82ed5a No.34[View All]
What's your dream game?
Is there a mechanic that hasn't been used in videogames that you'd like to see? How about ones that have been used, but in a new way?
Is there a setting that you really like?
Also game design/ideas general
80 posts and 27 image replies omitted. Click reply to view. 8c1b96 No.4018
My perfect game would basically be an MMO with Log Horizon levels of detail and VR support.
d9faf8 No.4020
i want an asymmetrical team based fps with cops/gang theme setting in urban Hong Kong, Taiwan or Japan
the map should fill with tons of npcs and one of them will be marked as an informant
cops will try to protect him while gangs do the exact opposite
cops generally got better equipments but the use of all weapons are restricted unless being attacked or witnessed gang committing crime
it'll probably be very unbalanced and cops will be boring as fuck until firstblood happened, so I'll also be happy with a game adaptation of the music video of Muse's knights of cydonia
82ed5a No.4043
>>3970This is kind of close to something we're going to be working on next year. But I definitely like and welcome it.
>>4013Floral Kombat? Sounds pretty cool.
>>4018Tech isn't quite there yet I think, but I encourage everyone to push the envelope until it is.
>>4020I like it. You'll need to do a lot of work on the AI though.
8afe7b No.4058
My dream game will never be made, at least not in the next 15 years, because it's impractical.
It's an MMO with rogue-like(or rogue-lite or whatever) elements. It would have permadeath, an emphasis on almost no information to the player, and a design to circumvent "metagaming".
And by MMO, I do not mean WoW persistent game entities, I mean an actual MMO. While permadath would suck in a game like WoW, or any other modern MMO, it only sucks if you have a long iteration time between deaths.
The idea I have to get around permadeath turning people off is by having two "worlds" or "realms" or as I call them "spirit world/overworld". In the "spirit" world, things would work much like in current modern MMO's. You can walk through other players, you can chat, you cannot die, you can dress how you like, have a very robust character creator. I have some more ideas for spirit world, but that is the gist. It is where you start out, it's kind of like having an interactive steam account, where you have a house and an avatar.
The actual "game" part is the "overworld". That is where you get born into the world. You have very limited options on how your character looks. Skills are almost entirely absent from player view, it's all under the hood, so no skill selection. In the developed game, there would be multiple servers with different maps, so that when you were "born" you would go to a random server, and the land would be foreign to you.
The whole point is to have all of these "metagaming" systems in-game. There would be no in game chat box. All player interaction would be predefined(Not sure how that would be implemented though). If there are no skills, then how would I know my levels, like my strength? You pick up a rock and throw it. The farther you throw a rock, the better strength you have. You have racing competitions for speed. Oh yeah, it would be medieval/fantasy based. So swords and stuff. No quests really, since the permadeath makes everything very real and final.
There would be an in game religion system, a hidden and obscure magic system, a map making system, building/architecture, diseases, and a few others.
What happens when you die? Some different things depending on your death, but usually you would be finally displayed a screen of all your stats, maybe a final score, any "Spirit trophies" or whatever one, famous incidents of the soul. Basically you would finally see all of the numbers that had been hidden from you for so long. Then you would be transported back to your original "spirit" character.
There's more, but it would take the rest of my life to make it.
ad324e No.4123
>>3925>combo systemI honestly believe you can implement a combo system in literally any game and as a result it will be a better game.
>Bulletstorm>Shadow WarriorI want more games like these
82ed5a No.5697
Here's something that's actually being worked on.
The project is a dynamic fire simulation system, and the tech demo for it is a game based around Pyromancy. The story is one I have a general idea/feel for but I can't seem to nail down anything specific. I'm much better at nailing gameplay and integrating that to narrative than I am at pure storytelling.
