some kind of character progression to reward the player which means the player will need to become much stronger than than a normal zombie and that also needs some kind of explaining. You can't really have a game where you play as an actual zombie as part of a horde, to make it fun you end up having to play as something more, as some kind of super-zombie. The only time you can really play as part of a horde as a normal zombie is where you aren't playing any kind of role which usually only works well in a multiplayer situation where your character doesn't matter and thus death doesn't need any kind of meaning, you can just respawn as another zombie when you die.
Another problem that is likely to come up if you are playing as a zombie is that zombies are very bland, they have no character and are very single minded, they want brains/flesh and not much else, players aren't going share that goal, they need a reason they can understand to be doing what they need to and a typical zombie just isn't going to be able provide that. Usually the player character in a game is given a much more human goal that the player will be able to share, like saving someone, getting revenge or perhaps just survival, achieving that goal is often the motivation that keeps the player going when the game isn't as exciting or fun and it also helps keep the player immersed in the game so it's an important thing to have which means there has to be something else different about the zombie you play that allows them to have a more human reason for doing what they do. Basically a good playable zombie isn't really going to be much of a zombie beyond the aesthetics and mechanics of a zombie, the zombie would essentially need to be a human character (that just happens to be a zombie) so that the human player can relate to it and play as the zombie more naturally.
Difficulty is another problem, take a look at almost anything with zombies, what's the kill/death ratio for the humans compared to the zombies? At the start of an outbreak it's very low, zombies have the element of surprise and can easily take out large numbers of people before anyone knows what's going on, but once the humans understand what is going on and arm up things shift drastically in favor of the humans, a single human can take out hundreds of zombies. At first this might seem like a good difficulty ramp but unfortunately it's not, the ramp is too steep and instead encourages different styles of play rather than just improving upon the same kind of play (unless you can be obscenely powerful like in Prototype, or the tank in L4D), and that means it's going to end up feeling like 2 different games depending on how far into it you are. At the start you are going to be running around in a frenzy biting whatever hapless idiot that you come across and building up the horde (which does sound like a lot of fun) but at some point the humans will be armed and the gameplay will shift from running around in a frenzy to sneaking around trying not to get killed and trying to find a way to take out humans without being noticed. Having two different types of gameplay usually leads to players preferring one type or the other so they will end up playing the way they don't prefer for half the game, and since people are much better at remembering the bad and not the good that does not bode well for a game that doesn't let them play the way they want half the time. It's like when a run and gun style first person shooter has a stealth section, except that the stealth section lasts half the game.
Having the game as an open world sandbox would also be a mistake, because of the way a zombie outbreak happens the most fun time to play a zombie is at the start, but in an open world sandbox that will only happen once and then that fun is gone. To make the most of the fun play you would likely need to start over in different areas which makes discrete levels a much better option, once you have played a level there's little fun left to be had there so there's no need for it to persist. An open world sandbox also introduces a lot of technical issues that would limit some of what could otherwise be done such as having a high population density in the play area.
An open world sandbox game also requires a lot of travel time, normally such games have vehicles, or other methods of fast travel to get around the map quickly, but it's much harder to create reasonable ways for a zombie to be able to do that, when was the last time you saw a zombie capable of driving a car? So it could be tricky to avoid horrendously boring 10 min walks to a destination no matter how well you design the world and how much railroad the player's heading.
Another problem with an open world sandbox for this kind of game is the time, is that most player expect a game to have 8+ hours of gameplay, and if the game has to last 8+ hours with a single outbreak then that outbreak is going to have to be very slow to progress which makes it hard to meaningfully reward the player and give them feedback on their progress. With discrete levels you can have the outbreak happen over a half hour to an hour period allowing the player to really see the progress they make as they turn all the humans into zombies, and with ~16 levels you can easily get the 8+ hours of play most people expect from a game.
The multiplayer also wouldn't work well in an open world sandbox, player density is very important for a good multiplayer game, and for it to be sufficient to work in a large open world area that means you need to have thousands of players on the server at once (not really possible for first/third person games that rely on fast and accurate player information), or you need to have much slower gameplay that is about rare chance encounters like in DayZ (though that would be very boring for zombies), or you need to have critical locations on the map similar to Planetside 2 that encourages all players to be in a small area of the map at the same time. The last option might work pretty well though, give the humans barricades they need to defend across the map that the zombies have to break through one by one before they can corner the humans and eat them, but it would be a radically different game to the single player you described. It's usually better just having much smaller levels to play multiplayer on, even GTA IV does that.
Just to be clear though I'm not saying it's a bad idea and that it shouldn't be done, I'm just saying that IMO more thought needs to go into it before it would make a good game and it will probably end up very different to what you currently envision, but that's the same for most game ideas.
http://steamcommunity.com/sharedfiles/filedetails/?id=217204275&tscn=1390450044
Thanks and I hope you guys believe in what we're trying to accomplish :) it'll be a blast if you can give us the chance
We have about 5% of what we want to do with the game done. Most of our time lately has been trying to get the word out about our game. But we're actually getting back to 90% time to development now.
We're all about making an awesome game, not vaccuming money out of pockets.