[HN Gopher] Ask HN: What game do you wish existed?
___________________________________________________________________
Ask HN: What game do you wish existed?
I have usually kept a short list of games that would be fun if they
existed. Long ago one my bullets in the list was a procedurally
generated planet-sized planet with a full diaspora to explore. No
Man's Sky fulfilled that for me. What are some games that you wish
existed?
Author : jharohit
Score : 630 points
Date : 2022-05-25 11:50 UTC (11 hours ago)
| mrwnmonm wrote:
| I want to change some life configurations and see what is going
| to happen after 1000 years.
|
| Let's say, humans found a way to live without eating and
| drinking, now how life is going to look like after a some time?
|
| It is basically a more sophisticated and realist version of the
| game of life.
| notyourav wrote:
| And by the way the amount of people interested in playing huge
| simulations makes me think that we living in a simulation because
| someone likes to play it might not be that sci-fi. At least even
| we have a kind of drive and motivation to build and play such a
| thing.
| gravypod wrote:
| 1. A _coop_ game like Fallout: New Vegas. Post apocalypse. Deep
| story / lore. Ethical dilemmas.
|
| 2. The game TIS-100 was supposed to be a minigame in.
| scotty79 wrote:
| Second Portal 1
|
| No bothersome worldbuilding, characters, lore, narratives and tie
| in into other frenchises.
|
| Just puzzles and mindgames with malicious AI in unknown testing
| facility.
| deltaonezero wrote:
| I want a no mans sky that lives up to it's idea 10000000x better
| then the current game.
|
| A procedural universe where each world has the density of detail
| as GTA 5 or Elden Ring or SOTC and the same amount of variability
| as well.
|
| This could be achievable in the future by throwing some ML into
| these procedural algorithms. We already sort of do it with text.
| WesternWind wrote:
| A game about organizing against a neofascist oligarchy in a
| future America? But it's turn based and more strategic, not an
| RPG with missions. Call it Rise Up.
| oneoff786 wrote:
| I want an arbitrary daily life menial task sim, in VR, with crypt
| of the necrodancer rhythm mechanics. Something about doing simple
| things in discrete movements to a beat sounds very fun to me.
| vuciv1 wrote:
| Guitar hero but I can plug in my real guitar. Or piano.
|
| If I spent all the time learning guitar hero songs that I spent
| on a real guitar, that would be awesome
| anthonypasq wrote:
| i think there is something close to that called rock smith
| chrischattin wrote:
| Basketball but with hockey penalty rules. Instead of free throws,
| the offending team plays down a player for a few minutes. Play
| continues. Fighting is allowed.
| eggsmediumrare wrote:
| The beauty of this one is that you could actually play it with
| no coding required
| jerome-jh wrote:
| A racing game with relativistic effects, where vehicles would go
| at speeds close to c.
| idsout wrote:
| Another 'Haven and Hearth' or 'Wurm Online/Unlimited' clone with
| more focus on QoL
| student2k wrote:
| An autobattler team vs team where you need to programe your team
| to cooperate for win.
| braingenious wrote:
| https://gamerant.com/black-glove-cancelled/
|
| This game looked like a lot of fun. It's a bummer that it got
| canceled.
| tu7001 wrote:
| Heroes III:)
| conductr wrote:
| Tower defense played from the enemy's perspective. (This may
| exist, I'm not a huge gamer in my adult years.)
|
| I imagine it as a race of sorts, potentially with the enemies
| being a multiplayer team and maybe rocket league esque
| physics/mechanics crossed with Mario kart. But, surrounding the
| track is an increasing level of towers that are bombarding the
| track. You can dodge and whatnot to survive, multitude of
| obstacles, ramps, power ups, etc. perhaps even a way to shoot
| back at the towers.
| scotty79 wrote:
| Try Anomaly (in Google Play store)
| SenHeng wrote:
| I'm not a gamer too though I managed to quickly google Tower
| Offence and several games popped up. Didn't see if they were
| what you were thinking about though.
| conductr wrote:
| Thanks! I actually never thought of searching for it (since
| I'm just not a gamer much anymore). It is interesting to see
| that this at least is a [sub] genre. I just watched a dozen
| or so of different gameplay videos and it's a bit different
| than I imagined. From what I've seen, they appear similar to
| strategy games or even reminiscent of Lemmings. They even
| tend to have an orientation of top-down over the world or
| side scrolling. I think having a 3D racer would still be cool
| and actually have the POV be as an enemy driver where you
| actually control that one enemy vehicle but not the whole
| wave of enemies. But tbh, what do I know about gaming these
| days haha. Thanks for taking interest in my random idea!
| mrwh wrote:
| Until recently (and for decades indeed) I'd have said Ron
| Gilbert's Monkey Island 3. Which is now happening :).
| gswdh wrote:
| nojs wrote:
| Does anyone remember "liquid war", where you battled with another
| player to control a lump of fluid and engulf the other person?
|
| I really really want to play that, two player, on my phone over
| network where my finger controls the liquid.
| tetris11 wrote:
| Darwinia/Multiwinia?
|
| https://en.wikipedia.org/wiki/Darwinia_%28video_game%29
| vopi wrote:
| Maybe creeper world?
| bozhark wrote:
| Star Citizen
| moh_maya wrote:
| Azad - from Ian Bank's player of games: not in its avatar as an
| entrance exam for Azadian civil services, but just for the
| complexity and sheer range implied by the game.
|
| Then, Thud, the game loosely described by Sir Terry Pratchett in
| Thud!
| fy20 wrote:
| I really have a thing for transport simulation games. When I was
| young I played a lot of Transport Tycoon, but it was a bit too
| heavy on trains. You could just use trains everywhere and be done
| with it. Also it's nearly 30 years old, I want perty graphics on
| my 4K monitor.
|
| I played a lot of Cities in Motion 2, and really loved it. You
| can't just use trains (as they are expensive), you need to build
| a complete transportation network with feeder routes and use
| different modes of transport. The only issues were it is a little
| buggy, the UI was a little complex, and performance really tanked
| once your city got to a certain size (because Unity).
|
| Cities Skylines was meant to be CiM 3 mixed with SimCity, but
| they really nerfed the transport mechanics there IMO. As a
| overall city simulator it's great, but as a transport simulator
| not so much.
|
| Transport Fever just feels like a TTD clone with prettier
| graphics and worse game mechanics.
| mojomark wrote:
| I love you.
|
| I don't care if I get HN downvoted for this, but I love the
| fact that you're out there in the world and appreciating the
| subtle beauty of transpirt.
|
| Rock on.
| Gambloide wrote:
| Silksong
| sandbx wrote:
| RTS FPS combo, where one person gives orders to the units who are
| then played by players. Maybe this already exists idk
| skocznymroczny wrote:
| I feel like such game would be hard to balance, because
| everyone would want to be the boss. And even then, you'd need
| some very good ideas to provide compelling gameplay for both
| the commander and the commanded.
| doctorwho42 wrote:
| Actually it's kind of the opposite. No one wants to be the
| boss! So you either get a reluctant commander, a person who
| knows what they are doing and really want to command, or a
| person who doesn't and has to be brought up to speed through
| in-game voip while playing.
|
| Honestly, NS and NS2 the commander was a fun position. You
| play to upgrade your units, grab resource nodes, and expand
| influence, while trying to direct non-compliant troops.
| (Really throws in a wrench to your RTS when you can't get
| your soldiers to do something you need). Another aspect is in
| the smaller team dynamic of NS, one or two good troopers can
| have an outsized effect on enabling the commanders gameplay.
|
| Empire mod gets around this by having larger teams (15+ vs
| 15+) with vehicles, upgrades, weapon customization, tech
| trees, so it really plays like a war where you need to
| counter what the enemy brings to the field in terms of tech.
| meheleventyone wrote:
| Hell Let Loose, Squad and similar games are basically this.
| [deleted]
| TomGullen wrote:
| Hell Let Loose is an excellent game! A great balance of
| strategy and action, even as a grunt if you work with your
| squad there's a lot of strategy and tactics.
| meheleventyone wrote:
| Yeah I love it as well.
| random_comment wrote:
| https://store.steampowered.com/app/700480/Microsoft_Allegian...
|
| has been around since March 2000, and currently free to play
| luladjiev wrote:
| Natural Selection 2 is sort of RTS FPS combo
| rat_1234 wrote:
| There are two games that come to mind that are/were like this:
|
| 1) Total War series -- it's not FPS per se but there is the
| idea of managing the macro situation (resources, where armies
| are, developing cities, etc.) and then when you actually attack
| another army or lay seige, you have more of a tactical view
| where you direct the action.
|
| 2) The original Rainbow Six (and maybe some of its immediate
| sequels). You would plan out exactly what you want every one of
| your special ops guys to do (e.g., when I give the signal throw
| a flashbang into this room) and then you get to play as one of
| them. Not sure if anyone has replicated this yet!
| mrjay42 wrote:
| Arma 3 is one possible implementation of this. BUT, it requires
| to download and install mods, find (a lot) of people to play
| with.
|
| The way it's made requires a lot of dedication -> gathering
| everyone, organisation to communicate can be tricky
| particularly if you want realistic kind of comms: teamspeak is
| still required (I don't think there's a realistic mod for Arma
| 3 compatible with Discord).
|
| Nevertheless, Arma 3 has everything you need:
|
| Big maps (open world)
|
| An actual map (I am talking about the paper/GPS thing) -> with
| actual elevation information on it, etc.
|
| Complex strategies and tactics possibilities
|
| Communications
|
| Vehicles: helicopters, tanks, cars, trucks, planes, boats, etc.
| etc.
|
| A very WIDE set of weapons of all kinds: turrets, firearms,
| launchers, mortars, etc. etc.
|
| All this adds up to the need of coordination, planning,
| preparing strategies, primary objectives, secondary objectives,
| backup plans, backup plans for your backup plans, etc.
| pastacacioepepe wrote:
| "Squad" is a better alternative for OP then. It gives what OP
| asked without any mods and it's easier to get into it without
| being part of a community.
| MaxikCZ wrote:
| Natural Selection 2 is still active. 2 non-symetric teams of
| 7-10 players each have a commander who plays RTS. The rest are
| marines building resource towers, upgrade buildings, scanners,
| ammo depots that commander places. Commander may direct people
| to speccific tasks, but usually people just know to for groups
| of 2/3 and be effective. Commander then places building plans,
| and can heal/drop ammo/scan (and more) for marines on the
| field. Aliens are a little more individualists, and geberally
| only 1/2 players help make building happen faster.
|
| The map design is amazing, game runs and looks great. Highly
| reccomend
| doctorwho42 wrote:
| https://store.steampowered.com/app/17740/Empires_Mod/
|
| Empires mod, quite detailed FPS RTS. Even has vehicles, tanks,
| APC, resource nodes.
|
| It's been awhile since I played, but there was still some
| development on it a few years ago.
|
| Downside is its a bit older. (2008 release)
| Kelteseth wrote:
| Savage 2 A tortured soul did this well. Sadly, it and its
| successor is dead.
| hmate9 wrote:
| To suggest something different: More escape room games for VR.
|
| I have played "I expect you to die" 1 and 2 on Oculus and it has
| been so amazing and fun. Had some fun with two other escape room
| games but neither were as polished as I expect you to die.
|
| There is zero replayability with these games but I would happily
| pay a couple of bucks a month for a fresh level every week. Kind
| of like a TV series but for a game.
| mikkergp wrote:
| I think this could be a killer app for business team building.
| I've done "virtual escape rooms" but it always feels weird not
| being able to interact with the environment yourself. I'm glad
| those businesses were able to do something to stay in business
| but it was a weird fit.
| nurbl wrote:
| I liked "Statik", a pretty clever VR escape room-esque puzzle
| game where your hands are stuck in a strange device which you
| can manipulate in various ways using the game controller. Some
| levels even allow a second player cooperating via a phone app.
| themodelplumber wrote:
| Some ideas I had. Wishes, dreams, etc. :-)
|
| 1. You run a food truck where you serve hotcakes. It's a rhythm
| game though, with elements of animal/pet care.
|
| 2. You manage an empire but are allowed to pick any given time
| and place during which to build your empire. You are given a
| varying batch of starting resources that should allow the empire
| to get off the ground. Like superpowers, maybe you have amazing
| charisma or the ability to fly. The type of empire is also
| mutable. So you could build a media empire starting in early
| 1900s Berlin and watch it eclipse the entire idea of WWII within
| a decade. Or you could start a hot dog cart in Siberia and end up
| with Putin as your temporarily ally as you sweep through northern
| China within 20 years.
|
| 3. You are in charge of demolishing old infrastructure that is
| getting in the way. You learn the ins and outs of this kind of
| work as you play. For example there may be incentives for looking
| after wildlife that are living around the structures. But it may
| also cost you; however the game rewards creativity in this area.
| (Business game though doesn't sound right for what I had in mind.
| Maybe more of someone who's on the gov't side of managing the
| contractors and their work...)
| mancerayder wrote:
| Monkey Island 3 - not the ones that came since, but something
| more true to the original.
|
| Kingdom Come - 2
|
| A return to old school party RPG games.
|
| Something that isn't a FPS, an anime "go retrieve the turnip from
| Farmer Tim" game or a guy with an axe jumping around with
| flashing things like a console game, killing thousands of
| monsters.
| kuang_eleven wrote:
| Well, do I have news for you: https://returntomonkeyisland.com/
| yakshaving_jgt wrote:
| I wish there were real sequels to Deus Ex and Baldur's Gate II.
|
| And by "sequel", I mean incremental improvements to the game
| mechanics, and more content. Not a complete reimagining.
|
| The Hitman series has been very good at not trying to reinvent
| itself each time. The first sequel to Deus Ex however is probably
| the biggest disappointment in gaming history. Baldur's Gate 3
| seems to have nothing in common with BG2. The look, the feel, the
| mechanics... Everything that made it compelling. Gone.
| henriquecm8 wrote:
| > The first sequel to Deus Ex however is probably the biggest
| disappointment in gaming history.
|
| I would like to see they try to remake or just remastering of
| Deus ex 1, so it can be a good introduction to new players in
| the existing world established in the original, to make a new
| sequel ignoring Invisible war.
| peterlk wrote:
| There are already so many comments here, but I would pay $150 for
| rocksmith built for piano
| potta_coffee wrote:
| I would pay for a Rocksmith that could accurately capture my
| playing. I love the game but for more difficult songs, it's
| impossible. There are very complex passages that I know I'm
| playing correctly that have notes that are just not detected.
| It's so frustrating that I've quit playing the game entirely.
| nacho_man wrote:
| Reverse tower defense. You choose the lineup of units to run
| through the opponents gauntlet.
| bseidensticker wrote:
| The warcraft 3 and StarCraft 2 custom maps line tower wars and
| winter maul wars fit that bill. You each have to build a maze
| as well as send units. Units increase your recurring income but
| also give fixed money for the opponent if they can kill them.
| Getting units through your opponent's maze takes their lives
| but also denies them the fixed income making fall behind in
| income further.
| scotty79 wrote:
| Try Anomaly on Google Play store
| dartharva wrote:
| I want a multiplayer fast-paced rythm-based parkour FPS
| platformer, something like a combination of Ghostrunner and Quake
| that rewards bonuses for moving or shooting on the beat of the
| in-game music. Even better if you also add rewards for
| flashy/picturesque kills like DmC. It'll be a wild combination of
| high-adrenaline shooting and platforming that also challenges
| your rythm sense - the best dance game ever!
| dllthomas wrote:
| > rewards bonuses for moving or shooting on the beat of the in-
| game music
|
| I've been wanting this mechanic in a side-scrolling or third-
| person beat-em-up.
| beaconstudios wrote:
| if you don't mind missing out on the parkour, and it being a VR
| game - I'd recommend Pistol Whip.
| https://www.youtube.com/watch?v=O9LxuTZBY8Y
| skybrian wrote:
| I like simple strategy games that you can play in 10 minutes. For
| example, Compact Conflict [1] is a simplified, faster-paced
| version of Risk. (I used to like Civilization, but it's way too
| long.)
|
| I'm wondering if there are similar short strategy games that you
| like? In particular, is there one that models supply lines well?
|
| [1] https://wasyl.eu/games/compact-conflict.html
| VohuMana wrote:
| For me I think the answer is Star Citizen, I've always wanted a
| immersive space sim where I can explore other planets, fly cool
| space ships, and have space battles. The game is still in alpha
| and will likely be there for awhile longer with the scope they
| are trying to accomplish. With that said I thought I would try it
| after years of hearing about it during one of their free fly
| events and I love it, sure it isn't finished and has a fair share
| of bugs but it is so immersive it is kinda unreal at times and
| has many times left me just in awe.
|
| Other games I wish more existed are puzzle games like Myst and
| Obduction. I want a puzzle game that makes me think outside the
| box and encourages discovery. I understand though why those games
| take so long to make and many puzzle games go for easier "puzzle"
| minigames because that appeals to a larger audience and is a lot
| easier to program.
| jimmaswell wrote:
| Pokemon Legends Arceus is pretty close to the Pokemon game I
| always wanted
| jpomykala wrote:
| KingdomCome 2
| bovermyer wrote:
| [Star Wars: Galaxies 2]
|
| A sequel to the original Star Wars MMORPG. Rather than an MMO, it
| might actually be better as a survival game, ala ARK, Rust, or
| Conan Exiles. A smaller scale might make it possible to do more
| interesting things with the engine.
| LesZedCB wrote:
| Combination FPS/RTS - Like Natural Selection 2
|
| New good space shooter a la Freespace. The recent star wars one
| was alright.
|
| More Descent - Played reloaded and it was awesome!
|
| Jak and Daxter, Croc, all narrative adventure games i loved when
| i was younger. that genre doesn't seem to get much development
| anymore. indie games of them are somewhat unpolished.
|
| Subnautica was the perfect survival game. really good at striking
| the balance between casual but fun with nice story. and gorgeous!
| causi wrote:
| Have you checked out Everspace and Everspace 2?
| LesZedCB wrote:
| everspace 2 is on my wishlist but I haven't gone for it yet.
| think it's good for a freespace successor?
| causi wrote:
| I've never had space combat be more fun.
| lordleft wrote:
| A baroque space opera CPRG. Baldur's Gate, but in a sweeping
| interstellar setting.
| Uptrenda wrote:
| Black Ops Zombies but with an insane amount more depth:
|
| - We're talking things like skill trees.
|
| - Levels that take hardcore amounts of time to master (think like
| the original runescape)
|
| - Actual good game play at higher rounds (all zombie games have
| this problem -- there is not enough built into the game for the
| player to keep going at higher rounds)
|
| - Weapons and abilities that don't follow standard physics with
| weapons and hence require skill to master beyond pointing at
| enemies.
|
| One thing that is really great about zombies is you have to
| decide how to spend your points to stay alive. Do you buy a
| specific power up now or wait? should you buy this weapon or save
| up? I think it would be cool if there were even more choices to
| make. These simple decisions have so many consequences that make
| every game unique. It's honestly really cool game design.
| waspight wrote:
| I would love to have age of empires 2 but with an mmo sized map.
| And thousands of players at the same time. Don't ask me how you
| would actually win, but I like the idea.
| pjerem wrote:
| A huge open world 3D platformer
| enos_feedler wrote:
| A driving arcade game where one player drives and the other guy
| shoots. It is the blend of two awesome arcade games: racing and
| shooters. This was the game I wished existed 25 years ago and I
| am still waiting for it.
| rco8786 wrote:
| A full-featured open-world RPG that can be casually played in 2-3
| hour sessions once or twice a week.
|
| I love this game format (Skyrim, BotW, WoW) etc but they're all
| best played very consistently for many hours at a time. I simply
| don't have that time anymore.
|
| Something that will remind you where you left off (what you were
| doing, where you were going), controls/mechanisms that aren't
| overly complicated (nothing worse than booting up a game and
| realizing you forget how to attack), etc.
| egypturnash wrote:
| _Something that will remind you where you left off (what you
| were doing, where you were going)_
|
| So... Skyrim's quest log? A huge list of every quest you've
| encountered in the game so far, with the ability to pick one to
| be highlighted on the map and radar. Boot it up for the first
| time in a while and you can immediately see what Past You was
| officially working on. Pretty much every big sprawling open-
| world game has one of these, with a zillion text snippets to
| describe every possible stage of what's happened so far in
| every quest, and what you need to do next.
|
| Add a handful of generalized user-defined quests like "I am
| gathering (list of resources/items) so I can (make this
| thing/exploit this bug/do this quest a particular way)", or
| maybe just an in-game notepad with some text completion
| assistance, and that probably covers any possible "where did I
| leave off".
| turndown wrote:
| You should look up Veloren or the game it's spiritually based
| off of, Cube World
| sambalbadjak wrote:
| You might enjoy Valheim, it's a survival game which you can
| casually enter in and out.
| jalbertoni wrote:
| From my experience a boss battle or a dungeon run in Valheim
| takes all afternoon, and that's if you have a group
| supporting each other to make things quicker.
| [deleted]
| dybber wrote:
| Red Dead Redemption 2 is perfect for this
| VectorLock wrote:
| >they're all best played very consistently for many hours at a
| time
|
| Why do you think that? BotW I found was very amenable to
| consuming in short hour or two sessions, although it was
| incredibly easy to get sucked in for longer.
| sudofail wrote:
| I personally forget the controls (Witcher), or forget quest
| and storylines.
| mikepurvis wrote:
| BOTW has the controls issue too, absolutely-- its scheme is
| a bit of an oddball compared to other modern over-the-
| shoulder action adventure games, and that's made it hard
| for me to jump back in after a period of playing more
| conventional games like AC, Spider-Man, God of War, etc.
|
| The story though? Lol, BOTW has none. You just show up and
| chase whatever catches your fancy while the princess hangs
| out at the castle doing all the work keeping the monster at
| bay.
| ryanianian wrote:
| I so wanted to like the Witcher, but the controls were
| absolutely nuts. Actually maybe not that bad (ahem, Outer
| Wilds). But for a casual gamer they were not intuitive and
| were extremely forgettable. Plus you couldn't easily go
| back to the little training dojo.
|
| Good controls and quick review/tutorial seem to be
| overlooked opportunities for improvement that would
| dramatically lower the bar for casual gamers who want to
| play more games but quickly get frustrated by any kind of
| friction.
|
| ("Previously on" or self-evident state is increasingly dead
| even in TV/series so I guess it's not surprising it's
| disappearing from games too.)
| staindk wrote:
| Are you talking about The Witcher 1? That game had whack
| controls for sure, and all in all I'd say isn't worth
| playing.
|
| TW2 and TW3 are some of my favourite games though and IMO
| had fairly straightforward controls. I do think I
| switched between playing with controller and keyboard +
| mouse though, so it may be worth trying controller in the
| 2nd/3rd games if you hadn't done that.
| AdrianB1 wrote:
| I played W1 and W3 several times and had no problems with
| the controls, but I was never able to accommodate with W2
| controls, so I never played more than 15 minutes at a
| time, with many attempts. It was kb + mouse.
| servercobra wrote:
| I do find when I come back to it after a week or two to it I
| have to go "now what was I doing??"
| bckr wrote:
| Writing yourself a note before you end your session is
| probably a good idea here.
|
| "Trying to kill Molduga for <reasons>, but want to use
| different armor, so traveling through Hebra for
| Coolshrooms".
| SN76477 wrote:
| I want to see a rise of roguelike open world games.. something
| you can complete in maybe 10 hours.
|
| Then reroll and do it again...
|
| Add multiplayer and be double plus fun!
| Dramatize wrote:
| That sounds like Elden Ring.
| servercobra wrote:
| It feels like as gamers have been getting older and having
| kids, there's a huge market for games like this designed for
| limited play time. I want to be more into shooters too, but I
| just don't have time to get good enough to enjoy them.
|
| I do really appreciate Halo for finally going back to
| "everyone, regardless of level, starts with the exact same
| equipment and skills". That levels the playing field and I can
| still have fun (even if I'm not good) without playing a lot.
| havblue wrote:
| I think this is part of the appeal of rogue like games such
| as Hades. Exploring large 3d environments isn't as rewarding
| when I can only play a half hour at once (while
| simultaneously attempting to get the baby to sleep). I'd much
| rather get straight to the core gameplay before I crawl into
| bed, exhausted.
| sigg3 wrote:
| I play Xonotic, a free software FPS that uses the Darkplaces
| engine.
|
| If you're up for twitch shooting, play instagib.
|
| If you want action, hop onto a Clan arena match (team
| Deathmatch but 1 life per round, and you start the map with
| everything).
|
| OTOH if you're too tired to frag, hop on a Xonotic Defrag
| Server, where your only goal is to practice movements to
| finish a track on time. Xonotic has some very cool quake like
| movements, and there are almost always people on the Relaxed
| Running server (but they also have >1 hr puzzle/trick jump
| tracks).
|
| It's so much fun, even just for the 20 minutes I can usually
| get before going to bed ;)
| acrobatsunfish wrote:
| The game you're looking for is final fantasy 14. The first like
| 100-200 hours of content is free as well so go take a look.
| aunlead wrote:
| Because of this I find myself gravitate towards sports games
| like Fifa. Easy to get right back-in on offline career mode. I
| just stay away from FUT (Fifa Ultimate Team)
| aloisdg wrote:
| In the same logic, a RPG where no one can play more than X
| hours per week (e.g. 3). Or instead of a nominal amount of
| time, a chapter of the story per week. We all progress together
| at a slow pace. Something akin to a tv show.
| AdrianB1 wrote:
| That would be really bad if you have a few days with very bad
| weather and too much free time to spend in the house.
| GageBachik wrote:
| I want a shooter based MMO. Closest thing I ever got was destiny
| but the MMO aspect of that was weak. Think world of Warcraft but
| the main gameplay is fps.
|
| I love MMOs but I hate grinding in spam clicking the key aid for
| abilities. I want an mmo that lets my mind go numb from work like
| call of duty without the toxicity.
| BoppreH wrote:
| Give Warframe a try. It's a shooter MMO with both short
| missions (~2 to ~20 minutes) and some open world levels. The
| design is pretty unique, the developers really care about what
| they're doing, and because the vast majority of content is
| collaborative PVE, the players love helping each other.
| iamwil wrote:
| A lawn mower game. It's like those games where you use the money
| you earn to keep buying better gear to cut lawns. The lawns and
| landscapes get more challenging, from steep inclines, to
| squirrels that get in the way, and people leaving garbage and old
| cars in the lawn (but not to the point of absurdity). You earn
| more when you decorate the lawn more, and start landscaping.
|
| A snowball fight game. A multiplayer game that plays like
| japanese dodgeball games, like dodge danpei. However, you
| wouldn't use the super throws willy-nilly, because if other
| players catch your super throw, N number of times, they'll end up
| learning it, and can use it on you. You can also build snow
| walls, forts, etc. during the course of the match.
|
| A time-traveling superhero. A simulated city, where a bunch of
| crime will take place, and it's up to you to try to save as many
| people as you can. You can rewind time and redo things, but the
| things that you do will have other side effects and outcomes that
| affect your ability to save someone else. In the end, it's clear
| that no matter how powerful you get, you won't be able to save
| everyone and some citizen is going to be mad at you. Pick from
| other time power heroes, that can replay time with another body,
| or another one that can slow down time.
| wly_cdgr wrote:
| A QWOPlike about figure skating (there is already a good one
| about gymnastics - Pro Gymnast)
| sepsol wrote:
| A bug-free enhanced ArmA game or a combination of Civilization +
| Anno
| zzzeek wrote:
| Portal III
|
| all the way
| jaequery wrote:
| I always think of how a game where Minecraft meets Starcraft
| would be really awesome.
| bierjunge wrote:
| I'm a big fan of the Hitman franchise from IOI. It would be great
| to have a game like this, but in a open-world setting.
|
| Something like having a hideout where you can accept contracts
| with little info on the target. Then you would gather
| information, like when is your target arriving at the airport,
| which hotel is it staying at, etc, so you could choose where,
| when and how to hit. It would be more tactical, similar to the
| old Rainbow Six games, where planning was 95% of the game and
| execution of the plan was more or less a formality if the plan
| was good.
|
| Then a system like in Hitman: Blood Money where getting caught on
| camera or having witnesses would raise the awareness in security
| (they know your face -> you can't get close and have to plan
| accordingly).
|
| Each contract would get you money for equipment, bribes, cars,
| better or more hideouts. It would be very complex, but not
| impossible.
| NelsonMinar wrote:
| A modern version of XBattle, a 1990s Unix game. It most resembled
| an RTS, but very abstract. You manipulated flows of "troops" to
| try to take over territory. The game had a lot of variant
| rulesets each of which led to an interesting game.
|
| There's been some efforts to release modern versions of the game;
| some rewrites in Java, at least one browser game. None took off.
|
| https://gamicus.fandom.com/wiki/Xbattle
| wheelerof4te wrote:
| TES III: Morrowind, but with all NPC dialogue voiced and the
| entire mainland complete.
|
| Also with crispier graphics, but avoiding the goofines of
| Oblivion.
|
| I remember my first time seeing the Ordinators. You hardly see
| such detail and badass design in RPG games now.
|
| So, in essence, I want Morrowind remastered.
| snickerer wrote:
| Try https://openmw.org/en/ With the right mods you get the
| crispy graphics and even more content.
| Flemlord wrote:
| Minecraft-like builder with portals allowing seamless travel
| to/from other servers. (or this feature in Minecraft)
| fullstop wrote:
| There are servers which have implemented this. It's kind of
| seamless to the user, but you're actually connecting to other
| servers as you play. Mineplex does it.
| subless wrote:
| The game idea I documented about a decade ago and have yet to
| start on because I never pushed myself to spend the required time
| to learn the C programming language enough to do it.
| nix23 wrote:
| Daggerfall and Star Citizen ;)
| cjm42 wrote:
| The Babylon 5 space combat game that was cancelled late in
| development. Think Wing Commander, but in the Babylon 5 universe
| as a Starfury pilot.
|
| https://babylon5.fandom.com/wiki/Babylon_5:_Into_the_Fire_(G...
| ianyanusko wrote:
| I always thought it was strange that we had flight sims but not
| proper naval sims. Imagine being the captain of a WW1 battleship,
| or a gunner on a carrier in the WWII Pacific theater, or even
| just a sailor lost at sea who has to survive.
| TheRealDunkirk wrote:
| There was Silent Service, where you were the captain of a
| U-boat in WWII, but it was SO realistic, I would get bored with
| literally waiting and doing nothing for long stretches while
| destroyers hunted overhead.
| wafer-bw wrote:
| Sea of Thieves may at least scratch that itch for a bit.
| dTal wrote:
| There's the Silent Hunter series, which does U-boats and is
| pretty excellent.
| 0xCMP wrote:
| I want a game where you can discover aspects of how you can
| control the world through a kind of programming-magic that lets
| you modify and control things. You discover information in the
| world and it lets you build up spells/scripts that do things for
| you. Not so much a "hacking game" but a kind of modern magic
| system. Mixing fantasy and cyberpunk ideas.
| etiam wrote:
| Have you checked out Hack 'n' Slash?
|
| http://www.hacknslashthegame.com/
| lurker137 wrote:
| A persistent sandbox like mmo world with full 3D physics, maybe
| with low poly graphics. The game is based on free form crafting
| (like in a CAD modeler) with no preset items at all. Is that too
| much to ask?
| bobsmooth wrote:
| Spore, but what we all wanted it to be instead of what it was.
| LargeWu wrote:
| Mechwarrior in VR
| fullstop wrote:
| A massive online game where one person is "The Beast" and
| thousands of villagers are tasked at slaying the beast. The Beast
| can choose between a multitude of powers without the others
| knowing what these powers are. The villagers can choose from a
| multitude of tools / weapons in order to slay the beast.
|
| Once selected, these are locked in and concludes what both sides
| have to work with. If the villagers don't have the right tool
| set(s), it may be impossible for them to win.
|
| From there, it's all about defining the powers of both sides.
| phototheory wrote:
| This might be niche, but I want a game with the visual graphics
| and world design of the latest Wii Sports, but is open world. I
| just want to escape reality and sit in a coffee shop inside of
| one of their complexes, while watching strangers play bowling
| live. For extra points, allow me to work in the coffee shop, own
| an apartment in the city, use public transport, etc. Escapism is
| the true end goal.
| Mockapapella wrote:
| Avatar the last Airbender in VR. I maintain that this is the
| single best medium for an experience like that to be expressed
| through.
| soared wrote:
| A remake of The Mighty Quest for Epic Loot. You built a
| maze/castle with traps, defenders, etc and your gold was stored
| at the end of the castle. You'd raid other castle to try and get
| their gold, meanwhile your castle would get raided.
|
| Creative and new/fresh puzzle designs would keep your gold safe,
| meanwhile on attack you'd have to really plan and think how to
| move forward. There was pvp and pve, and I never felt the need to
| grind hours and hours because 1 good defense or attack felt
| rewarding.
|
| RIP.
| https://en.m.wikipedia.org/wiki/The_Mighty_Quest_for_Epic_Lo...
| lta wrote:
| - Magic carpet III - Populus III - Sim Ant II - A new sequel of
| Black and White
| zemo wrote:
| I too wish for Sim Ant II, what a cool game. I tried playing
| Sim Ant the other day, the UI does not hold up at all.
| rta5 wrote:
| I've really wanted a Stargate-esque galaxy explorer type game.
| Something 2D (like RimWorld graphics) that has procedurally
| generated planets and addresses, base management, etc
|
| No Man's Sky is ok, but the alien life is mostly focused on lower
| intelligence animals, and base building feels clunky relative to
| what you can do in games like RimWorld or prison architect.
|
| I've thought about learning unity to do this, but I have not had
| the time.
| wly_cdgr wrote:
| a CCG with a viable pro circuit , a buy-once-and-get-max-allowed-
| copies-of-each-card-in-the-new-set DLC business model, and
| competition design that disincentivizes netdecking
| dagurp wrote:
| A modern version of
| https://en.wikipedia.org/wiki/Syndicate_(1993_video_game)
| eproxus wrote:
| Satellite Reign was quite inspirerad by Syndicate
| https://store.steampowered.com/app/268870/Satellite_Reign/
| ep103 wrote:
| I always used to joke that I wanted a cross between Mario Party
| and Golden eye
| thisisauserid wrote:
| Ender's Game games.
| MisterBastahrd wrote:
| Competitive deckbuilding card game called "Bulletproof" where, at
| the beginning of every game, three 20 sided colored dice are
| rolled, with each color referencing a specific rules card and
| each number referencing a specific rule variant. The purpose of
| deckbuilding, then, is to not only build the deck that is not
| only most likely to win, but the deck which is most likely to be
| tolerant of rules variations. Hence the name.
| lucretian wrote:
| a modern version of escape velocity
|
| https://en.wikipedia.org/wiki/Escape_Velocity_(video_game)
| hkt wrote:
| Third post now, but I'd like to see a kids' game built around
| schemas ("up", "down", "on top of" etc) that uses voice
| recognition to promote and reward speech in young children. My
| specific use case is children like my son, who are mostly non-
| verbal but who can occasionally muster the words to ask Alexa for
| a song (or badger me for chocolate). Games are a great way to
| tease more language out of kids like him, but there aren't many
| that fit.
| ydkme wrote:
| Mars Colony RTS with a strong emphasis on optimizing the
| ecosystem for self-sustainability and economic viability. 50% Age
| of Empires, 50% Factorio.
|
| - Manage energy, waste, air, soil, water, food production.
|
| - Build and expand your colony above and below ground.
|
| - Manufacture robots, rockets, tools, everything your colony
| needs.
|
| - Keep your population healthy through infection, virus, disease
| outbreaks.
|
| - Control immigration/emigration policies to optimize skills and
| capabilities.
|
| - Explore the planet and gain scientific skills and funding.
|
| - Declare independence from earth and fight a war if you so
| choose.
|
| Expansion packs: spread your empire to space, asteroids, and
| other planets. Basically The Expanse but in an RTS.
| mmphosis wrote:
| _Mars Colony RTS_ could be an ancient back story to my game ...
| A code is entered. Everything goes white, then off-white. A bit
| of orange sky and ground shows up. Sand. There is sand
| everywhere, on the ground and in the sky. It would get in your
| eyes, if you had eyes. The sand is blowing and going
| everywhere. Something black slowly emerges beneath
| the blowing sand. It's fixed in the ground like a black hatch.
| As more sand blows a little more of the black hatch is
| revealed. There are tiny lines and squares not quite visible on
| the surface of the hatch. It's not a hatch at all. It's a solar
| panel buried in the sand. Days pass, and just
| enough sunlight filters through, and magically somewhere below
| a machine has come to life. It has activated itself. It is
| unknown how long the machine has been buried beneath the sand.
| Within a few weeks, the machine is visible. It is only
| partially buried. You have a choice. There are controls on the
| machine. It is not just a machine but appears to be a vehicle
| as well. Forward, left, right and reverse are the basic
| controls. You press forward and a gentle whirring noise starts,
| but the machine is stuck in the sand. You press reverse and the
| entire vehicle jiggles a bit but nothing more.
| Maybe back and forth? You toggle between pressing forward and
| reverse. And, after a bit of this the machine starts to move a
| little more than jiggle. But, it slows. You've used a little
| too much power. A few more weeks pass and you can try again.
| The batteries or whatever is powering this unit seem to be very
| low. But, you try again anyways to wiggle the machine out from
| being stuck in the sand. There really is no one else around.
| The sky, the ground, the sand, and this little vehicle with a
| solar panel on top of it. Today the machine seems to move a
| little more. And, over the weeks of recharging, more of the
| sand has blown away. You notice one other smaller button off to
| the side of the main movement controls. You press it, and an
| elaborate console appears.
| ajmurmann wrote:
| There is a game called Surviving Mars that tries to do this.
| It's fun for a few hours, but gets a little boring.
| bckr wrote:
| Came here to say this, but just asteroids / O'Neil cylinders.
|
| I (was going to say personally, but actually this is exactly
| what O'Neil said) find Mars settlement to be an unpleasant pipe
| dream compared with these options.
|
| But, in the context of a game, Mars might be more fun.
| tobyhinloopen wrote:
| It's a bit different, but did you try Oxygen Not Included?
|
| https://youtu.be/wcLayGm_pM4
|
| ONI is a 2D (from the side) base / colony builder where you
| keep a bunch of workers alive. They need oxygen, food, shelter
| and sanitation, and a whole bunch of optional things.
|
| You, as a player, can only tell what needs to be done. The
| workers will do it (whenever they feel like). You can
| prioritize jobs, and you can prioritize tasks per worker. (I.e.
| you want one to build, one to cook, etc)
|
| Workers that are happy can take on more complex jobs. Workers
| become more happy if more needs are met, or with better quality
| (e.g. better food, nice bed, nice bedroom, nice place to eat,
| long breaks, good sleep)
|
| You can automate a lot of things, but they're all pretty hard.
| The game has pretty high difficulty and will be a constant
| challenge. There are many ways to solve specific problems, all
| with distinct advantages and disadvantages.
|
| There are, for example, literally 10s of different ways to get
| food for your workers, plant based, animal based, or mixed.
| Animals require other resources (eg plants). The plants and
| animals usually have distinct requirements, like they need the
| environment to be hot or cold, or they need specific kind of
| food/fertilizer/water. The plants and animals will usually also
| produce some kind of resource. For example, there's a type of
| animal that eats iron ores and poops refined iron, or one that
| consumes carbon dioxide and poops coal. There's an animal that
| likes to live in a room filled with Hydrogen that will grow
| plastic fur, but it still needs oxygen to breath (so you need a
| room that has both hydrogen and oxygen in a certain balance)
|
| The animals are all... creative.
|
| All machines produce heat, so your base will very slowly heat
| up until you setup active cooling (which is a huge challenge).
| You can cool down the air you produce (oxygen) before it's
| being circulated, or you can cool down the machines, or you can
| move the machines away from the base (somewhere isolated).
|
| Some things require very cold environments or very hot. Some
| chemical processes require you to heat up a room or floor to
| over 400C, while food can be preserved near indefinitely in a
| room of carbon dioxide at -21C. (But workers can't breathe in
| there so they better not get stuck in there).
|
| You can create steam power plants by building steel rods into
| magma and cooling these rods with water, but have fun trying to
| keep your steam at reasonable temperatures because if
| uncontrolled your steam will be over 1000C and will certainly
| break something and escape your steam room and spread
| everywhere, destroying or killing anything on its path before
| condensing into water again.
|
| Many of these processes require specific materials that can
| resist or transfer heat easily, or insulate heat, or doesn't
| easily melt. Some materials are hard to get, or require
| starting new colonies on other planets, or require mining "ore
| fields" with rockets. (DLC content)
|
| You can choose what materials to use in many buildings. For
| example, you can have a heat pump made of iron, but it will
| overheat very quickly so cooling it will be hard. You can make
| a heat pump out of steel, so it's much easier to deal with but
| steel is harder to produce (it requires resources gathered that
| comes in low quantities inside eggs, or can be dug up from deep
| biomes which are very hot and will kill your workers without
| protection)
| Fragoel2 wrote:
| Fallout: London
|
| or any other european city
| narf33 wrote:
| There's a mod coming out this year with this name :-)
| mike_ivanov wrote:
| I game in which I would generate, color and transform a natural
| looking landscape by either thinking about it (preferably), or by
| moving my body or hands, singing, etc - whatever. With undo
| please.
| psadauskas wrote:
| Factorio meets Kerbal Space Program. I want a logistics/factory
| game in space with realistic orbital mechanics. You gather fuel
| and materials to build better space ships to get more
| distant/rarer materials, and automate the logistics of it all.
| moffkalast wrote:
| So KSP 2 to some extent?
| rococode wrote:
| Maplestory was a huge part of my childhood, I've always wondered
| why no other company has made something aesthetically similar.
|
| I didn't care for the endless RPG grind so much - it was really
| the graphics and soundtrack that made such a lasting impression.
| Cute monsters, cute characters, cute equipment, cute maps, cute
| music, everything was just cute and relaxing, but still with a
| distinct flair that made it not feel uninspired and saccharine. I
| still have some of their BGM tracks in my playlists.
|
| It's been a very successful game, too. Although outside of Korea
| it mostly died out long ago, in Korea it's still one of the most
| popular games. The global servers are mostly deserted, but when I
| managed to hop on the Korean server a couple years back, I was
| shocked to see that it was packed.
|
| Despite its enduring success, to this day, its aesthetic is still
| completely unique. Other popular games have had tons of clones
| (some of which have overtaken the original), but somehow no one's
| ever made another Maplestory.
| acrobatsunfish wrote:
| Ragnarok Online is the same way, still going strong in Korea,
| Brazil, the Philippines. I feel like MapleStory and RO have
| been sister games for a long time. The communities are equally
| hard core about a game a lot just don't even care about.
| Pr0ject217 wrote:
| A modern remake of the original Phantasy Star Online (Dreamcast).
|
| Keep: - Dark atmosphere - Offline or online - Solo or party-based
| - Classes, skills/weapons based on classes - Rare/unique loot -
| Mags - Sound/Music design - Multiple areas - Progressive
| difficulty / replayability
|
| Remake: - Combat - to modernize the combat, it could resemble
| something like Dark Souls.
