yeah, they might but nerds tend to like gangster culture and music. and at the time the biggest selling games were all whatever was most shocking and that was the goal that i started with. to make the most shocking game of all time. since i came up with the idea many games have come along and added some of these offensive elements as game play ideas but i don't think i've seen a game yet that has rape as a game play element which this design did.
the design fleshed out more where the charaters were like this
thugs - cheap and best fighters. doesn't make money
slangers - make decent money and decent fighter
pimps - required to have hos but expensive to get. weak fighter. better than ho but worst out of everyone else. but allows making lots of money via ho's.
ho's - make the most cash, worst fighters but lower the cost of buying thugs and slangers, because they love them hos. requires pimp to purchase.
killing an enemy's pimp would get you that pimps ho's in your gang if you had a pimp
and then the resource system would revolve around illegal activities (dealing drugs, car jacking, muggging, prostitution, ect...) and the charater list could be expanded accordingly.
there was also the idea of gang rep. rep lowers the cost of getting gang memebers, drugs and guns. also each purchase of drugs to sell could go sour but having a high rep would reduce the risk of having someone try and screw you. you build rep by doing scandolous shit. randomly killing, robbing or rapping people, killing members of the opposite gangs, tagging, vandalizm, ect... rep would be inversly related to the idea of heat which would involve the cops. basically all of your illegal activites could attract the attention of the cops and result in loss of cash and\or increased heat. so when you do the rep creating activities you also increase your heat. you offset heat by paying of the cops or doing favors for them. you could also incorporate things like tipping off the cops to the enemy gangs which would send cops to a pimps location or crack house in enemy turf but at the same time would lower your rep.
i thought the resource system brought the game together in a way that would elevate the whole premise of the game from being a marketing gimic applied to an existing game into something more concrete that made the game play better than the games it was building off of.
i also did a design for a game that is basically what ea skate is now. i was really suprised it took that long for the industry to do that game, it was so obivous.
i wanted to get into game development in school and took some graduate computer graphics classes with my homie who interviewed at blizzard but gave it up once i releazed i could work half the hours and make double cash in enterprise programming. cash rules everything around me...