The fire simulation system is basically a voxel-based physics simulation for fire particles, it burns material (as in it damages it, and breaks it as well as giving it a burnt texture or deleting it entirely depending on the material like grass), spreads to other material, swells, and then peters out. It can be affected by wind, material type, gravity, and things that would cause it to peter out quicker like water, rain, snow. So I've chosen to build the gameplay entirely around this aspect of simulation. The player would have attacks that can create fire (blasting into the air, shooting fire out of one's hand like a flamethrower, and other attacks), and manipulate it (pick up and throw objects that have fire on it a la pyrokinesis, create a temporary AI fire elemental in different forms) as well as access to a left-handed melee moveset. He would be able to change the properties of the fire by equipping "flames" that would change how his fire behaves, such as ignoring gravity and wind, spreading at increased speeds, burning at higher rate etc. Levels are segmented into sandbox worlds, or Islands, that are contained so the engine doesn't break (easier to optimize than a single large overworld with heavy physics simulation). Thus the setting is an archipelago of islands. The easiest comparison to make here is Super Mario Sunshine with its water physics, sandbox worlds, and platforming as well as atypical combat style but with a very different progression system. The character gains these abilities by acquiring artifacts, defeating magical creatures, and finding other sources of magic for him to burn on each island. With the first Island being essentially the tutorial, the player's "hub", and his new home in the story as they go from island to island.
Feel free to criticize.
a3a683 No.5707
>>3365Sounds like Warning Forever, I think?
905c94 No.5715
Just give me a game with AI. God is it really that hard to just add bots that take quests? Bots that level up when they kill shit? I don't want fucking turing tested robots hooked up to the cloud and passing off as humans. I just want AI that does more than patrol and repeat some scripted sequence.
9cd46e No.5716
Im sorry if this sounds stupid but I kinda hoped for medieval fantasy style game where you play as a Paladin/Inquisitor. Game play is two fold. The action-y type where you smite heathens and skeletons with your peity and good looks and the detective kind where you question people looks for clues torture people for confessions.
There is a game called the Inquisitor but its a bit bland and has more text than gameplay. I kinda hope for that but with action fighting from like Dark Massiah
905c94 No.5718
>>5716Inquisitor had a nice style. But damn why was a game so late made in infinity.
1674af No.5725
YouTube embed. Click thumbnail to play.
Total Annihilation + being able to jump into units at random and turn them into 'hero' units ala Dungeon Keeper. Basically an FPS/RTS hybrid ala Battlezone, but more complex, and with more shit flying around.
Oh yeah, deformable terrain/buildings with battle damage, too
e26863 No.6055
My dream game would be a first-person rogue-like fantasy dungeon crawler with a robust set of weapons, armor, magic, combat techniques, etc. It would also have challenging combat, an endless labyrinthine dungeon, a wide variety of enemies, and a semi-realistic feel that doesn't take itself too seriously.
4dd833 No.6067
A giant robot sim that doesn't suck.
Something along the lines of the Mechwarrior games, but with decent AI and melee combat.
82ed5a No.7629
>>4058Sounds too experimental to give it the budget it deserves. Which is sad really, because a high risk maneuver with a high class budget can sometimes turn into a beautiful thing.
>>4123I'd like to contradict your statement but I can't quite think of a game in which a combo system wouldn't benefit from.
>>5715Soon anon, soon. The AI revolution is upon us.
>>5716Doesn't sound stupid at all. I haven't seen a game with that kind of theme yet and I'd be happy to play it.
>>5725Fffuck I wish we still got shooters/strategy hybrids like this.
>>6055There's a project I know of that's sort of like this. Except not first person.
>>6067I'd give my left nut for a good mecha game. All the ones I've tried just don't quite click with me for one reason or other. (mostly the combat, or sometimes it's a lack of customization)
03a9d6 No.7679
Setting: The Jovian system. Basically everywhere around Jupiter's orbit and maybe even the Trojan asteroids. You're a mercenary fighter pilot who is being paid to protect various transports through the Jovian system since space pirates have started popping up.
Mechanics: ACTUAL NEWTONIAN PHYSICS IN A SPACE FIGHTER SIM, realistic HUDs and radar systems, etc.