| colinmhayes wrote:
| I'm just here waiting for the matrix. Metaverse type content is
| pretty clearly the future of gaming, but VR doesn't cut it. What
| we need is a dream like state we can plug into for full
| immersion.
| rocky1138 wrote:
| After being excited for VR for so long, now that it's finally
| here it turns out what I actually want is the ability to do all
| this with my mind whilst laying in bed rather than having my
| eyes open and exercising.
| mabbo wrote:
| I want to play a real-time strategy game with a limit to the
| number of actions per minute.
|
| Look, I'm an old man now. I can't compete on reaction speed
| against 13-year-olds micro-managing each unit to perfection. But
| I can macro. I can plan. I can strategize. I can do that better
| than those damn kids.
|
| I want everyone to have a pool of 5 orders, refilling itself by 1
| order per <time period> (1 second? 3 seconds?). Orders can be to
| as many or as few units as you want. And if you give too many
| orders, they queue up until you have more to give.
| OskarKangaroo wrote:
| You can look at mobile games like Clash Royale. It's like a
| mini RTS, you get certain amount of resources per time, and
| deck builder combined.
| angarg12 wrote:
| I used to be very active in the Incremental/Idle game community
| and penned a few games myself.
|
| At some point I toyed with the idea of an Idle strategy game.
| Battles would play automatically, and as a player your
| intervention was purely at the strategy level: manage your
| armies, resources, etc. Think Total War but every battle is
| auto.
|
| This was a bit boring so I pivoted a little: battles would be
| mostly automatic, but players had a limited number of actions.
| For each battle players would set up their troops and these
| would fight automatically. You'd have a limited number of
| action points, say 6, that you could spend on things like
| spells or reinforcements. Also you would win 1 action point for
| every minute.
|
| I wrote a prototype for this, but I never made it work. In my
| mind I imagined an epic struggle where two players would fight
| tooth and nail for several minutes until one just about won the
| battle. In practice battles were either an endless stalemate or
| one player quickly steamrolled the other.
|
| There might be a good idea there, but it might require far more
| work balancing and pacing that I could put into it.
| jvanderbot wrote:
| I want an RTS where you script / pre-plan unit response trees,
| and have limited intervention once executing. This would favor
| the clever and tricky over the fast.
| cantbudgeit wrote:
| You mean Screeps. The javascript rts
| bendbro wrote:
| I would recommend the Total War series. Rome II and Medieval II
| are my favorites. Both are slower RTS games that rely more on
| strategy than on APS.
| pphysch wrote:
| An alternative approach is to limit the precision and latency
| of commands.
|
| For example, you can tell a soldier, "attack this general area"
| or "attack in this direction", but you can't actually
| micromanage their movement and other actions.
|
| Then you introduce mechanics/stats like "communication
| effectiveness", "professionalism", "morale" which increase or
| decrease the precision, latency, and effectiveness of commands.
| For example, an elite special forces unit might have perfect
| command reception, allowing you to micro it. But a grunt would
| have very low reception and need a nearby commander's aura to
| boost their reception and allow even the most basic commands
| through.
| evilotto wrote:
| And what about the grunt who reads the map upside down?
| awslattery wrote:
| We don't call them grunts, we call em butter bars (2LT).
| Cognitron wrote:
| This one looks interesting:
| https://store.steampowered.com/app/1309610/Line_War/
| Corence wrote:
| Offworld Trading Company is a real-time economic strategy game.
| It does have a fair amount of things to manage, but having no
| units means the APM is far lower than a traditional RTS.
| dropit_sphere wrote:
| This (or, the experience you're looking for) is available _now_
| , by using compositions more suited to it and adjusting your
| play, but it does require departing from the meta (which I
| agree is over-focused on micro).
|
| It tends to mean more: splash damage, retreating, turtling,
| bigger units, expanding, scouting, moving along side lanes. All
| of these work to get you more for your clicks.
|
| There is a very real sense in which you can shrink your pool of
| tactics to those with "good UI", allowing you to play more
| abstractly, similarly to how you'd want expressiveness in a
| programming language. If you treat your strategic plan as an
| engineering solution, and then try to reduce moving parts and
| possible failure points...turns out that is in fact possible.
|
| Retreating, for instance, is a much _simpler_ (in the Rich
| Hickey sense) endeavor than attacking. It 's just less likely
| to go wrong---fewer things behind you, simple movement rather
| than dismantling a defense, etc. Doesn't mean you should never
| attack, just that you should appropriately cost complexity when
| weighing your strategic options.
|
| Splash damage lets you work on an _area_ level rather than a
| unit level---another source of abstraction.
|
| Expanding tends to give huge benefits per click compared to
| other things, and lets you afford bigger units which require
| less micro.
|
| This doesn't come for free, you do have to play more
| conservatively and think outside the box ("moving along side
| lanes" is how you get space for free, which we are quite
| profligate about sacrificing when we retreat), but it's very
| possible.
| mNovak wrote:
| This reminds me of an old RTS(?) game called Majesty. The
| interesting thing there was that you build buildings and such,
| but you have no control over individual units. You can try to
| motivate them by placing bounties and such, and different unit
| types are more or less receptive to those incentives. So
| speed/micromanagement have very little benefit, though strategy
| and efficient sequencing would still be relevant.
| scotty79 wrote:
| The game "Bang! Howdy!" comes to mind. There was a mixture of
| realtime and turn based where you could queue an order for each
| of your units, but it will be executed only after cool down
| from the previous order passes. All cooldowns were ticking down
| in sync according to global clock. The unit without queued
| orders and off cooldown was just staying in place and the
| orders issued to it were executed on the next tick.
| Loeffelmann wrote:
| Why not just make it turn based then?
| debaserab2 wrote:
| Personally I like the idea, it doesn't need to be fully turn
| based - there would still be some skill involved in using
| your orders efficiently. Plus, there would be a new emergent
| gameplay mechanic to manage: not overflowing your order queue
| with extraneous commands.
| cwillu wrote:
| Because not every trade-off is best resolved by taking the
| extreme.
| pawelmurias wrote:
| Closi wrote:
| Because real time is more exciting.
|
| I love turn based games, but there is definitely a different
| feel with a RTS that feels less 'boardgamey'.
|
| I know what OP means - ie StarCraft without the micro.
| Gigachad wrote:
| Age of Empires 4 removed a lot of the micro common in the
| previous games. You can now no longer dodge projectiles
| which is a major win for non micro gameplay.
|
| I have played it for almost 50 hours now and I don't feel
| you have to do things too quickly if you aren't aiming to
| be in the top 100. If you have already memorized your plan
| and responses, it becomes pretty slow and stress free.
| [deleted]
| Teever wrote:
| Turn based games with too many players become boring when
| you're waiting for your turn.
| Zolomon wrote:
| Oh, I would love this. I think it could work very well as a
| real-time game, but with the caveat that when units begin
| attacking each other the micro control is temporarily
| relinquished, so that you can direct the events via high-level
| orders and a strategy behavior for the AIs simulating the
| battle on each side.
| wheelerof4te wrote:
| Turn-based strategies might suit you better.
|
| There is a reason why they are a completely different genre of
| games.
|
| I enjoyed playing Age of Wonders (all titles) because I was
| getting frustrated with Starcraft: Brood War.
| totalrobe wrote:
| There's an older game called Kohan you could check out. Click
| speed is not super important compared to positioning and
| company builds. Doubt there's a multiplayer scene, but I
| haven't played in forever.
|
| Also check out Beyond All Reason, it's a modern Total
| Annihilation where you're essentially trying to automate
| economy and production and the game provides a lot of tools to
| do that.
| Teknoman117 wrote:
| It's a 14 year old game at this point, but I enjoyed "Tom
| Clancy's EndWar". It's meant to be played with a gamepad, so it
| doesn't have much micromanaging. There can be at most 24
| "units" on the map at any given time, 12 per side. Multiplayer
| splits divides the unit count equally among members of the
| team. Each unit is comprised of a bunch of smaller units
| (vehicle units are 4 vehicles, infantry units are 4 groups of 5
| soldiers, etc.), but you control all of them as a single unit.
| vermilingua wrote:
| You may enjoy Grand Strategy games over RTS then. EU4, CK2/3,
| HOI4, are the Paradox titles; Total War games have that aspect
| as well.
| glial wrote:
| To extend this a bit, I'd love an RTS where I can create macros
| or programs and assign them to units. I'd love to watch them
| play out, then tweak or reassign macros to units in real time.
| I keep wishing Planetary Annihilation had an API.
| moritonal wrote:
| This exists, it is called Screeps.
| wly_cdgr wrote:
| HUGE +1 In a similar vein, I want an FPS game where there's no
| benefit to having reaction times over some modest baseline like
| 300-400ms
| glacials wrote:
| If you're not familiar, RPGs call a similar mechanic to this
| "active time battle" or ATB--more or less turn-based but the
| turns are asynchronous and constantly ticking, and if you miss
| giving an order before one elapses, it's gone. I know that's
| not what you're looking for, but maybe the term will help in
| your search.
| dj_gitmo wrote:
| I also want an RTS that doesn't turn into a RSI speedrun. Your
| idea for APM limits is great, but my idea is that AI could
| handle micro. Let Deepmind control each unit while the user
| gives high level commands.
| pawelmurias wrote:
| A lot of the newer RTS are designed so that micro matters a
| lot less
| bombcar wrote:
| Yeah, things that were powerful micro in StarCraft I, such
| as moving marines apart to reducing incoming splash damage,
| can be done automatically by the AI (either with formation
| commands or with "incoming baneling, spread out").
| _JoRo wrote:
| Honestly, it's a big conception that success in RTS games rely
| on high APM. Great strategy and macro will get you to the 99th
| percentile in most rts games. I notice that a lot of players
| that are in the lower percentiles are those who focus more on
| trying to improve APM rather than strategy or macro.
| KptMarchewa wrote:
| >Great strategy and macro will get you to the 99th percentile
| in most rts games.
|
| ... if you meet the bare minimum.
|
| You won't have large success in StarCraft if you won't even
| notice the banelings running toward your marines, not even
| talking about splitting them.
| dropit_sphere wrote:
| There are some assumptions here:
|
| - you made marines
|
| - they are accessible to a-moving banelings without having
| to go around terrain and/or through tank fire, marauders,
| mines
|
| It's quite possible to do low-apm styles in SC2, but you
| have to actually do them, rather than trying to be budget
| Maru.
| Icathian wrote:
| Infamously, successful SC2 pro player Whitera only had about
| 100-125 APM. I manage that pretty comfortably as a middle
| aged dude. I think you could definitely do more to de-
| emphasize micro, but even the big bad SC2 isn't as high-APM
| as people think.
| BatteryMountain wrote:
| Try Northgard.
|
| It's an RTS but with very calm/slow pacing and is very
| forgiving if you don't want to zone into it like other fast
| paced rts games.
| hombre_fatal wrote:
| I got this game because I thought it would be like that, but
| unfortunately there's still a lot of micromanagement
| available with units at war, something I specifically was
| trying to avoid. Your melee units will get kited around.
|
| I would have preferred it to be either "enter tile and attack
| what's there" vs "retreat".
| TrueSlacker0 wrote:
| I was thinking this same game. I quit playing
| starcraft/warcraft etc, because it is so important how
| quickly you can play and most of your focus is on the micro
| of your army, rather than how strategic you plan you base.
| While northgaurd is a very strategic city builder/resource
| management type with just enough fighting to keep everything
| interesting. Very small armys (12 is a very large army) so
| micro during battle is slower, less important at most for a
| few minutes. Putting the priority on how you have planned
| your base/resources. A much welcomed change in rts games.
| TameAntelope wrote:
| That's what World of Warcraft does, it has a Global Cooldown
| system to help account for unstable connections.
|
| It's only 1 second or so, and lots of actions are off the GCD,
| but all you would need to do is extend that time and put more
| things on the GCD and you'd effectively get what you're looking
| for.
|
| I don't think it'll slow things down as much as you're hoping
| for, though.
| chupasaurus wrote:
| It's about the number of orders you can make for individual
| or small groups of units, e.g. split attack orders so each
| part of your army blows one enemy unit in one shot thus not
| wasting DPS. The best example is Brood War pro player Jaewong
| who literally had 70+% win rate in a rock-paper-scissors
| called Zerg vs Zerg.
| vvillena wrote:
| I always loved the experimental RTS game Liquid War:
| https://www.gnu.org/software/liquidwar6/
|
| The only player input is to move a beacon. The beacon has the
| same movement speed limit for all players, so the only thing
| left is to strategize how to move the beacon so the "army" can
| engage in the best way.
| dwb wrote:
| If you don't mind learning a board game or a handful of UI
| quirks, Board Game Arena's real-time mode more-or-less does
| this. And they have some great games on there, too.
|
| https://en.boardgamearena.com/
| RomanPushkin wrote:
| The game to educate children math operations. Like multiplication
| table but with visual effects, so it's interesting to play.
| bsder wrote:
| Something like "Ar Tonelico" (or any musical lore game) but where
| _you_ actually have to sing to get attack /defense bonuses, etc.
|
| As you progress, the system goes from really simple songs and
| rhythms and gets increasingly complicated until you are sight-
| reading a semi-random song at the final boss.
|
| Bonus points if you feed this into an MMO so that people have to
| genuinely cooperate to take down the big bad.
| Folcon wrote:
| I've always been interested in deep economy games where the
| economy drives the gameplay to a degree. The main reason for that
| is in my mind it's a really easy starting point to the question,
| how do you provide a space where the player can change / shape
| the world, while still having the world push back, return to
| normal or if successful, converge on a new normal?
|
| So for example take any zacklike, one thing I'd like to try is
| having something like those mechanisms drove the supply of goods
| in an in-game economy, which would then feed in as input into
| other systems.
|
| Well any complex system as the input would do =)...
|
| So I've spent a lot of times tinkering with economic simulation
| games, the tricky thing is making them fun / balanced. I'm still
| trying to work out nice ways of debugging them when they break /
| become unstable. A lot of it at the moment is plotting data over
| time to see where failure points occur.
| dllthomas wrote:
| Inspired by a pun, I had an idea for a game where the players
| are doing currency trading, while in the background there's a
| non-player driven Civilization-style competition influencing
| (and influenced by) the markets.
| generj wrote:
| I've always thought a game playing as the Fed (but in a sci-do
| context or something to make it less political) would be
| interesting.
|
| Relatively few options to act upon, lots of data with ambiguous
| lagging and leading indicators.
| somethoughts wrote:
| Yes - something where you were the Jerome Powell and would be
| controlling the Fed funds rate, QE/QT cycle, MBS buying on
| the open market - would seem topical given current
| conditions.
|
| In fact I'd even be interested in just a mod for an existing
| business sim like a SimCity/Anno1800 where you could get
| loans based rates and consumer demand was in response to
| central bank activities.
|
| Actually just found that OpenTTD seems to have some of this
| but haven't played it yet as the graphics are a bit retro for
| my taste. But maybe I'll take look.
| zemo wrote:
| hmm, maybe City of Gangsters?
| dartharva wrote:
| Have you tried Age of Empires?
| YesBox wrote:
| This is such a fascinating challenge I want to tackle!
|
| I'm creating Archapolis, a city builder game. Handling the
| micro economy is a far off goal. But one aspect of the game I
| want to implement on the macro scale is charging ~30% more for
| utilities and goods imported into the city.
|
| So one of the goals of the player is help grow the businesses
| they want. This helps the budget in three ways:
|
| - Collecting corporate tax
|
| - Collecting sales tax
|
| - Higher margins on goods
|
| For anything that is imported, they city loses potential income
| by not being able to tax corporate and lower profit margins
|
| I'm currently working on path finding right now, and I've got a
| tech demo here: https://www.youtube.com/watch?v=7q0l87hwmkI
| cwkoss wrote:
| Looks cool! Following your subreddit, will def try a playable
| alpha when you get there :D
| YesBox wrote:
| Awesome, thanks! I may release a prealpha version for free
| or very very cheap in the coming months.
|
| Feedback is really important to me. I'm aiming for a Venn
| diagram that captures what I want and what the users want.
| gedy wrote:
| Flight sim battles with small toy sized aircraft flying around
| inside a house. Have to deal with pets/insects/kids etc. while
| battling as well.
| dTal wrote:
| So, Micro Machines but in 3D with aircraft? This sounds great.
| copperx wrote:
| Descent but with modern graphics and an outside world. There's
| nothing like being able to move in all directions.
| desmondw wrote:
| There's a lot of 4x games that factor in unrest / rebellion
| uprisings as something you have to manage.
|
| I want a 4x game where you _play_ from the side of the unrest /
| rebellions.
| spicymaki wrote:
| Zone of Enders 3
| throwaway378037 wrote:
| Elder Scrolls VI
| appel wrote:
| Lots of space game related comments, but none seem close to what
| I would like, so here goes. I was absolutely blown away by the
| first part of the 2017 VR game Lone Echo, where you're an android
| called Jack, and you're helping your commander Liz make repairs
| on and around a spaceship. I want a game that's basically just
| that. Hanging out with my AI commander, repairing stuff around
| the ship, maybe at some point go on almost mundane missions while
| keeping the ship afloat. No combat, no leveling up, no skill
| trees. Just a slice of life space sim where I can pop in whenever
| I have a free hour after work. I realize this is probably an
| extreme niche, but hey, you asked!
| Ventito wrote:
| I have two games:
|
| 1. Time travel small openworld stealth game:
|
| Imagine a small town were you start out and suddenly you can
| travel in time like 30 years ( ;) ) and all of your actions have
| real impact. You travel back, plant a tree, you travel back to
| the present and its here.
|
| There might be a big diamond coming to your small town as an
| exhibition and you want to steal it. You can steal it by building
| a tunnel in the past or other things like starting to work there
| and copy a key. Or you could become the towns key maker and wait
| until the museum wants you to copy the key. Or you could become
| the towns security system expert and actually sell it them.
|
| Problems: When you can travel in time, you are rich anyway. I
| haven't thought about it for a while what further implications it
| have but i do remember an nvidia demo were you saw a car age
| (like it becomes super rusty while watching the video).
|
| The complexity comes from all the implications you need to take
| care of. therefore a small town.
|
| 2. A story line clicker game (spoiler alert! ;)):
|
| Style: 2d pixel iso. You want to become rich and in this world
| clicking the mouse is how you earn your 'clicks'. You start out
| small in your kids room. Sitting there clicking (player has to do
| it manually). After a while you are allowed to move to your
| parents garage, you get a desk, you can now click faster. Than
| you hire some friends.
|
| The transition is basically: your kids room, garage, small
| office, big office. When you start owning an office, your
| character sits in front / at the top and looks down to office
| talbes and the clickers.
|
| Over time you can expand, you can order overtime, you need to
| hire new staff. If you burn them out you have to hire activly
| more and faster.
|
| As a side quest you could persue a romantic relationship.
|
| The game is over when your character dies. Your character dies of
| an heart attack in the rage of 60-90 years depending on what side
| quests you do and then when you had your heart attack, a high
| score is calculated additionally to all of clisk you got.
|
| The twist: you can also persue a romantic relationship and if you
| do that and you spend time with your partner (like in mini
| events) you earn way less clicks but 1. you hit a higher age like
| 80-100 and 2. surprise: your highscore gets an additional
| happines multiplyier which will always be higher than your
| highscore without a partner in life. This also unlocks a hidden
| achievement and the happines mode / display and only after you
| went this route the happines factor is shown in the highscore
| calculation.
|
| Basically the game should motivate you to be super aggressive
| first: Lots of overtime, killing your employees and using drugs
| and rehiring constantly for the persuede for the highest score
| and after your second playthrough and achieving a specific
| highscore you get hints that it might be better to be happy.
| wly_cdgr wrote:
| A Zachlike about shader programming
| omgketchup wrote:
| I tried to build this as soon as I graduated college back in
| 2010, but failed to ship. We had the basics completed, the social
| aspect worked, and the gameplay was actually fun. We were a team
| of 2, and the other guy quit to get a real job (that paid money).
| I was too young/stupid/scared/didnt know how to try to find
| funding, so the project fell apart and I got a real job too.
|
| You start with a Space Invaders/Raiden Project type action game.
| You have a ship, you kill enemies, you get randomized loot from
| enemies, if you beat the level, you save the loot, you can
| upgrade your ship.
|
| You also have a 'space base'- essentially a Farmville farm. You
| build turrets, harvest materials, expand with new buildings that
| let you do new things or gives new advancement options. You can
| collect pieces and combine them with your action loot to upgrade
| your ship or improve your base.
|
| There's the async multiplayer component. You can "visit" other
| people's bases and attack them using your ship/action gameplay.
| If they destroy you, they get cool upgrade items when they log
| back in. If you destroy their base, they have to invest resources
| to rebuild it so it's harder next time.
|
| TLDR: Think Farmville meets Space Invaders meets Tower Defense.
| It's still never been done to my satisfaction, and I think the
| time has passed for a game like that to be lucrative, but man...
| it could have been so great.
| scotty79 wrote:
| Competitive PvP game (fpp or moba) played on randomly generated
| intersting maps.
|
| I hate how all this cool games have just a handful of maps that
| players learn by heart up to specific angles, locations, sounds
| and timings.
|
| When we played Quake in lan parties we had a mappack of thousands
| of maps and played on one map only for some time, rarely ever
| comming back to the maps we already played.
|
| This rewarded quick orientation and finding cool rewarding
| elements of each map quickly before your opponent manages to
| adapt.
|
| In MOBA or RTS games additional thing might be the fog of war so
| you need to scout the new random map to find out what's there.
| maerF0x0 wrote:
| I want FutureCop: LAPD Precinct Assault Mode . But as a team
| based MMORTS, and allow players to enter first person mode and
| assume control of a unit to do combat. It doesnt necessarily have
| to be future & robots either.
|
| A MMORTS play as a general mode combined with Call of Duty + Team
| Fortress first person play w/ objectives, capture points,
| sniping, vehicles etc...
| TheOtherHobbes wrote:
| Half Life 3
| bravura wrote:
| Startup, the RPG. As you develop your (actual) startup, you
| communicate with a DM over telegram or some chat interface, and
| the DM gives you miniature quests to propel you along in your
| startup. What happens to your startup in the real world is
| integrated by the DM into the "game" quests they describe to you.
| Gimpei wrote:
| Ultima 8.75. No game has ever brought the same joy as Ultima 8.5,
| although maybe that was a function of my age as well.
| MetallicCloud wrote:
| Totally agree with this. I remember finally getting to play
| Ultima 9 and being soo disappointed.
| Paul_S wrote:
| What is Ultima 8.5? Do you mean Lost Vale? Did someone find a
| copy?
| zokier wrote:
| There are two categories of games that I wish involved time as
| more important element.
|
| City builder: major construction projects take time, from
| planning to construction. Construction itself can be very
| disruptive, causing local negative effects and necessitating
| temporary arrangements. Another aspect is that developments that
| were once nice and shiny grow old and withered. In a long running
| city you should be able to recognize how different areas are from
| different eras, eventually some stuff becoming "historic" and
| valued for that reason.
|
| RPG: In many games apocalypse patiently waits while our hero
| rescues every kitten from a tree and clears every basement from
| spiders. That makes decisions in game feel less weighty because
| often there is no cost for doing things. I would want to see a
| game where you'd really need to weigh if things are worth doing,
| not just in regards to players time but also in regards to in-
| game time. Tyranny (by Obsidian) was one game that kinda
| pretended to have this, but it was pretty weak illusion in
| practice.
| LaffertyDev wrote:
| For your city builder, I suggest checking out "timberborn" on
| Steam. Its a colony sim where you are a cohort of beavers.
| After you get the hang of the core mechanics, the emphasis is
| on larger-scale constructions. I certainly feel that in certain
| maps, I need to introduce temporary workarounds to scale up my
| bigger works.
|
| It lacks some of your "buildings decay" ideas, though. So not
| quite 1-1 with what you're suggesting.
| mayoff wrote:
| In the original Fallout, you have 150 game days to finish the
| first major quest (find a new water chip).
|
| In Unsighted, every character (including the player) has a
| finite lifetime remaining. You find items that can temporarily
| extend any player's lifetime, including your own, but it is
| very difficult to finish the game before any character dies.
| https://store.steampowered.com/app/1062110/UNSIGHTED/
| Kinrany wrote:
| In Pathologic the whole game takes 12 days, and every day
| brings new quests that will expire at midnight.
| dTal wrote:
| An (open-world?) Star Wars stealth game where you play as R2-D2.
| You can hack computers, fly spacecraft, sabotage equipment, take
| sensor readings, and generally engage in the same kinds of
| creative shenanigans you see in the movies. I'm picturing a heavy
| element of movement-based puzzles - how to get to _that_
| platform? I 'm baffled that this isn't already a thing, outside
| of mayyyybe Lego Star Wars.
| revolvingocelot wrote:
| I've always dreamed of this, too. Something like the T3-M4
| sequences in KOTOR, but with an expansive hacking element. I
| think there's lots of opportunity to use astromech droids as
| the stars of stealth games. In-universe, most humanoids tend to
| ignore astromechs as unimportant pencil-pushers, and so the
| cat-and-mouse of most modern stealth games (just wait 'till the
| alarm icon ticks down, and you're good) would be narratively
| apropos.
| smoe wrote:
| Interconnecting city builders with completely different types of
| games that play out in those user-created places.
|
| Like as a city builder you suddenly have to deal with people
| doing illegal car races through your city putting your citizens
| in danger, or dealing with gang wars from a GTA style game, but
| from a more macro perspective. Having real people playing MORPGs
| visiting your city looking for things to do. And so on.
|
| No idea how you would make that work, but I find the
| possibilities quite interesting.
| cupofpython wrote:
| sounds like a meta-verse with a kind of "game context module"
| that creates /toggles constraints and features for each user /
| player.
|
| ive been whiteboarding something similar to this. My scope is
| geared more towards round-based game loops rather than entire
| world building but I think the technical implementation would
| be very similar.
|
| I think there's a lot of potential in connecting traditionally
| single-player activities, so the core game loops work well
| without depending on a lot of people being online like MMO's..
| but it still benefits greatly from having more people on, so it
| has snowball potential.
|
| Something I had in mind (which this thread has showed me wasnt
| original haha) was like an RTS and FPS 1+5 v 1+5 mix. There is
| a typical 1v1 RTS match against an opponent, and then in the
| middle of the war is a 5v5 FPS match. The FPS players and RTS
| players are not sharing any win conditions, but are on same
| teams. for example, fps players might be confined to a
| subsection of the RTS map
|
| I kept getting hung up on creating meaningful interaction. It
| seems like a really cool feature to me, if it could be
| developed for free.. but i couldnt find a way to justify having
| a less polished version of either of the game types without the
| interaction becoming too dominant. In other words, if my
| gameplay isnt really impacted by the other game types then im
| just playing a worse version of some game. Alternatively, if it
| significantly impacted by the other game modes - i become
| dependent on things far outside my control.
|
| this tension might actually relax a lot by moving out of the
| context of round-based games and into a persistent world-
| building context, but that scale / scope is also significantly
| larger too.
| satellite2 wrote:
| GTA DIY
| Sinidir wrote:
| This is kind of similar to what made Natural Selection 1/2 so
| fun as game. It was Space marines vs Aliens, but you also had a
| commander who could build a base and drop items. You had to
| defend resource extractors and advance your tech. A beautiful
| blend of Strategy game and first person shooter/biter.
| dllthomas wrote:
| Fighting game where you play realistic kittens, (play) fighting
| realistically.
| lesterzone wrote:
| I would like something missions-like where the game rewards only
| a player who took specific steps and then other players can't
| reproduce. Obviously it will require thousands of good rewards.
| The idea is that people can play for the sake of having something
| nobody can get.
| Octoth0rpe wrote:
| An exact clone of Pokemon Snap, but in the Final Fantasy-verse.
| wolfwyrd wrote:
| Star Citizen
| doitLP wrote:
| A new Freespace, with multiplayer mode but also with the same
| epic and chilling storylines from the first two games.
|
| I've never found a game that replicates the feeling of FS2 but
| that could be because I'm old now and most of my childhood joy is
| dead. Excellent game mechanics, short missions, gradually
| upgrading ships and weapons and the feeling of a vast universe to
| discover.
| deltaonezero wrote:
| A story based single player campaign with the raw tension that
| FS2 I can't think of any off the top of my head.
|
| A similar one would be ME2 and ME3 but those final missions had
| the same structure as any other mission. Once you kill off the
| enemies your fine, no sense of tension.
|
| Nowadays if you're looking for that sort of tension it's more
| likely built into gameplay mechanics like dark souls. But any
| tension you feel there is incidental rather then guided by a
| fixed single player campaign... and once you master the
| mechanics the tension inevitably lessens.
| susmatthew wrote:
| Band / Label / Venue manager. Like a football manager but you're
| handling bands of various stature. It could have periodic rhythm
| game elements that vary based on the genre, and having the genres
| and music be procedural / open-ended could be really fun.
| subsection1h wrote:
| A round-based, no-respawn 1v1 first-person shooter. I'm sick of
| having teammates, and some of the best moments I've had while
| playing Siege have been 1v1.
| juramento wrote:
| A tibia-like MMORPG but in a world of Mechas and Mechanics.
| "Monsters" are robots gone rogue.
| Kinrany wrote:
| A co-op RPG set in a procedurally generated open world covered in
| hostile wilderness, designed to simulate the kind of Dungeons and
| Dragons setting where settlements are rare, the road network is
| thin, and the monsters are always roaming and threatening to
| extinguish the candle of civilization.
| kN0Xygn wrote:
| Vehicular combat with mechanics as polished as Rocket League.
| Inspiration could be drawn from Twisted Metal and cart racers
| like Mario Kart. I see Rocket League players make incredible
| aerial shots and think "what if they had to line up a projectile
| with an enemy in the air"
| MarquesMa wrote:
| Crusader Kings + Mount and Blade
|
| One is focused on strategic and the narration, and the other has
| better in-person tactic battle.
|
| Both of them are serious time-consumer, and I experience most
| flow states with these two games. Combining them organically
| would result a huge time-consumer that can be played all year
| without getting bored.
|
| (There are mods that bolt them together but feels not seamless
| and coherent)
| Minor49er wrote:
| A sequel to the first Deus Ex that was basically an expansion or
| extension of the first. Kind of like what Paradise Lost was for
| Postal 2
| sambalbadjak wrote:
| I still recall the tune of the menu.. that game is so good.
|
| I thought Deus Ex Human Revolution got some parts right though.
| henriquecm8 wrote:
| > I thought Deus Ex Human Revolution got some parts right
| though.
|
| Human Revolution did a lot of great things, and Mankind
| Divided improved even more with exception of the abrupt end.
|
| But there's something about the original that is hard to
| point, that make it unique and hard to replicate. It's
| probably not a single thing, how all things work so well
| together.
| Minor49er wrote:
| Human Revolution had a lot of good things going for it. It
| delivers an overall experience that's fun and inspired by the
| original, especially the expansion The Missing Link. But
| nothing's been able to quite capture the spirit or the
| immersion of the first game for me
| uhtred wrote:
| Something like Darksouls but set on a space station or massive
| spaceship (abandoned?). Gloomy, dark, creepy, atmospheric,
| similar approach to level layout/design. Battling aliens and
| robots or just other humans.
| Zababa wrote:
| Look up Hellpoint, it's close to what you ask for.
| ceravis wrote:
| Have you tried The Surge? Not quite in space, but in the
| future, a massive derelict facility overrun by malfunctioning
| robots and augmented humans, that captures a lot of what makes
| Souls games great:
|
| https://store.steampowered.com/app/378540/The_Surge/
| platz wrote:
| 1) Games should be able to operate in more moral ambiguity than
| clear black and white prescription
|
| 2) Game mechanics should violate your expectations more.
|
| 3) More variations on theme see
| https://www.gridsagegames.com/blog/gsg-content/uploads/2018/...
|
| most games operate in a very narrow rangen of expectations that
| lead to a staid and predictable experience. Almost all first-
| person games suffer from this sort of homogenization.
| wruza wrote:
| I second this. Once you learn a few rules, every modern game
| turns into a slideshow of backgrounds for the same puzzle.
| jFriedensreich wrote:
| something that is similar to some relaxing animations that turn
| up on instagram from time to time. super smooth animations and
| physics with a mixture of puzzle elements and just pleasing to
| watch rendering. the scenes should be either focussing on
| materials like soft metals, clay and mechanics like pendulums
| etc. or on hyperrealistic plants, water, mosses and maybe some
| fish. you would in turn either play a machine or nature level
| where the results of each would make up some sort of sculpture or
| world.
| zemo wrote:
| have you played Proteus?
| pavlov wrote:
| A Master of Orion clone with a second act where you play the
| Emperor from "Foundation".
|
| When your empire is powerful enough, you automatically become the
| Galactic Emperor without having to grind the final conquest. But
| now the game turns into a bureaucracy simulator where you try to
| keep your empire intact against tides of decay and
| disappointment.
| WalterBright wrote:
| I created Empire because that was the game I wished existed.
| huhtenberg wrote:
| Do you know how some people can create mindbogglingly creative
| scenes, worlds and alternative universes out of nothing?
|
| Like Starry Night in Minecraft [1], imaginary castles [2], Magica
| Voxel scenes [3] and a good chunk of DeviantArt and ArtStation
| material.
|
| I'd love to be able to go in and explore these creations by
| walking, flying or being taken on a tour and _just gaping at
| things_. No other goal but just to stare and to be amazed.
|
| But it's all gotta be a single experience, seamlessly connected
| to allow going from one "world" to another with no effort. And
| do, of course, charge an entrance fee for this, it's only fair.
|
| [1]
| https://www.reddit.com/r/Minecraft/comments/uvpkiz/i_built_s...
|
| [2] https://www.reddit.com/r/ImaginaryCastles/
|
| [3] https://twitter.com/hashtag/magicavoxel
| wustangdan wrote:
| I want a co-op RTS and FPS/TP game.
|
| Imagine one player is playing a game like Total War Three
| Kingdoms, and on the same team your friends are playing something
| like Dynasty Warriors. So you are doing all the high level RTS
| control while your friends are actually fighting on the front
| lines.
|
| There has been games that have come close but all the ones I've
| tried have really lacked depth on either the RTS side (you only
| control maybe 30 units) or the first / third person side. The
| technical issue is you have to create almost two separate games
| and sync / balance them.
|
| I just think it would be so cool to be playing a game controlling
| thousands of units and your friends happen to just be 3 or 4 of
| them. You could make it either Dynasty Warrior style where your
| friends are far stronger than normal units or something like Arma
| where you can die from one stray bullet no different than any
| other AI unit.
|
| Setting could be medieval, fantasy, space, or modern military.
| Wouldn't really matter to me.
| vishwajeetv wrote:
| https://www.conquerorsblade.com/ This game is close to what you
| say. Specifically the "Territory War" mode in it matches your
| expectation.
| cletus wrote:
| A true successor to the Civ4 mod Fall From Heaven 2 [1].
|
| As an aside, I enjoyed Civ4 way more than 5/6. They might have
| hexes and Civ4 (and earlier) may suffer from the Stack of Doom
| problem but I don't enjoy the dance of units that can no longer
| stack.
|
| Anyway, I played Civ4 the most (other than Civ1) of the series
| but, more than the base game, I played way more of FFH2. It's an
| amazing mod. Sadly, the primary creator went on to work for some
| other game company. Good for him but not I miss the development.
|
| There were a lot of groundbreaking and amazing turn-based fantasy
| games in the 1990s and early 2000s. FFH2 is just one (and a
| notable one at that). Others include Heroes of Might and Magic
| (primary 2 and 3) and Master of Magic (I believe there was a
| kickstarter for a successor to this but I don't believe it was
| well received? I could be wrong).
|
| I don't enjoy RTSs. I like the relaxing pace of turn-based games.
| BitwiseFool wrote:
| How do you feel about Civ VI? For me, the game is just too darn
| complex. I feel like they added way too many point economies to
| keep track of - amenities, housing, appeal, loyalty, and more.
| The emphasis on districts and adjacency bonuses makes me feel
| like I need to intensely micromanage my territory and place
| each district with a sense of finality because changing my mind
| is so expensive.
|
| I also find the game's aesthetic to be a dissonant mess. While
| I can put up with a more cartoony style, the UI is just too
| busy. Not only are there a ton of icons and labels on the
| screen, it was like the designers wanted to emphasize the
| civilization's colors rather than readability. The map looks
| strange because of how cities, mountains, wonders, and district
| buildings are scaled for visibility. Individual buildings look
| bigger than cities and appear as tall as some mountains or
| larger than some terrain features. Overall, the game seems to
| lack a cohesive and congruent style and it's ugly to me.
|
| All that being said, I did like the variety for city state
| bonuses, having great people be more diversified, and the fact
| that needing a specific tile to place a wonder upon made it so
| that a small number of cities did not contain an absurd amount
| of wonders within them. Ultimately, I hope they make Civ 7 a
| more streamlined game but keep some of the variety.
| Spellman wrote:
| Personally the big break was Civ 5 moving to 1 Unit Per Tile.
| This had huge secondary edfects that even Civ6 have barely
| quite managed to wrangle.
|
| Unstacking both units and the cities has made a very
| different game now from the original Civilization Games.
|
| If you're still on Civ5, might I recommend the Vox Populi
| mod? Really improves everything across the board.
| cletus wrote:
| Civ games go through a cycle.
|
| When they're first released there tends to be a lot of issues
| and gaps. Subsequent expansions tend to fill out those gaps.
| The expansions for Civ4 added a lot, for example.
|
| I played at least 100 hours of Civ6 but honestly it didn't
| grab me. One issue (and this is a general issue with Civ
| games) is I tended to avoid war because it would totally bog
| down. A protracted war (if, say, you're going for a
| Domination victory) might take 3 full days to play (ignoring
| early Domination wins).
|
| Anyway, I haven't played a ton of Civ6 since the expansions
| so can't comment on the current state. I know there are a few
| diehard fans online who stick to Civ5. I played less of Civ5
| so have no opinion on 5 vs 6.
|
| Civ6 does have some weirdness I wish it didn't (and maybe
| it's been fixed?). For example the price for creating
| districts is determined when you first create them so it's
| optimal to create them all early, cancel production and then
| build them much later to lock in a low price. I don't like
| this kind of micro-optimization being rewarded (even
| necessaary on higher difficulty levels).
| BitwiseFool wrote:
| I really enjoyed Beyond the Sword - particularly the random
| events and the choices you could make. Sadly, I've never
| managed to find a mod that made them more frequent or a mod
| for Civ V that introduced the concept without additional
| complexity around the mechanic. I forget the name of it,
| but one of the Civ V mods added random events but you had
| to make magistrates and save up points to be able to make a
| decision.
| impendia wrote:
| I loved Civ 6, including its aesthetic (the music in
| particular was amazing).
|
| But: the AI is dim-witted, especially in war; there is too
| little random chance; and combat tends to favor the defender.
| So once you get through the early game, you don't have to be
| afraid of your neighbors declaring war on you.
|
| In contrast, in Civ 1 combat was all-or-nothing, and the
| weaker unit had a reasonable chance of winning. If a rival
| caught you unprepared then you were totally screwed.
| Conversely if the AI pulled ahead you could still get lucky
| and win. There was an element of suspense to the game that
| was just magic.
| TheRealDunkirk wrote:
| I'm pushing 5,000 hours on Civ V, and still enjoy it. I don't
| like VI. Like you, I find it too complex. In fact, I think
| it's just downright tedious. They jumped the shark with this
| one. I like the idea of districts in theory, but controlling
| happiness has gone from a hassle to a nightmare. And, if you
| lose control, and rebels appear, you will spend SCORES of
| turns repairing the damage. And the worst part about it, for
| me, is that turning down the difficulty makes cities grow
| faster, and exacerbates the problem!
| haolez wrote:
| I also prefer turn-based games, but I've never found one that
| isn't extremely boring to play in multiplayer mode. Does anyone
| have any suggestions?
| cletus wrote:
| Turn-based is best for single-player games. After all, with
| multiple people, you end up waiting for somebody to take
| their turns. If turns are sequential you end up a lot of time
| waiting. Real-time is generally a better fit for multiplayer.
| Spellman wrote:
| Agreed. Turn-based, especially sprawling lots-of-choices
| like the 4X genre, don't work particularly well in MP.
| Instead you ideally need to move to simultaneous turns.
|
| Or be like the forums hounds who play 1 turn a day and
| analyze EVERYTHING.
|
| Personally I would move to Tabletop games (or Boardgames).
| They're much better designed for short turns with
| interactivity so there's minimal downtime for players
| getting bored.
|
| That being said, if you're looking for Civ5 but on mobile
| with Multiplayer, UnCiv is a FOSS project for Android, PC,
| Linux, and Mac w/ Java. Moderately vibrant MP community on
| the Discord.
| Spellman wrote:
| Folks on Realms Beyond Forums have taken to balancing and
| improving on FFH if you were interested. Now renamed Erebus in
| the Balance
|
| https://www.realmsbeyond.net/forums/forumdisplay.php?fid=24
| wly_cdgr wrote:
| An epic open world game where the side quests unlock only after
| you finish the main story :)
| loxias wrote:
| Here's one:
|
| Way back in the day there were two games, Lightspeed and the
| followup Hyperspeed. You can find them online if you look hard
| enough, and still run them in an emulator. They were So.
| Frigging. Fun.
|
| The story is, humanity messed up Earth, so we need to colonize
| somewhere else. All of humanity is loaded on these ark ships, but
| you, the game player, are the advance team. Your job, upon
| arriving in a star sector, is to explore, find a suitable planet
| for the ark ship, and make the sector safe for humanity. The
| sector has existing politics that you'll have to figure out. Make
| alliances with some species, commit war on others. Find resources
| like water and metals, trade them with friendly species for the
| ones you need.
|
| It's hard to put my finger on why exactly this game was so fun
| and engrossing. It might be because of how well it integrated
| half a dozen "mini games" into the larger one. As you're
| exploring the sector, all you get is a star map with distances.
| Run out of fuel? Sucks for you! So there's a mini-game of
| "optimal route planning". There's a mini-game of market trading,
| over time you can find arbitrage opportunities in how much
| different species value different resources. There's a mini-game
| of "flight sim dogfight" for when you need to use the big stick.
| &c. Also, plot, plot, plot, plot. None of it would work without
| someone creative sitting down and drawing out the epic tale of
| "what's going on" politically inside each star cluster.
|
| I want another game like that.
| napolux wrote:
| RTS in which I can become a unit on the field and make it an FPS.
| 1000 soldiers (or tanks, or jets, or artillery) on the field, I
| select one, I "impersonate" him in battle.
|
| I should be able to switch to every other alive unit on the
| field.
| nonfamous wrote:
| Battlezone II was a bit like this. It was reissued a few years
| ago, but I wish there was a true update.
| post-it wrote:
| Avatar: the Last Airbender in VR.
| freediver wrote:
| I always dreamed of creating a MUD which would have one world
| split over two totally seperate servers (and even advertised as
| two separate MUDs). The players on one server would appear as
| NPCs to the players in the other MUD and vice-versa. This would
| lead to whole range of interesting interactions as the players on
| one MUD would see "NPCs" behave "intelligently", even attacking
| them proactively etc.
| strix_varius wrote:
| I'm having a hard time understanding how the two different MUD
| servers come into play. Would this be equivalent to a single
| MUD server, with two factions that are mutually able to pvp one
| another?
| freediver wrote:
| No, because the whole point is in players not knowing that
| NPCs are in fact other players.
| HellDunkel wrote:
| Bullet hell shoot em ups with great design. These games look
| either retro in a bad way or cheap like candy crush. ,,Hell is
| other demons" was great.
| wruza wrote:
| Check jets'n'guns 1&2, if not yet!
| HellDunkel wrote:
| Thanks. I will try to get over the design- gameplay looks
| like fun.
| wly_cdgr wrote:
| a AAAA Terminator open world game
| stoehraj wrote:
| A first person squad-based shooter -- think Squad, Battlefield,
| or even something on a smaller scale like CounterStrike -- where
| the strategy aspect is managed by an AI and the players just have
| to execute.
|
| In other words, two AI "commanders" (perhaps along with separate
| AI "squad leaders") duke out the battle with the players being
| simply pawns. I've always imagined it in a WWII setting, but I
| suppose really any setting could work.
|
| Imagine -- you spawn in, and your commander tasks your squad with
| taking control of a church in a nearby village. You and your
| fellow squad members enter the village and come under machine gun
| fire. A teammate tags the window where they saw the fire coming
| from. You all take cover, as the squad leader starts barking
| commands -- a few squad members stay back and start providing
| suppressing fire, while you and some others start advancing
| slowly, hopping from cover to cover. A teammate is hit, and
| another is tasked with dragging him to safety. You and the few
| others still advancing finally get to be in range to toss a
| grenade in that window. You peek from cover, grenade in hand...
| to see a tank rounding the corner down the road. You tag the
| tank, and chaos ensues as the squad leader screams at you to
| retreat. A mortar squad in a nearby section of the map is alerted
| to the tank and starts dropping mortars as you fall back to your
| original position, explosions and bullets flying all around you.
|
| Your squad regroups, a few members down, but the strategy is
| adjusted and you go back in, eventually destroying the tank,
| capturing the church, and getting control of the village.
|
| At the same time of this battle, similar battles are potentially
| unfolding in other parts of a larger map, as the attacking and
| defending commanders dynamically wage war.
|
| Sometimes I want to think strategy in games, but sometimes I just
| want to shoot stuff. I think if executed properly this could
| strike a good balance of both reaching meaningful objectives and
| also focusing on dynamic, moment-to-moment action. Games like
| Squad can be great -- if you can find a good squad leader or
| group to play with consistently. As I get older I find I don't
| really have time for that, and the probability of getting matched
| with a good squad leader by chance is pretty low. The setup of
| this game minimizes the risks of poor teamplay and makes the
| "Squad" sort of experience more accessible.
| Kinrany wrote:
| The problem there is that optimal play often involves sitting
| in a defensive position the whole game.
|
| It may be better for AI to control both strategy and most of
| the units, and let the players take over.
| stoehraj wrote:
| That's true -- I think the match format would have to be set
| up in a way similar to Conquest in Battlefield where teams
| get points for holding objectives. In that case, if the
| opposing team has more objectives, the AI can't just play
| defensively because then your team would simply lose -- so
| the focus on the AI needs to be on score rather than
| maximizing each player's performance.
|
| Alternatively I think if it were configured in such a way
| where one team was explicitly attacking and the other
| explicitly defending it might work out ok as I had envisioned
| it... though I think that would come with its own problems.
| mrjay42 wrote:
| I have a full asymmetric ideal game in mind, but the actual
| gameplays in it are still very blurry.
|
| Basically I would love a game where players HAVE TO cooperate.
| The cooperation happens by having players playing different
| gameplays.
|
| For instance, but, keep in mind that this is just ONE example:
| there's a war to fight, some players are drivers, some are
| fighters, some are medics...But also some players are in offices
| doing strategy stuff or logistics stuff, etc.
|
| Of course, one could say: "you can have that in Arma 3 or
| Foxhole" and that's kinda true...but I don't know, there's
| something missing: A lore, a story, a universe to feel part of...
|
| Plus, the game I am imagining, does NOT have to be a simulation
| or "complex gaming" at all! It could be kinda-casual without
| being too simple either: like For The King.
|
| So in my ideal version of the game I am thinking about players
| play actually VERY DIFFERENT gameplays but cooperate in order to
| achieve common goals. Some of the players have to interact, some
| of the players don't. But in any case, everyone's actions will
| impact everybody else.
|
| To sum it up: I would love a game with: Persistent universe +
| very asymmetric gameplay + cooperation as a key factor of success
|
| But the game would be without: Grinding, farming, loot boxes,
| meaningless quests, basically a game where you don't have to redo
| the same things on and on to grind 128points of experience or
| reputation or obtain one piece of loot that does not fit your
| equipment set.
|
| If you think this game already exists: do not hesitate to tell me
| :)
| furyofantares wrote:
| It's not a video game but you should play Captain Sonar
| dgently7 wrote:
| Idk about any big online ones but there are a ton of awesome
| coop games that reward(and require) collaboration.
|
| Overcooked I think is the best example of this genre. Super
| simple gameplay mechanic basically 2 actions and move. But all
| the fun and complexity comes in from needing to work with other
| people.
|
| There is a major distinction in my mind between that type of
| actual collaboration and many "co-op" games where you are
| basically just playing at the same time and usually actually
| competing for kills/points.
| mrjay42 wrote:
| This is another good example of a "small" game -> in
| Overcooked there's no lore, no adventure, no story to connect
| to. There's no universe either. It's just one gameplay of
| people coordinating to cook and serve food :) It's really
| nice and fun, but it remains in the category of "very small
| games" for me.
| someweirdperson wrote:
| Not one game. Separate!
|
| On www.a.com players build dungeons that are attacked by AI. On
| www.b.com players attack AI generated dungeons.
|
| What neither players of a nor b know is that they are playing
| against eachother. But both are amazed by the AI. And there's
| none of the drama usually involved in anything pvp.
| dartharva wrote:
| Keep Talking and Nobody Explodes: https://keeptalkinggame.com/
| mrjay42 wrote:
| This one is nice, but lacks a bit ...lore? story? something
| to connect to.
|
| But surely as an element of gameplay the symmetric disarming
| of a bomb is super fun :)
| markbnj wrote:
| Came here to see if someone said "Star Citizen."
| nikivi wrote:
| I want a modern version of Dune 2000 or Cossacks: Back to War
|
| https://en.wikipedia.org/wiki/Dune_2000
|
| https://store.steampowered.com/app/4850/Cossacks_Back_to_War...
|
| I guess Starcraft is the current good RTS but I find it a bit too
| much. Maybe it's nostalgia but I found those games a lot more
| approachable and fun to play. I guess I want Starcraft but set in
| real world.
|
| Maybe something like this already exists?
| riekus wrote:
| Anything that would give me back the vibes of red alert 1/2
| ltr_ wrote:
| coop game EXACTLY like wow (5/10/20) instances, with time runs,
| achievements and item progression, etc. and where you have to
| think very well your strategy in every pull.
|
| edit: typo
| OnlyMortal wrote:
| A version of the C64 DropZone game on iOS. Tilt to move, tap
| screen to fire, shake for smart bombs.
|
| Same original graphics.
| mmphosis wrote:
| I was looking for mention of retro games.
| https://www.c64-wiki.com/wiki/Dropzone
|
| Defender Robotron
| dkersten wrote:
| Something I've always wanted to play is a game multiplayer game
| (ideally firt or third person) where you and a small number of
| friends crew a space ship. Each person has their own role
| (navigator, weapons, pilot, etc) and you would fly through space
| and engage in combat.
|
| Star Trek: Bridge Crew comes closest to what I'm talking about.
| Imagine that but not VR (well, VR is cool for this, but I don't
| have a VR headset, so...) but more of a Firefly type of
| atmosphere.
|
| There was once a UDK demo or sample game that mixed FPS with
| space combat that was cool. Each player on a team started in a
| large ship, which someone could fly and other team members could
| control cannons, or run around the ship, or get into single-
| person fighters to attack and board the enemy ship. I don't
| remember what it was called, just that I got it as a sample when
| downloading UDK way back when it was still a thing. It was pretty
| cool!
| kaoD wrote:
| That sounds similar to Artemis[0] and EmptyEpsilon[1].
|
| The interface is just a proxy for spaceship stations so you
| can't run around the spaceship though.
|
| [0]
| https://store.steampowered.com/app/247350/Artemis_Spaceship_...
|
| [1] https://daid.github.io/EmptyEpsilon/
| ddoubleU wrote:
| https://store.steampowered.com/app/1055610/Deep_Space_Battle...
|
| Still beta and lacks players but I think that is exactly what
| you want
| teraflop wrote:
| Spaceteam is sort of an extreme abstraction of this idea.
| sgtnoodle wrote:
| That's what Artemis is.
|
| https://store.steampowered.com/app/247350/Artemis_Spaceship_...
|
| When I worked at SpaceX, a dozen or so of us once played it
| between the primary and backup mission control rooms. It was
| nice having the expensive headsets. All I remember is someone
| on the other team "hacking" our spaceship by using the company
| IT system to remotely reboot our team's computer terminals.
| artemisyna wrote:
| Well, that's some dedicated griefing lol
| spicybright wrote:
| I'm surprised no one mentioned SpaceTeam yet.
|
| https://www.youtube.com/watch?v=y3fsvKnIVJg
|
| It's not exactly what you're looking for, but still the most
| unique and fun game I've played in this "group of people
| piloting a spaceship" genre.
|
| You play on a phone with other people physically next to you,
| each person being presented with a randomly generated UI
| elements with labels that's purposely confusing.
|
| To keep your ship traveling and alive, commands will randomly
| pop up on everyone's screens with instructions of what to do;
| The vast majority of which are on other people's devices.
|
| If your team doesn't react fast enough, you eventually lose.
|
| Sometimes you'll be hit by astronomical events like black holes
| or asteroid fields which cause the game to go much faster,
| leading to people stressfully yelling "WE NEED TO CREAM THE
| CORN. WHO HAS THE CORN, CREAM IT RIGHT NOW!"
|
| Not what you're looking for, but I think a lot of readers here
| would enjoy it :)
| mkaic wrote:
| Huge fan of SpaceTeam but boy howdy does it stress me out
| sometimes haha. Lots of good memories of playing with my
| family and hearing the most absurd phrases being screamed at
| the top of their lungs.
|
| RECOMBOBULATE THE AERATOR! PAY TAXES! SURVIVE ZOMBIE
| APOCALYPSE!
| bee_rider wrote:
| SpaceTeam is so much fun.
|
| I always want to suggest it to people who don't game much,
| but it can be a real struggle to get people to download an
| app. So, I have it on two devices, so I can handle at least
| one real stick-in-the-mud.
| jonwinstanley wrote:
| I found getting everyone's phones to connect a little
| cumbersome too. This was a year or two ago though, maybe
| they've fixed some bugs.
| bee_rider wrote:
| It is particularly annoying, and unpredictably annoying
| when trying to connect over bluetooth, because apparently
| every bluetooth radio is some completely unique thing
| that has grudges against other bluetooth radios at
| random.
| scrumbledober wrote:
| i was going to say spaceteam. not at all the game they were
| looking for but absolutely a game everyone should play.
| mrozbarry wrote:
| I had this idea a while ago, and it just never materialized:
|
| - Every player can use their tablets or phones, and as many as
| they'd like
|
| - Each device can be assigned with different controls
| - Wasn't sure if this would be decided before the game starts
| or if some player could control it, or if anyone can just add
| in controls as needed - The game plays only on the
| ship bridge, there would be no first-person anything
| - One device acts as the viewer screen
|
| Scenarios would be things like escorting a ship through hostile
| space, delivering cargo, peace treaties, or search and destroy.
| One thing I wanted is the game to favour fun over realism. Like
| a player could go rogue and navigate the ship anywhere they
| wanted, or start firing on a friendly ship. Controls should be
| easy, like navigation could be as easy as scanning for nearby
| locations and then picking it, letting the computer plot a
| course.
|
| I liked the idea of players all hanging out in a living room,
| connect the "viewer" player to a TV, and just have fun. Some
| scenarios and situations would involve teamwork, like having an
| engineer reroute power from navigation (ie nav has to slow down
| to make power available) to weapons for more powerful shots.
|
| I thought it would be fun to build, but I just didn't have the
| time to develop it myself.
| f0e4c2f7 wrote:
| Not first person or multiplayer but in case you're unfamiliar
| with it:
|
| https://store.steampowered.com/app/212680/FTL_Faster_Than_Li...
| isoprophlex wrote:
| +1 for this, I wasted SO MANY HOURS on this game. very high
| replay value.
| happimess wrote:
| I don't know if you have anything to do this year, but
| their follow-up 'Into the Breach' is also amazing.
| isoprophlex wrote:
| Damn you, I just got out of a crippling factorio
| addiction ...
| f0e4c2f7 wrote:
| Haven't heard of that - I'll check it out.
| WithinReason wrote:
| NOOOO!
| mattlondon wrote:
| Is that pilot + crew thing not something that you can do in
| elite 4/elite dangerous? I don't know if they added FPS yet but
| I think getting in a fighter etc while.aomwone flies the
| mothership was a feature.
| ninjin wrote:
| For a cooperative space ship bridge game, you may enjoy the
| board game Space Alert [1]. It is real time and mostly
| tactical, but it makes for a very interesting challenging
| experience as the time constraint does not allow a single
| player to commandeer each detail, but rather you need to
| successfully delegate which at least I have found to be very
| challenging with the teams I have played with.
|
| [1]: https://boardgamegeek.com/boardgame/38453/space-alert
| kingkongjaffa wrote:
| Star Citizen is the closest thing to that. It's not without its
| production flaws but what they managed to build is
| breathtaking.
| digitallyfree wrote:
| For the space combat FPS I think you're talking about Angels
| Fall First
| (https://store.steampowered.com/app/367270/Angels_Fall_First/).
| Players start on a capital ship and can walk around, fly
| fighters, and attack as well as board their enemy.
|
| The old Battlefront 2 also had a (simpler) form of this type of
| capital ship combat, where the bases were the ships and players
| would dogfight in space and attempt boarding actions.
| rjfwhite wrote:
| https://store.steampowered.com/app/247350/Artemis_Spaceship_...
| is old but pretty much what you're describing!
| snarf21 wrote:
| Not a video game or with combat like that but there is a board
| game called Space Cadets. It is what you say in that each
| player has their own role but it is also real time and quite
| frantic. I'm sure there are lots of YT video reviews of it.
| snarf21 wrote:
| Oops, I meant _Captain Sonar_. Sorry, wrong Geoff game.
| influx wrote:
| If you like the concept, definitely give Bridge Crew a try in
| VR. It's almost magical being on the bridge, and moving your
| hands to manipulate controls.
| 4512124672456 wrote:
| It exists!
| https://store.steampowered.com/app/252870/PULSAR_Lost_Colony...
| dinkleberg wrote:
| Pulsar is great! I haven't played in ages so not sure how
| active the community is. But I had some good times playing in
| random lobbies in that game.
| bee_rider wrote:
| PULSAR even has VR support, as well.
|
| PULSAR with just a tiny, tiny drop of SpaceTeam would be
| ideal, IMO. At least last time I played it, it was a little
| dry. Random stuff should happen in the bridge when you get
| hit (not full-wacky SpaceTeam stuff, just, like, piped
| shooting out of the wall) (I haven't played in a while so
| maybe I am out of date).
| ankaAr wrote:
| That one.
|
| And barotrauma, I Can't remember another game now
| OkayPhysicist wrote:
| Barotrauma is a hoot. Beater submarine being piloted by a
| bunch of QWOP-level controlled smack addicts.
|
| And almost everything has varying levels of complexity.
| Sure, there's a pretty deep medical system with dozens of
| medicines of varying side effects and effectiveness for
| whatever ails you. Or you can just stuff yourself full of
| morphine (leading to the aforementioned crew of opiate
| addicts). You can just set the boat's ~~on board barbeque~~
| _nuclear reactor_ to automatically scale turbine output and
| heat levels, but either through manual management or more
| advanced logic circuitry you can make your boat better
| suited for high-intensity situations.
|
| It does take a handful of friends to really enjoy, though.
| Makes it hard as an adult, but scheduling play sessions is
| a nice social gathering.
| ankaAr wrote:
| When you grow up, scheduling a game is THE difficult
| task.., for everything.., but some Saturday nights the
| submarine is alive with the full crew
| bvogelzang wrote:
| Not exactly what you're looking for but comes pretty close if
| you're not familiar:
| http://www.loversinadangerousspacetime.com/
|
| That being said I would love a more grown-up version of this
| with more than two players.
| spicybright wrote:
| +1 for lovers in a dangerous space time. Cute graphics, and
| definitely solid game play.
|
| My friend and I used to play it a lot, but we were
| hilariously bad at it.
|
| We would end up bickering at each other over mistakes and
| sometimes self sabotaging the ship out of frustration. All in
| good fun though, we had so many good laughs over dying in
| stupid ways.
|
| Definitely need at least 1 friend to play though. Single
| player gives you a little CPU dog that you command around,
| but it's not nearly as fun.
| glenneroo wrote:
| It's even more insane and hilarious with 4 people trying to
| coordinate things. I personally found the best way is to
| assign everyone a station based on their preference/skills
| e.g. one friend loves playing with shields, so they are
| always in charge. Then find out who can steer the best and
| give them that as permanent role... granted it can be
| slightly less fun than the chaos, but I find utter chaos
| eventually gets old after you've died 100 times on the same
| level because everyone's running around trying to control
| everything.
| mwint wrote:
| Last time I messed with it was years ago and it was somewhat
| buggy, but the concept is awesome:
| https://www.artemisspaceshipbridge.com/#/
| [deleted]
| ajmurmann wrote:
| I think Artemis is exactly what you describe minus the fighters
| https://www.artemisspaceshipbridge.com/#/
| newtang wrote:
| Lovers in a Dangerous Spacetime also has this mechanic.
| https://www.loversinadangerousspacetime.com/
| dr_dshiv wrote:
| Great game. Highly recommended.
|
| I want a game like this but as a company simulator with
| metaphorical roles, with the businessmen from Adventure Time.
| sjm-lbm wrote:
| There was a game around 2000 called Allegiance that reminds me
| of this idea somewhat -
| https://en.wikipedia.org/wiki/Allegiance_(video_game).
|
| It's been ~22 years since I've played it, but IIRC there was
| one player that essentially played an RTS game, but the various
| units they were "controlling" were all actual players flying
| their own spaceships. I don't think there was any concept of
| different players working together on one ship, but there
| definitely were different ship types each player could choose
| to fly.
|
| It wasn't a market success, but I always wondered if that was
| somewhat caused by the way they released the game: there was a
| long and very large free beta program, and by the time they
| decided the game was finished and put it in boxes I was a done
| for a bit and took a break. Always wondered how many people
| felt like I did.
| snerbles wrote:
| The FreeAllegiance community is tight-nit, alive and well
| last time I played it in 2008. It's one of the most team-
| oriented games I've played.
| xdrosenheim wrote:
| If you are okay with trading life in a vacuum with life under
| pressure: Barotrauma [0]
|
| > Barotrauma is a 2D co-op survival horror submarine simulator,
| inspired by games like FTL: Faster Than Light, Rimworld, Dwarf
| Fortress and Space Station 13. It's a Sci-Fi game that combines
| ragdoll physics and alien sea monsters with teamwork and
| existential fear.
|
| You have roles in your submarines, such as a medic, mechanic,
| engineer, captain. Everyone can do the same things, but some
| are better than others at different things.
|
| If you have time, you can build your own submarine. The game
| also has a good amount of mods available.
|
| Quick note: The game is in "Early Access".
|
| [0]: https://store.steampowered.com/app/602960/Barotrauma/
| gwill wrote:
| yea, give me Sea of Thieves gameplay in space
| hakmad wrote:
| Guns Of Icarus fits this almost perfectly, but instead of being
| set in space it's more steampunk vibes.
| fer wrote:
| Something that creates a sensation of wonder as you play it, like
| Outer Wilds.
| Buttons840 wrote:
| I want a 4X strategy game with an AI that doesn't suck.
| ronreiter wrote:
| Chrono Trigger Remake
| dllthomas wrote:
| A brutal third-person beat-em-up where damage is localized and
| disabling, where you heal yourself by patching yourself with
| parts from the enemies you've slain, and where both damage and
| repairs are visible long-term as you progress through the game.
|
| It's probably important to note that both your character and your
| enemies are stuffed toys, but I enjoyed putting off that
| disclosure to the end of this comment.
| mdnahas wrote:
| A website with classic games (tic tac toe, crossword puzzles,
| minesweeper, soduko, etc.) that collected all (and I mean all)
| the data from every game and showed insane statistics about how
| well you did, relative to all the other players. If possible,
| showed you how to get better.
| mrjay42 wrote:
| Oh I know! A crossplay version of For The King for: PC, Mac,
| Linux, iOS, Android, etc.
| hkt wrote:
| Justice simulator: same concept as sim city, but focused on how
| policing, social services, education, welfare and prisons tie up.
| Aim is net zero crime, with all policy options available from
| totalitarian state, through centrist managerialism, all the way
| to left wing defunding the police.
| drbojingle wrote:
| Got a couple ideas I've wantes to implement but haven't made the
| time to build them:
|
| stardew valley meets fallout.
|
| Subnatica in space. Inspired by an episode of love death plus
| robots.
| zach_miller wrote:
| Pokemon roguelite. Nuzlockes are hugely popular, and I feel that
| could fit the roguelite format well.
| simmons wrote:
| Wow, what a great question -- it seems like everyone here has
| been sitting on a wish list for a while. :) Here's one of mine:
|
| Ever since reading _Foundation 's Edge_ and _Foundation and
| Earth_ as a kid, I 've thought some elements of that story would
| make a great game. The player plays an archaeologist in the
| distant future trying to unravel the mysteries of humanity's
| origins -- a galaxy-scale adventure of exploration and discovery
| where a rich tapestry of future history is slowly revealed. As a
| bonus, such a game could be very positive and not even require
| violence like many other games. :)
| teamonkey wrote:
| Have you played The Outer Wilds?
| jcranmer wrote:
| The Outer Wilds does have a pretty similar theme. Without
| spoiling anything, you are a newly-minted explorer trying to
| uncover the history of the advanced precursor race that
| previously inhabited your solar system. (Any more details would
| spoil the plot, unfortunately!)
|
| It's lower scale (single solar system instead of galactic), and
| it's definitely based on lower-tech civilization trying to
| understand dead, higher-tech civilization rather than trying to
| uncover long-last past of your own species, though.
| simmons wrote:
| Thanks for the suggestion! That does sound like an
| interesting game, and I'll add it to my list.
|
| I also get the impression that the 1986 game _Starflight_ may
| have a little bit of this, but I 've only barely started
| playing.
| ilamont wrote:
| The game I want to see was actually described in a short story in
| an issue of _Dragon_ magazine in the early 80s. It was basically
| a real-time RPG with real prizes - the ultimate prize IIRC was a
| virtual chest of coins that would be delivered to you if you won.
| For "real time" to work in-world, you had to find a safe place
| for your character to sleep, like a closet you could lock on the
| inside. Water, food, and other aspects were also stricter than
| the hand-wavy D&D processes of the time.
|
| I don't remember the author, but it correctly predicted aspects
| of online culture and relationships that were not widely known or
| understood in 1982 or 1983.
| acrobatsunfish wrote:
| Yeah fantasy EVE online
| danity wrote:
| Portal 3, Witcher 4
| simonebrunozzi wrote:
| A much better Master of Orion (MoO 5?).
|
| Best ever: MoO 2 [0].
|
| Latest installment: MoO - Conquer the stars [1], or MoO 4.
|
| [0]:
| https://en.wikipedia.org/wiki/Master_of_Orion_II:_Battle_at_...
|
| [1]:
| https://en.wikipedia.org/wiki/Master_of_Orion:_Conquer_the_S...
| gspr wrote:
| I, too, wanted this for years. Then I met our lord and savior
| Stellaris. The AI could be better, but other than that: 10/10,
| and preserves the most important spirits of MoO!
|
| Highly recommend it!
| exitplanetary wrote:
| I always wanted to try MUD with creative mode, when player may
| create new areas/items/mobs using code and textual descriptions.
| Like Minecraft/Interactive fiction hybrid or AI dungeon without
| AI.
| nerdo wrote:
| Terminator RTS with units you can send back in time to same
| location they were sent from. An alert would be broadcast that a
| time rift was opening and what time was the target, to allow for
| players to counter. AI would play out the game from there and
| update current state.
| moomin wrote:
| Dragon Quest Builders 2, but for Oxygen Not Included crowd.
|
| (Seriously, DQB2 is a kids game but it does a whole bunch of
| things really well, it's just too lightweight.)
| praptak wrote:
| An augmented reality (AR) game where you actually interact with
| other players.
|
| Of the AR games I know Ingress was the closest but I think the
| interactions were too adversarial which made the experience
| decline.
|
| The creators of AR games got a lesson from it. Unfortunately it's
| rather "limit interaction" not "fix the interaction". Both
| Pokemon Go and Wizards Unite seem to have taken the path of
| players playing next to each other rather than with each other (I
| stole this sentiment from
| https://news.ycombinator.com/item?id=31503528).
|
| So what I'd like is an AR game where you interact with other
| players in a meaningful way.
| jFriedensreich wrote:
| lots of these fake instagram game ads would be pretty cool if the
| gameplay was actually as in the ad videos and not completely
| different crap.
| pootpucker wrote:
| alfiedotwtf wrote:
| Point Blank for Oculus Quest 2. I'd pay $500 for a clone
| impalallama wrote:
| Surprised no AAA studio has had a shot making a really polished
| high production multiplayer survival game. Whenever a new one
| comes out they usually sell a couple million copies within a
| month with next 0 marketing, from a small company with probably
| less than like 2 dozen employees.
|
| Both Valheim and V Rising have sold millions off nothing but word
| of mouth and a hunger for the genre.
| evanescent wrote:
| I want a game that combines both RTS and FPS elements. In every
| multiplayer FPS I know of, you are grouped with teammates and are
| working towards common objective(s) (counter strike games). But I
| want a hierarchy with one person who can't see the battlefield
| and only a minimap of team and sighted enemy locations. And all
| the normal teammates can only communicate with nearby players.
| The closest thing I have come across is the Natural Selection[1]
| games which has this distinction of a leader and then the
| soldiers, but it seems to be a dead game. I know some other games
| have similar ideas of classes, but I don't think anybody executes
| the partial information of a lead strategist.
|
| [1] https://en.wikipedia.org/wiki/Natural_Selection_(video_game)
| dimastopel wrote:
| I very much liked the concept of 0x10c. Wish someone would make
| it happen. https://en.m.wikipedia.org/wiki/0x10c
| simonh wrote:
| Battleheart Legacy 2
|
| BHL is the perfect action adventure RPG, I just want more of it.
| A more expansive campaign, more plot lines, more character
| classes and abilities. I go back and play through BHL every 6
| months or so and have done since it came out.
| nazgulnarsil wrote:
| Large scale turn based overworld with real time combat zombie
| civilization game where you start out as the last outpost and
| have to retake the world. Like Xcom. Maybe a mod like this exists
| somewhere for some game.
| nazgulnarsil wrote:
| Just found The Last Haven, will try.
|
| Edit: looks too small scale, but in the right direction. I want
| the focus to be on the over world a la total war.
| freemint wrote:
| Final Fantasy Tactics Switch
| misterbwong wrote:
| Maybe I'm getting old but I want a game that brings real people
| together. There are more than enough "get everyone together
| virtually" games.
|
| I want a game that actually reinforces the social fabric instead
| of simulates it. Something that encourages people to be together
| in the physical world (gasp!), have fun, have shared
| experiences/goals/challenges, and form lasting friendships.
|
| I have very fond memories of lugging my computer (and CRT!) to my
| friends/family's house to have a LAN + pizza party. The best part
| for me wasn't necessarily the game itself. The games were fun but
| I really enjoyed the social aspect of talking about a tough
| dungeon or strategizing how to beat a challenging opponent.
|
| It seems like the industry is trying its best to bring people
| into a simulated world but why not use games to bring people
| together into it instead?
|
| Pokemon Go is probably the closest thing to this I've seen
| recently but the core gameplay was unfortunately pretty boring
| when it first started and became popular.
| raisedbyninjas wrote:
| I've had the idea of AR/mobile game that just recreates an
| existing game but using your location/movement to represent the
| character. Some constraints would be needed so it's not just an
| excercise simulator. The games I had in mind were snake/nibbles
| and Borderlands.
| zemo wrote:
| disclaimer: I worked at Jackbox for four years.
|
| That's kinda what The Jackbox Party Pack games are designed
| for. Think Pictionary, but you doodle from your phone and it
| shows up on your TV and there's nothing to clean up.
| beaconstudios wrote:
| you can't go wrong with ARGs. Like Pokemon Go but encouraging
| more in-person collaboration.
| misterbwong wrote:
| I really do feel like AR is the future, moreso than VR.
|
| As technologists we have a tendency to want to build our own
| world instead of integrate into the real world. It's
| understandably easier/cleaner, but it strips out all the
| richness of the real world.
| tclancy wrote:
| Rockband was the best for this.
| wly_cdgr wrote:
| Games like MtG and Smash come to mind
| lynndotpy wrote:
| I've had this idea for a puzzler with 5 space dimensions and 2
| time dimensions, but I just haven't had the time to implement it.
|
| Also, it sounds cool, but I don't think it'd be fun, just a neat
| curiosity.
| logicalmonster wrote:
| Would you be able to describe what 5 dimensions looks like? And
| what are the 2 dimensions of time?
| lynndotpy wrote:
| Three dimensions plotted normally, but then a grid of plots
| for slices in the two extra dimensions.
|
| Everything are axis-aligned boxes in my idea, so the math is
| easy for rotating the view. (But to rotate in 5D, you fix on
| 3 axes, not 1.)
| jjj123 wrote:
| A David Cage-style drama with better writing and isn't
| supernatural or sci-fi. He did Indigo Prophecy, Heavy Rain, and
| Detroit, all of which I love, but the dialogue is pretty
| atrocious and the stories go off the rails by the end.
|
| Edited for clarity
| alophawen wrote:
| It saddened me to learn recently that Quantic Dream seems to be
| giving up on their own stuff and now is working on Star Wars
| IP.
|
| https://www.starwarseclipse.com/
| account42 wrote:
| > Indigo Prophecy
|
| I really liked the first half of Fahrenheit so more in that
| style (without the QTEs if possible) would be nice.
| dubswithus wrote:
| A Dungeon Siege remake that runs on Mac. The original had a good
| formula but a lot of games now are too showy and complex.
| Labo333 wrote:
| It runs quite well with CrossOver! So probably well with fine-
| tuned Wine settings as well :)
|
| I remember it was challenging to install because I tried to
| install with the 3 disks and it still didn't work after.
| However I found a torrent of a "portable" version that worked
| out of the box!
| dubswithus wrote:
| Was the torrent a Wineskin?
| Labo333 wrote:
| No! It's a Windows torrent. I run Windows apps with
| CrossOver. The torrent name was "Dungeon Siege - Legends of
| Aranna + Return to Arhok + Yesterhaven [USBGaming.org]".
| Piracy is of course not legal if you don't own the original
| game (I'm not sure it is even if you do but meh).
| servercobra wrote:
| I really want Stardew Valley but like an MMO and with more
| combat. I like being able to just sit on my farm and what not,
| but it'd be more fun with a thriving community. I also get very
| bored with the combat eventually. I'm thinking something with a
| little more magic focus too (maybe you can make spells, make the
| material for spells, etc, and get to decide your profession like
| WoW to encourage you to work with your community).
|
| Since Stardew was created by a single (obviously very talented)
| dev, I always feel like I could get a first pass at this done,
| but free time is always an issue!
| zemo wrote:
| I'm pretty excited for Palia, an upcoming cozy MMO, although I
| don't think there's much in the ways of combat planned.
| https://palia.com/
| 101008 wrote:
| I developed the game I wished it existed but unfortunately since
| it was part of a trademark I couldn't launch it. I asked for
| permissions to launch it as a free game to play on the browser,
| but they told me would have to request to take it down. It was a
| really sad experience, but it was my fault after all for
| developing something I knew it wasn't going to be allowed.
| etiam wrote:
| That does sound like a very sad end to it. Must have been a
| great project though. Would it be okay if you told us what it
| was like?
| 101008 wrote:
| Sure. It was similar to Football Manager (I played a lot as a
| teenager) but based on Quidditch, the fictional sport from
| the Harry Potter world.
| idrios wrote:
| I love horror games and I love dungeon crawlers. If I ever made a
| videogame, which is becoming less and less likely, it would be a
| procedurally generated mansion that was something like Betrayal
| at House on the Hill meets Slay the Spire.
|
| You'd have some main antagonist haunting the mansion that you
| want to defeat, accessible in one of the rooms you need to
| discover. All throughout the mansion are artifacts that can make
| you stronger at defeating the boss, but picking up these
| artifacts usually triggers some haunting mechanic that makes
| general traversal through the mansion more difficult. One might
| turn the inanimate statues scattered throughout the mansion into
| active enemies. One might trigger a slenderman-type stalker
| mechanic. One might cause the mansion to start collapsing on
| itself, so each room starts losing floor tiles in ways that make
| some of them no longer traversible. One might rerandomize the
| layout of the mansion.
|
| It becomes a balance of collecting enough powerful items to be
| able to defeat the boss, but not so many that the environment
| becomes too hostile to reach the boss at all, causing you to
| succumb to the mansion.
|
| Then add a few other mechanics like events that autotrigger when
| you enter a room so it becomes not in your best interest to
| explore the entire mansion before you start collecting items.
| potta_coffee wrote:
| This is just a random thought but procedurally generating a
| mansion could really work in ways that wouldn't normally work
| in other genres. Imagine the Winchester house, which is spooky
| and architecturally doesn't make much sense.
| reggieband wrote:
| I've been thinking about a life-sim type game with a rogue legacy
| type spin.
|
| Basically you get N actions per day (3, 5, 7, whatever works)
| that depend on your characters age. You might start as a baby in
| some random family archetype (poor/rich, dumb/smart,
| lazy/athletic, etc.) and after a few years you get control of the
| daily decisions your character makes at a granular level. Like,
| study in the morning, play in the afternoon, watch TV in the
| evening. These are more "influences" and your character can kind
| of rebel. Like if it gets too stressed because you are forcing it
| to study/work all the time then the character has a stress break
| and maybe gets drunk in the evening.
|
| As the character gets older the available tasks change. As a
| toddler its games and light-learning, as a pre-teen it is school
| and sports/hobbies, as a teen it is education and social
| activities, as a young adult part-time jobs or university, as an
| adult marriage, raising kids. Perhaps as you get older you get
| more actions e.g. N actions per day increases.
|
| Eventually you get to retirement then death and then you can
| choose one of your kids to continue the legacy. Or you can start
| over with a new random kid in a random family.
|
| The gameplay would be simply choosing one of a few options
| available to your character at each time step. So you have N time
| steps per day and M available actions. The M actions are chosen
| in a weighted random manner from a set based on your characters
| abilities which changes over time, maybe some light RPG skill
| tree system. Could possibly be managed with a "card" system as
| well and would possibly shoe horn into Slay the Spire type
| mechanics. Overtime both positive abilities and negative
| abilities compound. Like, if you have too many "curse" cards in
| your deck, maybe your only options for an evening decisions are
| "drink alcohol", "ruminate on past failures", "argue with
| spouse".
|
| In some sense, think of it like the day-to-day mechanics in
| Persona 5 mixed with the character building of The Sims. The goal
| of the game is to make many lifestyles possible. e.g doctor,
| lawyer, rockstar, president, social worker, janitor, game
| developer, soldier. The more difficult job types (e.g. CEO of a
| massive corporation, Senator) might take multiple generations to
| work towards.
| cwkoss wrote:
| You might enjoy this incremental game:
| https://mogron.itch.io/groundhog-life
| dluan wrote:
| A really good realistic sailing game.
| markus_zhang wrote:
| A second game:
|
| A VR dnd first person rpg. Wizards have to actually chant and
| draw symbols in air to cast spells. I still remember the scene in
| which Raistlin fights against Fistandantilus and would love to
| play in a game.
| sogen wrote:
| Something like Rebel Inc. but better done.
| mixxit wrote:
| I wish someone finished Star Made
| iliketrains wrote:
| I love factory simulation games (think Factorio, Satisfactory,
| Banished, DSP, ...) and one thing that I was always missing was a
| game with better simulation of raw material mining. Most
| simulation games have you just place a "mine" on a resource and
| that's it.
|
| I wanted to manage an open pit mine myself. Have excavators that
| mine ore and trucks move it for processing, but as they do, the
| shape of the terrain changes, leaving deep holes behind. Maybe
| even compromising your factory as the mining operation expands.
|
| And as it sometimes go, when you want something and that does not
| exist, you try to make it, and that was my case here. Together
| with a fried we attempted to make such game. It's called Captain
| of Industry in case anyone is interested:
| https://store.steampowered.com/app/1594320/Captain_of_Indust...
| tomatowurst wrote:
| this is one of the greatest trailers i've ever seen its
| hilarious!
|
| those **ing pirates!
|
| im going to buy this and play it!
| laputan_machine wrote:
| After the first two paragraphs I was just about to recommend a
| game I found recently called Captain of Industry! cool to see a
| dev in here. best of luck with it!
| Chant-I-CRW wrote:
| This looks fun and interesting. How much does it reflect real
| world processes? After playing this, would I have a better
| working understanding of mining, refining, and logistics?
| iliketrains wrote:
| While being more realistic than other games, I'd say it is
| not realistic enough to simulate real open-pit mining. You
| would not recommend to plan real mining operations based on
| the results from the game.
|
| For example, the way how terrain collapses during mining is
| balanced to make a fun game rather than trying to be super
| realistic. We don't take into account weather effects (esp.
| rain). Also, in reality, hard rock needs to be blasted, but
| we don't have this feature (yet). Refilling of vehicles is
| mostly automatic, given that they have fuel available
| somewhere reachable. Etc...
|
| On the other had, similar to other sim games, you will
| certainly need to think and plan your mine/factory well in
| order to be successful.
| cwkoss wrote:
| This looks very cool! Will give it a try soon :D
| Sohcahtoa82 wrote:
| Oh, that game has been on my wishlist for a while. Looking
| forward to giving it a try! I've been a big fan of Factorio and
| Dyson Sphere Program (though didn't care much for
| Satisfactory), as well as colony sims like Banished, Rimworld,
| and Oxygen Not Included. Looks like Captain of Industry
| combines aspects of both genres.
| OisinMoran wrote:
| This gave me the cool idea of a kind of recursive/fractal game
| where there is the main game you can play by itself but the
| devs keep it open for people to slot in sub games for the bits
| they've simplified.
|
| So if Factorio did this you could play as normal, or play the
| fractal version where you can go in and control the mine or
| anything else. Maybe there'd even be sub parts in the mine like
| repairing machinery or something. The full range of macro-
| micromanaging would be pretty interesting.
| bobbean wrote:
| Oxygen not Included is sorta kinda like this. It's a 2D, from
| the side colony management game where you have to survive on an
| asteroid. You have to manage oxygen production, get rid of
| carbon dioxide and other unbreathable gasses, find water, grow
| food, keep your base from getting too hot (or too cold) because
| thermodynamics is a thing in this game.
|
| Mining is just "go mine here" but your colonists can only hold
| a certain amount of materials so retrieving mined materials can
| take a while, especially if you're mining far away from your
| base. Plus you have to worry about the materials being hot, or
| being affected by germs. You can technically mine out the
| entire asteroid, but I've never gotten close to that because
| something always goes wrong and everyone dies. There's only a
| limited amount of resources after all.
| yonaguska wrote:
| Medieval castle building rts with 4x elements and actual siege
| strategies. Ie, a well thought out sieges or well thought out
| castle designs would allow for taking control of areas decisively
| or defending an area while expending few resources.
| carvking wrote:
| I wish this game did not exist.
|
| (sorry - rules stipulate I have to share.)
|
| https://en.wikipedia.org/wiki/The_Game_(mind_game)
| dividuum wrote:
| Minecraft had a series of "Hardcore" servers and in particular
| one named "HCFactions". Sadly none really worth playing exists
| today. It was the most fun I every had playing coop with friends.
|
| The idea was that there's a time limited map (usually 2 months)
| and players team up as a faction. A faction could own land, paid
| through in-game money earned by mining ores. Blocks inside your
| land couldn't be modified by non-factions players, but you could
| give special permissions if needed. The hardcore part was that
| every death of any member of your faction would decrease some
| power value and once that crossed below zero, your land
| protection was gone and your base was usually grieved instantly.
| So there was always a thrill of going outside. There were a bunch
| of server wide events that encouraged going outside and gave you
| in-game rewards.
|
| What made this server special was the permissions mentioned
| before in combination of everything minecraft, and especially
| redstone, made possible. We build all kinds of special
| contraptions live banking vaults, slot machines, trading machines
| and a lot more. That was in stark contrast of most other factions
| that focused mostly on PvP. In later maps be earned enough
| reputation and were usually not touched by major PvP factions.
| The combination of hostile environment and the ability to be
| really creative thanks to minecraft was great. In case anyone
| read all that, here's the bases we build:
| https://hcfluffy.de/bases/
| Sohcahtoa82 wrote:
| I did a couple hardcore PVP servers back in the day, but no
| Factions servers.
|
| There was one where if you died, you got banned for 48 hours.
| In another, if you died, you got banned for the rest of the
| month, which made it suck to die in the first few days of the
| month.
|
| Despite PVP and griefing being allowed, most noob deaths were
| from starvation.
| dividuum wrote:
| Oh. I'm a dummy. Totally forgot to mention the death ban. It
| had a scaling ban as well. The longer you played the longer
| you got banned. Capped at 2 days. You could purchase lives to
| revive though. I too remember those other hardcore servers.
| Especially the one that banned you till the end of the month.
| The primary reason we switched to the faction server was the
| land claiming. Having a place that couldn't be destroyed was
| neat. Hiding anything valuable wasn't really possible thanks
| to various cheat tools.
|
| Our main objective for all maps was actually to build a
| somewhat safe place where noobs could get free food on
| automated machines. You can see the signs on the page I
| linked :)
| pgib wrote:
| I hope one day we are able to simply walk/drive/fly around the
| worlds created for movies like Monsters, Inc., Secret Life of
| Pets, Luca, Turning Red, etc. The artists and modellers have done
| such a fabulous job of creating these insanely detailed worlds,
| and I would love to be able to actually explore them at my own
| pace. For me, this would be a great use of VR, though I think
| we're probably at least several years away from having the
| hardware necessary to render that all in real-time at a quality
| that I'm hoping for.
| chaosbutters314 wrote:
| silksong
| CalRobert wrote:
| A new Rocket Jockey https://en.wikipedia.org/wiki/Rocket_Jockey
| duncancarroll wrote:
| I want a VR game where you're a bumblebee who's goal is to
| collect pollen in a yard. Your opponent is a spider who's goal is
| to catch you. They get to set up webs around the flowers before
| you spawn in, and maybe they can also shoot sticky webs at you to
| trap you.