Basically I want Freespace but more in a local setting rather than across the entire Milky Way. And more low tech sci-fi, stuff that would be completely feasible to build and launch into space now or in the near future. No warp drives, lasers (maybe some but they wouldn't be visible to the naked eye and they wouldn't do shit to most armored ships), energy weapons, etc. Just standard projectile weapons and some railguns.
ce63fa No.7841
Honestly Bloodborne is pretty close to my ideal game.
>Victorian gothic setting
>Action RPG
>Lovecraftian influence
However my game would be a bigger focus on multiplayer and loot as in PSO and MH, real character classes that play differently, and more in depth combat inspired by fighting games and some of the best action games (Ninja Gaiden, DMC3/4). Also it would be on PC and built around keyboard controls
Since this realistically won't happen because it would need a massive budget and team, a more realistic game that I'd make if I ever got into game design would be a combat focused 2D metroidvania. The castleroid games got a lot of (mostly deserved) flack for poor level design and difficulty, so those things would be on the back of my mind.
a63725 No.9320
>Crime game in the 80s that place in San Diego. Lots of drugs, bank heists, trading, and the online will have rival crews and progression like an MMO. Weapon system works like Max Payne and getting caught with guns in public is enough to warrant an arrest. Basically GTA V and GTAO done right
>You play as a getaway driver who plans his time limits for his clients to do their job and has to keep on look out for any trouble. Cars can be wrecked in one fatal blow.
>A game where you play as a soldier building an empire in some shitty African country during the 70s to fight communist mercs. Basically MGS V + JA2 set in a pseudo-Rhodesia
>A spiritual successor to TF1 and Warhawk
>A game like Super Smash on PC but instead of brawling it's an arena shooter with each character having their own special abilities and perks
>Light-hearted Mario noir adventure game
>F-Zero clone/brawler/basketball game with trashy potty humor
>Action game with the same levels of hype as Dragon Ball but with Adidas tracksuits and Hip Hop
>Persona but without the VN aspects, juggling school life and dungeon crawling, and more Americanized with 80s/90s high school stereotypes
cf3af5 No.9330
>>56Someone is going to make this with the Overgrowth Engine, I'm sure.
>>1138I just like the idea right off the bat of an "earn your exploration" system. I like exploration games, but they lose their appeal to me if they don't have some other engaging element, such as Zineth's fun movement system or Jazzpunk's humor. The idea of having to take land over if you want to explore it seems cool. Also opens the floodgates for some dialog on how the populace feels about you conquering everything, since you're going to be visiting towns all over the place anyway.
>>6055Grimrock is close to what you're looking for, although not randomly generated or endless. I haven't gotten a chance to play Grimrock 2 yet, but I'm told it's even better.
905c94 No.9547
>>9320>getting caught with guns in public is enough to warrant an arrest>Developers will continue marketting to the lowest common denominator "look mum I can shoot people!" crowd instead of making a fully fledged crime simWhy live
905c94 No.9549
>>5716>Travelling the countryside as a strange and quiet pilgrim while accepting the hospitality of the townsfolk>Saving your host's daughter from a vampire count and revealing yourself to be an inquisitor from the churchWould be really cool.
557538 No.9591
>>1302…
that's shopped, right?
9cd46e No.9593
>>9549I thinking more along the lines of that were was some kind of a civil war and good guys won but not all the bad guys were defeated and lots of them went into hiding to regroup and you are the mop up crew.
Scour outlying villages, question locals for suspicious activity 'detain' suspicious individuals and 'question' them and conduct an 'investigation'
Sort of like a 'papers please' insipired gameplay where you look for clues or signs or heresy and if you fuck too many times your license is revoked . Once a evil presence is discovered you have a limited set of fighting mechanics that you have to master. Something Metal gear revengeace where reflexes and quick thinking is rewarded.
cc777d No.9809
I just want a first person RPG that has fast paced combat, has you kill lots and lots of enemies quickly, and has extensive blood and gore and dismemberment. If it was based on Norse mythology and had most enemies be humans, but many enemies be elves/dwarves/draugr/trolls/etc as well, then that'd be awesome.
The game having a black metal soundtrack would help as well.
d94122 No.9830
Miyazaki and Igarashi working together on a 3D Castlevania game using the Souls series as one of its pillars.