|
| Whenever you are trapped by the spider you get to enjoy the
| fully-immersive experience only VR can deliver of being eaten
| alive by a spider! Fun for the whole family!!
| pkdpic wrote:
| A realistic down-to-earth game that's totally off the wall and
| swarming with magic robots.
| evnc wrote:
| A turn based 4X / survival / rpg hybrid.
|
| Set in the Neolithic- Bronze Age, roughly (but historical
| accuracy is not a top priority). Like Civ, you have units which
| can explore the map, fight, build. But the scale is smaller:
| there are seasons, weather, turns last <1 month instead of
| hundreds of years. There's less of an emphasis on technological
| progress and more on training up the skills of your Units. Units
| have Skill Trees corresponding to their type / class /
| profession, and can equip different weapons and armor (produced
| in your cities) for further boosts, like an rpg. Learning to
| hunt, gather, farm etc. Competition with other civilizations
| exists but more so you're trying to survive the environment--
| animals, weather, nomadic raiders. Resource management is more
| explicit-- instead of tiles producing Food every Turn at a given
| rate they produce some lump sum Wheat only when Harvested by a
| unit, say, which you must then store for the winter. Etc.
|
| I'm working on making such a game, but it's not my full time job
| and I have other projects catching my interest too, so the going
| is slow.
| ctenb wrote:
| Sounds a little like battle for wesnoth
| evnc wrote:
| I love that game! It is a little light on the resource
| management / building aspects mentioned, focused primarily on
| battle (iirc you can't build anything, just capture villages
| which generate the one resource, gold). Though there are lots
| of mods that bring it closer.
|
| Many hours on that as a kid since it came free with the
| distro of Linux I had access to at the time. Good memories. I
| got into pixel art from trying to contribute something to the
| project (most of it was rejected, haha).
| shashashasha___ wrote:
| A terminal UI strategy game. For example something like stellaris
| or moo but in the terminal where it is pushing content and
| playability over graphics and sound.
|
| There is something about the simplicity of tui that makes you
| focused on the actual content.
|
| oh ya, and it needs to run on raspberry pi and not crazy machine
| like a mac.
|
| haven't found anything close to this.
| hersko wrote:
| Check out Neptunes Pride[1].
|
| It won't run in your terminal but you can play from a raspberry
| pi.
|
| [1]https://np.ironhelmet.com/#landing
| baron816 wrote:
| Something like Age of Empires, but with specialize cooperative
| play, ie one (or more) player manages and defends the
| base/economy, and other players command different armies that are
| part of the same team.
|
| Maybe also throw in the ability to depose other members of the
| team (with various risks of trying to do so), so you never know
| who you can trust.
| MichaelMcG wrote:
| Theoretically this does already exist in AOE2, where in the
| custom lobbies players select the same player number/color and
| have total control of the same "player".
|
| The backstabbing aspect would be difficult, with lobbies
| limited to 8 individuals, there would be a max of 4x paired
| "players" (e.g. pair1 & pair2 vs pair3 & pair4). If teams
| aren't locked like in FFA diplo matches it turns into a 3v1
| (pair1, pair2, & pair3 vs pair4).
|
| Unless the game could be modded to support lobbies > 12 or 16,
| the diplo aspect would be limited.
| WJW wrote:
| "Rebuild a wartorn country", the game. Could be an entire
| country, could be as small as a Many games have this as a
| scenario (ie, "save this terribly designed city" in cities
| skylines) or as a minigame ("rebuild a castle for use in the
| final act" in Neverwinter Nights 2), but I rarely see it as an
| entire game. It might be very difficult to balance though, since
| success would tend to snowball really hard.
| soared wrote:
| Frostpunk may be close to what you're looking for. It's a very
| punishing survival sim where you build up and manage a small
| village in a world (I think) that's a frozen tundra due to
| nuclear war. You can send out expeditions, recruit new people,
| but mostly build up your food, infirmary, etc. very punishing.
| wruza wrote:
| SG:U universe-based exploration quest. Deep space, ancient
| relics, shiver inducing scales and technology.
|
| Or a quest/RPG in a distant _future_ , something in the spirit of
| Arthur C.Clarke's The City and the Stars.
|
| You get the idea.
| ivankirigin wrote:
| I want a perfect simulation of our world - that then gets a
| zombie infection.
|
| I want my street, my house, and general geography to matter in
| the game. Where is the hardware store? Army bases? Water?
|
| The game starts with a limited infection, making police response
| to your murdering an infected neighbor problematic. The
| simulation models how agents would respond.
|
| You win by killing all the zombies, whether that's year 1 or 10.
| If needed, that's 7 billion.
|
| The exhaust could be a good city simulator, zombies off, which
| you sell to local governments.
| hitpointdrew wrote:
| Don't know what it would be called but a yin and yang mashup of
| Cities and Skylines and GTA.
|
| You play against your two selves, and flip back and forth between
| two modes. In "mayor" mode you have the birds-eye view and you
| are trying to build a functioning and safe city for your
| citizens.
|
| Then at any time you can flip to "street" view, where you are no
| longer mayor, but a criminal leader. Here you are trying to
| expand your criminal network and evade police.
|
| If the "mayor" your reduces crime to near 0 then doing anything
| as the "mobster" you will be extremely difficult. If the
| "mobster" you is super successful then the mayor has a very poor
| rating, and citizens complain of crime. This should also have
| physical change to the look of the city as well (graffiti, car's
| on blocks on the streets, cars with smashed windows, stores with
| smashed windows, or boarded up, parks generally trashed).
| P4u1 wrote:
| I've always imagined what would it be like to have a modern
| version of Atari's classic "Hero" game.
| sogen wrote:
| Any game based on Philip K. Dick's books
| rythmshifter wrote:
| Star citizen
| generj wrote:
| Pokemon MMORPG.
|
| I know there were a few mods that added online servers to older
| ROMs. But I would love to see a fully fledged GameFreak version.
| Woofles wrote:
| Obviously it's not the Pokemon IP, but check out TemTem[1]. The
| world feels much more alive and they've implemented raids, PVP,
| and other MMO features.
|
| [1] https://crema.gg/games/temtem/
| f7fg_u-_h wrote:
| I want a heist-like (or maybe Hitman-like) game that has
| significant social interactions. Specifically where NPCs can
| decide whether or not to trust you, based on freeform speech
| input. Could be text NLP, or speech recognition.
|
| I love the idea of bouncing around people at a cocktail party,
| trying to deduce some important secret that no individual will
| reveal, at least not unless you act that you already know. Maybe
| you've gatecrashed some kind of Hannibal Lecter party, and
| everyone but you knows who the next victim is, so you have to
| discover who/where/when and prevent it.
| JKCalhoun wrote:
| Train Engineer Simulator
|
| I want a very slow, casual game that takes days -- running a
| train in the mid-1800's U.S.
|
| Mostly I want to, from time to time, look over and see the
| scenery I am passing through, once in a while adjust the speed,
| stop and take on coal and water. Most of the time I want to
| ignore it and be doing other things.
|
| SlowTV + Casual Gaming
| Arubis wrote:
| Kerbal Space Program 2 would be a nice start.
|
| These days I'm more interested in story-heavy, all single-player,
| occasionally borderline pretentious games, whose story is
| sufficiently compelling to distract from what the outside world
| (US-based, for me) has become.
| kroltan wrote:
| Outer Wilds, a million times. Don't read about it, not even the
| entire Steam page.
|
| Describing it vaguely, it's an archaeology knowledge-puzzle
| played over a tiny solar system, in one of the most immersive
| first-person mechanics I've ever seen.
|
| It's (for me) the most brilliant game ever made, both
| mechanically and the story. It will also scratch your space
| travel bug a bit.
| Arubis wrote:
| A strong recommendation, and it's on sale at the moment. Okay
| --purchased without reading into it too much. Thank you!
| b3kart wrote:
| Any recommendations?
| Arubis wrote:
| I really enjoyed Hades, which is a lot more story-heavy than
| it looks from the outside. Historically loved stuff like
| Braid (hence "borderline pretentious") and happily replayed,
| but there's fewer recent titles on my radar here & I'd love
| to find more.
|
| Edit: come to think of it, some of the Lucasarts remasters
| are well worth revisiting. I went through the cleaned-up Grim
| Fandango some time ago & it was a lovely break.
| account42 wrote:
| > Edit: come to think of it, some of the Lucasarts
| remasters are well worth revisiting. I went through the
| cleaned-up Grim Fandango some time ago & it was a lovely
| break.
|
| If you like Point & Click Adventures then there are also
| many "newer" entries that are worth looking at. Primordia
| [0] (2012 so not _that_ new, but the Linux port is) and
| Strangeland [1] are my favorites from the ones I have
| recently played.
|
| [0] https://store.steampowered.com/app/227000/Primordia/
| [1] https://store.steampowered.com/app/1369520/Strangeland/
| saint_angels wrote:
| disco elysium! Best writing in a game ever.
| arprocter wrote:
| Have you tried NORCO?
|
| I've heard good things, but I've only played the voiced-
| over version of DE - I'm not sure if I'd be down to read
| everything, and the different voice actors really add
| another layer
| saint_angels wrote:
| never heard about NORCO, but steam reviews look great.
| I'll try it when I'd be itching for a point n click
| arprocter wrote:
| Yeah, I was interested to know how they compare
|
| Unfortunately the last update to DE introduced a very
| annoying audio stutter (they're supposedly trying to get
| it fixed)
| deltaonezero wrote:
| torment is better imo with writing on par with disco. Disco
| is great but depressing. Torment is more escapism while
| still being similar to disco in that it's intensely
| original like nothing you've ever seen before.
| saint_angels wrote:
| Coincidentally, I've never played Torment and installed
| it just 2 days ago.
|
| Disco's world is depressing, but because the world is so
| dark, any light in the game stands out so much more. It's
| depressing world make good people in it and any small
| kindness matter.
| eimrine wrote:
| Mor utopiia. It has English but I can not google, sorry.
| Second version is almost same as first but on Unity.
| Beltalowda wrote:
| This seems to be "Pathologic" in English:
| https://en.wikipedia.org/wiki/Pathologic
| rkagerer wrote:
| I look forward to it as well, but I'd be happy with a couple
| more bugfix rounds on KSP 1. :-)
| cwkoss wrote:
| Factorio style component logicstics mixed with Kerbal Space
| Program style micromanagement of functional designs would be a
| blast.
|
| Make me design an assembler for assembling my own robot arms,
| then strap them to a cart (that I assembled in a different
| factory), put an AI into it, and use it as a logistics robot for
| building more things...
| [deleted]
| waffletower wrote:
| Minecraft, but with a first party,full-featured 3rd person view
| without perspective distortion (see:
| https://bugs.mojang.com/browse/MC-127400?page=com.atlassian....)
| I am not Paul btw, glad someone else actually notices the source
| of extreme motion sickness.
| ryankrage77 wrote:
| A multi-scope FPS/strategy game. Choose between: - a
| battlefield/CoD-style FPS - a DOTA/LoL RTS. - a CiV-style turn-
| based strategy/simulation game
|
| Each level sets the objectives for the one below, so the RTS
| players pick a pool of FPS players and set their objectives (go
| here, attack these other players or this objective). The CiV
| players actions determine the maps & matchups of the FPS/RTS
| players. They could see the stats of teams of other players to
| decide where to send them (this team with a low K/D ratio should
| retreat from this enemy team, this team does well on that map,
| etc).
|
| Balance and matchmaking would be a real technical/game design
| challenge.
| atlantageek wrote:
| tiny hell (like tiny tower) Instead of customers for different
| types of businesses (retail, restaurant, etc.) it will be souls
| to be tortured for different sins. Occasionally a well know
| politician or celebrity appears that you get to pick which
| torture you want to apply.
| thriftwy wrote:
| I wish that a multiplayer, turn-based version of Master of Magic
| existed, with one game taking 2-4 hours.
|
| Right now looks like it's only HoMM 3 that is a TBS with cyber
| sport dimension.
| mokoloko wrote:
| A new version of Command & Conquer Generals, on a modern game
| engine
| shpx wrote:
| Games, and media in general, that respect the theory of
| relativity.
|
| All we have had so far is Europa Universalis with a space skin.
| Nothing can ever travel faster than light, that's how the world
| actually works. Children of a Dead Earth was in the direction of
| what I want but I got bored quickly because it's orbital dynamics
| puzzles.
| someweirdperson wrote:
| Ten years ago there was "A Slower Speed of Light". FPS with
| reduced speed of light, as the title suggests, and related
| rendering.
| randmeerkat wrote:
| A modern remake of GoldenEye 007.
| clankyclanker wrote:
| GTFO: a 2-player side scrolling game where one player controls a
| stick person trying to run, jump, climb, or swim to the other
| side of the level.
|
| The other player plays the environment and tries to smite the
| first player and thwart their escape attempt by creating deadly
| natural disasters along the way, but can't directly attack or
| interact with the other player.
|
| Players are scored based on how far the escapee gets through the
| board and how quickly the environment kills the other player.
|
| An escaping player might want to quickly parkour between
| buildings by jumping the gap between the roofs. However, if the
| environment player had already clicked the ground and planted a
| tree between the buildings, they could then call down lightning
| on to the tree to fry the jumping escapee. The escapee might then
| try to climb down the building to walk under the tree before
| climbing back to the roof to sprint over the tops of buildings
| again. Picking a more exposed path with fewer obstacles lets the
| escapee move more quickly but also offers less protection from
| the environment.
|
| It'd be a two-player competitive side scrolling action game,
| where one player controls the course environment, which is
| something I've never seen before.
| alas_141 wrote:
| Gaming has been as big a part of my life as anything else, a few
| of the games I wish existed, or that I hope exist and just
| haven't happened across:
|
| 1. A true large scale battle game, kind of like what Hell Let
| Loose is, but for knights, samurai, spartans, Persian Immortals,
| and any number of other warriors throughout history. Each has
| their own skill tree and strategies, you can control troop
| movements on the battlefield, and become an individual warrior
| and enter the fray. You can pick a 'campaign mode' which consists
| of conquering surrounding civilizations, or make the setting a
| historically significant battlefield like Thermopylae.
|
| 2. A spy rpg, where you follow the life of a CIA case officer, or
| KGB operative. Kind of like what Sam Fisher did with Splinter
| Cell, but those games missed out on big aspects of spycraft, like
| developing assets and constructing a spy network for intelligence
| gathering.
|
| 3. A good surfing game. I love surfing and have done it most of
| my life, but I haven't happened across a video game that does a
| good job capturing what surfing is like. They either make the
| surfer impossible to unseat from their board, or make every wave
| teetering on the edge of wiping out. I know water physics are
| hard in games but I keep holding my breath a game studio gets it
| right.
| chaostheory wrote:
| Phantom Doctrine is the spy rpg you want
| billfruit wrote:
| Is Alpha Protocol is somewhat of a spy rpg as you mentioned?
| alas_141 wrote:
| I played that one a bit, felt like another splinter cell to
| me. I will have to revisit
| mrguyorama wrote:
| Number one is literally the Mount and Blade series. Go buy
| "Warband" on sale for a couple bucks and play through that
| sandbox and then start adding whatever mods you want
| mywittyname wrote:
| Seconding this. The late-game diplomacy is pretty weak. But
| the combat/warcraft components are top-notch.
| alas_141 wrote:
| Checked it out just now and pulled to trigger on it.
| Definitely what I was looking for in regard to the first.
| leokennis wrote:
| I want to drive cars in a full earth simulation. Let's say Google
| Maps but in 3D. Pick a car, picks GPS location and drive. If you
| misbehave you'll get chased by police.
| mlsmith wrote:
| A game based on the Bobiverse book series.
|
| The game procedurally generates a universe which you can explore.
| You can also make copies of yourself (ship) and can interact with
| other "Bobs" in each star system. Each clone of yourself is a
| true AI in the game with its own personality and decision tree.
| koboll wrote:
| Voice-control Star Wars / Star Trek space command RTS game.
|
| I want to be Admiral Ackbar shouting "GREEN GROUP, STICK CLOSE TO
| HOMING SECTOR MV-7" and for that to actually result in RTS units
| moving on a map. I want to be Captain Picard shouting "ALL POWER
| TO FORWARD SHIELDS" and for that to actually result in a change
| in resource allocation of the 'power' resource.
| Der_Einzige wrote:
| You can sort of kind of mod Elite dangerous and a few other
| space games to do this with a third party utility - it even has
| a bunch of high profile voice actor packs that you can buy!
|
| https://voiceattack.com/
| erwincoumans wrote:
| SSX 2022 and Zelda Multiplayer.
| goy wrote:
| I'd like to play something like Colobot
| https://en.wikipedia.org/wiki/Colobot but with a more modern
| design, more diversified coding options and an environment more
| like in EVE online. Videos games that include programming are so
| rare ...
| markus_zhang wrote:
| I want a stratrgy game in which:
|
| - Player plays as either the emperor or the central gov
|
| - Takes a faction mode: each faction may control a few positions
| in the gov and in military. Each may also control certain
| economic interests. Each faction has its own opinion for each
| matter so they may agree on one thing but disagree on another.
| Each faction also have children factions but they may switch
| loyalty if too much conflict of interests.
|
| - Delay of information: information has speed and tech advance
| will increase the speed. But essentially it's difficulty for the
| central to directly control everything so they have to send
| officials. But there are complications: 1) Locals might want
| their own officials, 2) Official belong to certain faction and
| his appointment is usually a compromise
|
| - Every policy moves through the land tree with a speed and may
| be blocked if the locals or governor dislikes it. As the Emperor
| or the central you need to find ways to move policies to as many
| places as possible.
|
| I feel like this model represents the real world more or less and
| are far superior than even the most complicated strategy games.
| But it's very difficult to build.
| rhexs wrote:
| A game where you build and defend forts with other people.
|
| Fortnite sort of started like this, but the single player mode
| was a microtransaction abomination that was more akin to a excel
| spreadsheet than a game.
|
| The beta of battle-royale Fortnite had a lot of this organically
| at the end of the match -- teams would each build towers and
| attack each other. Was a blast, but quickly was micro-optimized
| into kids using their reaction time to instabuild crap and shoot
| each other while making windows. Really awful gameplay.
| nemacol wrote:
| My friends like FPS but I am terrible at them. I love RTS and
| they can't be bothered to learn them. Would be great if we had a
| game to bridge that gap.
|
| 1) Asymmetric RTS / FPS. A group of FPS players play through a
| map against an RTS player who is controlling the tech, types and
| grouping of mobs, etc.
|
| 2) RTS / FP coop game sort of like Warcraft 3 where one player
| controls the base from an RTS view and another player(s) control
| a hero and a support army.
|
| I don't enjoy MOBA's but they are super popular. I love Starcraft
| but it is too hard to get into. Takes tons of time and effort to
| get the basics of 'how to play'.
|
| 3) I think a game somewhere between Starcraft and LOL would be
| interesting. Clearly it is all about the details here and I don't
| have them - but I think you could capture a really big gaming
| market by trying to simplify the macro of Starcraft, keep the
| micro, army movement, base building, expanding etc. Controlling
| and upgrading lanes of a moba map?
|
| I have no idea how any of these would really work out from a game
| development point of view but I think they have potential to be a
| lot of fun and bring some new life into the RTS world.
| mschulze wrote:
| For 1), check out Natural Selection 2
| (https://www.naturalselection2.com/)
| AndrewOMartin wrote:
| Haha. You win mschulze! > myrmi 0 minutes
| ago > 1 point by AndrewOMartin 0 minutes ago
| > mschulze 1 minute agor
| AndrewOMartin wrote:
| Better luck next time letharion.
| mikkergp wrote:
| There's an older game called Savage, the battle for newarth
| that combines two RTS captains with an army of FPS players:
|
| https://www.savagexr.com/savage-the-battle-for-newerth-downl...
| myrmi wrote:
| It's not quite point 1, but Natural Selection 2[1] is close,
| and might even be better than what you're asking for if you're
| looking to play with (rather than against) your friends. Each
| team has one player who plays with an RTS view, with all the
| other players being the units, playing with an FPS view.
|
| [1]
| https://store.steampowered.com/app/4920/Natural_Selection_2/
| AndrewOMartin wrote:
| I heard of Natural Selection which was aiming to be exactly #2
| in 2003-2006. I never played it though so I can't confirm how
| well it realised the ideal.
|
| https://en.wikipedia.org/wiki/Natural_Selection_(video_game)
| ninjin wrote:
| Both Natural Selection and Natural Selection 2 are some of my
| favourite games of all time, so I probably carry a heavy
| bias. But in my opinion they were both absolutely excellent.
| The second game had severe technical issues initially, but
| has improved greatly. They both suffer from the same problem
| though, in that you need to find a good server with friendly
| players to have a good time given the amount of cooperation
| necessary. In particular, there is no way to make up for a
| _really_ poor commander. But, it becomes absolutely magical
| once you are with the right people. It also has asymmetric
| combat, which makes for a very rare and interesting
| experience.
| letharion wrote:
| Natural Selection is close to what you're after, my friends
| used to play it a lot.
|
| One of the players is the RTS "Commander", the rest are
| soldiers on the ground. The commanders role is to distribute
| both resources and information as necessary to the soldiers.
| jharohit wrote:
| Love the idea for (2). It is literally the plot of Ender's Game
| - which has been on my list of potential ideas to make as games
| but you have summed it up perfectly!
| wanderingmoose wrote:
| One game that was announced and then cancelled was
| https://en.wikipedia.org/wiki/List_of_canceled_Command_%26_C...
|
| It was similar to what you are talking about. There was an RTS
| aspect with a tactical view where you ordered groups of units
| around, and an FPS aspect where you fought as an individual.
|
| The gameplay was based around your tactical units being under
| balanced against the enemy, so you would have to choose where
| and how to use yourself as the superweapon to achieve the level
| objectives.
|
| I was a developer on the game team which had representatives
| from the RTS and FPS teams (CnC and Medal of Honor). The first
| day you were on the team you had to play the lo-fi prototype
| which had the basic mechanics in place. It was frantic,
| exhausting, frustrating, and incredibly fun.
|
| Obviously I can't talk about why it was cancelled, but if you
| look at the business environment and economy in the first
| couple of years after the xbox360 and ps3 were released, you
| can get a good idea.
|
| I really wish that game had been finished and released as it
| was originally conceived.
| nemacol wrote:
| Another one that was in production
| https://en.wikipedia.org/wiki/Fable_Legends but was cancelled
| right around the time Microsoft picked up the company. THis
| one was RTS + Action RPG but similar in concept.
|
| Very disappointing.
| matbatt38 wrote:
| Hostile Waters sort of did #1. Its solo, but it's a RTS where
| you can switch to FPS gameplay as any of your units
| rglover wrote:
| Aquaponics simulator
| MildlySerious wrote:
| I haven't played a game that scratches the same itch as the
| Patrician games, and I would really love to. A strong economy
| that does not just exist in parallel to the rest of the game, but
| actually influences every aspect of it and evolves with and
| without you, but where your contribution does make an actual
| difference. The X games come to mind, but they still eventually
| feel like you're the only major player that drives the numbers.
|
| Most games with an economy I've played are either of the type
| that the economy doesn't really matter and is more of a tacked on
| feature, it is a thinly veiled idle game, or you are the only
| entity the economy exists for or is controlled by. All of these
| lower the depth of the experience to a point where it's not fun
| for long.
|
| I guess what I wish existed would be a merchant type game with a
| strong economy, and many entities competing to take their bite
| out of it, you just being one of those. Tycoon type games don't
| really scratch the same itch for some reason.
| mywittyname wrote:
| I love Patrician. Specifically, I love economy games where you
| can slowly automate the manual stuff, which allows you to focus
| on higher-level strategy.
|
| A factorio-like economy game would be incredible. Maybe
| Factorio + Off World Trading Company + Patrician.
| acadapter wrote:
| Apollo lunar landing simulator, with optional VR glasses mode.
|
| It would include the rocketry part, spacewalks, airlock
| operation, moon car, etc.
| mywittyname wrote:
| A modern tactical game that rivals Final Fantasy Tactics. Heck,
| I'd be happy with a PC port of War of the Lions.
| Havoc wrote:
| Planetary annihilation but with better AI and better handing of
| scale. Even on pretty punchy hardware it slows down easily
| Balgair wrote:
| A Massive Multiplayer Online Real Time Strategy (MMO-RTS) game.
|
| I know it's utterly unworkable. But I want it anyway.
|
| Imagine an RTS game that ... just keeps going. Both in time and
| in play area. Something like the Minecraft map in scale.
|
| You play a few hours online with other people, log off, come
| back, and then you're still playing on the same map with the same
| resources, buildings, and units. Other people may have advanced
| and tech'd up, and now you can too.
|
| I have no idea how to handle combat when a player is sleeping or
| making dinner. Or any other real conflicts. Maybe a timer of some
| sort? Maybe catching them sleeping is part of the fun?
| riidom wrote:
| Ten years ago I used to play PlanetSide 2 a bit, which is
| pretty similar to what you descibe. Just gotta swap the RTS-
| part with FPS :)
|
| But there is war waging back and forth the planetary map, 24/7.
| Well it was like this when I played, I have no idea what
| changed since then.
|
| After a while, the constant back-and-forth appeared kinda
| meaningless though. First it was amazing being part of some
| coordinated move to take over 2/3 of the map, but the next day
| it was all gone and the cycle repeated itself.
|
| Once you get the pattern, it is still fun of course, but the
| fascination wears off pretty quick, honestly.
| wellthisisgreat wrote:
| > but the next day it was all gone and the cycle repeated
| itself.
|
| I read a great interpretation that Planetside is Valhalla and
| those are all warriors battling in eternity like they would.
| hoppla wrote:
| I loved planetside, but at some point then introduced
| mechanoids which overpowered all the other vehicles. That
| ruined the game for me
| f0e4c2f7 wrote:
| Weirdly planetside 2 is still around and being played /
| developed. Those freemium games seem to stick around.
|
| Fun game.
| BadJo0Jo0 wrote:
| Foxhole is something that sounds similar to what you are
| describing.
| Buttons840 wrote:
| I've imagined this being more transactional. Like a constantly
| running game of StarCraft 2, where you're dropped onto a
| massive map, build up, fight for awhile, make alliances, have
| fun, do memes, then when you log off you have to do it all over
| again.
|
| In Age of Empires you can share control, so 4 people can be
| controlling the same civilization, even giving conflicting
| orders. This could be done for for when people log off.
| yetihehe wrote:
| I had idea for such game, but it was meant to be realized as a
| 2d space sim. If you want your ship fleet to survive during
| logoff, you need to hide it somewhere in deep space between
| star systems (via series of semi-random jumps so no one tails
| you, unless they put stealthy tracker on your ships) or in a
| defended space station with some automatic defenses. You can
| design and make any ship or station you want, you just need to
| have enough matter for fabricator machines plus they take time
| and resources to build/repair. You have a hundred star systems
| with physically correct size and resources, plus lightyears of
| empty space between them.
| mej10 wrote:
| There was/is a game called Shattered Galaxy that was best
| described this way.
|
| Several factions continuously battling over discrete
| territories. There would be calculations throughout the day
| that would give certain bonuses to whichever factions were
| winning.
|
| Every territory had a field commander that could request people
| join that had leveled up certain types of units based on how
| the battle was evolving.
|
| There was also a form of player controlled government in each
| faction that could choose bonuses and allocate resources to
| various battles.
|
| It was really cool for its moment in time.
| fxtentacle wrote:
| "I know it's utterly unworkable. But I want it anyway."
|
| That takes me down memory lane. Years ago (around 2007), on an
| Athlon XP with 2GB RAM, we had the game server for a 2000+ unit
| C&C clone running. We also had the ability for AI to take over
| once someone disconnects. We even built our own binary protocol
| generator (think Protobuf) so that our Java Applet client could
| connect to the C++ server.
|
| And then I accidentally became CEO of a startup. My friends
| finished university and then started working. And we all kinda
| forgot about it.
|
| EDIT: My 3ds skills around 2007: https://imgur.com/a/AhfoKNs
| namlem wrote:
| I admittedly don't know that much about the game, but it seems
| like Hell Let Loose has some elements of this.
| jderick wrote:
| Isn't EVE like this?
| boringg wrote:
| 1 - High quality RTS (think Warcraft 3, SC2, C&C, Dune 2) but
| with the ability to have maybe 100 - 200 people playing.
|
| 2 - Updated subspace - it was the level of competition and
| community that made that game amazing in the 90s.
|
| 3 - Civilization like civ 1 but updated with newer graphics/tech
| tree also the ability to be much more complex but only if you
| want to. Best part of the game imho was the exploration, simple
| but enjoyable tech tree and expansion. The new civ games are fun
| but take so much time to master and engage in.
|
| 4 - FPS that can be played in large scale format but doesn't
| reward 14 year old reflexes and levels the playing field for
| experience of older people.
|
| Video games that are easily accessible, enjoyable and don't try
| and keep you on platform by wasting your time on meaningless
| accomplishments :D
| antiverse wrote:
| >2 - Updated subspace - it was the level of competition and
| community that made that game amazing in the 90s.
|
| http://freeinfantry.com/
| thih9 wrote:
| > Civilization like civ 1
|
| You might like The Battle of Polytopia. Not the same but has
| similar vibes.
| godtoldmetodoit wrote:
| For 4 - worth checking out Squad. 50v50 matches with quite a
| bit of realism baked in. My favorite moments are getting setup
| in advance where the enemy is likely to advance with a trusty
| MG, going prone and just waiting for them to run into my
| sightline.
|
| While having quick reflexes is always a benefit, positioning
| and teamwork is more important in Squad.
|
| Finding a server with consistently decent squad leaders is
| definitely important to get the most out of the game. If the
| squad lead isn't talking for more then a minute or two, leave
| and join another.
| ggambetta wrote:
| > FPS that can be played in large scale format but doesn't
| reward 14 year old reflexes
|
| FWIW I've recently gotten an Oculus Quest 2 and I've been
| playing a lot of Pavlov Shack. I was afraid of the quick-
| reflexes, playing-all-the-time, fearsome 14 years old (and
| judging by their voices, there's a lot of them), but I've been
| doing pretty well - usually ending up with a 2:1 or 3:1 K/D
| ratio, top of the team table, and playing maybe an hour every
| other day. I'm very surprised by this, and I can't really
| explain it - I'm not a gamer and the last time I played an FPS
| seriously was before 2010. TLDR: Go get 'em!
| staindk wrote:
| w.r.t. (4.) it sounds like you may be better off with an FPS
| 'sim' type game over arena shooters etc. These suggestions may
| not be your thing though but I thought I'd post them anyway:
|
| If you like your FPS games with a side of inventory management
| and googling around for wiki hints, have a look at Escape from
| Tarkov. I'd suggest watching a bunch of Pestily's content (his
| The Raid series on youtube) to figure out if the game is for
| you. IMO it rewards experience over reflexes - but may be a
| different kind of 'experience' from what you are interested in.
| Lots to learn about map layouts, ammo types, etc.
|
| Also have a look at the new Arma game (called Arma Reforger),
| seems like it could be (or become, with updates) interesting.
| ddoubleU wrote:
| 1.
|
| https://www.beyondallreason.info/
|
| Watch this space, it's already decent and also OSS.
|
| PS: One hill I will die on is games using Discord as forum/wiki
| like this one does. Try searching google for information about
| unit or something, nothing. I guess I will have to make
| unofficial wiki/forum one day.
| oneepic wrote:
| A Metroid Prime ripoff. No arm cannon, though.
|
| I'd like it to have a focus on atmosphere, isolation, collecting
| data, and lore that's all about technology and the sciences (ie
| biology, even fake biology is ok, like in MP1). Maybe the main
| character is some guy with a space suit, a blaster, and a
| scanning tool.
|
| Ideally I don't want a leveling or survival-crafting aspect to
| it. Just a Metroidvania FPS - walk around, scan stuff to get 100%
| completion in your logbook, find all the upgrades and ammo
| expansions... and of course, blast any local flora and fauna that
| attacks you.
|
| Some of the following games have a few of those elements: -
| Subnautica (particularly the scannable things, isolation theme,
| and a lot of the technology the player builds) - Dead Space
| (particularly the isolation element, but I also loved the use of
| technology/screens in that game against the backdrop of horror
| atmosphere and monsters) - Deus Ex: Human Revolution - Void
| Bastards
| vertexmachina wrote:
| I long for this as well.
|
| I adore the first few hours of the original Metroid Prime where
| you wander an alien planet discovering new things for the first
| time: new plants, new animals, strange Chozo artifacts. Some of
| them want to kill you; most are just going about their
| business. It's magical.
|
| Then the Space Pirates show up and the entire tone changes and
| the magic is gone.
| kbenson wrote:
| Have you tried using Steam and their tags to locate games that
| might be interesting? I've had some good luck in the past with
| that mechanism. Here's a search for things tagged metroidvania
| and first person, sorted by user reviews (which sometimes gets
| wonky with games with a relatively small set of positive
| reviews, but that's easy enough to see when you drill down).
|
| https://store.steampowered.com/search/?sort_by=Reviews_DESC&...
| oneepic wrote:
| Thanks for the link. It looks like "Journey to the Savage
| Planet" fits the bill fairly well. It's funny, I've used
| Steam recommendations in the past but haven't had too much
| luck before now.
| pruthvishetty wrote:
| Age of empires for native macOS.
| 0xRusty wrote:
| A deep, open world RPG (akin to fallout, or the Witcher, say) set
| in a pirates of the Caribbean/monkey island type setting.
| mrjay42 wrote:
| So a Sea of Thieves with actual story, persistence? I mean from
| a graphics point of view the game is super nice. The water in
| particular is amazing.
|
| ...and maybe a possibility to host your own server for it, to
| play only with your friends/people you choose.
| ankaAr wrote:
| I want more games like It Takes Two, where you can play in the
| couch with your partner some minutes AND where u have a story.
|
| And more coop games with story.
| kroltan wrote:
| We Were Here Together, and Forever, kind of fit the bill.
|
| The original and the second title are great fun, but don't have
| as much a defined story.
| evilotto wrote:
| Matrix: Operator
|
| You take on the role of an operator (e.g. Tank) from 'The Matrix'
| movies to guide your team through an operation (recon, retrieve,
| destroy, etc... standard mission types). You have a large-scale
| but limited resolution view of the world where you can spot
| hazards if you're attentive (because they may only be briefly
| visible) and advise your team how to proceed (avoid, engage,
| abort, ...). I'm thinking of a text console oriented game, you
| type commands to send to the team (which they could follow,
| ignore, or misinterpret) rather than selecting and controlling
| them directly.
| ghostoftiber wrote:
| A game where you make home improvements and have to manage a
| budget. Resources would be that you have a family which has a
| specific amount of time they can spend on tasks, and expenses,
| such as electricity, home heating oil, car payments, buying new
| windows, etc. Tasks like buying new windows would result in less
| energy costs, or something like a dishwasher would allow you to
| spend less time doing dishes at higher energy costs. I want "Home
| Economics: The Game" so that kids will actually learn about home
| economics stuff. Random events could include global warming,
| supply chain shortages, etc... There could definitely be a "fun"
| mode where fun things happen rapidly and events like your house
| getting haunted or SCP sorts of events take place, or a
| simulation mode where you might do awesome or you might end up
| selling your kidneys after getting that basket weaving degree or
| reading this post on hacker news.
| kbouck wrote:
| a game like overcooked except where the players are parents (or
| babysitters) taking care of too many toddlers that are needy and
| bent on finding everything dirty or dangerous in the room.
| isitmadeofglass wrote:
| Not exactly just a game, but the book from diamond age, A highly
| sophisticated interactive book: "Young Lady's Illustrated Primer:
| a Propaedeutic Enchiridion"
|
| It's obviously a fiction summarizing all the knowledge and
| education we have freely available now online and to some extent
| social media, and an iPad might be pretty damn close if you get
| all the right things on it. But still, childrens games these days
| are all focused on optimizing for intense attention on mindless
| content and accidental clicks to purchase other games that do the
| same, or pressuring kids to pressure their parents to buy skins.
| I would love to have a "gaming" experience that instead focused
| on giving kids the opportunity to learn and use their knowledge
| in an immersive universe, and to support them in their
| development.
| d--b wrote:
| A 3D 3rd person adventure game where the player is a kid growing
| up from toddlerhood to adulthood.
| traverseda wrote:
| Just tabletop simulator but better, and ideally so you only need
| one license to host a game.
| mNovak wrote:
| In particular I'd really like online games that behave more
| like Warhammer or D&D, where a large portion of the fun is
| actually offline, designing your character/army etc.
|
| Bringing it back to your comment, I can across [1], which
| brings some popular boardgames online. Premium games follow
| your license model (non-paying players can play with paid
| members)
|
| [1] https://en.boardgamearena.com/
| neillyons wrote:
| The Last Night https://www.reddit.com/r/thelastnight/
| henriquecm8 wrote:
| Some many years since I first heard about this game, I hope it
| gets released one day.
| konstruction wrote:
| A game playing in the Bobiverse. I would love to upgrade my von
| Neumann probes, clone myself and land on a megastructure to go
| swimming and fighting with Quinlans on the look for Bender .. You
| get it.
| drhagen wrote:
| A cooperative story-based MMO. Everyone is a participant in a
| months-long story that evolves in real time on the server. This
| is not just a world-wide event in a regular MMO; the world is
| progressively and irreparably altered throughout the story. I
| envision that the server simply shuts down at the end of the
| story.
|
| There are two hard parts to this: (1) how do you make the game
| balanced even as the number of players fluctuates by orders of
| magnitude, (2) how do you make the game fun even as the amount of
| time each player spends differs by orders of magnitude. You will
| probably want key plot twists to be announced in advance so that
| as few people miss them as possible ("we predict the enemy hoard
| will arrive at our base on Friday around 8:15 PM").
| dllthomas wrote:
| I think it would be interesting to have a persistent, real time
| MMO that only ran at scheduled times.
| spencerflem wrote:
| Neverwinter Nights custom servers do exactly this! DMs are
| always there causing changes to the world based on what players
| do and organizing all the twists etc.
|
| And on top of that, in the one I'm following at the moment, the
| world is being eaten by a void and the rumor is that when
| everything is gone that's gonna be the end forever
| SN76477 wrote:
| A modern Neverwinter Nights is my dream game.
|
| Tons of user content Scripting engine Modern mechanics Modern
| systems
|
| It would need to be a platform first.
| johnday wrote:
| And, obviously, (3) how do you recoup a multi-year investment
| across the period of only some months? Making games is
| extremely expensive and MMOs are by far the most expensive type
| to make.
| drhagen wrote:
| I guess you could restart the whole thing to let new players
| join or people replay it. I am envisioning something like
| Mass Effect or Skyrim, which made money, but with thousands
| of other people with you. Perhaps I am underestimating the
| cost of the servers.
| skocznymroczny wrote:
| GW2's Living World had storylines that lasted for months with
| permanent changes to the world. Although there weren't really
| any or much changes during this few month period, only between
| those periods.
| carapace wrote:
| A game like SimCity but based on Christopher Alexander's Pattern
| Language et. al. combined with ecology (e.g. Permaculture or
| Syntropic agriculture.)
| sbf501 wrote:
| I enjoyed space-trading games back in the BBS days, but somehow
| MMORPG blew those out of the water because people will play 20+
| hrs per day and skew the economies into country-sized alliances
| (`Eve` I'm looking at you). No Man's Sky sort of picked up on
| that, but it had too much going on. Maybe both of those games
| were the pinnacle of the genre and I just didn't have the
| patience, but it seems to me there could be something large-scale
| that appeals to casual gamers as much as die-hard farmers.
| Sodman wrote:
| I'd love to see some more great Free-For-All (FFA) games. So much
| interesting emergent gameplay, game-theory musing, and player-
| driven engagement. I used to love Warcraft 3 custom game modes
| that provided this style of gameplay. It results in folks teaming
| up, then there are inevitable betrayals, back-door trading deals,
| and all sorts of player-invented fun layered on top of what is
| otherwise a relatively basic game.
|
| One of the best takes on this FFA style that I've played recently
| (released 2015 though) is subterfuge - http://subterfuge-
| game.com. It's a mobile game that pits up to 10 players in an FFA
| game. It's more or less a "risk" style game. Expansion is
| rewarded with better army production rates and higher army
| capacity, at the cost of larger borders to defend. Orders can be
| issued in real time, and the game has built-in player group
| chats. However, the game is set up so that after attacks are
| launched they frequently take 8-10 hours to reach their
| destination, meaning a game typically lasts 1.5-2 weeks, which
| has some very interesting side effects on the meta side of the
| gameplay, as there's plenty of time for scheming with other
| factions in between orders.
|
| My ideal game is a game that lasts 1-2 hours, features 6-10
| players, and incentivizes each to striving for an individual win
| against the other 9. The actual game mechanics need to provide
| some kind of resources that can be traded, some kind of
| cost/benefit to expanding your in-game power, and a large benefit
| to teaming up with other players to fight a third 2v1. There also
| needs to be some relatively-costly way to knock out other
| players, which frequently incentivizes mad-dash finales, suicide
| runs and all kinds of other player-driven shenanigans.
| FractalHQ wrote:
| An open source Gary's Mod style modular universe focused on
| modding tools and a strong plug-in system - but in Unreal Engine
| 5!
| atlantageek wrote:
| Also how about a game that uses my worthless crypto kitties
| break_the_bank wrote:
| God of War based on Indian mythological characters like Pashuram
| or maybe Shiva.
| jeffheard wrote:
| I would love a game that melds witcher style open world "ronin"
| with a tactics-style game like Fire Emblem. Sort of a wandering
| knight in a broader war sort of thing. The tactics-style battles
| you join (or don't) and the way they go _matter_ to the line of
| main and side-quests and the condition or existence of characters
| you 'd meet along the way. A different way to implement the whole
| "choices matter" mechanic that you get from Witcher.
|
| I might go to a town, fail to take a side in the battle that town
| is locked in, and when I come back the town is laid waste. The
| quests that _would_ be available to me in town are no longer
| there, but I might have errands where I end up searching the
| woods for refugees instead.
|
| Something like that'd have a lot of replay value, because what
| you do changes the game you're playing over time.
| baud147258 wrote:
| there's some of that in Battle Brothers, with the player
| leading a band of mercenaries and taking part in turn-based
| battles and with an open-world map that can change (a little)
| as you play
| c22 wrote:
| I always wanted to play a game that captured the feeling of
| _Groundhog Day_. You 'd play the same day with the same scenarios
| over and over, but your skill level in various disciplines would
| increase, unlocking more novel content. Eventually you would
| learn the relevant patterns and develop the appropriate skills
| for a win condition, then you'd have to play "the perfect day" to
| win the game, so the end kind of devolves into you speed running
| slight variations to dial it in.
| DylanSp wrote:
| There are a good few time loop games that have come out
| recently; Outer Wilds (as previously mentioned), Deathloop, The
| Forgotten City, and Returnal all come to mind. More broadly, a
| lot of roguelikes/roguelites are like this.
| cftorres wrote:
| Have you played Outer wilds? It's a great game that works like
| that.
| teolandon wrote:
| Try Outer Wilds. Without spoiling too much (don't get spoiled
| on it!) it's pretty close to that.
| dllthomas wrote:
| The unlocking is (with one exception, afaik) entirely through
| the player's knowledge rather than advancing "skill levels"
| across reboots, though. Which is an excellent choice for this
| game, but the other might also be interesting.
| simonw wrote:
| A raccoon heist game. You control a squad of raccoons going on an
| increasingly complicated series of heists. Like goat simulator
| but with raccoons doing crimes.
| henriquecm8 wrote:
| I think I saw something similar, but with penguins.
| mcnnowak wrote:
| A VR game where you take a snapshot or ghost of yourself
| performing some movement or throwing an item, which then repeats
| itself in the world. Then you can make more snapshots and string
| them together to create a Factorio-like game which uses the
| snapshot of those movements to assemble products.
|
| E.g., ghost 1: pick up ore, throw ore -> ghost 2: catch ore,
| crush ore, throw crushed ore -> ghost 3: put ore into furnace ->
| ghost 4: pick up metal bar, throw metal bar, etc..
|
| Then the player is running around building interactable buildings
| with produced resources and that oh so satisfying factory
| spaghetti starts forming.
| auto wrote:
| I just want to say I spend a _lot_ of time thinking on game
| ideas and prototyping stuff (as well as reading most of this
| thread), and this is one of the most unique mechanics I 've
| heard in years. I'm picturing some crazy Rude Goldberg style
| sandbox contraptions coming out of this.
| o_____________o wrote:
| This is really cool. One mechanic could be that the older
| ghosts start vanishing / growing weaker / corrupting the
| physics as you add more. Exploiting this could be part of the
| puzzle in some way.
| algebra-pretext wrote:
| I'll try to find it later but one indie dev is making exactly
| this, where you construct elaborate machines by recording
| movements and item interactions in VR.
|
| Edit: The Last Clockwinder
| https://store.steampowered.com/app/1755100/The_Last_Clockwin...
|
| Support indie devs making cool stuff like this!
| chrischen wrote:
| Asymmetric RTS and FPS.
| tetris11 wrote:
| [Borrowers: The Game]
|
| You live as tiny mouse-sized humans existing with regular humans
| who should never know your presence as you occupy the walls and
| spaces in their home. Every day you must hunt for food, which
| involves collecting gear to traverse spaces (paperclip + string =
| grappling hook and rope, matchstick = torch, plastic bag =
| parachute) to reach places where food is stored (i.e. the kitchen
| - defended by the cruel cat, mousetraps - easy to find but deadly
| to use, others). There's also more than one of you with time,
| where you can find and recruit others from outside the house,
| mate to create a family base of increasing members (prompting you
| to expand more into the walls which will increase your chance of
| discovery by normal humans), and most importantly - coordinate
| scavenger hunts with your crew (think: one Borrower leads a climb
| and trails a rope down, allowing others to follow, where more
| people == more food for the base). Due to the high death rate,
| there are no main characters, just Borrowers.
|
| [Extras]
|
| - Riding or rearing mice? (they can lead you to the cheese and
| help dodge the cat)
|
| - Stealing and riding a drone? (perhaps not such a rustic
| experience anymore)
|
| - Turning your tiny wall cave into a thriving Borrower city
| complete with electricity and beer? (might require killing the
| humans)
| joshu wrote:
| Grounded?
| anthk wrote:
| https://worldofpadman.net/en/
| parentheses wrote:
| special shout out to rat pack map packs for counter strike back
| in the day!!
| galfarragem wrote:
| It sounds like a complex "Tom and Jerry". Interesting..
| edm0nd wrote:
| YES PLZ!
|
| I loved reading the Borrowers books as a kid and would play tf
| out of this game haha
| foldor wrote:
| Not that it's what you're looking for exactly. But if you like
| the idea of being as tiny being in a home with massive humans,
| check out Mister Mosquito on the PS2, or Chibi Robo on the
| GameCube.
| sleepydog wrote:
| Hah, I thought of the mosquito game too, but for some reason
| I thought it initially was released on the Dreamcast. But I
| can't find any mention of that.
| owlninja wrote:
| Wow great callback, I remember I only had this on a demo
| disc. I wonder if it is worth seeking out and playing the
| whole thing now!
| morjom wrote:
| Sounds like a DLC or sequel for "Grounded" from Obsidian
| Entertainment.
| morelisp wrote:
| It's more action-adventure than sandbox but you should check
| out Chibi-Robo.
| janeerie wrote:
| I know it sounds insane, but this is honestly my favorite
| game of all time. I would love to see an updated version for
| today's systems.
| morelisp wrote:
| It's a crime how few of Skip's games are possible to play
| today.
| nsxwolf wrote:
| Reminds me a little of Chibi Robo on the GameCube.
| luxuryballs wrote:
| If only we could get the people who made "Ni no Kuni" to make a
| game out of "The Secret World of Arrietty" (I highly recommend
| the UK English dubs if anyone hasn't seen this yet).
|
| latest from that game developer:
| https://www.polygon.com/platform/amp/23141182/ni-no-kuni-cro...
|
| movie trailer: https://m.youtube.com/watch?v=VlMe7PavaRQ
| havblue wrote:
| We need to get them to make dark cloud 3.
| [deleted]
| m12k wrote:
| It's not exactly what you're asking for, but you might want to
| check out the game Grounded. It's a crafting-survival game
| that's heavily inspired by "Honey, I Shrunk the Kids"
| res0nat0r wrote:
| Somewhat similar:
| https://store.steampowered.com/app/962130/Grounded/
| nrjames wrote:
| I've been playing this with my kids and we're having fun!
| It's also on Xbox Game Pass, in case you're a subscriber and
| want to try the game.
| dzolvd wrote:
| I can't seem to find it, but I read a description for a game in
| development that seemed really similar to this, a
| farming/crafting simulator where you start in the basement of a
| house and can expand to the kitchen etc. You have to avoid the
| house cat etc.
| nurbl wrote:
| Totally different game of course, but this reminded me of
| Katamari Damacy! In many levels you start tiny in a room
| somewhere, and have to roll up paper clips and thumb tacks in
| order to grow and roll up successively larger things, while
| avoiding gigantic pets, and so on. Apart from being hilarious
| and sometimes challenging, I also found it an interesting
| psychological effect to come back to the same place when
| you're 100 times larger, now able to roll up humans, cars,
| the entire house... :)
|
| Katamari is a casual game (I prefer this genre) but now I
| wonder if there would be some way to make a more
| "simulationist" game that uses this scaling effect somehow.
| [deleted]
| omgbear wrote:
| Sim Ant had some mechanics like that
| tssva wrote:
| Elusive People. Supposed to be released next year by Chibig.
| tetris11 wrote:
| wow, thank you for recommending this - the graphics are not
| quite what I'm after, but the concept definitely is -
| albeit the tiny humans seem a bit too large to live in
| mouseholes
| rkagerer wrote:
| Not sure if this idea was inspired by it, but if you haven't
| read it yet, definitely check out the Bromeliad Trilogy by
| Terry Pratchett.
| moron4hire wrote:
| It was probably inspired by the children's book series "The
| Borrowers", which was also made into an animated film.
| ZeroGravitas wrote:
| There's a few live action films and series too.
|
| I believe the Terry Pratchett one is currently being made
| into an animated film or series.
| rkagerer wrote:
| My partner and I enjoyed the Good Omens TV series, even
| though it was a bit silly.
| bluefirebrand wrote:
| My twitter feed showed me this fanart mockup of an Arietty game
| today so I thought I'd share it here since Arietty is based on
| the Borrowers.
| https://twitter.com/cloudtrumpets/status/1529465790247870464
| onlyrealcuzzo wrote:
| I can't believe no one mentioned It Takes Two.
|
| The world is much different - but it has A LOT of the game play
| you're asking for.
|
| Additionally, I found it to be one of the most enjoyable games
| I've played in... maybe ever?
| sambalbadjak wrote:
| Yeah indeed, I'm just playing that now with my girlfriend.
| She normally doesn't play games, but she even enjoys it. I
| like how creative the developers are with everyday objects.
| feoren wrote:
| It Takes Two is a masterpiece; I highly recommend it. But, as
| the title suggests, it indeed requires two players (only one
| needs to buy the game, at least on Steam).
| Physkal wrote:
| My wife loves to play it, she is still learning how to use
| the right stick to aim but is getting much better. Know any
| other girlfriend friendly co-ops?
| epolanski wrote:
| Don't Starve Together on PS4, me and my gf have hundreds
| hours on it.
| malinoal wrote:
| Stardew Valley - a nice and cosy little farming sim, for a
| relaxed evening
|
| Divinity Original Sin 2 - an entire RPG playable in split-
| screen co-op, with hard strategic turn based combat
| poglet wrote:
| Introduced my partner to both of these games. We
| completed DOS1 together and played countless hours of
| Stardew Valley - she would take care of the animals and I
| would take care of the plants.
| onlyrealcuzzo wrote:
| Brothers - A Tale of Two Sons
| dalmo3 wrote:
| Cook, Serve, Delicious 1 and 3 will give you hundreds of
| hours of ~fun~.
| Spellman wrote:
| See also Overcooked for more ~fun~
|
| And by fun I mean CHAOS
| Morizero wrote:
| Kingdom Two Crowns
| bombcar wrote:
| The various Lego games are surprising fun and very
| forgiving to a second player.
| llasse wrote:
| Lovers in a dangerous spacetime You are controlling a
| spaceship with up to four people, bit with all these
| weapons, shield and steering you have to swap between these
| or at least coordinate. Really enjoyed this with 3 other
| friends but might be even more fun with just 1 or 2 extra
| players as there should be more running around the
| spaceship
| bitpow wrote:
| Unravel https://en.wikipedia.org/wiki/Unravel_Two
| matthewfcarlson wrote:
| I think it's on game pass so it should be easy to try out
| LittleBox wrote:
| For the King is a game I don't the mentioned a lot but it's
| great. It's much like divinity original sin but more
| roguelike. My girlfriend doesn't like divinity but
| absolutely loves For the King.
| tabiv wrote:
| Goose Game
| ssteeper wrote:
| Overcooked 2
| dce wrote:
| My wife and I enjoyed Children of Morta.
| Spellman wrote:
| Portal 2 co-op
| rileyphone wrote:
| A Way Out, by the same developer - very campy and a bit
| shorter. Overcooked - test your relationship.
| dannyeei wrote:
| My girlfriend and I like puzzle games and would strongly
| recommend "ibb and obb" and "death squared"
| mikepurvis wrote:
| We found the writing a little bit cringe at times, but
| ultimately it's a sweet story, and the gameplay and overall
| creativity is out of this world. Definitely a GOTY.
| [deleted]
| [deleted]
| Hypergraphe wrote:
| This.
| cityzen wrote:
| wow, my wife and I literally just finished playing this (we
| are close to the end) and were thinking the same thing. Just
| a real treat of a game. We have really enjoyed poking around
| at all the extras and what not.
| zapt02 wrote:
| This reminds me of the game Prisoner of War. The setting is
| completely different (you are a POW in a german concentration
| camp) but the mechanics are pretty much there:
|
| - Live in the "walls" (barracks) - Sneak out during curfew to
| do tasks and build things to open up more areas, and also for
| food - You nurture a relationship with the other prisoners and
| new ones arrive often
|
| Check it out!
| rileyphone wrote:
| There's a subplot from the show Solar Opposites (the show
| itself is just okay) where people who have been shrunk by alien
| children live in a segmented wall and form a society there -
| there's even mice.
| kushan2020 wrote:
| I think that story in itself needs a show. In my opinion it's
| better than the main storyline. The wall story has everything
| parent wants, going out to gather food, escaping dogs, riding
| mouse etc.
| joyeuse6701 wrote:
| This is almost like a cross between Pikmin and Little
| Nightmares. Cool idea.
| maggs wrote:
| Oh man, the first time I read Mrs. Frisby and the Rats of NIMH
| when I was a kid, I was enthralled. My best friend and I would
| always play that we were the rats and had to hide from the
| humans while improvising tools, gathering food, and building a
| base. This reminds me of that and of how fun/creative a game
| like that could be.
| diegof79 wrote:
| The idea reminds me to the game Sneaky Sasquatch (on Apple
| Arcade).
|
| In that game you (a Sasquatch) has to steal food from campers,
| resolve some mysteries, play mini games, build your place, and
| go to work disguised as human.
| comrh wrote:
| Makes me think of the Counter Strike map de_rats where you
| fought over the fridge, could hide in walls, use sponges as
| landing pads and iirc blow up the sink.
| anthk wrote:
| https://worldofpadman.net/en/
| rnrwashere wrote:
| Ah memories
| syngrog66 wrote:
| oldskool CS de_rats players represent!
|
| loved that map. one of fave. and its variants. wish it was
| party of the current CS:GO distro
| sambalbadjak wrote:
| I was just about to mention that, loved that map. And yes,
| 5/5 would play this game
| danielvaughn wrote:
| fuuuuuck this would be an amazing game. There are _so many_
| directions you could take it. Imagine having to get into the
| next door backyard, but there 's a dog. You have to sneak into
| the bathroom, find some sleeping pills, then sneak the pills
| into the dog's food bowl.
|
| It would be like a cross between The Last of Us, Hitman, and
| The Secret World of Arrietty.
| samstave wrote:
| I would love this. I have played every Hitman - and am
| currently playing Hitman III... which basically just devolves
| into me simply killing every single person in the level.
|
| I don't like the difficulty levels of Hitman III though -- I
| wish there were a hell of a lot more victims to go after.
|
| But the levels are AMAZING and fun and beautiful.
|
| But anything that can capture the Hitman gameplay would be
| great.
|
| The thief series was also amazing, but its so dated it doesnt
| run well on my super high-end gaming machine...
|
| But one thing that was super cool in Thief were the arrow
| types: Moss, Rope, Water... Moss arrows hit the ground and
| spawn a soft bed of moss to allow for silent walking.
|
| I wish Hitman had some of these elements...
| ChoGGi wrote:
| > The thief series was also amazing, but its so dated it
| doesnt run well on my super high-end gaming machine...
|
| Do you have the NewDark patch?
|
| https://www.ttlg.com/forums/showthread.php?t=146448&highlig
| h...
|
| Though I would start with a compilation patch:
| https://www.ttlg.com/forums/showthread.php?t=149669
| danielvaughn wrote:
| Agreed, the difficulty is way too low. I actually wouldn't
| mind if they literally made it realistic - get hit by one
| bullet and you're dead. I'd also like to see them
| experiment more with social engineering. Something like LA
| Noir, with branching conversations, where you have to talk
| your way into a scenario instead of sneaking in. Make the
| kills feel much more personal.
| throwaway17_17 wrote:
| Just a minor thing, but Arrietty is just a movie based on the
| books in The Borrowers series. Doesn't matter, your point
| stands, just like to shout out the original inspiration for
| the film.
| danielvaughn wrote:
| Oh interesting, I had no idea there was a connection. I
| thought "Borrowers" was just a name OP made up for the
| idea.
| Dyac wrote:
| There are also a couple of old TV series based on the
| books.
|
| https://m.imdb.com/title/tt0105957/
| res0nat0r wrote:
| I've been looking at buying this for a while, you're shrunk
| and have to survive living outside in your backyard:
| https://store.steampowered.com/app/962130/Grounded/
| dustymcp wrote:
| It's alot of fun the whole perspective is really cool, can
| recommend however its still early in dev and content isnt
| that massive.
| samstave wrote:
| Have you never watched "The Littles" growing up - this was
| exactly them.
| anjel wrote:
| Very close plot to an all but forgotten 1960s American Sci-Fi
| TV series produced by Irwin Allen (Voyage To The Bottom Of The
| Sea, Poseidon Adventure) called Land Of The Giants
| imdb.com/title/tt0062578/
| wizzzzzy wrote:
| Also 'the borrowers', as OP makes referrence to
| kitsune_cw wrote:
| There's also an animated movie with the same premise, The
| Secret World of Arrietty
|
| https://imdb.com/title/tt1568921/
| foldor wrote:
| It's the same premise because they're ideas based on the
| same thing. The OP mentioned The Borrowers as inspiration.
| Well The Secret World of Arrietty is based on The
| Borrowers. I think it's even called something like
| "Borrower Arrietty" in Japan as well.
| nomand wrote:
| You're describing Arietty by Ghibli, even "Borrower" is the
| English translation for the little beings :)
| thaumasiotes wrote:
| Well, no, obviously not. The Ghibli movie is a takeoff on the
| _Borrowers_ series by Mary Norton; there is no reason to
| believe tetris11 had the movie in mind rather than the books
| he referred to by name.
| potta_coffee wrote:
| There's a story called "The Borrowers" from the 50's. I'm not
| sure which pre-dates the other.
| 2muchcoffeeman wrote:
| Arrietty is based on the book.
| neoncontrails wrote:
| Not only is it a solid premise, but there is an ultrashort
| story by Franz Kafka that lends itself perfectly to a cinematic
| promo video:
|
| TINY MOUSE-SIZED HUMAN:
|
| "Alas! The whole world is growing smaller every day. [Close on
| the tiny person, panning out ever-so-slowly to reveal, bit by
| bit, the cavernous enormity of the room.] At the beginning it
| was so big that I was afraid, I kept running and running, and I
| was glad when I saw walls far away to the right and left, but
| these long walls have narrowed so quickly that I am in the last
| chamber already, and there in the corner stands the trap that I
| must run into."
|
| [Corner trap now visible, the camera holds steady and dwells
| for a moment on this sad, bleak fate. Suddenly, there is
| another voice from behind -- this is not a monologue after
| all.]
|
| CAT, SLINKING INTO VIEW:
|
| "You only need to change your direction." [CAT pounces, and
| promptly gobbles him up.]
| cliquecover wrote:
| 1. Like minecraft, but not blocky, allowing one to build all
| kinds of contraptions, circuits, mechanisms.
|
| 2. Something like Life is Strange, but with a game time of 2-3
| weeks where the NPCs actions and responses intelligently evolve
| over time, leading to even larger choice branches.
|
| 3. Anything Mongol related.
|
| 4. Truly immersive language learning game, where you can learn a
| language from NPCs at any time period in history: Tang dynasty
| China, Heian Japan, etc.
| Javantea_ wrote:
| Rock Band 3 was pretty close to that game for me. It convinced me
| to get real drum training and to learn the keyboard.
|
| I want to play a game where all the NPCs are AI trained with
| Seq2Seq neural networks. I have been trying to write the game off
| and on for a while, but it's not easy to write. There are some
| things that come pretty close, but are not quite there.
| wly_cdgr wrote:
| Team-based PvP racing game where teams consist of drivers, pit
| crew, engineers, manager, biz dev
| adamc wrote:
| Hard question, because usually it's implementation more than the
| idea that matters.
|
| Something like Daggerfall (huge, procedurally generated world for
| an RPG) combined with a much more dynamic AI that generates
| political events, quests, etc.
|
| The lesson RPGs took from Daggerfall was to hand-design dungeons.
| I think that was understandable, but maybe the wrong lesson.
| warrenm wrote:
| A Civilization-like game where [nearly] all societal advances
| come through spycraft/clandestine operators/operations
| bullen wrote:
| I want a 1000 player action 3rd person MMO engine... So I'm
| making it.
|
| Just decided the world will be voxel.
|
| The gameplay should be very punishing! PvP everywhere.
| sudden_dystopia wrote:
| Sorry this is sports related but I've always wanted to see a
| league where players can only play on their regional/city team.
| So if you were born in Dallas, you can only play for Dallas(you
| can move to a new city but you always play for the place on the
| birth certificate. International players would require a draft or
| maybe an international league. This would create more long term
| strategy and have the added bonus of pumping money into and
| improving youth sports
| Diris wrote:
| A Fantasy RPG where you can program magic spells.
|
| Start with some foundational spells, traditionally that would be
| elemental spells but one could imagine those spell based on the
| physics engine to manipulate objects. For example, the three
| first spells could be Force, Mass, and Acceleration(perhaps
| having some cryptic word associated with them). Just using a
| keyword might apply a "buff" to your character, making it
| "stronger", "heavier", or "faster". The fun part of course would
| be to compose them e.g. `acceleration . mass` to inflict damage
| by ramming into an opponent.
|
| I imagine the skill tree to be divided into language features and
| "spells"(those being associated with elements of the underlying
| engine). As an example, the player could unlock "variables" on
| one side and "Other", the ability to apply effects to objects
| other than yourself, on the other side. Everything limited by the
| resources of the player. Maybe a "magic book" system with limited
| space forcing you to golf your spells to put more of them in one
| book (therefore having more spell available out of your
| workshop). Engine-related spells would be limited by the player's
| mana. Spells could scale via the level of fundamental spells
| composing them. Self-applying spells could have a constant cost,
| while "other-applying" spells could raise the amount of mana
| required depending on the distance.
|
| Actually, I don't think I would even want to fight in that game
| so there should be a way to level up by creating spells alone.
| Maybe link "XP" to an in-game object, "mana stone"-like, and make
| it available by fighting monsters _and_ quests or merchants
| Building some kind of github-like market of spells outside of the
| game would create a nice community feel. The game could perhaps
| be multiplayer, making an in-game spell market more relevant, but
| the potential to break the game (figuratively _and_ literally)
| makes that very hard to imagine.
|
| I'd make that but I have to start "finishing" side projects
| instead of just starting new ones. Also I don't know anything
| about game dev
| throwaway368765 wrote:
| If you think that a web-series along those lines might scratch
| that itch -
| https://www.reddit.com/r/HFY/comments/61ya08/oh_this_has_not...
| yayitswei wrote:
| Check out Supergiant's Transistor - it's more of an action RPG
| but there are some simplified elements of what you've
| described.
| Diris wrote:
| It's been on my radar for quite a while, guess I'll have to
| try it out!
| poglet wrote:
| A game that is based on age of empires but played as a single
| unit from first person perspective. It could be multiplayer with
| a player controlling the game in the traditional way, giving
| orders etc. Mundane tasks that villagers normally do such as
| collecting chopping wood, fishing and collecting berries would be
| turned into mini games.
|
| For example, when picking berries you would have to balance them
| on the palm of your hand and they would roll around. If you
| dropped them you would have to chase after and recollect them
| before dropping them off at the mill. There would also be a
| possibility an insect might try and attack you, you you poke your
| finger on a thorn. There could be some type if points system and
| high score system that could be involved for these mini games.
|
| I couldn't see this game as being enjoyable or entertaining for
| more then a few minutes, but I like the idea of RTS games being
| played from a FPS perspective and I like the the idea of less
| serious arcade style games.
| denhaus wrote:
| A real time strategy game like Wargame or WARNO[1] but using REAL
| 3D map data from Apple/Google maps. So you could have a massive
| scale ground and air war using real map data in say, the south
| bay area. You could garrison an infantry unit in you house or
| call in an air strike on your office building. This is something
| I have wanted for like 10 years lol
|
| [1] https://store.steampowered.com/app/1611600/WARNO/
| haunter wrote:
| Not a war game but the city builder strategy game Cities
| Skylines have an option to import real terrain data from OSM.
| So say you can rebuild your own town for example
| gonzo41 wrote:
| I want a game like ghost recon wildlands, but with no DLC, no
| skills ladder, not mods, less massive shootouts and a lot more
| stealth.
|
| In the existing game there's an escalation of your bullet spongy-
| ness to enemy level complexity, this naturally happens as you
| progress through the map. I would remove the bullet resistance
| and player levels and go with an almost totally real health
| experience and I'd try and blend more Hitman style recon elements
| into the game.
|
| Like being able to drive around, or walk around plain close with
| no weapons to recon places, and have to talk with locals about
| the enemy in detail. I'd also preserve progress, if you free an
| area the enemy should become less of a presence and the freedom
| fighters should take charge.
| impune wrote:
| Sounds good, I'd play it as long as it was first person, and
| had much better controls for planes and helicopters.
| gonzo41 wrote:
| Personally, I would eliminate helicopters and the parachute
| mechanic. maybe replace it with a rappelling ability. If you
| think about the original story about illegal soldiers
| engaging in unconventional warfare in a foreign country then
| helicopters are pretty much out of the question.
|
| Oh I would also limit gear by weight. In hitman, it's pretty
| amazing just how many apples and coconuts you can hi in your
| jacket without it being a problem. I would limit space and
| gear on the person. Like you could cache it but you have to
| come back to the cache to get it.
|
| I'm not sure the game im describing would be a AAA killer so
| it may just have to live on in my dreams.
| impune wrote:
| The way gr:w was built helicopters do make a lot of sense,
| planes too. The parachuting part does not make a lot of
| sense, but some sort of mechanic for fast traveling was
| necessary, and there were not many places to land. Terrible
| controls didn't help in that regard.
| Sohcahtoa82 wrote:
| A factory sim but with a world market to trade resources with
| other players. The market would not have any sort of standard
| currency, but instead every potential item or resource you can
| mine/manufacture is directly traded for other items/resources.
| This would create potential for arbitrage by savvy players.
|
| The problem is, once you've created that kind of market,
| everything needs to be handled server-side to prevent clients
| from cheating and using hacked save files to give themselves tons
| of resources and making the market worthless.
|
| The cloud compute costs for running thousands of factories could
| get expensive. I suppose factories of offline players could be
| abstracted away. ie, "You produced X widgets in ten minutes, then
| went offline for an hour, so when you come back, you will have
| 6*X widgets".
| darau1 wrote:
| A high-quality, completely FOSS shooter/fighter/soccer game.
| istjohn wrote:
| I'll do one better. Here's a genre of games that I wish existed:
| smart board games (SBG's). I define an SBG as a game that (1)
| relies on all players having a mobile phone to implement game
| mechanics that would be impractical to approximate solely with
| analog objects like the traditional tools of board games (e.g.,
| pen, paper, cards, dice, tokens, meeple, boards, etc.); and (2)
| relies on direct player-to-player interaction that would be
| impractical unless played face-to-face or via high-fidelity
| virtual reality.
|
| No board game has yet exploited the fact that everyone has a
| smart phone in their pocket. There are social mobile games and
| mobile clones of board games, but their are no games that exploit
| the power of the ubiquitous mobile phone to create an otherwise
| impossible in-person board game. The closest game designers have
| come to this is games like Pokemon Go, but Pokemon Go is not a
| SBG because it does not rely on player-to-player interaction that
| requires high-fidelity virtual reality or face-to-face play.
|
| Here are some capabilities SBG's will give game designers:
|
| - Implement complex probabilistic behavior, cause and effect
| relationships, and scoring
|
| - Accelerate game play by automating score keeping and
| timekeeping
|
| - Parallelize game play by allowing simultaneous turn-taking
|
| - Reveal certain information to certain players with high
| granularity
|
| - Allow players to communicate or transact with other players
| without revealing which player they are interacting with
|
| - Persist detailed game state between game sessions
|
| - Procedural world and character generation
|
| I believe that SBG's will inevitably develop into a rich, hugely
| varied genre of board games that largely displaces traditional
| board games, but to my knowledge there isn't a single example
| commercially available at this time.
|
| The core challenge of designing a compelling SBG will be to
| exploit the capabilities of the smart phone while simultaneously
| keeping players focused on the face-to-face interactions that
| give board games their timeless appeal.
| msluyter wrote:
| "- Accelerate game play by automating score keeping and
| timekeeping"
|
| Yes indeed, this is huge. I'm thinking of you, Through the
| Ages, with your incredibly fiddly and easy to make mistakes in
| upkeep rules. Our first few run throughs were pretty much
| ruined because someone made an early mistake in their favor
| that snowballed over time. Imagine if everyone had an iPad in
| place of their game board that would largely eliminate
| mistakes.
|
| Similarly, back when Dominion came out, there were some online
| servers where you could play (I believe they were mostly shut
| down), and it was such a nicer experience because you didn't
| have to spend all of your time reshuffling your deck.
| rkk3 wrote:
| Try boardgamearena for Through the Ages & Dominion.games for
| dominion
| joemi wrote:
| The You Don't Know Jack series are (or can be) kind of like
| this, to a degree. Party games that use a single game system or
| computer to direct things and show results, but for the
| individual games you usually have to do something on your
| phones, like draw or type something. To some degree, it could
| work without the TV and phones, but it's a such a smooth
| experience with them that it wouldn't be the same.
|
| I'd love to see SBGs as you've described them, though.
| Something beyond party games for this format would be nice.
| stvrbbns wrote:
| Polished, complete, co-op multiplayer "FTL: Faster Than Light"
| for up to 8 players
|
| I'm aware of: - an FTL mod (unfinished?), - Tachyon (work in
| progress?), - Undercrewed (a bit too much arcade/action and kind
| of short), - Among Us (but that betrayal aspect...) -
| Interstellar Rift (closest but too grindy, too long, the
| encounters leave much to be desired particularly from the
| perspective of a crewed ship) - Space Engineers (but requires too
| much understanding of how and why the ship works for some people,
| and doesn't really have a "series of encounters" mode I'm aware
| of) - Star Citizen (TBD...)
|
| Also, just generally that co-op games would support more than 4
| players.
| jmconfuzeus wrote:
| A game where you fight massive dragons in space in your
| spaceship.
|
| I'm talking dragons like Rayquaza from Pokemon.
|
| If someone doesn't build this then someday I'll learn some C++ so
| that I can build it myself.
| dmpk2k wrote:
| An FPS set in sub-Saharan Africa (read: not just Far Cry 2).
| Ideally, something like ARMA.
|
| It has an incredibly rich and varied terrain, with many iconic
| animals, great beauty, and many cultures (including their
| histories and mythologies). It'd make an amazing setting.
|
| I don't know why sub-Sahara isn't used in games.
| the_only_law wrote:
| > many cultures (including their histories and mythologies).
|
| Funny enough I've been doing some west African CK3 campaigns
| lately. There's a much larger diversity of religions and
| cultures which make for a fun challenge and there are also some
| fun, not too difficult formables in the region.
| 93po wrote:
| I've wanted a Pokemon MMO for 20 years
| sbeckeriv wrote:
| Open world, First person based on Akira.
| [deleted]
| ElectronShak wrote:
| A racing game based on Google Street View
| shadowpho wrote:
| Super accurate spaceship builder game.
|
| Specifically, ones that has electric wires, water pipes, air
| ducts, control cables.
|
| If you want a missile launcher you gotta have conveyors moving
| the missiles from storage to launchers.
|
| Something like Oxygen Not included, but in 3d and building
| spaceships.
| causi wrote:
| Space Engineers is about one level above what you want.
| GuB-42 wrote:
| Wasn't Star Citizen supposed to have this?
|
| ... among the million other things it was supposed to have.
| 29athrowaway wrote:
| A climate change simulator.
|
| You are the head of a global climate change task force and are
| tasked with fighting climate change with diplomacy and
| technology.
| mrjay42 wrote:
| Existing games BUT allowing to host your OWN SERVERS!! and
| modding.
|
| I would put in that list:
|
| Sea of Thieves -> to play only with friends (no PvP)
|
| Battlefield <X> -> to mod and fool around with my friends
|
| Overwatch -> to train, mod, etc.
|
| Star Citizen -> aside from the usual "when the game will be
| released" let us run our little servers!!
|
| I am sure I am forgetting obvious ones in this list...
|
| Please make games "hostable" and "moddable"! <3
| [deleted]
| dartharva wrote:
| The Video Game economy is brutal. There's a reason why LAN
| party games have phased out to near-obsolescence, it's
| apparently no longer worth it for anyone to put large resources
| and money into a game that doesn't tether the player with a
| closed network and platform made specifically to extract as
| much $$ from him as possible.
| yetihehe wrote:
| As someone who planned a game which could be hosted by
| anyone, I would love to know how to actually make enough
| money to finish that game. You either need to pour lots of
| money upfront to make great quality expensive game and hope
| that your high price doesn't scare people or make a cheap-
| but-monthly-payment game to be able to continue development
| during playing.
| qw wrote:
| Have you considered the "cloud" approach, where players
| could rent a hosted server?
| yetihehe wrote:
| No, that's a great idea! Sidesteps many issues, like
| having a good specs required for typical server (fairly
| recent graphics card for physics simulation and lots of
| storage).
| Supermancho wrote:
| Online versions of various now-iconic boardgames (or analogues):
|
| Dune
|
| Fortress America
|
| Supremacy
|
| etc
| baron816 wrote:
| Something like Pokemon Go where the main goal is to meet people
| and make friends. You get points for finding out information
| about people and doing activities with them.
| anoncow wrote:
| Quidditch
| kevin_nisbet wrote:
| I think the one I was interested in when I was younger, when
| MMO's were the rage, was to make a sort of MMO / dynamic war
| (probably heavily borrowed from ww2 online). So something like a
| combined arms warfare sim, on a persistent map.
|
| The angle I had to it though, was the world was at peace for a
| thousand years. So no nation needed any armies or military, but
| are now suddenly thrust into a conflict. So the nations need to
| mature rapidly from basically a policy force, to a fully fledged
| military, integrating new warfare advances as they occur. With
| new advances and countermeasures coming out from each side as the
| game progresses throwing the state of affairs off balance. And
| then get's reset every couple of months or something.
| tambre wrote:
| Lore definitely doesn't fit, but PlanetSide 2 and Foxhole sound
| decently close to this.
| zehaeva wrote:
| Maybe something like Planetside 2 would work for this?
| kevin_nisbet wrote:
| Yea, I was definitely into planetside when it first came out.
| Don't think I've ever tried planetside 2 though.
| weeeeelp wrote:
| You might want to check out Foxhole, it ticks plenty of boxes
| on what you've described, but it's more on the action side.
| It's a MMO combat game with a persistent world reset between
| every "war" (each one takes between two - several weeks
| realtime), players need to work together on fighting the other
| side, fortifications, logistics and strategy to defeat the
| enemy. It's pretty fun, albeit the camera angle gets a while to
| get used to.
| pipeline_peak wrote:
| Tell some y'all read books during recess
| laylomo2 wrote:
| I just want an M1 build of Overload. Modern 6dof shooter at 60fps
| on a modern laptop. Is that too much to ask for?
| shtopointo wrote:
| A team building game for the remote-first world.
|
| My managers usually do cringe worthy "get to know your
| colleagues" events.
|
| If there could be a game where me and my teammates could
| collaborate, work towards a goal (that is not programming), while
| also talking, I think that could be fun.
| niklasmerz wrote:
| The fusion of DCS:World, MS Flight Simulator 2020 and ARMA 3
| [deleted]
| rland wrote:
| I would like a Kerbal Space Program esque aircraft design + fly
| game.
|
| We already have very sophisticated dynamical models for how
| airplanes fly (which are deftly integrated into flight
| simulators) but no way of designing custom airframes.
|
| I'm thinking that you design an aircraft: choose wing cross
| section shape, taper, sweep, position, control surfaces, etc. You
| could choose materials (ok maybe no aeroelastic stuff, just
| weight and failure from stress).
|
| Then you can fly it around for fun in a realistic simulator,
| combat with other players, or some other mission (range?
| transportation aircraft? etc.)
| mormegil wrote:
| Doesn't X-Plane support similar custom plane designs? (Sure,
| not as a separate KSP-like game.)
| jbaber wrote:
| An open world pirate sim does sound good:
|
| https://mobile.twitter.com/caldy/status/877661229254180865?l...
| tjansen wrote:
| Tribes 2 with modern graphics for modern platforms, and maybe an
| Apex Legends-like Battle Royale mode. I don't think that there
| has ever been a better multiplayer FPS. When you're used to
| jetpacks and skiing, most other FPS feel slow. And there is
| nothing as elegant as killing with slow ballistic projectiles
| like the Spin Fusor.
|
| Apex Legends has got some of the aspects that made T2 so great,
| especially if you play Valkyrie (Apex's only flying character),
| but the weapons are not as much fun and you're wasting too much
| time on looting.
| mas-ev wrote:
| Check out Diabotical. It's a bit dead but it was a ton of fun
| for the first few months. I think it's dead because of epic
| games contract. It's more like quake than tribes but very nice
| fast paced arena fps.
| lcw wrote:
| I would take that a step further, and say more like Tribes 1
| with modern graphic. I feel like the modding community was out
| of control in a good way on Tribes 1. Flying around with
| unlimited jetpack and a automatic sniper rifle in Ultra
| Renegades trying to capture a flag that's is in a base that's
| booby-trapped with a bunch of turrets was way ahead of it's
| time.
|
| It still blows my mind that 007 Golden Eye existed as a popular
| game at the same time with Starsiege: Tribes when they were
| worlds apart in quality and gameplay.
| causi wrote:
| Tribes was released over a year after Goldeneye.
| Arrath wrote:
| That takes me back. I vividly recall some ultra-heavy armor
| that toted around 6 chainguns, 3 on each side of the screen.
| It was great at blotting fast movers out of the sky.
|
| The modding scene for Tribes 1 really was something else.
| raisedbyninjas wrote:
| BattleField 1942 was released a year after Tribes 2. It got a
| bunch of praise for FPS & vehicles, built-in voice chat,
| seamless outdoor AND indoor environments. It sounded
| familiar.
| joshstrange wrote:
| T1, I randomly was thinking of this just last night. I put so
| many hours into that game and loved the mods. Putting laser
| turrets behind shields/walls to protect them was so cool. I
| think it was the first fighting/building game I'd played (FPS
| at least, I loved AoE/StarCraft/etc) and I wish I could go
| back to those late nights playing with friends.
| yardstick wrote:
| T1 remains my favourite Tribes game, especially with the mods
| (Shifter ftw!). T2 was ok, but too focused on glitz and I
| didn't like the change to the skiing mechanic.
| xbar wrote:
| I'm with you. T1 discfusor sniping+skiing was deeply
| satisfying.
| danbolt wrote:
| > It still blows my mind that 007 Golden Eye existed as a
| popular game at the same time with Starsiege: Tribes when
| they were worlds apart in quality and gameplay.
|
| I agree with your overall sentiment, but I do think that
| GoldenEye was relatively more accessible in terms of MSRP and
| technical setup.
| smrtinsert wrote:
| I haven't really played either, but I always think about how
| similar Fortnite is to T1 renegades. You can build, you can
| taunt, dance etc, big open world.
| opan wrote:
| Did you ever play Fallen Empire: Legions or Legions: Overdrive?
| It's a shame we don't have more in the FPS-Z genre. If there
| were one free software title in the genre, people could at
| least spin off a few games from it. I wonder if anyone's tried
| building such a thing on one of the Quake engines.
| jdrek1 wrote:
| > you're wasting too much time on looting.
|
| But that's the most fun part of Apex ;)
| Sohcahtoa82 wrote:
| > I don't think that there has ever been a better multiplayer
| FPS.
|
| 100%
|
| Tribes 2 should have been "THE" early 00's FPS to play.
| Instead, it was Halo, a game that I insist did not introduce
| ANYTHING new to the FPS genre, yet people went crazy for.
| cevn wrote:
| Thank you, Tribes is great... Shazbot!
| exogen wrote:
| In case the T2 fans here weren't aware, it's a free download
| now and people still play. There's a Discord community and we
| do pickup games every month or so. You can get it here:
| https://www.playt2.com/
| xbar wrote:
| I wasn't aware. I...I'm not sure I should....
| ChrisClark wrote:
| > And there is nothing as elegant as killing with slow
| ballistic projectiles like the Spin Fusor.
|
| I loved aiming ahead near the ground of a skiing opponent and
| hitting them with the splash damage.
|
| But the most amazing moments were when you hit someone mid-air.
| :)
| impune wrote:
| Sounds like titanfall 2, other than the battle royale part.
| tjansen wrote:
| It's been a while since I played Titanfall, but I remember it
| as mostly ground-based FPS. This video gives you an
| impression of Tribes 2 fights: https://youtu.be/Kj6K_d6Zsuw
|
| There were also other roles you can't see in the video (at
| least in the first minutes): there was an invisibility shield
| that allowed you to infiltrate enemy bases. You could set up
| sensors to make invisible opponents visible, deploy small
| turrets and radars. You could spend all game just repairing
| things like turrets, radars and inventory stations, and that
| was an important role in CTF. And there were vehicles that
| needed pilots, you could control turrets...
| CMay wrote:
| Tribes 1 was where it was at. So much fun at LAN parties. The
| Tribes sequels only got worse, in my opinion. They were just
| clinging on to what made Tribes great, but kept losing
| something every iteration.
| sascha_sl wrote:
| While it wasn't perfect, I really enjoyed the brief existence
| of Tribes Ascend. It makes me hopeful someone else is going to
| pick up the genre, maybe even the license.
|
| Hi-Rez certainly weren't a good fit for the game. I'll know
| better than to spend money on anything they're doing in the
| future.[1]
|
| [1]: https://www.maxlaumeister.com/articles/rip-tribes-ascend/
| bovermyer wrote:
| Ascend was fantastic until it went free-to-play and Hi-Rez
| desperately tried to monetize it.
|
| I would want Tribes: Ascend back again as it originally was,
| but with good support for mods and private servers. That
| would make me happy.
| sascha_sl wrote:
| The out of the blue update actually fixed the game
| substantially, but unfortunately it seemed to have been a
| last ditch effort and leadership at Hi-Rez (which probably
| boils down to Erez) lost interest entirely when SMITE
| suddenly became very profitable.
| emptyfile wrote:
| I enjoyed this game quite a lot, I never figured out why it
| didn't take off even when it was free.
| smrtinsert wrote:
| The usual performance problems with tribes games, also the
| usual unintended difficulty increases by trying to make it
| "easier".
| sascha_sl wrote:
| It was hugely popular before being free. The problem was
| that some basic options for the classes that were strictly
| better or required for gameplay (the worst offender here is
| likely the Jackal[1]) were gated behind days of grinding or
| microtransactions. Newly introduced options usually had
| some severe balancing issues. The core audience and biggest
| advocates for the game were people that played Tribes and
| Tribes 2 decades earlier - they didn't really like that
| they couldn't buy the game outright and have all the
| content in it unlocked at a reasonable pace.
|
| [1]: https://tribes.fandom.com/wiki/Jackal
| TomGullen wrote:
| Back when I was younger there was an isometric online Sony game
| called infantry:
| https://en.wikipedia.org/wiki/Infantry_(video_game)
|
| Team based, but also squad based with a squad leader and various
| roles + vehicles.
|
| Infantry died when they started charging (a subscription IIRC),
| they lost the player base, then they reverted but made it if you
| paid you got better armour (pay to win). Basically management
| killed it.
|
| Insanely fun game, a modernised version of this with a much
| larger scale (say 200v200) and a commander on each team would be
| excellent I'm sure of it! EG, Battlefield or Hell Let Loose but
| far more accessible/arcade style and isometric.
|
| I am absolutely convinced this would be a successful game!
| prismatix wrote:
| Maybe Hell Let Loose?
| TomGullen wrote:
| I've sunk a ton of hours into HLL :) But yes, basically HLL
| but isometric and perhaps larger playercounts.
| oneplane wrote:
| Titanfall 3 with both single-player stories and multi-player
| stories, separate arena-style multiplayer modes, ranking, self-
| hosting and maybe even an open world sandbox mode with and EVE-
| sized scope.
| idk1 wrote:
| Wow, so many people want spaceship games and factorio games.
|
| I want the format of Return of the Obra Dinn applied to a loads
| different scenarios. It is such a fantastic way to solve crimes
| and/or peoples fates.
| ryandvm wrote:
| A good multiplayer, browser-based RTS in the style of Age of
| Empires (yes, I'm old).