5920d1 No.9854
It's not really a dream game but it's a game that I think could be fun: a PvE Kantai Collection game. The most basic gameplay concepts would revolve arouond Serious Sam, Vanquish, Mitsurugi Kamui Hikae, and Ziggurat: relatively fast gameplay with move/weapon customization, going from ocean region to ocean region with the Abyssals. There could also be wave defense like in TF2's MvM mode. Of course fanservice skins will be in as rewards upon reaching NG+ or by completing challenge minigames.
Sounds a whole lot more fun than a dice-rolling browser game, honestly.
82ed5a No.13965
>>7679Fucking fund that shit. I'd buy a copy. Extensive ship customization and I'd be hooked.
>>7841I wish someone would revamp the cuh-razy genre by now. It's starting to feel kind of formulaic in terms of combat systems for 3d action games. Do you have any ideas to deal with that?
>>9320>A game like Super Smash on PC but instead of brawling it's an arena shooter with each character having their own special abilities and perks Care to expand on that? I don't quite get what you mean. A cross-over franchise? Or an arena shooter built around the damage and knock-out system of Smash?
>>9591Nope. Terrorists like vidya too.
>>9809I've noticed the FPS/RPG's tend to cater towards a slow pace for combat, probably due to trying to synergize with the slow pace of the other RPG mechanics.
>>9854Sounds like fun. How are you going to work towards making it?
303260 No.13976
>>3275Fuck, that's essentially what I thought of. Well, sorta. Recently I've gotten into the Armored Core series, and I also really like the Souls series, so I had an idea for a pseudo-fusion of the two. tl;dr autism post incoming.
The game's set in outer space, during a colonial period for man, except it would be a lot more grounded than most interstellar settings. Colonies exist but are sparse and only lightly populated, and space is vast and mostly silent. Colonies tend not to hear from one another unless they send a ship from one to another. The setting as a whole is a really quiet and lonely place, akin to Aliens, for instance.
You start the game by making a character, only to discover that they've been arrested and sentenced to death for some grievous crime on a colony. Suddenly, a mysterious corporation steps in and offers to buy you and take you away from the planet, on one condition: that you a) submit to an experimental procedure and b) complete a mission that they need doing. You agree (or disagree, in which case you get a game over)
You're taken on board a spaceship run by an advanced AI, at which point you're stuck into a surgical machine that runs some strange procedure upon you. However, when the procedure's done and the machine opens up, you find the place in flames and everybody except you dead - the ship has been attacked by armed combat drones from a rival corporation. You're instructed by the ship's computer to clear out the ship. You pick up a gun and begin to do so. If at any point you should die during all this, one part of the procedure is revealed to you. A device has been implanted in your skull which allows the ship's computer to digitize and recover your memories and personality if you get killed. It continually manufactures spare clones of you and inserts your digitised consciousness into them, returning you to life.
At one point during the ship-clearing routine you run into a really wide open hangar, occupied by a single large enemy. It's here that you're introduced to the mech portion of the game, as you're instructed to board a mecha to fight this enemy. At this point the second part of the procedure becomes clear - you've been augmented in a way that allows you to interface with these machines and control them as if they were your own body. While other mecha exist in this setting, most of them are AI-controlled, and none of the human pilots that exist have the same degree of control that you do, save for an extremely small group of elites.
Once you've cleared the ship, the ship's AI reveals the full extent of your long-term mission to you, as every other ranking corporation member on the ship is dead. It's to hunt down some extremely powerful piece of alien technology that was recently discovered but also stolen, presumably by the mystery group that attacked the ship. The AI also reveals that you have a kill-switch embedded into you that won't be disengaged until the mission is complete, meaning that you're essentially locked in to doing the job, seeing as how you can't even commit suicide to escape.