| rexf wrote:
| I'd like a modern day remake of Sony's Infantry. The community
| was a large part of it too, so it's not just remaking the game
| (itself) and calling it a day.
|
| I know there's http://www.freeinfantry.com/, but for whatever
| reason, I haven't gotten into it.
| protoster wrote:
| Actual Guild Wars 2. I'll never recover from that betrayal.
| superultra wrote:
| I want a game based on the book Dawn of Everything, which re-
| examines "pre-historic" people by synthesizing a lot of new
| material.
|
| A fictional open world game based on interacting with various
| cities and towns, where you perhaps build out your own city based
| on actions, could be really fun. Might chart a little too close
| to Sony's Horizon series but I think you could build in enough
| drama without the dinosaur robots to make it compelling.
| l0b0 wrote:
| A VR game with solid Souls-like combat. Block, poke, slash, slam,
| flick, roll & jump using buttons :), and explore the heck out of
| a huge world with massive detail. Basically Elden VRing.
| Apreche wrote:
| Civilization, but the online multiplayer isn't garbage and the
| game is competitively balanced.
|
| Tribes][, only it still exists.
|
| Android: Netrunner, digitally, but with a user interface that's
| as good as Hearthstone, and also playable on mobile.
| wellthisisgreat wrote:
| Planetside 3
| vegai_ wrote:
| 1. A modern multi-user dungeon game, all text-based, that would
| be functionally like many LPMuds[0] in almost every sense, but
| with a high-quality commercial (but non-evil) backing and/or
| several hundred or thousand players online at every time of the
| day.
|
| 2. Elite: Dangerous with 90% less grind.
|
| 3. A million more variations of Dwarf Fortress. It's an amazing
| concept.
|
| 4. CRPGs that could capture lightning in the bottle in the same
| way that the Ultima series did in the 90s.
|
| 5. A civilization simulation with such detail that you could base
| serious policy decisions on how things work out with different
| political settings.
|
| [0] https://naga.icesus.org/icesus/ being my personal favourite
| ecolonsmak wrote:
| AR artillery battles - strap on some AR goggles and man the helm
| of an artillery company taking on others within range who are
| also playing on the same server.
| ary wrote:
| Here's hoping I don't have weird taste in games...
|
| A massively multiplayer RTS that is essentially a combination of
| Factorio [1], Rust [2] (the game), Planetary Annihilation [3],
| and Z [4].
|
| Thematically what I've wanted is the persistent nature of Rust,
| with the logistic focus of Factorio, the scale of Planetary
| Annihilation, and a dash of the absurdity of Z (which I haven't
| played in a very long time so I might be off a bit there).
| Controlling units, managing supply lines, planning complex
| offensives, setting up a defensive posture for when you're
| offline, creating one or more bases to supply yourself,
| researching technology to increase capabilities, and a very open
| system for cooperation (or not) are aspects of games that I have
| yet to see combined. I am for sure leaving out quite a bit here,
| but if I had all the time and money in the world I'd throw this
| all together as a weird experiment and see what happened.
|
| [1] https://www.factorio.com/ [2] https://rust.facepunch.com/ [3]
| https://planetaryannihilation.com/ [4]
| https://en.wikipedia.org/wiki/Z_(video_game)
| remram wrote:
| The problems with this are
|
| 1) Scaling is super-linear, so players who got ahead only get
| more ahead. Unless you add some (frustrating) gimmick to give a
| chance for others to catch up, a small number of players or
| factions will control the universe
|
| 2) Fighting offline players isn't fun for either party
| involved. There are some workarounds for this, like EVE
| Online's timer system (bases can only be attacked at a specific
| time), but they are far from perfect
| tobyhinloopen wrote:
| I've thought about this a lot because I love this idea as well,
| but I don't see how this would be fun on the long term. I don't
| know how the creator could balance the game in a way where it
| wouldn't end up with one huge overpowered player and the rest
| dead.
|
| So my fantasy was to create a bit of a twist: A PvE + PvP
| RTS+RPG game, where you can equip a limited set of
| technologies, and where you can unlock many technologies like
| an RPG. You'll basically have a "commander level" or something
| which you can grow slowly, unlocking new technologies and
| unlocking new unit slots.
|
| Imagine for example a new player will have 1 tank slot, and 1
| factory slot, with 0 ability slots. He'll start a game (against
| AI or another similarly leveled player) and when he wins, he'll
| level up (eventually unlocking more slots) and "find" some
| "loot" (new technologies)
|
| So every match requires you to build from scratch, you build
| some stuff for 5-20 minutes until you win (or lose) (maybe
| using blueprints etc to speed it up / make it easier) and at
| the end you'll unlock stuff you can use in your next match.
|
| Maybe you can combine this whole gameplay look with a "home
| base", which you can visit and have factories running, and
| which you can expand whenever you wish (limited space). To get
| more space, you'll have to clear the area by force. (AI bases)
| Attacking these bases will trigger very aggressive AI which
| you'll have to defend against (so it's basically a tower / wave
| defense). Maybe your home base can run 24/7 (but do require you
| to login every day, or it will be paused) and unlock some kind
| of stuff which you can then use to unlock more technologies.
|
| The technologies can be just a limited set of units with
| slightly randomized stats and visuals, and some optional
| changes you can equip as abilities.
|
| You can play missions COOP with friends, or play against each
| other. Add some cool events, event-exclusive technologies (just
| the same units but with different skin and slightly different
| stats).
|
| The idea here is to make RTS games more accessible to people
| that are less into "APM" and the best micro-management / meta,
| and more into unique strategies that only work with the exact
| items you have. Also, the slightly random nature of the
| technologies requires a player to design their own blueprints
| instead of downloading them from the internet if they want
| perfectly optimized blueprints matching their technologies'
| stats.
|
| Because you keep unlocking new things, you'll never have a
| "final best strategy" and you need to keep learning if you want
| to consistently win, or just have fun and accept a lower rank /
| play against AI
| cwkoss wrote:
| Dyson Sphere Program is a decent mashup of Factorio and
| Planetary Annihilation, IMO. You might enjoy it.
| susmatthew wrote:
| Band / Label / Venue manager. Like a football manager but you're
| handling bands of various stature and the associated economic
| realities. It could have periodic rhythm game elements that vary
| based on the genre, and having the genres and music be procedural
| / open-ended could be really fun.
|
| You can 'watch' shows if you like, and have your group(s) play
| with friends' bands or set up package tours.
|
| also: - battle of the bands / showcases for new groups - oregon-
| trail style tour issues
| lacoolj wrote:
| Build-A-Puppy
| wizzzzzy wrote:
| Short games. I'm sure there's plenty I don't know but I would
| love to play games designed for 1-4 hours play. I just get bored
| of longer games as they inverably they just get repetative. Games
| that boast hours and hours of gameplay are generally very boring
| IMO.
|
| For reference, 'Limbo' is the kind of game that fits the length
| of game I'm describing.
| ineptech wrote:
| I recommend 'A Dark Room'.
| TIPSIO wrote:
| I really wish Twilight Imperium would drop a 5th edition,
| additional factions, or another modifying expansion.
|
| If you're an open minded nerd, I highly recommend this is like 10
| hour board game. It's an excellent detox from your laptop, a
| balance of hardcore strategy and fun, and great way to socialize
| with a committed crew.
|
| https://boardgamegeek.com/boardgame/233078/twilight-imperium...
| vesche wrote:
| I miss old school 2D MMORPGs. I'd love something with:
|
| - beautiful & detailed pixel art (like Stardew, Hyper Light
| Drifter, Owlboy)
|
| - many, amazing non-combat skills (like a tale in the desert,
| osrs)
|
| - large community with many worlds / servers / regions
|
| - holiday events
|
| Ever now and again I go hunting for this sort of game and come up
| short.
| easymodex wrote:
| Something like a mix of base building and FPS action/horror. Like
| Fallout4 base building with STALKER athmosphere, during the day
| you would explore and gather useful materials then come back to
| the base before nightfall and put those resources into upgrading
| the base for defenses, like walls and turrets, then at night
| there would be an (increasingly difficult) assault on your base.
| You find the survivors and get them to join your base, they also
| give you quests and such. You'd also fight during the night along
| with your base dwellers, as an FPS action. I can elaborate more
| if interested.
| chaostheory wrote:
| Will Wright's original version of Spore before Chris Hecker was
| able to get it really dumbed down focusing on cuteness.
| matheusmoreira wrote:
| > Long ago one my bullets in the list was a procedurally
| generated planet-sized planet with a full diaspora to explore. No
| Man's Sky fulfilled that for me.
|
| Elite Dangerous fulfilled that for me. Nicest community of
| players I've ever seen but the company in charge of the game is
| doing a terrible job managing it. They dropped console support
| for the game and I just lost all interest.
|
| I've heard good things about No Man's Sky and the company
| developing it... I'm thinking I should try it.
| mizzao wrote:
| Civilization, but where you start a company instead of a country.
| Here are some analogies:
|
| Exploring and collecting goody huts, fighting off barbarians ->
| going around the idea maze trying to find product market fit
|
| Catherine cozies up to you, then suddenly declares war and sends
| over a carpet of doom -> Amazon did a bunch of butt sniffing
| pretending to want to acquire, then decides to copy your product
| and launch a competitor
|
| Chieftain level: you went to an Ivy league school, have a wealthy
| parent that is a partner at a Tier 1 VC, and get a free (no
| equity) 500k angel investment to start off
|
| Immortal level: you are an immigrant who just arrived in US
| before college. You are working 2 jobs to support your parents
| and siblings. 1 of your parents is sick. Most of your friends are
| trying to get rich quick off crypto.
|
| (don't even ask what deity level might be)
|
| I would love to give folks the real startup experience without
| the risk so they can feel what it's like. I think the challenge
| here is figuring out what the movement and interpersonal
| mechanics would be: so much of building a company is about
| relationships. Perhaps some of it can be procedurally generated,
| using GPT-3 or similar models. Like when you are trying to
| negotiate multiple term sheets and the investors try various
| tactics on you.
|
| Someone posted a vastly simplified version of this earlier:
| https://startuptrail.engine.is/
|
| EDIT: if you're gonna downvote, at least explain why?
| thastings wrote:
| Being a fan of the good old Codemasters racing games, I've always
| wished for an open-world game containung the combined areas and
| tracks of DiRT 1-3 and maybe DiRT Rally 1-2, as well as some GRID
| originals connected with NFS Hot Pursuit 2010-style huge
| highways.
|
| If the roads had enough intersections, a random race could be
| defined on the existing map instead of dynamically creating a new
| road for each race, as in DIRT4.
|
| Basically, this would be a Criterion-style (Burnout Paradise, NFS
| Hot Pursuit 2010, Most Wanted 2012) racing game with Codies
| physics and visual style. I'd be a fan of that.
| esel2k wrote:
| Like GTA but with the ability to really do real life scenarios
| and not scripted stories. This mixed with a solid multiplayer
| mode then we would be at secondlife/GTA mix and people wouldn't
| leave home anymore.
| adkatrit wrote:
| I want the game that Spore was hyped up to be. a fully immersive
| evolutionary test bed. from single celled organisms and on.
| metabagel wrote:
| Any game with modeled communication delays. For instance, you
| control ancient Greek armies from a central headquarters, and
| there are delays in sending orders and receiving information,
| because you need to wait for horseback riders to cross the
| intervening distance.
| rprospero wrote:
| I briefly worked on a game like this in space. It was a 4X game
| where the primary mechanic was the hard speed of light. Not
| only did it take years for your message to reach a colony, your
| knowledge of the state of the colony was equally out of date.
|
| Part of the idea was that each player would never see the
| absolute coordinates of any star or another player's names for
| anything, so it would be nearly impossible for two players,
| talking outside the game, to figure out if they were allies or
| enemies in game.
|
| What killed it was that players basically had to be able to
| send free form messages in game, to handle the complexity of
| negotiations this situation would require, but it would be far
| too easy and rewarding for two players to just share an email
| address, which would allow FTL communications and break the
| game. The only effective solution was a human GM filtering
| every message, which was awkward when the timing of message
| delivery was THE core mechanic.
| metabagel wrote:
| That's a great idea for a game.
| mikkergp wrote:
| I had a similar idea, for siege combat. You play the
| general/king of the castle, and it's all first person. The only
| way to interact with the battlefield is by talking directly to
| the people who will do the work, so you can either send pages,
| or talk to your generals, if there in the throne room or you
| can otherwise get to them. Maybe there are telescopes you can
| use to see beyond your sight lines.
| gregsadetsky wrote:
| A first-person squirrel life simulator.
|
| i.e. scurry up trees, walk on wires between electric poles, jump
| on tree branches.
|
| I imagine that there could be missions (find/collect nuts,
| fight/run away from dogs/cats, etc.) but it's mainly the "live
| the life of a squirrel" part that interests me the most.
|
| So meditative/long form like Animal Crossing (bad comparison -
| but I mean, not clearly mission/objective-based), quirky like the
| Untitled Goose Game or one of those Llama simulators, but overall
| action-packed/FPV...?
|
| Multiplayer could be fun as well.
| LesZedCB wrote:
| behold! it exists! i remembered it from reddit a few years ago
| - never played it myself. maybe something for the wishlist and
| wait for a sale
|
| https://store.steampowered.com/app/750200/AWAY_The_Survival_...
| matmann2001 wrote:
| The world always needs more 3D platformers.
| kjrose wrote:
| A remake of Alien Legacy, done well, with a more extensive
| storyline and bigger universe. I would pay crazy money for that.
| bckr wrote:
| Going to be weird and list a non-video game.
|
| I want to play IRL role-playing games where the challenges are
| physical. Archery, swimming, hiking, treasure hunting, capture
| the flag, laser tag, city bicycle baton race.
|
| It can be organized online and have leagues in major cities, with
| training weekly, minor events monthly, and larger events on
| quarterly and yearly timescales.
|
| It would keep me active, help me meet friends, be extremely fun
| and engaging, and I actually want to do this.
|
| Thinking of calling it Adventure League.
| roddds wrote:
| Another non-video game would hit you with a C&D:
|
| https://dnd.wizards.com/ddal_general
| ryanSrich wrote:
| An infinite, but realistic space game.
|
| The origin story would be that humans build AGI within the next
| 100 years. That AGI then builds an FTL drive, and it keeps going
| from there.
|
| Initial missions to different parts of the solar system take
| place, and that just keeps expanding to the far reaches of space
| for thousands or millions of game years.
|
| I'd like for the game to just expand until the end of the
| universe, allowing humans to evolve for millions of years,
| discovering everything from new life to multiple dimensions, and
| even discovering pocket universes.
|
| This would sort of be in the vein of Three Body Problem Death's
| End. In the open world style of GTA.
| anthonypasq wrote:
| I want a modern version of Dungeon Siege 1/2. There really is a
| shortage of party based dungeon crawlers.
|
| There are party based RPG's like Divinity or Dragon Age, but I'm
| less interested in character dynamics and story. I just want
| Diablo where you control a large party.
|
| Currently the only options are replaying Dungeon Siege 1 + 2
| (which I do) and Guild Wars 1 with a full party of heroes (which
| I also still play).
| presidentender wrote:
| Star Control II, but more so.
|
| Star Control II is a collection of different interrelated
| minigame mechanics. You have spacewar-style combat, planet
| exploration resource collection, interactive storytelling with
| the communications with other races, resource and time
| management, ship and fleet customization, and exploration of the
| universe.
|
| But some planets could require a side-scrolling platformer,
| instead of the top-down lander. Or you could put together a jRPG-
| style party and explore a settlement on a planet. You could play
| a Scumm-style adventure game on an abandoned space station. In
| addition to spacewar, you could have a bullet hell shooter for
| traversing an asteroid field. You could do economy management and
| trading, purchasing self-sealing stem bolts on Cardassia Prime
| and trading them for seal furs on Caladan. You could level up
| your crew to make them better at piloting ships in your fleet or
| participating in away missions. And of course we need procedural
| generation for the sake of replayability.
| aasasd wrote:
| 'Space Rangers' does _a bit_ of what you describe, though not
| much. In fact, I learned about SC2 much later after playing SR,
| and realized that SR borrowed a lot from SC2. But perhaps SR
| can satisfy some of the itch for a new game in the genre(s),
| for those who haven 't seen it yet.
| Andrew_nenakhov wrote:
| Space Rangers have far too dense world. The vastness of the
| galaxy is part of what makes exploration so fun in SC2.
| mayormcmatt wrote:
| All I have to say is, this game sounds bad ass!
| Andrew_nenakhov wrote:
| Btw, I'd love to have something like SC2 in the sense of the
| huge galaxy to explore and mystery to unravel, but with space
| combat like FTL!
| jadbox wrote:
| How do you feel about Stardock's Star Control reboot? For me,
| it felt like a big tech demo, but not fully fleshed out.
|
| Btw, Mass Effect was very inspired by Star Control with its use
| of minigames for mineral collection. I really want a game
| that's more of a 50/50 mix between Mass Effect and Star
| Control.
| presidentender wrote:
| My disdain for Origins is just about Brad Wardell's treatment
| of Fred and Paul and his complete disregard for which rights
| he purchased versus which he didn't. And _that_ really hurt
| because I liked Stardock so much - I remember reading
| something about how he built the original Galactic
| Civilizations and each ship was its own window due to how he
| misunderstood the system, and I really admired the pragmatism
| and get-things-done attitude. And then he was a massive jerk
| to these other people I think are cool.
|
| The game itself was lovely. The writing was good. The art was
| good. The combat was fine. The lander and everything adjacent
| to it was frustrating; not only did it bounce around like a
| caffeine-addled pigeon, the things you'd do with the
| resources were not satisfying. The game was short, but it was
| supposed to be a platform upon which other people would build
| using a campaign editor, and then the entire community hated
| Stardock and nobody wanted to create more content.
| jojohack wrote:
| Interesting, I always thought of Mass Effect as a spiritual
| successor to Sentinel Worlds 1: Future Magic. Never played
| Star Control though, may need to check it out.
| vvillena wrote:
| Both Star Control II and Mass Effect create this sense of
| alien-ness, where you feel like you're really trying to
| deal with alien races using human concepts and, unless you
| can break out of that mold, you won't succeed. In SC2 this
| is quite literal, since the game runs on a clock of sorts,
| and it's possible to get into an unwinnable state.
|
| The best part of SC2 is that it is impossible to know ahead
| of time if your encounters will result in making loyal
| allies or barbaric enemies. The only way forward is to keep
| exploring the galaxy.
| superultra wrote:
| Or an update or sequel to the Electronic Arts Starflight
| series!
| presidentender wrote:
| Star Control is a spiritual successor to Starflight - the
| star system exploration screen is virtually identical between
| Star Control II and Starflight.
| superultra wrote:
| Totally aware! Huge fan of both. However I think I in
| general prefer the overall vibe and lore or Starflight to
| SC2 myself. Both series are great though.
| Andrew_nenakhov wrote:
| Halcyon 6 could be this, but ended up having far too many
| grinding fights.
|
| For me, the main appeal of SC2 and first Mass Effect game was a
| sense of a huge undiscovered galaxy where the wonders are. The
| joy of finding your first rainbow world was immense.
| [deleted]
| goodpoint wrote:
| You mean Ur-Quan Masters? http://theurquanmasters.com/
|
| A new version is being developed!
| presidentender wrote:
| I'm not up-to-date with the ongoing state of the UQM2 effort,
| other than awareness of the subreddit and the streams. They
| communicate mostly via video and I prefer text, so I haven't
| kept up since the kerfuffle with Stardock.
|
| I did only play Ur-Quan Masters, though, and in like 2006, at
| that. I wasn't aware of the original until UQM.
| Comevius wrote:
| Starcom: Nexus temporarily scratched this particular itch for
| me. There is no economy in the game, but there is ship
| building, researching, collecting resources, interacting with
| ships and planets, discovering stuff, space battles and a
| mystery that takes 10-15 hours to unravel. It's a top-down 2D
| game with free movement. The gameplay is balanced and fun, and
| the game doesn't always give you quest markers to chase, so you
| are expected to be observant.
|
| https://store.steampowered.com/app/863590/Starcom_Nexus/
| EamonnMR wrote:
| You're kinda describing EV and EV-likes.
| presidentender wrote:
| When I google "EV," I get news articles about Tesla and their
| competitors. What does EV stand for in this context?
| Comevius wrote:
| Escape Velocity
| glonq wrote:
| A proper, decent conclusion to the Ultima series.
| chris72205 wrote:
| Command & Conquer (RA2 Yuri's Revenge or Generals style play) +
| FPS where I start the game in RTS mode and at any time I can
| click and "assume" a unit on the ground where I'm dropped into an
| FPS version of the map I was just viewing. If I die, I resume the
| commander role. Or if at any time I want to command again, AI
| takes the unit back over and it either stops or resumes doing
| whatever it was doing before.
|
| I guess Renegade might be what FPS looks like, but I'm unaware of
| a game that combines both.
| GrumpyYoungMan wrote:
| It's kind of been done: Urban Assault, Hostile Waters: Antaeus
| Rising, and, to a lesser extent, Battlezone I and II.
| legohead wrote:
| the Dungeon Keeper games sound similar. it's an RTS and you can
| control individual units in FPS mode and use their powers. the
| first person fighting isn't that great really, but it's still
| fun. and was way ahead for its time.
| Sohcahtoa82 wrote:
| DK1 was great. DK2 was even better.
|
| Then DK Mobile happened and it's pretty clear we'll never see
| a good DK game again.
| hunterb123 wrote:
| Serum is an FPS RPG game focusing on survival and PvP. Players
| compete against each other gathering Serum and Relics.
|
| The planet Cronus contains the most valuable and energy dense
| fuel humanity has ever discovered, Serum. The controlling
| federation has prohibited unauthorized mining. With the recent
| discovery of inter-dimensional travel those restrictions have
| become impossible to enforce. Individuals and factions have begun
| jumping between universes to simultaneously reap what remains of
| Cronus.
|
| You are a reaper of Cronus. You command a ship along with a
| regenerative droid that you control from orbit. The droid is
| deployed from your ship onto Cronus. The mission is to extract as
| much Serum from the species of Cronus.
|
| You are not alone. Others have again started reaping Cronus.
| Although split across multiple universes, chances are you will
| come in contact with another reaper. Be wary, the Serum you
| collect can be extracted from your droid. Trust noone.
|
| The technology that powers your droid is also fueled by Serum. To
| prolong your harvest make sure to keep enough Serum in reserves
| to power your droid. If your droid dies or runs out of Serum a
| new one will be created and dropped back onto Cronus.
| pornel wrote:
| I would like more games to explore Solarpunk worlds -- something
| optimistic about foreseeable future of this planet.
|
| Too many futuristic games happen in some zombie-infested
| radioactive wasteland or give up on this world entirely and move
| on to surviving on another hostile planet. I find this
| depressing.
| lemedro wrote:
| A first person medieval merchanting game, where you are a trader
| that would travel between cities to buy and sell goods at local
| bazaars and other marketplaces. You would travel with a convoy
| and during the traveling process you can interact with npcs.
| There are many types of goods to trade, some more profitable,
| some not, some belong to a specific area and culture. There is a
| currency system and you can hire people to expand your business.
|
| Mount&Blade Warband has some kind of trader system but very basic
| and you are not a merchant and the whole experience is not
| fulfilling.
| mojomark wrote:
| I often see people playing games on their phones (Sudoku, word
| games, etc) and think to myself - jesus, look at all of that
| wasted brain power that could be put to work solving important
| problems.
|
| Personally, I like to work teaser math problems and algorithms,
| like the Traveling Salesman Problem, set sorting problems, or
| whatever. It's so much more fun to know you might by
| happenstance, fumbeling arounds in math space, find something
| actually beneficial to the world. You'll never contribute to
| society play a "bounded game" like candy crush or whatever.
|
| I guess what I'm saying is that I wish there were such a thing as
| an "unbounded game" that truly allowes you to discover. I think
| protein folding crowd sourcing comes close, but how fun is that,
| really? (I'm literally asking, I don't know, I've never partaken)
|
| How do you make a game that also contributes to collective
| knowledge?
| cheeze wrote:
| For me, the joy of most of these phone games is that there is
| limited thinking going on. Sudoku is a good example where it
| requires some analytical thinking, but it's, for the most part,
| just applying rules.
|
| To me, that's the point of a game. To relax my brain with
| something a little silly and 'easy'.
| Zababa wrote:
| - Prototype 3, or a good spiritual successor. I really liked the
| first two games, and would like to have more.
|
| - Ground Control 3, or a good spiritual successor. I played this
| game a lot, especially when I was younger. I never really found
| something like it again. The gameplay was great, especially since
| I never really liked resource gathering in RTS. The completely
| free camera was great too, exploring the inside of buildings or
| being side by side with the units while they were fighting was a
| lot of fun. With a mission editor and a cooperative multiplayer
| (share unit control?), it would be perfect. The music was
| incredibly good too.
|
| - Minecraft but actually made for modding. Having the updates of
| the game more like what Rimworld does (mostly backwards
| compatibly, opt in, actual gameplay content and not fluff). Right
| now it's always a bit of a pain, and it's easy to run into
| performance issues even on a small modded server.
|
| - Better ways to find games. Right now I'm relying on searches
| (google & reddit, sometimes HN), word of mouth mostly from
| friends and the Steam queue (which itself is either terrible, or
| I'm too cynical about new games).
|
| Edit: also, something new and unique by StreumOn. EYE: Divine
| Cybermancy is one of my favorite game ever, and I want more.
| billfruit wrote:
| Dawn of War 2 is perhaps similar to Ground Control?
| Zababa wrote:
| It is in a way, as you control a small amount of units and
| don't make more. On the other hand, it is way more "hero"
| oriented than Ground Control, which is a bit more tactical. I
| love it and it partially scratch my itch, but not as much as
| I would like.
| ChipotleRice wrote:
| I've been dying for a cyber punk or Sci fi loot based ARPG. All
| the ones that exist are some flavor of fantasy with the exception
| of Borderlands and Destiny, but those are FPSs and I prefer the
| Diablo/Path of Exile approach.
|
| I keep thinking about a mech based ARPG where you can attach
| different components to your mech that grant different
| passive/active abilities. Maybe different mech styles that have
| different passive abilities, but, in the spirit of Path of Exile,
| the components you equip are not limited by class.
|
| I'm just tired of all ARPGs doing Gothic fantasy horror type
| stuff when there's so many unexplored options that could
| revitalize the genre. Give me lightsabers instead of swords, guns
| instead of bows, and drones instead of totems. Let me fight in
| cities and spaceships instead of villages and castles. There's
| just so much you can do with Sci fi.
| Sohcahtoa82 wrote:
| A world-scale MMO city builder with depth that matches Cities:
| Skylines and with realistic supply chains for industry (ie, cargo
| traveling hundreds or thousands of miles) and realistic commutes
| (in C:S, a commute over 2 miles is likely going to be considered
| too long).
|
| I just don't think a simulation on that scale can possibly work.
| Obviously, such a massive scale would have to be split over
| multiple servers, but I'd want the world to be seamless, as in,
| you can just pan over and see other people's cities. The player
| shouldn't be able to tell that the area they're looking at is
| being run on another server.
|
| I just can't imagine how a system would operate. How do you
| perform path finding when the paths are likely to cross over
| areas run by a dozen other servers? How does it scan to millions
| of vehicles needing to find their path?
| aqfamnzc wrote:
| I wonder if this would be possible if you could abstract away
| enough detail when necessary, and bring it back when zooming
| in. For example, when you zoom out from a city, the server
| stops calculating individual vehicles' paths, and instead
| models the city as a node with x cars flowing in via I-69, y
| cars flowing out via I-01, etc. Using this you could even
| abstract away entire planets.
|
| Then when the player zooms in again, individual roads can still
| be adjusted, which simply changes the formula describing the
| city's traffic flow.
| Sohcahtoa82 wrote:
| I'm not sure how well that could work when I want industry to
| have the same depth as C:S. Like, if a commercial building is
| expecting a shipment from a specific industrial building two
| cities away, the location of that truck needs to be tracked
| through its entire journey.
|
| I suppose it could be possible for a server to track
| something like "The last 10 trucks to enter my area at
| location A and leave my area at location B took an average of
| C minutes, so just assume any path finding through me will
| take C minutes and don't track the individual trucks"
|
| But then what happens when some zooms into that server's area
| while a truck is partway through its course? How do I
| simulate a traffic jam occurring after a path has been
| planned if I'm abstracting the individual vehicles away?
| [deleted]
| willis936 wrote:
| A proper gregtech (4/5) successor. Everyone finds that factorio
| scratches their industrial engineering itch. I still yearn for 3D
| routing and exponential density improvements. By using basic
| combinational and sequential logic and clever 3D layouts you
| could really capture a lot of space and material efficiency. That
| kind of gameplay is totally missing from factorio. The other 3D
| industrial games don't seem to quite nail it. The gregtech
| successors also don't quite nail it.
|
| I have to credit GT in inspiring the direction of my career. I
| wish there were more games like it.
| Extra_Leaf wrote:
| Super Mario galaxy 3
| hlship wrote:
| A long, long, long, time ago I had a conversation with a Unix
| consultant at my Dad's business; his hobby was flying stunt
| planes with a twist: each plane had a 100 yard long ribbon tied
| to the tail; the winner was the pilot who landed with the longest
| tail.
|
| This would be a terrific non-violent flight combat game; you
| could imagine with modern graphics and even VR it could be very
| satisfying.
|
| Further, the consultant lost his license for a couple of years
| when he evaded an opponent by illegally flying under a highway
| overpass and a passer-by reported his plane's ID to the FAA; that
| could be a mechanic itself, extra risky maneuvers that had a
| chance of some big negative effect.
| mojomark wrote:
| Flag Top Gun. Love it.
| nulluint wrote:
| A game where you hunt creatures from Greek myths with sort of
| normal hunting equipment/guns (which are good for
| distracting/getting attention, not damage) and an emphasis on
| traps you can craft. So basically perpetual boss fights.
| metabagel wrote:
| A simulation of the Battle of Midway from the Japanese
| perspective. Japanese fighters with limited radio communication.
| Signal flag communication between naval vessels. Fog of war.
| Flight deck operations modeled. Fire control and damage control
| systems modeled.
|
| Seems like a complex thing to model. One of the turning points of
| the battle was a flight of American dive bombers which followed
| the wake of a Japanese destroyer to the aircraft carriers. The
| destroyer had fallen behind while engaging the American submarine
| Nautilus.
| denton-scratch wrote:
| I would probably enjoy that too. But note that the
| commander/player in such a game never actually sees the enemy;
| all they see is their own units taking off and landing, until
| the enemy attack planes arrive. There was no ship-on-ship
| combat at Midway, right?
|
| The outcome of Midway was determined by an intelligence trick:
| a planted plaintext message about the condition of the
| desalination plant at Midway island. I wonder how you'd model
| that sort of thing. Also, there was an incident where an
| outbound US attack squadron eyeballed an incoming Japanese
| attack force. What are the chances of that, and how do you
| model it?
|
| In general, modelling intelligence seems to be hard; I've
| neveer seen it tried, except in a very abstract way.
| ezsmi wrote:
| > no ship-on-ship
|
| Do submarines count? If so, then yes.
|
| An important detail of the battle of midway was the Japanese
| didn't think the American carriers were present. If they knew
| from the get go then the out come very likely would've been
| different. I.e. https://en.m.wikipedia.org/wiki/Battle_of_the
| _Santa_Cruz_Isl...
|
| In the game, the Japanese would not be surprised.
|
| I think the concept could work. Just choose a different
| battle. :)
|
| P.S. If you're into this stuff this is a must read.
| https://en.m.wikipedia.org/wiki/Shattered_Sword
| metabagel wrote:
| I've read that. :-)
| metabagel wrote:
| I would model the situation as it existed about a day before
| the first attack on the island of Midway. Japanese forces
| required to adhere to their doctrinal search pattern, which
| was deficient. Basically, both forces required to adhere to
| their existing doctrine at that time. Japanese aviation
| superior at that time due to American inexperience in
| countering Japanese dogfighting (with hit-and-run tactics).
| American fire and damage control operations superior to the
| Japanese. Japanese and American flight operations very
| different.
|
| There is still a problem that we know where the American
| forces were and when they were encountered. Probably would
| need an option for an ahistorical start, where the American
| carriers could navigate from Pearl to a different location
| off of Midway.
|
| Further options: allow the Japanese to have Shokaku and
| Zuikaku participate in the battle (assume they were not
| damaged in the Battle of Coral Sea); allow the Japanese to
| structure their attacking fleet differently; etc
| egberts1 wrote:
| Lawn Darts!!!
|
| Because Darwinism rules!
| JoeH2 wrote:
| Roy: A Life Well Lived from Rick and Morty could be a trip
| https://rickandmorty.fandom.com/wiki/Roy:_A_Life_Well_Lived
| storgendibal wrote:
| A legit Robotech VR game with the original characters.
| thedangler wrote:
| I want a red alert game but its also a first person shooter. If I
| had any game dev skills at all this is what I would build.
|
| Basically make it easy for you to control a unit a first person
| perspective with all the correct controls. If that unit dies you
| are take back to RTS Mode.
| dTal wrote:
| Some of the (Total Annihilation inspired) games based on
| SpringRTS allow that.
| 1MachineElf wrote:
| I'm not sure about entire games, but I do wish for a few mods for
| some Elder Scrolls games.
|
| Morrowind: Ability to join the 6th house with an alternate ending
| where you get to destroy the gods by piloting Akulakhan.
|
| Oblivion: For the Shivering Isles DLC, the option to become
| Jyggalag (instead of Sheogorath 2.0) and take on all of the
| island's inhabitants.
|
| Skyrim: Have the Forsaken as a joinable faction for the civil
| war, become a Briar-Heart, team up with a Hagraven companion NPC.
| gigel82 wrote:
| Starcraft 3
| xeornet wrote:
| Guild Wars 2 but with the same instance mechanics as well as the
| guild capes from Guild Wars 1.
| motohagiography wrote:
| Feels like GPT-2 creates the opportunity for more litarary
| character driven narratives. As a non-game player, interactive
| text based fiction would be the most interesting to me, with the
| generation of images and people via thisxdoesnotexist, sort of
| bordering on an ARG to be played through discord or slack-like
| experience.
|
| I thought it was funny to think that's what the dating apps are,
| but then it clicked that this is essentially what getting news
| from internet forums is like.
|
| Initial storyline is you have been tapped to join an informal
| multidisciplinary team to find, detect, and isolate an
| experimental bot that has escaped from a FAANG by leveraging a
| fuzzing and vulnerability research tool that got left in an open
| code repo. Based on its last known training set, it was designed
| to harvest compute from compromised machines, optimizing for
| persistence and longevity, and relies mainly javascript in
| browsers for the compute, so it has evolved the ability to
| participate in forums and write provocative content to get
| engagement that it turns into .js cycles. The environmental
| externality the bot is causing is mass psychological harm, and it
| has learned to adapt language to prey on vulnerable people as a
| way to scale itself and use their minds to produce the conflict
| it relies on for engagement and compute. The informal group is
| being assembled so as to maintain official deniability at the
| political level, and it's possible you've been recruited because
| of your pattern recognition abilities, and because nobody would
| believe you if you disclosed it.
|
| Its weakness is that it does not have an internal or intrinsic
| sense of humor, and so it has to a/b test its memetic material on
| sample people before deploying it, so it lacks entropy. Isolating
| it means detecting it without providing it with the means to
| disguise itself again, and the player objective is to innoculate
| people with defensive material so that they can recognize the
| bot's absurdity and inferior memetic strains.
|
| Would you like to play this game?
| Shadonototra wrote:
| The game i am currently working on obviously
| sbf501 wrote:
| Fortunately the interactive fiction genre is still going strong.
| Every year, the Interactive Fiction Competition has at least 3~5
| excellent games.
| DamnInteresting wrote:
| A modern take on the game Freedom Fighters. It was the only
| single-player game I've played that convincingly felt like
| playing with a team. A modern version might let real players
| optionally jump in to fill the support roles.
| presentation wrote:
| An RTS or turn based one where all units start as villagers, but
| you can't actually command them to do anything; you can only
| incentivize behaviors for instance by assigning cash bonuses to
| those actions (except for villagers who join the military, which
| you can order). The more they do certain actions, the more they
| get skilled at that action. But as the game progresses, depending
| on your strategy certain actions may become obsolete, or you may
| need to rebalance; but the more developed a villager's skill is,
| the harder it is to retrain them. So basically the game would be
| one where the more you lean into one direction the harder it gets
| to pivot.
| maze-le wrote:
| Not a game per se, but a setting I'd like to be explored: may it
| be in film, literature or gaming:
|
| A Member of a civilization near the heat death of the universe:
|
| Live has flourished throughout the universe for the last 100
| Billions of years, but the only things that are inevitable are
| taxes and the heat death. How do you cope with the dying of
| everything? Gain energy by evaporating stars near a galaxy size
| black hole. Embrace the infinite darkness or join a cult that
| exits the universe through a ring-singularity into a new big
| bang.
| throwaway743 wrote:
| Armored Core with AC2 controls, MGS VI with Kojima having full
| control, a new Street Fighter 6 with 4's play feel, Cyberpunk but
| it's fully developed story and play wise, Sekiro 2.
| SteveMoody73 wrote:
| The Last Starfighter game from the movie, always remember
| watching that movie and wishing it was possible to play the game.
| Basic by any 3d space game standard now but had a nice style and
| looked fun.
| TheAceOfHearts wrote:
| An open-source MOBA similar to Heroes of the Storm. I want the
| community to be able to tweak and experiment with creating new
| maps, heroes, and game modes.
|
| Heroes of the Storm is my favorite game, but development has
| stagnated. There's still a lot of potential for exploring new and
| innovating ideas within the genre, but things have stagnated
| thanks to the dominance of League of Legends and DotA2.
| staindk wrote:
| I don't know how easy it is to develop these, but Dota 2 has a
| pretty big custom game scene that is somewhat supported by
| Valve (they explicitly support it, host a lot of the custom
| game servers, and have the custom game browser built into the
| client... but they don't always address problems timeously).
| SN76477 wrote:
| We need more open source game platforms.
| wly_cdgr wrote:
| A road & track racing game with realistic physics and handling,
| but focused on time trials and solo challenges with arcadey combo
| scoring mechanics (like say the cone challenges in Project
| Gotham) only. Like rallying but for GT cars, open wheel cars,
| bikes, etc
|
| Basically, a single player leaderboard racing game where your
| skill alone determines how well you do and you don't have to deal
| with the worst part of most racing games - other cars on the
| track
| agrocrag wrote:
| Apiary Simulator - Manage a your honey bees year round from
| pollination to honey harvesting and overwintering. Thinking
| something like Starcraft mixed with Sim Farm.
| DonHopkins wrote:
| SimAnt MMPORG
| vertexmachina wrote:
| A detective game that actually makes you feel like a detective.
| That means gathering clues, using deduction, and making
| accusations.
|
| Game Maker's Toolkit has a really good video on why it's
| difficult: https://www.youtube.com/watch?v=gwV_mA2cv_0
|
| Return of the Obra Dinn and Her Story are the best I've played so
| far, each excelling at different things.
| bussierem wrote:
| You may want to take a look at the various Sherlock Holmes
| games on steam right now. There is a new one that just came
| out, and from looking thru them it seems like they try to make
| such gameplay work. Worth a shot!
| billfruit wrote:
| "Paradise Killer" may be of a similar genre. Also perhaps
| "Deadly Premonition".
| u2on wrote:
| I would love a MMORPG game that had sufficient story arcs without
| feeling like the effort is meaningless. For example, a game
| situated in a constant universe where the entire player base
| became an alien race trying to survive on their planet. Time
| would of course have to be faster than 1:1, so players would
| inhabit lineages of family units, and new players would be 'born'
| into their own lineages branching off of already established
| ones. Actual extinction events would wipe out the civilization,
| and so efforts could be made to leave caches in the stars or in
| orbit of small moons for future civilizations (probably the same
| players) to go retrieve. The biggest issue I can see with this
| concept is that most of the content would either have to be
| generated by the creator (e.g. something bigger than an
| extinction level event), or arbitrarily by the participants.
| syrgian wrote:
| An intuitive, quick-to-learn-but-hard-to-master successor to the
| WC3 map Warlocks (simple top-down multiplayer shooter with
| varied, strong mechanics).
|
| There was an attempt, called "Spellsworn", which flopped very
| hard. Battlerite was also somewhat similar, but more cluttered
| and degraded very quickly.
|
| It doesn't even have to be fantasy-based, in fact, I would like
| even more a successor to Comet Busters versus mode.
| arethuza wrote:
| This is going to sound a bit dark...
|
| A game version of _Threads_
|
| You run a country in the run up to a nuclear war, decide on
| whether to attack first or wait and retaliate, survive in your
| bunker and get to run the county for the next 10 to 20 years
|
| Like a long term version of _Defcon_.
| csours wrote:
| Threads is on Shudder. I watched it the other day. Pretty
| depressing to watch now that the nuclear war threat feels real
| again after years of pretty much ignoring it.
| wly_cdgr wrote:
| A competitive description game. Players write descriptions of
| images under time and other constraints and the audience votes on
| the results in real time
| bjord wrote:
| Star Citizen
| keester wrote:
| I want a new version of SSI Strongholds from the 90s. I guess
| there's no point though .. that genre has sort of evolved to
| something far better and I'm just nostalgic.
| eru wrote:
| An implementation of (electronic) boardgames that makes use
| ubiquitous screens:
|
| Ideally, everyone sits in the same room. The shared information,
| basically the board in a boardgame, will be displayed on a common
| screen. Think a ChromeCast on the wall or a iPad or laptop on the
| coffee table.
|
| Your private information, basically your hand of cards or so, is
| displayed on your smartphone. Similar for all other players. Your
| phone is also where you input your moves.
|
| This setup would fix multiple problems I am having when playing
| boardgames:
|
| (1) played with cardboard bits, they are expensive to purchase,
| and you have to do all the tracking and 'calculation' by hand.
|
| (2) played on phone screens only, the screen is tiny and crowded
| with information and there's not much shared experience apart
| from sitting in a room together.
|
| (3) more importantly than just making existing game concepts more
| convenient, this setup allows you to make boardgame-like
| experiences with novel designs. Especially you can press the
| mechanism of simultaneous play much harder, while still allowed
| for interaction.
|
| For a simple example, look at Codenames
| https://boardgamegeek.com/boardgame/178900/codenames
|
| With the computer as an arbiter, the two teams can essentially
| play simultaneously. And only the team leaders even need private
| screens / phones. (You will probably want to synchronize a bit.
| Eg you still have turns, but both teams can do one turn each
| simultaneously; then they both start the next turn simultaneously
| etc.)
|
| Slightly related: I'm also really impressed by
| https://spyfall.adrianocola.com/ because they managed to make a
| computer-supported version of Spyfall, but you only need to
| interact with the computer once at the start of the game.
| Afterwards, it's all analog.
| overthemoon wrote:
| My dream is a lot more narrow: I want a mod or an official game
| mode for Deep Rock Galactic where two teams of 4 dwarves race to
| the center of a cave for resources and have to take it back to
| the drop pod. It should disincentivize players from fighting each
| other directly, but instead deploy traps and waves of bugs
| against each other.