Over the course of the game, you navigate the ship to a bunch of different and dangerous locations, and try and fight your way to your objective through a mix of on-foot dungeon crawling with guns and large-scale mecha combat. Customisation for your actual character would be limited, without much in the way of stat growth or gear upgrades, but with a somewhat decent selection of weapons and armour, but customisation for your mecha would be at the same kind of insane level that the armored core series offers. While exploring the galaxy you find different schematics for mech parts and weapons, and the ship manufactures and assembles them for you. Also, over the course of the story you might encounter NPCs, some of which you can invite on board your ship to accompany you on your mission.
Over the course of the story, the identity of the group that attacked your ship starts to become clear, and it includes an elite mecha pilot that becomes your rival over the course of the game.
8cd512 No.13983
>>956Nice dump, one of the better aspects of well done uncanny horror is how much world building it can accomplish. A couple bloodstains are way more effective than a wall of text
145da3 No.14085
I just want a game where the main mechanic is telekinesis and it doesn't suck.
And yes, Psi-Ops sucks.
0f04c4 No.14094
My perfect game is in CBT at the moment OP.
b47b98 No.14097
Games that have magic need to make magic actually fucking worth it and not dead to melee medium-late game.
Temple of Elemental Evil did this right IMO because it has so much crazy buffing and summons available that casters can wreck face lategame. Druid? Summon half a dozen elder elementals and laugh.
79e530 No.14100
>>14094>no subs>can't change torpedo depth>islands that make no sense geologically>No Rising Sun flags because 'muh war crimes'>No accurate damage modelAll that aside, I think its a decent game to play until War Thunder finally gets around to making their ships
in the year 2020 03a9d6 No.14153
>>14094>playing what will become pay to win garbage with arcade as fuck gameplay>>14100>playing War Shitter 79e530 No.14243
>>14153Do I have any other choice for a multiplayer game like this?
2379db No.14271
Typing this down quickly before I go for my shower. I've had an odd combination on mind. I want to make an FPS that hybrids the quick and satisfying and gunplay of Doom and other arena FPS with the environments, platforming, and physics of early Sonic games.
Somewhat futuristic; think Shadowrun 3rd, I forgot what those types of settings were called.Was it Cyberpunk? I want to say it is. Story is basically going to amount to some 90's cheese or something. Haven't thought much past that honestly. Finally, two entirely separate upgrade systems for the PC's combat capabilities and platforming abilities that develop together at separate rates.
Been going for my associates in CS, so in the mean time I've just been building a design document and trying to get good at C++.
426479 No.14456
Say what you will, but I still really want something basically like Minecraft with the totally buildable and destroyable world, but where building actually fits into in-game objectives and there's an actual plotline with defined goals and an endpoint. I have a million more specific ideas, but that's the absolute barebones rundown. It's obvious Minecraft itself will never be that, but it's what I honestly thought Minecraft would eventually be back in the Alpha days. Oddly enough, Terraria's come closer to being what I always wanted, aside from being 2d, than Minecraft ever did.
And that's still the game I'd like to make most if I could.
499178 No.14839
I'd really like to see a modern game with a premise similar to Transarctica.
>build and outfit a rolling fortress/carrier of an armored train with Battletech-levels of autismal detail
>open world exploran' warran' merchantan' politican' a-la Mount & Blade
>RTT battles with the ability to 'jump into' any unit a-la Men of War
>Railroad Tycoon-esque infrastructure building and NPC/AI train management
'Overambitious' doesn't even begin to cover it.
914daf No.14902
Transarctica:
This sounds neat.
Large train customization would be the powerplant and the number and kinds of cars to haul. Needs staff, cargo, weapons and armor, that sort of thing.
Missions would be hauling cargo or passengers from map location to map location. Possibly some larger game story / quest thing.
Traveling leads to combat scenes. The player launches small mecha from the train to fight baddies and destroy their lair/base. The train functions as a large artillery piece and also a turn clock because it needs to keep rolling.
Mecha customization like an RPG, battles like an SRPG, plus managing the larger train? This is doable if the baddies can be made interesting enough. Was that what you had in mind?
499178 No.14923
>>14902
More or less.
I'm using Battletech as an example to illustrate the level of complexity and customizability, rather than referring to mech combat or hex-based battles specifically. The original used generic infantry and mammoth-riding cavalry as deployable units, I would probably lean more towards armored warfare.
Preferrably you'd want to avoid delineation between an 'overworld scene' and a 'battle scene' or 'city/base scene'. Something like Supreme Commander, would probably be ideal, where you could scroll all the way from a simplified strategical view all the way down to looking at individual units.
d73828 No.14927
Aurora 4X complexity on the new Unreal Engine. Like Elite, except there's entire civilizations, ships you can walk through like Mass Effect, lots of customization, ability to explore worlds, walk through alien cities, build a fleet and take over galaxies.
5f2cbf No.15087
I want to serve the evil empire, rise up in ranks, gaining prestige as the Dragon to his Big Bad… just so I can have a shot at killing the evil emperor during a banquet with his generals or something. Not to take over the evil empire. Just to really mess with the empire's governing structure.
Not exactly a mechanic but I'd love it all the same. As for mechanics, I would love more turn-based RPG games having visible armor changes.
edbe38 No.15106
>>956
Silent Hill up until 4 did sound design extremely well.
>>13965
Best way to revamp crazy would be to look more towards fighting games and what makes them complex, and try to imitate that in PvE.
eb90c1 No.15174
>Completely simulated logical magic systems where the majority of gameplay revolves around doing science and solving puzzles just to learn the ins and outs of the system
>And the same thing but with alchemy
>Also a simpler, more "minecrafty" system for building and machines and shit, mostly to facilitate magitech stuff
Basically I want a fantasy autism simulator focused on a single player, or a community of players in the case of an MMO
>Sci-fi game
>80's sci-fi aesthetic because that's the best
>Lots of ship flying, but also lots of on-foot stuff
>You are a person controlling a ship rather than a sentient fighter jet
>Large ships actually fucking control differently from fighter craft on a basic level and have bridges rather than roomier cockpits
>Fully simulated electrical systems on ships
>Fully simulated ye olde computers and computer systems, down to different operating systems from different companies or factions with different capabilities and specializations
>Cyberspess
>Expensive and somewhat customizable ship AIs with shitty built-in chatbots
>Mechs, with their own simulated systems, that usually run on some terrible proprietary operating system
Basically a sci-fi autism simulator, as well as a competent and fun backdrop for my favorite sci-fi scenario, which is "wake up from cryosleep to find yourself on a derelict/abandoned/taken over ship and ADVENTURE your way to freedom"
499178 No.15466
>>15174
>fantasy autism simulator
Most people wouldn't have the patience for that, and would just look up a guide.
That's why you'd have to have the underlying system procedurally generated or otherwise randomized to some extent.
ba4370 No.16162
I have a simple wish yet I will probably not live to see it, the way the industry is headed right now.
I want an FPS with complete environmental destruction, realistic gunshot wounds, an assload of genuine but cool weapons and ammo types and (mostly) human enemies.
It should also be single player and have at least somewhat of a decent story or none at all, just not irritatingly annoying.
44cfc6 No.16163
>>15174
This sounds perfect. I have a thing for mechanical computers, but it's not like anyone is going to need me building any in this age. It would be great to build mechanical target systems for ships and shit.
9aad32 No.16179
Hmm, the gameplay of Bayonetta, and the story power and graphics of Metal Gear Solid, while not being Revengance (I like it but its really good but could of been way more)
9aad32 No.16180
cba529 No.16243
>>119
AMD donated Mantle to Vulkan which supposed to become open multiplatform API like OpenGL but actually good and closer to hw.
ceecf9 No.17517
>>4058
The realm-shifting reminds me of the Legacy of Kain: Soul Reaver series. The first one was on PS1 (and technologically-speaking shouldn't have been possible) and maybe PC, then a sequel on PS2, Dreamcast, and PC(?). But your character, Raziel, didn't die when he took to much damage; he'd shift to another dimension, and the world architecture morphs in real-time (sometimes you'd have to use, say, dramatically altered pillars to progress through the level) and lighting gets all spoopy, corporeal enemies disappear, spirits appear, etc. There was a lot of really cool shit in that game.