|
| It's SUCH a good game as it is. I think it could only improve
| with the addition of creative PvP modes.
| oneoff786 wrote:
| I feel like that would directly incentivize fighting each
| other, no?
| CobrastanJorji wrote:
| I want a persistent 2D space game. It has two modes of play.
|
| Mode 1: You create an account and are given a small ship. You and
| your dinky ship fly around the universe making trades and doing
| missions. There are pirates and you tend to get exploded a lot
| and flying around is tricky because the planets have gravity. You
| trade and get rich and buy bigger ships. Then you become even
| more rich and start buying automated ships that will make trades
| and go on trade runs 24/7 while you're not playing. Pirates blow
| up those ships and steal the loot, so you buy bigger routes with
| guard ships. You start posting missions for new players to guard
| your fleets. You become very very rich and start buying on-planet
| real estate or maybe whole planets and customizing them. You're
| managing your fleets and missions and contracts and stuff mostly
| from your mobile phone at this point without actually logging in
| and flying around.
|
| Mode 2: you don't create an account. You're just a pirate. Nearly
| the whole world is hostile to you. It will only take a couple of
| hours of play to grow from a tiny pirate to a universe-
| threatening dreadnought the likes of which the average account-
| holding players couldn't afford, but as soon as you stop playing,
| your pirate ship is lost and you must start again.
| genocidicbunny wrote:
| Have you seen DV: Rings of Saturn? I think it has at least the
| first part of Mode 1 that you're talking about.
| aasasd wrote:
| I feel like you might've heard of 'Space Rangers' (just '2d
| space trading with pirates' does rather hint at it), but if not
| --it's about a third to a half of what you described, plus some
| other stuff on top. IDK if they ever made it multiplayer,
| though--maybe in the Steam release.
| chupasaurus wrote:
| There is no multiplayer mode for that game.
| brezelgoring wrote:
| Starsector might be worth trying out, depending on your choices
| you can land on either side of the hegemony's good graces and
| get mode 2 or 1. Check it out.
| atlasunshrugged wrote:
| I don't know if it's a game exactly but I would love a VR app
| that's part horror thriller, part psychological exposure
| treatment that either helps you get over certain anxieties (e.g.
| get ready to give a talk in VR in your drawers or fall from a
| tall building) or helps with aversion therapy in an engaging way
| (e.g. my weakness is chocolate, maybe a horror game that
| incorporates sweets in some way where they're repeatedly
| poisoning you and making you lose XP or something).
| yetihehe wrote:
| I'm planning on making it someday (already done some techdemo 3
| yr ago to prove that it's possible to see 5k ships on lowly
| laptop), but anyone can try in the meantime:
|
| 2D MMO-RTS where you can design your ship, have it simulated for
| structural properties (it will affect stats) and then fabricate
| those ships and use many of them to mine/explore/fight/trade.
| Space is physically size-accurate, but you have jumps (some ships
| are capable of jumps themselves or even take some small ships
| along, but there is possibility of large jumpgates that can take
| you in one jump to other solar systems). There would be hundreds
| of available systems with lots of bodies to mine, but you can do
| anything in interstellar space. One player can control many ships
| a little like in starcraft, battles of thousands of ships should
| be possible, also big station structures.
| 650REDHAIR wrote:
| You could probably polish the tech demo and create a
| Kickstarter.
|
| I would pledge.
|
| People love spaceships. Look at Star Citizen's fundraising
| success.
|
| Also commenting so I can come back and see if this goes
| anywhere!
| yetihehe wrote:
| I've seen other 2d spaceship techdemos on kickstarter and
| almost no one pledged. I have a "might change the world" kind
| of project on my head now, so that game might have to wait
| several more years. But yeah, everyone that I've described
| the game to, said that would be awesome game.
| wafer-bw wrote:
| I started prototyping something very similar to this but
| was going for a singleplayer thing to start where you
| control one ship at a time. The hard parts I bumped into
| were: 1) the scale of space doesn't play nice with Unity C#
| floats 2) the scale of space doesn't play nice with the
| player's time 3) Switching to a language I'm comfortable
| with that solves both 1 & 2 means I would have to go back
| to school to learn how to write a physics & collision
| resolution engine or learn a new engine & language.
|
| In any case good luck on your project because the idea you
| have is basically the same as mine and has been a dream
| game of mine for many years.
| nope96 wrote:
| As a kid I loved Choplifter on the Sega Master System. I'd
| imagine all sorts of scenarios to make it more fun.
|
| Combine that game with Starcraft/Command and Conquer. A side
| scrolling 2D RTS game.
|
| Two sides, a river in the middle. Build up your base (which would
| extend underground as well as horizontally) and build
| Helicopters, jets, missles/nukes, tanks, boats (which you can
| manually take control of at any time).
|
| Goal is to take out the "Leader" of the other side. If you've
| played Choplifter you know the "people" were tiny little squishy
| things that you could kill by just landing on. Your workers and
| soldiers and Leader are all extremely vulnerable squishy guys. Of
| course defensively you'd position your "leader" as deep
| underground as possible, or in a building surrounded by anti-
| aircraft missiles, etc.
|
| Mainly a 2 player, 1 vs1 game, but more than 2 players possible
| if the world wrapped around.
| account42 wrote:
| I'd like to see more single-player story-heavy adventure games or
| RPGs with less of a focus on combat.
| discordianfish wrote:
| Sim City/City Skylines but for multilevel cyber/solarpunk cities.
| tayne wrote:
| I wish there was a game that was hosted on an enormous and
| powerful server. Imagine a game that is designed to run on
| terabytes of memory, even more storage and a whole bank of GPUs.
| Basically a game that takes full advantage of a super computer,
| played remotely. You could have unprecedented detail, full
| physics and ray tracing, maps as large as planets with full
| detail and no loading times. Fully destructible environments.
| mattl wrote:
| Warcrafts 4-9
| daenz wrote:
| Different economic policy simulators. I'd like to see realistic
| behavior of businesses, people, and markets as a result of
| different policies. I want it to be a "game" because I want it to
| provide story-driven insights into people and businesses as the
| policies impact them.
| scotty79 wrote:
| Factorio as a 4X game when you create factories and develop
| technologies to expand into new previously inaccessible areas and
| exterminate new threats.
| chaosharmonic wrote:
| I semi-regularly wish I lived on the timelines in which Star Wars
| Battlefront III and MegaMan Legends 3 hadn't gotten canceled.
| dllthomas wrote:
| Stray.
| Krasnol wrote:
| Star Wars Galaxies 2.
|
| This time without that NGE BS and no playable Jedi.
|
| Yeah...I'm aware of the emu but it didn't age well for my eyes...
| sydthrowaway wrote:
| A game that will help humanity while playing -- protein folding
| as a game?
| scotty79 wrote:
| It exists https://fold.it/
| laichzeit0 wrote:
| Rome Total War or Empire Total War but more realistic down to the
| unit level. Soldiers getting injured, losing limbs, having field
| medics doing amputations, dressing wounds. Real baggage trains,
| supply trains. The whole logistics and wounded aspect of war is
| completely ignored in these games. Now that they've gone the
| "arcade" route I don't think this will ever happen.
|
| VR mode where you can fight first person as a unit in a cohort.
| yewenjie wrote:
| Half Life 3
| moogly wrote:
| A modern remake of the Quake II mod Gloom. IIRC, but the internet
| seems to have forgotten it, it used to be called Aliens vs.
| Marines before it got FOX'd. Might even have been the origin of
| that term. Not sure. Asymmetric class-based FPS with
| evolution/progression elements. Similar idea to Natural
| Selection, but quite different in practice.
|
| There was a similar game called Tremulous much later, but I never
| ended up playing that.
| cwkoss wrote:
| An evolution simulator that can simulate a 3+ layer food chain,
| both animals and plants. With enough degrees of evolutionary
| freedom for evolved organisms to surprise and delight.
|
| I took a crack at it about a decade ago. It's hard. Was able to
| get 2 stable layers for hours (maybe a "season" in game time),
| but over a long enough period the population always became fairly
| homogenous.
| snarfy wrote:
| Unreal Tournament 5
| relex wrote:
| Command & Conquer (a new iteration)
| aka_dude wrote:
| I want Else Heart.Break(), but with more plot, less bugs, better
| programming language and bigger, deeper world to explore.
| Possibly, with multiplayer, though I'm not sure it would bring
| much into game
| yakytaky wrote:
| Descent 2/3 but modern graphics. I came across dxrebirth and was
| pretty stoked. Spent an hour mapping keys a game pad just to find
| that multiplayer games were possible but seemingly impossible to
| get people to join. Granted, I only spent an hour or two before
| giving up..
|
| I know that some games might fit this description, but I'm not
| committed enough to play a game that requires me to work my way
| up a social ladder or play the markets to stand a chance.
| ..looking at you, EVE online
| sjackso wrote:
| Good news - you are describing a game that exists! It's called
| Overload and is the spiritual successor to the Descent series,
| written by the original creators of that series.
|
| There is a small but active multiplayer community. (Find it on
| the community Discord server.)
|
| https://playoverload.com
| ilikeatari wrote:
| The incredible machine 4
| matbatt38 wrote:
| The space phase of Spore, but done well. Serious UI, customizable
| defences for when you're away, deeper skill tree, better scaling
| (spore gets quickly unplayable when you start to grow seriously),
| more incentives to expend across the galaxy, maybe scriptable
| units to automate conquest at some points, etc.
| samiam_iam wrote:
| Myth from the late 90s was awesome. It still would be if it was
| around.
| fww wrote:
| An MMO where each player is a single fish, making up a larger
| school... and there's a shark out there!
|
| Whoever gets eaten last wins the round and gets to be the shark
| next round.
| bni wrote:
| Like "The Long Dark" sand box mode but with realistic graphics
| and a full seasonal cycle.
| pier25 wrote:
| A modern good Thief game
| dmead wrote:
| jedi academy 4
|
| I cut my teeth writing mods in quake-c for jedi outcast (jk2) and
| jedi academy (jk3). I was never hugely into starwars but playing
| what is essentially quake 2/3 with force powers on the quake
| engine was always an excellent game. I wish raven and lucasfilm
| had continued with the series.
| pdinny wrote:
| [GTA 6 - Jersey Shore - GTL]
|
| You get to play out storylines from Jersey Shore, with original
| voice actors. Mini-games include gymming, tanning, laundry,
| making food when you get back from the club. Missions at the
| club.
|
| [GTA 6 - So Many Side Hustles]
|
| You play as a struggling human, trying to scrape together a
| living by picking up jobs from various apps on your phone. Maybe
| you're doing some kind of Task Rabbit mission, or plain food
| delivery. Maybe you're delivering something else. Maybe on foot,
| maybe on a bike.
|
| It should be an open world exploration in a dense urban
| environment and many, many different ways to be exploited.
| [deleted]
| PassengerJet wrote:
| Lego Technic Forza. Build your lego technic race car, tractor
| trailer, dump truck, crane, or whatever, and then drive, race,
| and build in an open world lego sandbox.
| jvanderbot wrote:
| I want to play as the AI that helps people survive deep space
| travel, but I want it rogue like, with tons of builder/resource
| driven tradeoffs
| scotty79 wrote:
| Seedship is cool game with this theme.
| blopp99 wrote:
| SAO (without the staying in the game part.) and or The Oasis
| (from ready player one)
| brobinson wrote:
| Escape From Tarkov but with a streamlined interface so you spend
| more time inside raids than outside of them (see: Fortnite, Hunt:
| Showdown). Also, it must have a killcam available after the raid
| finishes so new players can learn positioning and you can more
| accurately report hackers.
| HaZeust wrote:
| Really wish there was a new installment to the Star Wars Jedi
| Knight series.
| user3939382 wrote:
| Vespers 2
| corrral wrote:
| Most of mine are modernizations/remakes/stealing-the-mechanics of
| older games with unusual genre mashups or mechanics, that no
| longer exist. Examples:
|
| - Hunter Hunted (asymmetric multiplayer platformer-shooter with
| vs. _and_ co-op modes)
|
| - Perfect Dark (FPS with lots of multiplayer modes, including co-
| op campaign, campaign versus mode[!], and of course endlessly
| configurable plain ol' arena versus, including highly-
| configurable bots--the closest I've seen something come to this
| is Call of Duty: Black Ops 2, of all games, but it still wasn't
| that close. Most elements/modes exist _somewhere_ , but rarely in
| one package. The way difficulty levels didn't just make the
| enemies bullet sponges and better shots [though it did also do
| that] but also changed objectives and sometimes starting
| location, was also excellent and isn't as common as I wish it
| were)
|
| - Return Fire (vehicle-based CTF multiplayer, with elaborate pre-
| built defensive base structures for both sides--this game's _not
| quite_ all there, but make it more than 2 player and add a little
| base-building and it 'd be amazing)
|
| - Battletanx (Actually a little similar to Return Fire, now that
| I think about it, but with a lot more of a traditional
| multiplayer-shooter feel, different camera perspective, and the
| vehicles are all kinds of tanks. AFAIK nothing like this or
| Return Fire has been released since the N64/Playstation era)
|
| - Dominus (The single genre it's closest to is probably tower
| defense, but it's got a whole lot more going on than most of
| those)
|
| Also, edutainment disappoints me these days. Drill-type games (as
| in, drilling math problems) seem to have gotten much better, but
| sheer knowledge games (Explorers of the New World, Microsoft's
| Dinosaurs) seem to have all but disappeared, aside from adult-
| targeted trivia games, which don't have a learning focus and
| aren't very good at teaching you things. The Trail series (yeah,
| it's still around, by why aren't there similarly-clever and well-
| made games for 1,000 other historical situations, too?). I
| actually think this category would get a lot better, fast, if we
| had decent, accessible multi-media authoring tools for the web.
| The closest thing we had was Flash, and it's gone.
| generj wrote:
| BattleTanx was such a weird game and I loved it.
|
| My orthodontist had it running on an N64 in the lobby.
| Something about the N64/PS1 era delighted in weird and insane
| weapons. An updated version (with a better plot) would be
| amazing.
|
| I'd want artillery for some levels as well. Basically a Halo
| game that only had land vehicles.
| corrral wrote:
| > An updated version (with a better plot) would be amazing.
|
| Uh, yeah, I'm pretty sure you couldn't get away with "a
| plague killed most of the women so the few remaining ones are
| all breeding-queens of warrior bands and you have to try to
| capture them" in the 2020s, even as kind of a joke. But the
| plot also didn't really matter, so it could be anything. You
| really want the other guys' donuts. Or something. Doesn't
| matter, it was really just arena tank CTF with limited base-
| defense-building.
| laputan_machine wrote:
| Wow, hunter hunted and return fire are two games I had
| completely forgot about. thanks for reminding me about then, I
| played them so much as a kid. I wonder how well they hold up...
| shampto3 wrote:
| I'm always trying to explain to my friends how absolutely
| amazing Perfect Dark multiplayer was. I wish modern FPS games
| had that amount of configuration. I also had completely
| forgotten about campaign versus mode, which would be so cool in
| a modern FPS game.
| denton-scratch wrote:
| I would like a rather simple real-time war-game, as played from
| the POV of a field commander. You don't have a real-time view of
| the battle; all you have is signals, which are rather stylised,
| and a 2D map, with unit symbols on it. The map is always a bit
| out-of-date, except when a signal has just been received from a
| unit. Think something like a battalion HQ tent, with staff.
|
| Commands are also stylised; I'm not a military person, and I
| don't know how to compose field orders, so there would need to be
| some kind of UI that allows you to construct orders visually. But
| in the end, the order that you send consists of text. You can't
| order-around squads; you can only issue orders to subordinate
| commanders.
|
| You also receive orders from above. You start with a mission
| briefing, with objectives. But your orders can be updated mid-
| mission.
|
| So this would be essentially not a video game; there's no motion
| video. It's a text game, with a graphical map. For added
| entertainment, you could have a retrospective video playback; but
| you wouldn't have realtime video from the frontline that you
| could act on.
|
| I once had a game a bit like this; it was for military use, and I
| didn't really understand the format of the orders. Also, commands
| were issued by dragging on the map, rather than by text.
|
| Something like: "You will advance to grid square X. You are to
| avoid engagement. You will report enemy positions."
|
| I'm thinking of modern warfare, with radios/telegraphs, air power
| and integrated air defence, armour, and intelligence staff. But
| you could maybe take it back as far as the Napoleonic wars, with
| dispatch riders instead of telegraphs.
| j-wags wrote:
| There were a few scenarios in the RTS Cossacks that had this -
| Two armies would be facing off, and the general (you) would
| just be a single horseman. You were surrounded by messengers
| that you could dispatch to various units, but you had to take
| into account that they wouldn't get there immediately, and that
| sometimes the messengers would get shot en route to delivering
| their commands.
| zehaeva wrote:
| There's Radio Commander
| https://store.steampowered.com/app/871530/Radio_Commander/
|
| And I think the Ultimate General series of games also does some
| of this, but that's second hand.
| impune wrote:
| There is a game called radio commander on steam, which seems
| very close to your description.
| https://store.steampowered.com/app/871530/Radio_Commander/
| VonGuard wrote:
| Bird Life Simulator. From scavengers to hummingbirds, and
| everything in between. Would need a killer flight model.
| can16358p wrote:
| Ultima Online. Pokemon Gameboy series.
| vbezhenar wrote:
| I gave some thoughts about it.
|
| Here're interesting things that I'd love to explore given the
| chance and skills.
|
| 1. This game is MMORPG. Think World of Warcraft game.
|
| 2. Everything is realistic (more or less).
|
| 3. There's no fixed story.
|
| 4. World is generated initially but then shaped by NPCs and PCs.
|
| 5. Every NPC is controlled by AI. Every creature controlled by
| AI. Not stupid AI but real AI. Some creatures fight each other.
| Like wolves sometimes go hunt rabbits, rabbits don't want to die
| so they learn to hide, wolves learn to find rabbits. Wolves learn
| that humans are strong so they coordinate with other wolves to
| kill humans, etc. Some wolves are stupid, some are smart, some
| have scars from rabbits. Wolf parents teach their pups to hunt.
| They probably have some initially trained AI, but then everything
| is trained inside the game.
|
| 6. Human NPCs learn their complex lifes, interact with other
| humans, mine, grow, fight, kill, conquer.
|
| So far it sounds like dwarf fortress, but I want to underline
| that behaviours are not mechanical, but rather more real-world
| where creatures are learning from their mistakes.
|
| 7. Human NPCs provide quests to PCs which actually generated from
| their stories. Like some tribe stolen women from other tribe, now
| their chief asks travelers to return women.
|
| 8. Everything is free for all, you can kill anything or help
| anyone.
|
| Basically it's fantasy world with extreme freedom and extremely
| advanced NPC AI.
|
| Also it's MMO and I'd love it to be as "realistic" as possible
| (in some weird sense of reality, of course). Things are mundane.
| You need money, you need to find ways to earn it. Distances are
| tremendous, like in real life, you need to walk for hours to
| reach another village or for days to reach another city. Mounts
| are not magic, you need to care about them, feed them, you can
| spoil them and they'll die (and they cost huge amount of money).
| Wolves can eat your horse. Wizards can portal people but that
| requires extreme dedication, costly reagents, so only very rich
| people can afford that. No flying gryphons, sorry. You can't just
| resurrect after death, probably you need to create new character
| and start from the scratch. There could be resurrection spell,
| but again it must be performed by other players, probably by
| several skilled priests with very costly reagents and only for a
| limited time after death, if corpse is not damaged severely.
| Scars and traumas affect character and could be healed, again, by
| extremely skilled doctors and costly reagents.
|
| Interaction with NPCs is done using either speech or written
| dialogs, not just by selecting things in the list. Like they talk
| to you and you talk to them. NPCs can lie to you, of course, take
| advantage of you, etc.
| smackeyacky wrote:
| I want to take cyberpunk 2077 and get rid of the current story,
| then replace it with I Am Legend on an epic scale.
|
| I would settle for the omega man.
| divs1210 wrote:
| Half Life 3...
| Labo333 wrote:
| Have you tried Half-Life: Alyx? VR is a real game-changer (pun
| intended)!
| lukaszkups wrote:
| MechCommander 3 with MC1 aescethics (not Mechwarrior 5 mod ;))
| hoosieree wrote:
| Gravity-oriented shooter where you fight on tiny planets with
| primitive weapons.
|
| Because the "planets" are so small, gravity and Coriolis forces
| influence projectiles: hitting the enemy often requires shooting
| over the horizon, or relying on the planet's rotation so your
| spear lands in the right place.
|
| Running fast or jumping off a tall structure can put you into low
| orbit. Planet sizes range from about the volume of a house to the
| volume of a skyscraper. Planet shape influences your tactics -
| cube planets have less gravity near the corners, spinning
| ringworlds let you jump from one side to the other, etc.
|
| Super Mario Galaxy plus Fortnite
| egman_ekki wrote:
| Isn't it a bit like Worms series, except you don't have planets
| and Coriolis, but a blob of land and wind.
| nixpulvis wrote:
| National Parks: 2022
|
| A) Build a sweet game engine for exploring and discovering
| landscapes, topologies, biomes, plants and animal species, etc.
| Maybe even hunting and survival?
|
| B) Take on the EA Sports (it's in the game) model and update the
| game with only minor changes to trails and other recent events,
| but use the margins to fund the park service!
|
| C) Help incorporate trail mapping and maintenance into the
| engine, so people can have fun taking the game back to reality
|
| D) Release expansions with new areas to help grow the platform,
| but also teach people about the various locales
|
| E) Over time, watch how parts of our earth change, how we impact
| it, and use the game engine as a solid digital archive
| mNovak wrote:
| Is it an economic sim (National Parks Tycoon), or a chill
| simulator (Park Ranger simulator)?
|
| Kind of makes me think of an open-world, never-ending
| Firewatch. Or, make a Journey style Appalachian Trail
| simulator.
| jph wrote:
| Can you say more about this? You've got a great idea and it
| relates to one of my nonprofit clients who might be able to
| help your idea.
| wnolens wrote:
| While I was touring Zion National Park a few years ago, I spent
| a lot of time thinking how it all needs to be captured in both:
|
| 1. a high res VR experience for the less-able folks to
| experience this beautiful place, and
|
| 2. an AR glasses experience that narrates the trails as I walk
| it, where I can walk up to any plant and ID it, overlays that
| name all the peaks and valleys, narration about local fauna and
| sustainability.
| nixpulvis wrote:
| Just as long as the AR people don't bring boomboxes with them
| ;)
| tmaurice wrote:
| A Stargate based RTS
| henriquecm8 wrote:
| How about a game like Mass Effect but with Stargate.
| ravenstine wrote:
| I have a few ideas that I will almost certainly never develop. If
| someone wants to use them, please do. These are games I wish
| existed.
|
| Here they are:
|
| The first one is a game where you play as Mormons, and the goal
| of the game is to be nice to people no matter the cost. It would
| start out with fairly easy things, but then you come across
| increasingly hostile or dangerous circumstances where you have to
| choose between negotiation or fleeing. You can't "die" in the
| game because, if you are about to die, either God or the angel
| Moroni will intervene. At that point, you must restart a mission.
| Then again, I'm not that opposed to the player dying either. I
| know not that much about Mormonism other than that I've known
| Mormons throughout my life. :)
|
| Another idea I have is for a game I call "Monkey Town". It's
| somewhere between Sim City and The Sims, and takes place in a
| world where monkeys and various apes take the place of humans.
| They are as intelligent as present-day humans, but they do thinks
| in their own monkey ways. You are the mayor of Monkey Town, and
| you must build it up and maintain it. There are problems you have
| to deal with like monkeys pooping everywhere, political
| corruption, ape speciesism, infrastructure failures, monkeys
| rioting, monkey insurrections, etc. The monkey culture would have
| some differences from human society like _knoodling_ being
| allowed in public, networks of vines are used for monkeys to
| swing between neighborhoods, bananas as currency, and so on.
|
| My third idea is a game called "Shut Me Up", which I think of as
| more of a short arcade style game where your job as the player is
| to harass and scream at people so those people start telling you
| to shut up. But you keep doing it so that they start physically
| attacking you to get you to shut up.
| drewcoo wrote:
| IMHO, we don't need a game to teach people to see all
| interactions as religious persecution. That's already a
| ridiculous problem in our society.
|
| The only worse thing I can imagine would be combining
| persecution complex-inducing game with an FPS.
| ravenstine wrote:
| It's interesting that you say that. That really wasn't how I
| imagined it, and I'm a little confused how you interpreted it
| as such. My thought was that it's a point of view that most
| people haven't experienced or thought much about. Just
| because the playable characters would be from the LDS church
| wouldn't mean that all or even most of their interactions
| would have a religious motivation. I imagined it more like
| getting "boy scout badges" for good deeds from the
| perspective of that particular religious group and for the
| game to be more light-hearted rather than dead serious, or
| even suggesting any sort of religion to the player.
|
| Maybe you're right and I'm suggesting something that isn't
| really appropriate. I would play games more if there were
| more slice-of-life type games from different perspectives,
| but with some humor in there too.
| thetanil wrote:
| Honestly, I like the concept of this game. If you dropped
| all the proper names you mentioned and just call it "Just
| Be Nice" it would be palatable to 1000x bigger audience.
| You don't need to be religiously motivated to find it
| challenging to be nice in particular scenarios. It's a
| theme I've never heard of explored and I would like to play
| it (but without the Mormon stuff)
| ravenstine wrote:
| I guess that doesn't resonate as much with me. Your point
| is totally fair, and maybe people would like your idea a
| lot more. Despite my atheism, I'm much more intrigued
| about a game that's more from a particular point of view
| and I just don't have a problem with characters that are
| religious. A more culturally homogenous game might be
| less appealing to me. I'm sure it could be done right,
| though. The Mormon aspect, I thought, would give such a
| game a lot of interesting gameplay scenarios out-of-the-
| box that wouldn't be as easy to explain in a more generic
| game.
|
| Thanks for the feedback. :)
| xahrepap wrote:
| FWIW: I think most members of the LDS church have a good
| sense of humor for things like this done in good taste,
| even if they're not 100% representative of their beliefs.
|
| source: am one myself. This is true for the other members
| around me as well (friends, family, etc)
| na85 wrote:
| Agree with this. I would never give a "religious game" a
| second thought. Automatic pass, irrespective of the
| mechanics.
| mkaic wrote:
| As a former Mormon, I can see that first idea being absolutely
| hilarious if implemented correctly. I'm imagining all sorts of
| increasingly absurd scenarios you could place the Mormon main
| character in and the kinds of jokes you could make, there's a
| lot of potential haha. Stuff like coffee and tea being special
| attacks that the bosses can use, or dialogue with lots of
| really unusual swear substitutions. I think letting the player
| die and having the degree of heaven they get into be based off
| of their score in-game could be a really hilarious feature.
|
| I think mixing in just the right amount of janky ragdoll
| physics and glitchy NPCs would actually augment the game, and I
| could see it being a game that streamers and their audiences
| would find funny too.
|
| There would definitely be _some_ ultra-strict /traditional
| Mormons who would be offended by a game like this but I'd say
| the vast majority of the membership would find it quite
| entertaining.
|
| Edit: Could call it Mormon Missionary Simulator to both give
| the game a slightly tighter focus/story and also indicate that
| it's part of the wider genre of "XYZ simulator" games that are
| often pretty absurd and funny.
| nvusuvu wrote:
| Such an interesting, orthogonally-aligned set of game ideas.
| Being a member of the Church of Jesus Christ of Latter-Day
| Saints, I feel like I've been playing 'your game' my whole
| life!
| natpalmer1776 wrote:
| Of all the places to see someone from the LDS church, I
| _NEVER_ thought it would be on HN! Not sure why it is such a
| surprise, but it is nonetheless.
| lukeholder wrote:
| There are many of us on HN.
| open-paren wrote:
| Dozens!
| cableshaft wrote:
| My IT department manager at a previous job was Mormon. He
| was a big Star Wars geek and could code with the best of us
| (but never had time to do so in his position, too many
| meetings). I didn't know for several months he was Mormon.
| His only tells were some self-censoring (like saying
| "cheese and rice" or "cheese and crackers" instead of
| certain common blasphemic exclamations) and he had six
| kids. Really cool guy. He eventually moved back to Utah to
| work for a tech startup there (the tech scene is actually
| pretty big in Utah).
| roflc0ptic wrote:
| LDS is huge and contains very smart people and, despite
| some questionable historical beliefs, they're not AFAIK
| anti-science in any way. HN is huge. Definitely gonna be
| some overlap
| wincy wrote:
| As a non practicing Mormon it was extremely strange to me
| when in my 20s I was exposed to the broader
| Protestant/Evangelical world in the US how many weird
| anti science things existed that I'd literally never been
| exposed to as a Mormon.
|
| When I moved to a nicer neighborhood and went to church
| once or twice I was amazed how many Pediatricians and
| Pediatric Surgeons who work at the local childrens
| hospital are Mormon.
| YesBox wrote:
| I'm working on Archapolis, a cross between sim city and the
| sims (and inspired by Dwarf Fortress, Cities Skylines). I'm
| working on real time traffic / pathfinding currently. My game
| can handle 100K to 300K agents path finding simultaneously to
| random destinations.
|
| Game is still very early development, but here's a tech demo
| video
|
| https://www.youtube.com/watch?v=7q0l87hwmkI
| ravenstine wrote:
| That's really impressive! I haven't even come close to
| developing a game since I played with the old school Game
| Maker back in high school, but pathfinding seems like a very
| intriguing challenge. You've got a new YouTube sub. :)
|
| What's the tech stack you're using for the game? I'm not
| really familiar with how games are typically made these days
| other than that it seems like a lot of people are using
| Unity.
| YesBox wrote:
| 2x Thanks!
|
| I'm using C++, SFML (graphics framework), and SQLite (for
| data storage/saves). Game & engine is developed from the
| ground up.
|
| A lot of people choose existing engines for their games. I
| definitely would if I were to go 3D.
|
| With 2D grid based games, it's not too difficult to get an
| engine up and running. It took me around 6 weeks IIRC (no
| physics or networking code though) to have basic tile
| placement functionality and outputting the game world to
| the screen.
| seattle_spring wrote:
| Diablo 3. Not the abomination that exists today, but one made by
| the actual creators of the first 2 games; one that actually
| matches the look and feel of the franchise.
| MaxikCZ wrote:
| Social/political MMORPG sandbox, where players are allowed to
| make their own rules and means of enforcing them, with AI blended
| into population
| danShumway wrote:
| In the realm of things that would actually be feasible for small
| teams or individuals to build:
|
| - I'd like to see some some fully offline, single-player
| CCG/Deckbuilding RPGs in the style of the old Pokemon CCG Gameboy
| games. Balancing single-player card games is a lot easier than
| balancing multiplayer deck-builders, and I'd be fine with pixel-
| based top-down graphics (in fact I might even prefer them). RPG
| formats work well with CCGs; I want to run around and find rare
| cards in areas where my AI opponents have themed decks and
| gimmicks, and I want to be able to build a card collection and
| make little decks without worrying about microtransactions and
| online ladders. A nice little offline RPG with cards.
|
| - I'd like to see more games (in general) of any genre experiment
| and iterate more with Breath of the Wild's weapon durability
| system. BotW pretty much single-handedly changed my mind on the
| potential of durability systems, and I think there's a lot of
| interesting things that could be done by designers who sit and
| really work through what made BotW's system work so much better
| than durability in a lot of traditional survival games. I think a
| lot of people glossed over (or criticized) what I think is
| possibly the most innovative part of BotW, so I'd love to see
| more games jump into that space and try to translate out those
| mechanics again in a way that players might understand or respond
| to better.
|
| - I'd like to see some vaguely I-Spy or Where's Waldo games that
| are designed to be on some level passive backgrounds --
| essentially games that are designed to be mostly pretty dioramas
| with a lot of stuff happening in them, where player interaction
| is more about just clicking things or seeing how they react to
| each other. I want a game that takes low resources that I can
| leave running on a Raspberry Pi or other low-power computer,
| hooked up to a monitor in my living room, where I can just
| occasionally walk past and spend maybe 3-minutes interacting with
| it. I want a game that is mostly a display piece, that captures
| the feeling of having a nice diaorma or animated scene, but where
| I can occasionally whenever I'm feeling bored or spacing out
| click on a few things and maybe hunt for some objects, possibly
| over the course of a week or two working through a list of hidden
| objects.
| richthegeek wrote:
| That first one made me think of combining Pokemon with Slay The
| Spire - each Pokemon has a deck (themed towards poison,
| electric, etc), and the Player has a deck (utility, healing,
| battlefield modification, combos)
|
| In battle, you can choose your Pokemon based on the opponent
| and your hand is a mix of Player and Pokemon cards.
|
| You gain more Pokemon, or cards for Pokemon, by exploring the
| wilds.
|
| You gain Player cards and gold by battling other trainers.
|
| I guess for a proper modern Rougelite you should have "relics",
| gained by battling Gym leaders, rare Pokemon, or completing
| quests by NPCs.
| dandare wrote:
| Massive Chalice 2, essentially something where you build your
| dynasty and all the shortcomings of Massive Chalice 1 are fixed.
| kroltan wrote:
| Outer Wilds got me good on the single-player story-heavy-but-
| still-got-mechanics part, I wish there were more things like it.
| Not more of it, because the story is very tight, but more things
| _like_ it, where I can somehow immerse myself in a foreign
| /fictional culture. Really liked Kingdom Come Deliverance and
| Disco Elysium too.
|
| Beyond that, I really really miss the exact niche Atmosphir used
| to fill, UGC platformer with enough tools to make variations on
| the base mechanic, but not a full-blown game-making toolkit. I
| want making levels to be intrinsically captivating, to create
| simple new gameplay ideas, but not get lost in the myriad
| construction details of such things. At the time there were some
| neat alternatives, like GameGlobe or Project Spark, but nowadays'
| titles are either too mechanically restrictive (Mario Maker) or
| too much of a tool (Dreams).
|
| I actually help maintain (together with a bunch of excellent
| people) an archival/revival server of Atmosphir, but the
| minuscule community makes it hard to make multiplayer levels, and
| getting feeback on your creations.
| sharkweek wrote:
| Outer Wilds left me in a "game funk" after I beat it.
|
| The story's end was such a... mix of emotions is all I'll say.
|
| I went in relatively blind and the major mechanics of the game
| were really fun after I figured out what was going on.
| deltaonezero wrote:
| Try planescape torment. Hidden gem in the same style as Disco
| Elysium but more epic and dare I say a setting even more
| original then Disco.
| dllthomas wrote:
| Did you play the expansion to Outer Wilds? Wonderful new
| environment to explore, with a new culture. Fits into the
| existing game okay, although I was very much wondering whether
| I was done with it when I was, in fact, done with it.
| dbosch wrote:
| Age of Empires but _in the browser_.
|
| No install. Only web technology. Easy multi-player Possibility to
| do Massive Multiplayer (100s) or just 2 or 3 Either blitz game
| (couple of hours max) or persistent
| justsomeuser wrote:
| Caesar 3 but with modern graphics.
|
| Loved this game as a teenager.
| nitwit005 wrote:
| Mostly I'd just like better versions of games that did exist, and
| were enjoyable, but which had obvious ways to improve them.
| Dungeon Keeper comes to mind.
|
| I see some other comments echoing this idea, such as "Star
| Control II, but more so.".
| bcardarella wrote:
| Loom 2
| s0teri0s wrote:
| I wish someone would do (somehow) the 1980's Car Wars tabletop
| game, a computer version, multiplayer or not. I have tried many
| near misses, and a few real-time cars-with-guns games, but
| nothing really scratches that turn-based Car Wars itch for me. It
| will never happen because Steve Jackson Games is very protective
| of their IP, and even if they produced the game themselves, they
| have changed their original game beyond recognition, so the
| result would also fall short of the mark. And they'd charge about
| 3x what it would be worth.
| richardfey wrote:
| A realistic simulation of being a Jesuit back in 1540 and
| forward. No time travel or other BS, just Jesuit life. Fight or
| join other politicians or Jesuits and other powerful clerical
| people of the time. Persecute other religious groups and live up
| to the time you are also persecuted (maybe that's for later
| chapters of the saga).
| conradfr wrote:
| A remake of "Big Red Racing" =)
| jharohit wrote:
| OP here. I'll share the most complex (probably never gonna be
| made) game idea in my current list:
|
| One Game which has it all - re-creating Dante's Inferno.
|
| =====
|
| Types of game mechanics:
|
| Overview - Cut scene
|
| First Circle (Limbo) - 2D black and white like the game limbo
|
| Second Circle (Lust) - Isometric like monument valley
|
| Third Circle (Gluttony) - Mobile AR game to collect resources
| like pokemon go
|
| Fourth Circle (Greed) - resource management/strategy like
| factorio
|
| Fifth Circle (Wrath) - 2D pixel art like Duke Nukem
|
| Sixth Circle (Heresy) - classic text adventure
|
| Seventh Circle (Violence) - Glory Kill 3D system like DOOM
|
| Eighth Circle (Fraud) - another mobile game with puzzles
|
| Ninth Circle (Treachery) - VR
|
| =====
|
| Easter Eggs:
|
| - The text adventure level (Sixth Circle) should have an easter
| egg which helps you freely move to any circle (a hidden response
| option)
|
| =====
|
| Storyline/Premise for the Rounds:
|
| First Circle (Limbo) - our protagonist wakes up in a world where
| life is monotonous and structured (think start of Walter Mitty)
|
| Second Circle (Lust) - evening party in club, has to socialize,
| meets a girl/guy he likes, they end up the night together
|
| Third Circle (Gluttony) - morning has to find ingredients around
| the house for a full breakfast around the house to have a
| breakfast. She leaves but with cryptic messages to find her later
| in the game.
|
| Fourth Circle (Greed) - goes to office and needs to manage his
| team/business i.e. product launch or bidding on a complex
| contract or moving supply chain around the world kind of
| optimization problems to improve top line or bottom line. (think
| strategy gamnes)
|
| Fifth Circle (Wrath) - does something wrong, now has to run away
| from various bosses and colleagues who send monsters/killer
| robots after him (think Matrix)
|
| Sixth Circle (Heresy) - someone starts texting him, as God,
| suddenly on an app he didn't know he have. Red pill or blue pill.
| obv takes the blue pill and turns out it was the same guy/girl
| from Lust/Gluttony stage and now they want him to fight for the
| survival of the civilization (Maybe a third pill for the Easter
| egg?)
|
| Seventh Circle (Violence) - he is given weapons to fight back
| through an army who is ready to destroy civilization! Finally he
| ends up being killed.
|
| Eighth Circle (Fraud) - wakes up on a multi generational ship
| which arrives a new solar system. turns out everything so far was
| simulated dreams in a cryo chamber to bring humanity to a new
| viable solar system.
|
| Ninth Circle (Treachery) - but now he finds out that the solar
| systems has an alien race like Borg who are evil and he &
| everyone on the ship must fight once and for all to win his and
| everyone's freedom!
| billfruit wrote:
| 1. City builder like Skylines but with realistic build times for
| infrastructure and modelling of urban poverty.
|
| 2. Factorio with RNG, like having wear and tear for machines,
| random failures, machines producing faulty parts.
|
| 3. Crusader Kings 2, without the military micro management.
| zehaeva wrote:
| IIRC Workers & Resources has realistic build times for
| infrastructure
| https://store.steampowered.com/app/784150/Workers__Resources...
| YesBox wrote:
| I'm working on Archapolis, a city builder game. I have been
| considering the feature you are desiring. The problem to solve
| is giving the player something to do while the buildings are
| being constructed.
|
| One way I have potentially solved this issue is by giving
| players the ability to design their own buildings in game. The
| player will see only the interior of the building, so I dont
| have to worry about making buildings look good (that's up to
| the player).
|
| I dont have a video featuring this yet, but if you want to see
| what I've got so far, I've got a path finding tech demo here:
|
| https://www.youtube.com/watch?v=7q0l87hwmkI
| billfruit wrote:
| Hi, looks very interesting.
|
| Paradox games often do have player just waiting for a thing
| to happen, like forging a fake claim to a territory to get a
| causus belli. Yes it is a boring part of the game, and makes
| it feel like a "waiting game", just waiting for a progress
| bar to fill.
| rpastuszak wrote:
| Anything based on Invisible Cities by Italo Calvino
| selimthegrim wrote:
| Riffing on this - something based on City and the City by China
| Mieville.
| dgunay wrote:
| It's not a specific game per se, but sometimes I wonder how it
| would turn out if a decent game dev were to take one of those
| clickbait-y mobile game ads (you know, the ones where it is
| obviously a dolled-up mockup of a game that doesn't really exist)
| and actually attempted to make the game it is depicting.
| scotty79 wrote:
| Somebody actually executed on that idea.
|
| https://youtu.be/zRDhiN50Vo0
| Arwill wrote:
| A serious time travel game.
|
| Think of MS Flight Simulator or Google Street View as documenting
| the current world. Then take the same approach to thoroughly
| document the past. The locations, the events, all in 3D VR with
| realistic graphics, and simulated actors that react to events and
| react to the players.
|
| Take the current knowledge and physical/archaeological remains of
| the past, and digitise them, digitally renovate them. Do this
| rigorously and professionally. Not Hollywood-style approximation,
| but the work of real historians and archaeologists. Let
| historians use it and debate the details how it should really
| look, or how the events really unfolded and adjust it
| accordingly. Organise the database of content and simulations. AI
| is possibly already there to automate processing and conversion
| to 3D of old videos, photos and paintings, even perhaps writings
| to animation scripts. If not yet, some AI researcher is surely
| working on that.
|
| Make a VR meta world, where players can travel to certain
| locations and certain time and interactively take part in the
| events.
|
| I would pay a monthly subscription for such a thing, to see the
| past getting recreated digitally. It would be the next best thing
| we actually could do, compared to real time travel.
| augusto-moura wrote:
| Wouldn't that be like really boring? I mean most of the real
| events (real in the sense of the more realistic possible,
| ignoring paintings, poems, tales, etc) are nowhere near as fun
| as is portraid in the media.
|
| People die all the time in the most boring way (illnesses,
| accidents), battles are not that epic, no monsters or great
| heros, overall knowledge of the people are very shallow, etc.
| ivankelly wrote:
| half-life 3
| account42 wrote:
| These things, they take time.
| impune wrote:
| A full on space war sim. Think foxhole or planetside, but with
| additional features, like strategic aspect (stellaris, with
| simpler resource management and way smaller map - 10-20 star
| systems would be plenty) for strategy players who take role of
| government and fleet strategists, tactical aspects for fleet
| commanders (something like battlefleet gothic armada would be
| close enough), individual ships controlled by players or ai, from
| carriers and battleships to individual fighters (star citizen,
| x4, elite dangerous). All that with system rewarding players for
| following orders, option to court martial those who notoriously
| ignore them, and star system capture mechanics. Another layer of
| boarding ships, stations and planetary assaults would be great
| too.
| gigglesupstairs wrote:
| Open world game/exploration about Indo-Aryans some 4000 years
| ago.
| jawnv6 wrote:
| I enjoy the general structure of Metroidvanias but most of them
| rely on combat mechanics for the micro-challenges in each room or
| boss. I like the exploration, backtracking, progression and
| unlocking previously inaccessible area.
|
| But combat isn't the only mechanic that could be present there.
| There are examples like Ori and Toki where combat is de-
| emphasized in favor of movement/puzzles, but they're still 2D
| platformers.
|
| I want to see a metroidvania game based on racing. I enjoy
| driving/racing games and would like to see those mechanics
| provide the micro-challenges for a metroidvania. Boss fights
| would be setpiece races, earning XP would be small things like a
| time trials, stunts, or precision driving. Unlocks like drifts,
| speed boosts, etc.
| VyseofArcadia wrote:
| I recommend Yoku's Island Express, which is a blend of
| metroidvania and pinball. There is "combat", but like most of
| the other microchallenges, it's actually just pinball.
| jawnv6 wrote:
| I picked that up during a steam sale along with the Toki's,
| I'll check it out. Thanks!
| wmeredith wrote:
| You might want to check out Child of Light. It's on multiple
| platforms. It's a Metroidvania with puzzling and there is a
| combat focus, but it's turn-based RPG battles so there is even
| an element of puzzle solving to that rather than fast twich
| combat and platforming. It's also really beautiful.
| Sohcahtoa82 wrote:
| > I want to see a metroidvania game based on racing.
|
| Have you tried Speedrunners? It's a platform racing game,
| though that's all it is. Not really a Metroidvania.
| grenoire wrote:
| You may wanna check out https://www.mobygames.com/game/gadget-
| racers
| jawnv6 wrote:
| Thanks for the suggestion, I will!
| hooby wrote:
| A true "MMORPG".
|
| Back in the day when the genre was new, people were fascinated by
| the potential of virtual worlds and virtual societies. Social
| scientists did online studies on player behavior and the
| interactions people had online, on spontaneous self-governance
| coming into existence, on how communities formed and developed,
| and many other similar topics. That potential was never
| fulfilled.
|
| Today - some twenty years later - the MMORPG has become a genre
| of checking off boxes and making numbers go up, along a linear
| way as laid out by the developers for you. Apart from PvP and
| maybe some forced grouping, most games would play absolutely
| identical mechanically, if you were playing all alone on your own
| private server. You'd do the same quests, fight the same enemies,
| get the same loot. All the other players you get to meet online -
| they don't actually influence the game mechanics at all.
|
| You play next to each other. Not actually with each other.
|
| I'd like to see a game, where the sum of players (and their
| interactions) are greater than just the sum of it's parts. A game
| with a virtual economy, a virtual society, etc. - that advance
| and evolve in a player-driven fashion. A simulated game world
| that dynamically adapts. Some glimpses of this sort of thing can
| be seen in games like EvE. Old games (pre-WoW) like UO and SWG
| had some of that magic as well - but were marred by limitations
| of the technology of the day. This kind of stuff has evolved
| very, very little since then.
|
| I would assume that with today's technology we should be able to
| get a lot closer to fulfilling that potential.
| brokencode wrote:
| What if all the players in a server are part of a country in a
| constantly changing state of warfare and alliance with other
| countries in a huge world. Where your goal is not to level up,
| but to participate in actions that expand your homeland or fend
| off invaders or expand your economy.
|
| The larger and wealthier your country becomes, the more you
| become a threat to other powerful nations who will want to
| stamp you out. Or maybe there would be revolutions, alien
| invaders, etc. if you become too powerful.
|
| Alternatively, if the players of the realm fail to defend their
| lands or make peace with their enemies, they might be conquered
| and forced to live under another empire, fighting their wars
| and paying high taxes, until one day they can scheme to win
| their independence again.
|
| Of course, this does essentially mean your world can become
| irreparably messed up, but that's life. Maybe people would give
| up on a server and move on to a new world with new ambitions
| about how they can do better next time.
| skellera wrote:
| Can I piggyback on yours?
|
| A true FPSMMORPG. Closest thing we have to this with a good
| community is Destiny. I wish for fully open worlds, good
| storylines and everything you said. I believe that was the
| original idea with the project that became Overwatch but sad it
| didn't pan out.
|
| I understand that level building and all is much harder when
| the expectation of detail is higher in FPS but hopefully that
| gets easier with better tools. I would think that it's still
| Bungie's ultimate goal. Hopefully Destiny can evolve into that.
| Whatever game does it right, has the potential to be one of the
| biggest games ever.
| hooby wrote:
| I don't particularly care whether it's first person or some
| other perspective. Whether it's a shooter (or some other form
| of combat) isn't really relevant to my point either.
|
| Open world yes - that's totally an ingredient that goes in
| there.
|
| Storylines rather not. The thing is that storylines are pre-
| written, canned content that's just identical for every
| player that consumes it. In order to fit my bill, the "plot"
| of the game would actually have to be defined by what players
| are doing (and the game simulation reacting to that) - it
| would have to emerge dynamically. Saga of Ryzom originally
| tried to go a little bit along those lines, but due to the
| technological constraints of the day, the game world would
| have to evolve through updates/patches mostly.
| kaetemi wrote:
| The issue with SoR was not really technological
| constraints. More budgetary and time constraints, and the
| people who had the creative vision left shortly after
| release.
|
| The commercial game is now run by a finance guy and a web
| developer, pretty much. Neither of which seem to be
| interested in pursuing the original more daring vision.
|
| The tech is definitely capable of being expanded into a
| real dynamic world.
|
| What you see in the game right now is effectively auto
| generated placeholder content that got rushed in to have a
| deliverable by release.
|
| Imagine if the tribes and mobs actually moved their
| locations dynamically, instead of being in the same spots
| eternally. Players could help out tribes, supply routes for
| trading goods between tribes would need to be maintained,
| mob populations would be affected by player activity, etc.
| RajT88 wrote:
| Destiny was amazing but good god the grind...
|
| Wonderful screwing around game. An extroverted friend of mine
| during the pandemic made it his primary social network. Made
| a lot of friends.
| munk-a wrote:
| While Destiny fits the RPG portion better - Planetside 2 gets
| much closer to the MMO side and I really, really want to see
| someone else make a similar game without the terrible
| components. PS2 if the monetization was toned down and the
| global player interactions were ramped up would be an amazing
| experience.
|
| You'll get snippets of how awesome the game could be if you
| play in an active outfit and try and coordinate in
| platoons... but oh gosh does that game have its warts as
| well.
| [deleted]
| swilliamsio wrote:
| The Mount & Blade Warband Persistent World mod servers are like
| this. All equipment and resources have to be mined, crafted,
| and used by players, and the only gameplay was player
| interactions - trade, banditry, war. Amazingly good fun when
| you're on the right servers with the right people. No idea if
| its still active or not.
| skocznymroczny wrote:
| Some persistent world NWN servers might fit the bill. Some are
| heavy on roleplaying, and are more of chat servers with
| optional combat rather than a traditional MMO setting.
| hooby wrote:
| NWN is a great example as well. It's imho quite
| underrated/overlooked how ground-breaking that game was,
| considering it's editor- and GM-tools.
|
| It's a bit too static though, to fit the bill of what I'm
| longing for. Needs less pre-made modules, more dynamic
| simulation - so that the game world actually evolves in
| response to what players are doing. ;)
| throwaway4aday wrote:
| This is basically what people mean by The Metaverse. Digital
| cash + social interaction + player created environment and
| content. Getting all three of those right will be a big winner
| since it will literally mean the creation of a second world
| that people can inhabit. I don't think it's possible without
| any of those three elements.
| overthemoon wrote:
| I agree. The beef I would add with those games is that they
| feel like theme parks. There's no real frontier. Elite
| Dangerous came close, it was a thrill to be the first one in a
| system. Genuinely don't know how you'd solve that, though.
|
| One obstacle you have to overcome is that there has to be an
| investment that is risked by the players. There's not much of a
| cost to gank someone usually, or it's simply not allowed at all
| except in a controlled way. One thing that forces people into
| social cooperation is to protect against the potential for
| loss. As I understand it, confrontations with other players in
| EVE Online are dangerous because of that investment of time
| and/or money. That's part of what makes roguelikes and battle
| royales so compelling. That said, you have to balance it
| against being appealing enough to more casual players--how do
| you encourage investment without making it a boring grind or
| too expensive?
| munk-a wrote:
| Elite Dangerous is one of the most fulfilling grungy space
| sims I've ever played. I'm not much of one for the dog
| fighting side of things, but I do keep coming back to Elite
| to just do cargo runs or swap over to an Adder and push
| myself into the dark - scooping fuel off suns and try to
| avoid space hazards while just ogling the beautiful scenery.
|
| It is a very strange "game" though, so I understand why it's
| not for everyone.
| hooby wrote:
| There are other ways next to protection against loss.
|
| SWG for example had all items being player-made in addition
| to slowly loosing durability and breaking eventually. That
| means, instead of finding loot you can then use indefinitely,
| you were dependent on economy supply chains. SWG also made
| you dependent on player services - like doctors, entertainers
| and such.
|
| I think there could easily be many casual friendly
| playstyles, like farming, harvesting, herding, entertaining,
| being mayor in a player city, etc. - in addition to more
| combat oriented play. Players should be able to choose one
| style or the other, or mix and match to their liking. And
| every such playstyle should both need and provide "stuff"
| from/to other playstyles on a regular basis.
| sillysaurusx wrote:
| The problem is, games like that aren't fun. It's been tried.
|
| Imagine coming home from work and hopping online to go do your
| second job. A virtual economy implies work. And unless there's
| something to hook people in, no one wants to do that work.
|
| Hence you end up with the quest grind and the dopamine trail.
|
| If you can find a way out, I imagine it would be very
| lucrative. But it's not really a technology problem.
| maerF0x0 wrote:
| > A virtual economy implies work.
|
| a game called foxhole has attempted this by making Logistics
| a real portion of the game (as many wars are). Players semi
| cooperate to collect salvage, build armaments/supplies/bases,
| and supply the front line. Clans/Guilds self organize to
| produce pushes into key fronts, provide roving security
| (people can sneak behind lines and attack logi) .
|
| It's actually mostly fun. Until you see a newb drive a tank
| that took you hours to procure wildly into the enemy and you
| rethink how you're living your whole life.
| v-erne wrote:
| >> It's actually mostly fun. Until you see a newb drive a
| tank that took you hours to procure wildly into the enemy
| and you rethink how you're living your whole life.
|
| Wow, this is depressing ... they actually managed to
| recreate one of things that I hate most about work in real
| life (that a lot of our hard work goes to waste because of
| stupidity of others).
| dmitriid wrote:
| Well it's fun until logistics goes on strike and demands
| changes: https://www.nme.com/news/gaming-news/foxhole-
| players-launch-...
| Akronymus wrote:
| The one way I can see for true MMORPGs, as outlined by the
| GP, to work, as I can see, is basically having an AGI
| director to handle arbitrary actions, along with a BCI to
| actually take those actions.
| sillysaurusx wrote:
| That's actually a fascinating idea.
| Akronymus wrote:
| And basically stolen from a certain type of manwa.
| (Overgeared in this case)
|
| addendum: also infinite dendrogram
| ThalesX wrote:
| I've also been thinking about using small containers in the
| cloud to basically run NPC lives inside a MMORPG. I thought
| this would be what New World would bring to the table
| honestly.
| JohnJamesRambo wrote:
| I beg to differ, World of Warcraft is some of the most fun
| I've ever had in my life. It was destroyed when they changed
| the game to have multi-server raids etc. that ended the
| social aspect of "your server is your world." No longer did
| you have to make friends and have a life on your server that
| was as addicting as real life. You just had to queue up and
| let the computer match you up with people. And then the magic
| was gone.
| jeffparsons wrote:
| My best idea so far for addressing this is to give all
| players exactly three characters, which they can switch
| between at any point. The goal would be for most of your
| "boring" productive output to be determined more by
| (character) resource allocation rather than participating in
| the grind yourself all the time.
|
| For example, a group of players might establish a small town
| with its own laws. The benefits of joining this group would
| include protection of your self and your stuff from bandits,
| access to resources, and potentially a place to train in your
| character's skills. You might in return be required to
| allocate a certain amount of your characters' combined time
| to boring scriptable work like tending crops or patrolling
| the borders of the town.
|
| You would have to design the game so that most players would
| feel naturally inclined to join some kind of group, whether
| to avoid being picked off by other players in the wilderness,
| advance their characters, trade, or just to have something to
| do.
|
| It might not be made super-obvious to other players which
| characters are linked to the same player, but I think there
| would have to be a way to discover it in-game, or too many
| players would end up as double-agents. Maybe some ritual to
| discover a player's "soul bonds", and if they don't consent
| to it when applying to join your township then you would
| probably treat them as super-suspicious. :)
| SkyBelow wrote:
| The line between work and play is not are clear cut as people
| think. Look at farming simulator games, be it the Harvest
| Moon style ones or the proper farming simulators. Look at
| trucking simulator games. Some programming games have
| problems harder than what I face at work. Many jobs can be
| turned into play by removing certain parts. It won't appeal
| to everyone, but the idea with an MMORPG would be to have
| many such possibilities and a player can have fun even if
| only a few matches with their preferences.
| jjslocum3 wrote:
| Along these lines, I remember Skyrim once being described
| as "at heart, the world's greatest hiking sim." Maybe
| Minecraft shares some of that.
| sleepdreamy wrote:
| This is subjective. I played FFXI for over a decade and
| despite it being more or less a second job, I truly _loved_
| coming home and hopping on and see what we were fighting for
| that evening.
|
| Some people want that experience. You grow close to people
| when you talk to them every day for over a year. Comradery is
| formed etc;
|
| You couldn't level up without 6 players to a party. Needed a
| healer, tank, DD. Everyone had a purpose, everyone had a job.
| If one person died, we all died. They just don't make MMO's
| like they used to unfortunately. Everyone gets a trophy is
| new style of play. It's bad for the integrity/soul of the
| MMO's but money talks so it is what it is.
| landryraccoon wrote:
| Is FFXI what the poster was describing though? I got the
| impression that it was a world where the economy was mostly
| controlled and defined by the community via trading,
| crafting and agreements.
|
| That runs contrary to the sort of on the rails, guided
| narrative that modern mmos embrace (like FFXI and WoW but
| maybe not Eve online).
|
| Or am I misunderstanding FF? I didn't think PvP was a big
| factor.
| epolanski wrote:
| > The problem is, games like that aren't fun. It's been
| tried.
|
| Doubt.
|
| I've seen hordes of online players grinding for anything.
| People spending years and years to get useless achievements
| on WoW or years and years of Stratholme runs to drop the
| mount from Baron Geddon.
|
| Don't even get me started on more farmy mmos, or games like
| Stardew Valley and the countless job simulators.
| cwkoss wrote:
| Most MMOs are overly focused on player engagement. MMOs
| should have built in botting mechanics, so you can just let
| your player do the tedious stuff while you are
| asleep/working/living real life.
|
| Let me set my character up to run in circles mining ores or
| chopping down trees or killing whatever enemies it sees in an
| area until your character dies. I'll farm easier areas than I
| could when at my computer, but feel delighted when I log on
| to a full bag of loot (loot filters please!) and a 1.5 levels
| of XP.
| moron4hire wrote:
| One of the Final Fantasies (I forget which one, 10 was the
| last one I personally played, so I only ever saw my sister
| play it) had a concept of actions you could program into
| your off-hand characters. You had only a basic number of
| slots to define command to begin with, but as you
| progressed in level, more slots opened up and you could
| program more complex behaviors.
| Permagate wrote:
| I believe you are talking about ff xii with its gambit
| system. It's sort of a simplified programming tool to
| program your AI companions behavior without having to
| directly micromanage them. For example, a companion can
| be programmed to heal ally if their HP is less than 50%
| hp, cast specific spell if there 3 enemies or more,
| attack nearest enemy in that priority order. I wish more
| games have this system.
| sbf501 wrote:
| Try limiting players to 60 minutes per day. In the BBS days
| this worked because you got two TURNS per day. 24/7 access is
| what kills this sort of thing, IMHO.
| algebra-pretext wrote:
| This could be interesting. I feel like the problem with
| MMOs that give you too much freedom is how players with
| more time will just completely dominate everyone else
| within days of any new content launching. Also, in my
| experience bad/unfun behavior in general gets worse the
| more populated an MMO is (FFXIV being a nice exception),
| and this solution could help keep traffic down. The only
| problem is that no dev trying to make money would ever
| time-limit their players.
| RugnirViking wrote:
| Perhaps time limited but only per realm/server/world?
| That way someone trying to get their fix can play across
| multiple isolated economies but still allow players to
| play more if they really want to (lets be real people
| would multiaccount anyway)
| teawrecks wrote:
| I don't think it's a problem of fun, but of profit. I too
| want an mmo that is closer to a social experiment than a slot
| machine, but one of those is easier to make and has a more
| reliable business model to justify the expenses to make it.
| wincy wrote:
| Second Life was once this grand experiment. I recall you
| ended up with weird things happening virtual real estate
| tycoon Anshe Chung being chased by a horde of scripted
| dildos chasing her avatar around. All the money in the
| virtual world still can't save you from trolling.
|
| I don't really know what Second Life is doing now. It damn
| near ruined my real life so I don't care to check in on it.
| mikkergp wrote:
| Isn't there a pretty broad swath of what people find fun? I
| mean isn't Eve Online called a "spreadsheet simulator" (Long
| before the recent Microsoft Excel Integration)
| jotm wrote:
| I played Tera about 10 years ago, when it was good.
|
| Free market economy, free looting (anyone can get anything)
| with random distribution, and people could pass on them so
| the one who needs an item can get it. Everyone could exchange
| anything person-to-person. It's what made the "mmo" part for
| me.
|
| There were tons of mechanics that allowed a medium geared
| person to outdo people with the best gear available - if you
| invested in crafting, for example, you could craft things
| that were otherwise unavailable (unless you bought them from
| someone) and if you used them properly you could smash anyone
| in PVP and single handedly do 5-7 person dungeons. One
| mistake and you were dead, though.
|
| I loved the interactions with people. Some of the first
| moments were one guy who asked to resurrect him, he was just
| killed by a monster and was like "bro, pls, I don't want to
| walk all the way here again". So I ressed him, he added me to
| the friend list, we later went on a lot of hunts and
| dungeons.
|
| Another time I was sneaking through pvp territory collecting
| some shit from enemy bases and I got killed by two randoms.
| They were surprised at my shit gear and said "yo, come back,
| we'll give you this stuff, we kinda feel bad :D". Went there
| thinking I'd get killed, but no, they helped and we also
| became friends.
|
| At some point I was rich and bored and was just running PVP
| tournaments with my own virtual wealth. People fight, the
| winner gets 5,000 gold (decent sum) or some gear I had in
| storage.
|
| Helped a lot of new people gear up, and they helped me.
|
| Dungeons were fun when anyone could enter and re-enter. If
| someone died, we'd have to be very careful and kite/heal
| until they come back, and it was a thrill, we liked it.
| People were thankful for not being called dumb and being
| kicked. We even gave materials that they needed because they
| needed it more.
|
| But people have changed these days. The playerbases seem to
| hate the above mentioned free trade. "oooh, what about real
| money trading?" "why does he get free gear from his
| guildmates?" "he gets help, I don't".
|
| You needed to be friendly and work together, and the
| newcomers just didn't want that. They wanted a single player
| game with other players in it.
|
| Not to "log in at 7pm EST so we can do X and Y". It wasn't
| even mandatory in most groups, just log in if you can,
| apologize if you can't.
|
| But no, people wanted to just log in whenever and work on
| their own whatever.
|
| Which is exactly what modern MMOs have become. Single player,
| heavily developer controlled games with a chat.
| _notathrowaway wrote:
| Your experience with TERA is akin to mine. Not only the
| game was innovative, skill based and overall fun to play,
| the interaction with other players was like none I had ever
| experienced.
|
| BTW, did you ever made it to exarch[1] in the alliance? I
| only made it as far as commander during my time.
|
| [1] https://tera.fandom.com/wiki/Alliance#Exarch
| skydhash wrote:
| Not even MMO. I play Apex Legends, a character based BR.
| There is a ranked mode where each rank have an entry cost
| and you get points by placement and kills. While it's a
| team game, the entry cost was so low that you could play
| aggressively - killing a few people and dying soon after -
| or survive by hiding - ratting - and get to a high rank
| easily. It quickly became a solo game, where people abandon
| their team to push fights they can't win, hoping for a few
| kill, or leaving their teammates in fight they could have
| win otherwise.
|
| They've just changed to a new system where you have to get
| both high placement and kills in order to rank up. That
| means relying heavily on your team to win the fights or
| strategizing rotation around the map. And some people are
| still complaining about being forced to play as a team in a
| team based game.
| xwdv wrote:
| The key is to have your characters work while you work. Kind
| of like EVE Online.
|
| In an MMO that behaves like a true virtual world, characters
| shouldn't just disappear just because you log off. They
| should carry on in virtual lives making progress for you so
| you can log in during the interesting bits of their lives and
| do fun stuff.
| nicce wrote:
| I would argue that this is the exact problem of current
| modern games. The parent is suggesting something alternative,
| fun with other people.
|
| Almost every current MMORPG is oriented on getting that
| virtual cash or other currency up in virtual economy, to make
| some linear progression for pre-defined ending.
| the_only_law wrote:
| I haven't been into MMOs in a long time, but years ago, I
| remember desperately trying to find a good one, but I found
| that not only do a lot of them have some grindy linear
| progression, but even worse was it was always so limited. I
| got sick of games that looked amazing but had basically no
| content.
| Scarblac wrote:
| Puzzle Pirates was the best game ever for a number of
| years.
|
| An MMO without experience points or levels. Everything
| powered by puzzle games. Ships operate by people playing
| the sailing game, the bilging game, the carpentry game,
| the gunning game and the navigation game. On a tiny ship
| a good player can do it on their own by switching
| rapidly, but almost always, you need a crew of people
| working together, up to 100+ people on very large ships.
|
| _Your skill in the game decides how much you contribute
| to the ship 's performance_. To improve, you must
| actually improve.
|
| Ships can fight other ships (in two minigames, one before
| boarding and one after), a whole fleet can fight another
| fleet for control over an island, with 1000+ people
| involved, in another game.
|
| And the in game economy was really elaborate, and worked
| well. Again, based on people doing games in jobs.
|
| Of course, people got immensely rich and could buy things
| you could not. Namely, some colors for clothes and ship
| paint were much rarer and more expensive than other
| colors; black came from kraken blood and was most
| expensive. So you could see who was rich, but it didn't
| affect gameplay. Of course being able to supply a fleet
| of ships and thousands of cannon balls to threaten an
| island did, but only if you could also get hundreds of
| people working those ships for you.
| RhodesianHunter wrote:
| Wow, thank you for this blast from the past. I remember
| getting rich enough to own one of the bigger ships and
| losing it in in a fierce PVP battle. Good times!
| bpicolo wrote:
| Love Ironman mode in RuneScape for this reason. Taking the
| economy out entirely improves the modern game experience.
|
| Similar to D3 removing the auction house years back
| omgketchup wrote:
| God I miss the glory days of Ultima Online.
| michaelbrave wrote:
| I've heard of some success with this where people using mods on
| minecraft to implement economies on private servers.
|
| But yes, sandbox MMO's were a different beast than the
| themepark MMO's we have today, I had high hopes for Everquest
| Next when it was announced (like ten years ago now) but it
| ended up vaporware I guess, and that was the last I've heard of
| anyone actually trying. I guess metaverse might count but I've
| mostly ignored anything that facebook tries to do.
| newobj wrote:
| Ever heard of A Tale In The Desert?
|
| https://en.m.wikipedia.org/wiki/A_Tale_in_the_Desert
| yvdriess wrote:
| Yes! It's amazing that it is still going.
| hombre_fatal wrote:
| Oh man, I loved this game almost 20 years ago.
|
| My friend and I started building on the side of a pond far
| away from everyone. We would get home from school and tie our
| house phone to our heads with our dad's tube socks so we
| could stay in constant communication while we collected
| resources and build up our enterprise.
| mikkergp wrote:
| Expanding on your idea, I thought it would be interesting to
| have an MMORPG with multiple completely different clients. The
| easiest example might be in a future/sci-fi game, you have a
| normal game client for people moving around the game, and a
| Stock market client for people who want to play the stock
| market in the game. You could have a business simulation client
| as well maybe for shop keepers. Maybe a news website to try and
| bridge the gap between them all, but you could play one game
| (the stock market game) while never logging into the First
| Person "MMO" client but you're completely integrated. If you
| could think of a number of these different clients, I think it
| would be interesting.
| mNovak wrote:
| I agree, I've always thought it'd be cool to develop a game
| that, for instance, you could meaningfully play from a full
| fledged console or a mobile phone. They might be different
| components or aspects of the game, but both would contribute
| to your world/quest/whatever. And just like real life, some
| people might specialize, and only ever play one aspect of the
| game, while others focus on other parts.
| happimess wrote:
| I love this idea for so many games, but I'll try to stay on
| topic.
|
| From elsewhere in thread, heavily snipped:
| games like that aren't fun. It's been tried. [...] hopping
| online to go do your second job [...] implies work [...] no
| one wants to do that work
|
| I wouldn't want to do data entry in an FPS game, no, but
| people love "bakery simulator" type resource management
| games. It would be cool to link my grocery-line-time-waster
| score into my overworld bank account, enabling me to shop
| around for gear in stores set up (but not manually run) by
| other players, to use in the FPS portion of the game where I
| steal morsels from the full-sized humans (or am I getting my
| threads confused?).
| wincy wrote:
| EVE tried this with Eve Online + Dust 514 which was a PS3
| exclusive. There were cool concepts like having your space
| ships show up to air strike the planet as they were fighting
| on the surface. It was interesting but ultimately Dust felt
| extremely low stakes in the world of EVE. I can't really
| speak to its other problems I only tried it once or twice.
| cbm-vic-20 wrote:
| Dust 514 was a really, really cool idea that was dead on
| arrival because CCP (the company behind Eve) released it on
| a platform that was nearing the end of its lifecycle, and
| refused to release it on any other platform. It also had to
| introduce the Dust players to a fair number of the Eve
| mechanics, particularly around loadouts (fittings) and the
| economy.
|
| The fact that the spaceship game was intertwined with the
| team-based FPS was really cool. FPS players (on planets)
| could be in the same clan/guild/corp as the spaceship
| pilots, and could call in airstrikes. In the spaceship
| game, your corpmates could maneuver into position and rain
| down lasers. This interaction had an effect on the local
| economy, which was an incentive for the spaceships to show
| up for airstrikes.
| mikkergp wrote:
| Yeah, I imagine a challenge would be making a second really
| fun game in a different genre from the first. The different
| 'games' would probably have to be relatively lightweight
| and lean into the fact that it's the interaction that is
| the fun part. Having a space MMO developer somehow land a
| super popular AAA FPS would be near impossible. I like how
| the battlefield games let you fly airplanes, but then it's
| not really a full blow flight simulator.
| lsaferite wrote:
| I'm a huge fan of API-first design and would love to see MMOs
| embrace this. Anything you do in game could be doable via
| APIs and those could be open to 3rd-party clients. That would
| allow people to develop those kinds of specialized clients.
| BolexNOLA wrote:
| I'm not sure how WoW isn't/wasn't just ticking off boxes?
| That's all MMORPG's ever basically. "Go here, kill boars, bring
| me 5 of their tusks. By the way it's a 25% drop rate so really
| you're killing ~20. Oh and they're often by themselves across a
| large area. Oh and other players need the same amount too so
| you're competing for the kills. Oh and there are baby boars
| harassing you that don't count. Oh and there's no quest marker
| until you're mini map can see it so it's going to take you
| 10min of wandering around a featureless field before you know
| you're in their spawn area.
|
| As obnoxious as I'm being, the thrust of basically any MMORPG
| is grinding hours of boring tasks to get minutes of awesome
| time with the fruits of your labor. That's how they make you
| stick around - roadblock after roadblock after roadblock. You
| remove the grind (d3 auction house) and you remove your
| players.
| astrange wrote:
| FFXIV doesn't really have mandatory grind. They instead make
| the main story actually good (better than most other FF
| games) and so people will buy the expansion packs even if
| they don't stick around every other month.
| Freeboots wrote:
| I have a MUD open right now in another window. I still play it
| because despite the lack of graphics, the freedoms of player
| interaction are interesting and far beyond whats available in
| modern open world games.
|
| Attack a same side player? Sure! You might get warranted by the
| local militia (which may or may not have real players in it),
| but you can do it.
|
| Pickpocket players? Sure. Change sides mid fight? Yep. Be a spy
| or mole for the enemy? Chase people down in 'safe zones'?
| Completely ignore PvP? All up to you.
|
| Another thing i really like is looting. If you die, anyone can
| grab gear from your corpse. If the enemy get it, you're gear is
| gone. Theres no perma death in this particular Mud, but losing
| gear adds stakes to PvP. It also means gear is a real in game
| commodity, but also people dont get too precious about it. Die
| in the fight? Reequip asap and get back out there.
| munk-a wrote:
| MUDs are a class of game that is terribly underrated. I've
| played on a few different one (mostly toward the RP focused
| end of things) but I think the whole family of games shows
| just how effective imagination can be when coupled solely
| with text descriptions.
|
| I have extremely strong memories from Shadows of Isildur[1]
| and met my spouse there!
|
| 1. http://www.middle-earth.us/
| agweber wrote:
| All of your points also exist in Renaissance era Ultima
| Online. There are a number of custom shards with playerbases
| that want this exact experience.
| worker767424 wrote:
| > a genre of checking off boxes and making numbers go up, along
| a linear way as laid out by the developers for you
|
| Feels like a FAANG job
| rococode wrote:
| I have high hopes for the upcoming MMORPG from Riot Games
| (maker of League of Legends/Valorant/Legends of Runeterra/Wild
| Rift). So far all of their new games have been very solid
| entrants in their respective genres. They have consistently had
| strong storytelling and art/design throughout their games, and
| they've mentioned there will be a focus on co-op content in the
| RPG. It's probably still several years away, though.
|
| That said, I think part of the problem is that we've all gotten
| older, and no one has time to spend 5+ hours a day in a game
| world anymore. The younger generation may be able to experience
| it, but for those of us who have memories of old MMOs, it's
| unlikely we'll ever truly relive those nostalgia-filled
| moments.
| kaetemi wrote:
| Look for the Ryzom Core Discord or IRC chat. There's a couple
| of us in the open source community hoping to build such a
| thing, based on an existing MMO codebase and assets.
|
| The key point is that all missions should be impactful on the
| world, and not merely reward oriented.
|
| We have the tech for an MMORPG. We've been working on
| simplifying the onboarding curve for new contributors first. In
| a few months we can start exploring game mission mechanics. :)
| bcrosby95 wrote:
| It's never gonna be a AAA game. The broader market just doesn't
| want this, and you'll need the broader market if its a AAA
| game.
|
| New World hit on some of these points at one point, but they
| backed down pretty fast.
|
| Ashes of Creation may or may not hit some of these points. But
| that game is... overly ambitious, to say the least. They're
| trying to go full tilt on everything and I'm skeptical as to
| whether it's gonna work out well in the end.
| softcactus wrote:
| Check out Foxhole. There's one server with thousands of people
| fighting on one map in a massive war. All weapons, ammunition,
| structures, etc are built by players from mined resources. The
| "High Command" Discords for each faction have their own
| internal tools used for gathering intel with computer vision
| and stuff. There's also a live map of the war:
| https://foxholestats.com/
| zokier wrote:
| In terms of mmorpgs, I'd love to see a game with actual human
| GMs behind the scenes enabling players to have far more
| latitude in their actions. I'm envisioning something like a
| cross of EVE and tabletop rpgs.
| snikeris wrote:
| Gemstone IV does this.
| tagami wrote:
| The old Ultima Online had GMs pop in and create quests and
| random events. Non-scalable, but - oh - so much fun
| munk-a wrote:
| You should check out MUDs - MUDs (being entirely text based)
| are easy for any old person to modify and create within... no
| texture or graphics work - just writing. As a result a lot of
| MUDs have extremely dynamic worlds that have large ongoing
| plots being managed by the GMs.
| petewailes wrote:
| Currently building this. We're launching in August.
| maerF0x0 wrote:
| Give us some kind of link / mailing list so I dont have to
| remember 'til august. Spoiler: I wont remember.
| EarthLaunch wrote:
| I have been trying to make one like this for a decade, kind of
| a next-gen UO. Right now it's big ideas and the beginnings of a
| world. I'm not promoting it but feel free to take a look! I
| have a discord for discussing these games as well, though it's
| not active.
| lubesGordi wrote:
| I think the constraint here is that you need people to create
| novel objects with novel functionality in the virtual world and
| then sell them to have an economy. That might be tricky but if
| you could solve it well then, your imagination is the limit.
| munk-a wrote:
| If people love the world they'll be happy to make things
| without financial recompense. Lots of folks used to run RP
| guilds in WoW and other games with entire worlds constructed
| out of whole cloth - if you build a flexible system and
| supply the players then DMs will emerge and create gameplay
| within the world - just like D&D DMs get into it for the fun
| alone.
| 1980phipsi wrote:
| What about an MMORPG with Chronotrigger-like features where two
| or three players together can do a special move.
| mustacheemperor wrote:
| You might enjoy Eco. It's not quite an MMO, but it is a
| multiplayer game that can have large server populations where
| everyone must work together to advance through a collective
| "tech tree". It starts very similarly to a Minecraft
| playthrough, but has a much deeper cooperative progression of
| advancing different trades and resource gathering methods until
| the server can construct a laser cannon to destroy the meteor
| en route to impact the planet. There are also pollution and
| environmental mechanics, and diplomacy and collective
| governance. So you may have a player who produces lots of ore,
| but poisons the oceans to do so, and other players can
| collectively lobby to restrict that through the government. But
| at the same time, everyone must rely on the production of ore
| to further advance the tech tree.
|
| It can be a lot of fun with the right group of people. There's
| also a lot of flexibility for adjusting the game's parameters,
| so you can make it work with 2 people or 20 so that everyone
| needs to work together but the tasks don't seem insurmountable.
| It's one of the most novel and interesting multiplayer game
| concepts I've played in recent memory.
| joshlemer wrote:
| There are probably a number of MineCraft servers that achieve
| this. Back about 10 years ago there was the /r/CivCraft server.
| Not sure which ones are active now, but it did feel like a real
| world with a real economy, since there were even shops you
| could set up to sell materials for a price. You had to be
| careful who you piss off also, since people could be "jailed"
| in the ender world. There was a large element of alliance
| making / political process in the game since you have strength
| in numbers.
| the_only_law wrote:
| I remember playing on towny servers years ago and holy crap
| that was fun. The kingdoms and roles, and wars managed to be
| more immersive than games based around that concept ( _cough_
| bannerlord)
| gigaflop wrote:
| I haven't heard that name in a very long time.
|
| Tell me, what town did you mainly reside in? I was over in
| Chiapas with the crazy leftists, one of whom erected a wool
| statue of himself. We were largely untouched by the HCF
| invasion, except for when their skirmishes with the World
| Police got close to our borders.
|
| I offer you this classic, and hope you recognize it:
| https://youtu.be/BAzsolKHJfc
| joshlemer wrote:
| Yep I remember that like it was yesterday! If I remember
| correctly, in the Civ 1.0 map I hung out a lot in Haven and
| in Mt Augusta
| gigaflop wrote:
| Mt Augusta was a little before my time. By the time I got
| into the server, it honestly felt like one of the most
| difficult places to get settled into. Crowded, property
| costs too high, chaotic.
|
| Dirty Ancaps everywhere. </s>
|
| I'm pretty sure it was somewhere between late 1.0 and
| early 2.0, but I ended up in Carson City for a bit when
| it was coming online. Where they made a hole in the
| ocean, and turned into a city. A fun place to hang out
| and talk shit.
|
| Do you have any 2d world maps of that era?
| hooby wrote:
| Minecraft is indeed a great example of a game pushing the
| envelope on player freedom - and allowing emergent gameplay.
|
| Tip of the hat to you, good sir!
|
| Still, Minecraft is pretty limited mechanically. The game
| doesn't actually recognize any of the stuff you mention. The
| games' mechanics - all the technological progression and
| stuff - work perfectly fine in single-player. Also the number
| of players per server isn't quite on MMO levels...
|
| But yes, some elements of Minecraft would be great
| ingredients of the game I'm proposing.
| Sohcahtoa82 wrote:
| > The game doesn't actually recognize any of the stuff you
| mention.
|
| With mods, it does.
| a1369209993 wrote:
| > The game doesn't actually recognize any of the stuff you
| mention.
|
| To be fair, neither does real life. Real life shops, jails,
| etc, are just collections of atoms with certain emergent
| properties resulting from how players have set them up.
| wardedVibe wrote:
| So the largest public server (white tiger) for the game eco
| https://play.eco/ might scratch that itch.
| vorpalhex wrote:
| These aren't quite true MMOs but will scale up to 40+ people
| online at once, with totally emergent social structures:
|
| + Rust
|
| + Ark
|
| + Conan Exiles
| staindk wrote:
| I think the recently-released V Rising could be added to that
| list as well.
|
| Seems a great game.
| depingus wrote:
| Lots of games have dedicated "role-play" servers. When I read
| your comment i instantly thought of this:
| https://www.polygon.com/22512951/gta-online-new-day-role-pla...
|
| Conan Exiles is another game that has RP servers of a different
| variety.
| jayd16 wrote:
| Most popular MMOs do have healthy economies and virtual
| cultures. You do need to participate though. If party play is
| enforced then party members certainly do affect game mechanics.
|
| Maybe you want a pvp focused MMO? Maybe something like
| PlanetSide with more of an economy? Either that or maybe you
| want some big story points influenced by players?
|
| Honestly I think you'd probably be disappointed unless you are
| personally part of the group that made the influential change.
| That takes a lot of investment as the mechanic would either be
| pvp or feel like its on rails.
|
| Maybe you just want an RP wow server and a guild that is into
| grinding for Glam/RP loot according to their own stories?
|
| I don't see how it's a technical problem at all. It sounds like
| your major issues are with story telling. Can you explain what
| technology you think is missing?
| pbhjpbhj wrote:
| I think I'd like a simulation game where it simulate a workshop.
| I suppose like World of Guns meets Euro Trucks simulator but for
| woodworking/metalworking tools. The idea being one could play the
| game to learn what tools do what and how, make stuff, and
| potentially have transferable skills to work with real tools.
|
| I think it would be very difficult to get the level of control
| right, you perhaps want a hand lathe view like World of Guns
| (very detailed, can manipulate all components and tear down the
| whole tool) but if you're planing a plank you would want to
| almost wave the tool at the surface and have it work.
| steveracer wrote:
| I'm planning on making the game I wish existed! Basically it
| would be an RPG with characters in every town that had their own
| AI -- every time you played a new game, the characters would
| start a different life. They could fall in love with different
| characters, live, die, have children, give you quests... but
| different every time. As you interact with them you would change
| their destinies, of course. Or even your non-action would do so.
| deadbyte wrote:
| Reminds me of reading Stephen King's twin novels Desperation
| and The Regulators, were the same cast of the same town endured
| two parallel paranormal storylines. Recommended read to inspire
| your concept!
| techsin101 wrote:
| Startup simulator / business games in general (i.e. run a
| lemonade stand but multiple industries)
| nokidding wrote:
| I just want the same games we have without the need to connect to
| a network. Why can't 2-4 players sitting beside each other, play
| monopoly, or poker, or any other simple board/card games? Why do
| we need to connect to servers and buy add ons, etc..
| franze wrote:
| Bugs
|
| Control the environment. Ressourcen and parameters.
|
| Seed bugs.
|
| Have an timedial to speed up time into the future. See how they
| evolve and if they survive / become dominant spieces.
|
| Could include winning challenges that some seeds of bugs might
| from an in game or other players competing spieces.
|
| Should invovle "real" artificial evolution. Mutation rate als
| adjustable.
|
| I love evolution games, not enough of them out there.
| eastof wrote:
| I remember playing a bunch of a game called Ant Nation for Wii
| as a kid, which I remember being kinda similar to this.
| Waterluvian wrote:
| A modern take on Pathways Into Darkness.
|
| Basically, the same UI centric text based adventure FPS horror
| RPG but with freshened visuals.
| LanceH wrote:
| I would like a game where the development company is only
| responsible for making the game.
|
| No long, enforced intermissions between rounds.
|
| Escape key works for all interstitial screens.
|
| People can run their own servers.
|
| Free to mod.
|
| Basically, nearly every new game enforces _how_ the player plays
| beyond just mechanizing the play. For instance, in Overwatch at
| the end of the game there are highlights. If you leave the
| highlights and queue again, you aren 't actually in the queue
| until the highlights play out in your previous game.
|
| Sure, each of the games breaking these rules may claim success,
| but this thread is about what I wish existed. It seems like a lot
| of games with these features used to exist (running my own
| server, mods/maps, etc...) and we've lost something.
| 650REDHAIR wrote:
| I miss the time when modding tools were released by the devs
| and community servers were all the rage.
|
| You would find a sever close to your location with a low ping
| and casually game in the evenings. At least 1/2 of the sever
| population were regulars. Modding was simple and encouraged. No
| DLCs.
|
| I feel like I grew up during the golden age of gaming and my
| kids won't get the same experience.
| causi wrote:
| Oh yeah. Remember how fun it was before skill-based
| matchmaking? You could find a game you were good at and then
| just _be good at it_. These days you 're matched with
| equally-skilled players so you know if you don't play better
| than you did yesterday you lose. It makes it too stressful to
| enjoy.
| causi wrote:
| Yes, I've noticed it's much more common now for games to have
| deal-breaking aspects than they used to. Back in the day you
| could just mod it out, and today you can't. For example, in
| Jurassic World Evolution you eventually just stop because the
| gameplay becomes an endless loop of refilling feeders and
| replacing dinosaurs that died of old age. That would've been an
| easy mod, or even a value in an ini file two decades ago.
| chimeracoder wrote:
| > For instance, in Overwatch at the end of the game there are
| highlights. If you leave the highlights and queue again, you
| aren't actually in the queue until the highlights play out in
| your previous game.
|
| That used to be true, but it has not been the case for a couple
| of years now.
| teamonkey wrote:
| Without knowing the specific details in this case, one of the
| biggest problem in multiplayer games - even very popular
| games - is filling the matchmaking pools with players of a
| similar skill set and region (low ping) to you. My guess is
| that even though it doesn't show you queueing, that's just
| some entertainment to fill time - the server is actually
| scheduling games to maximise player counts.
| deknos wrote:
| Unreal Tournament 2004 opensource rewrite, where i can load into
| the maps from the original.
|
| the orignal linux binaries crash on current linux distributions
| :(
| hkt wrote:
| I'd like Stellar is 4X strategy but with the chance to drop into
| a Freelancer style dog fight to tip the scales on battles that
| could otherwise be predicted on a calculator. Bonus points if my
| friends can pilot over a lan, too.
| elorant wrote:
| I used to enjoy adventure games of the 90s. For some reason
| companies aren't making these anymore. I'd like a new Monkey
| Island release.
| Beltalowda wrote:
| Wadjet Eye Games and Daedalic Entertainment are making them.
| PortiaBerries wrote:
| I must admit, I don't know what games are out there these days,
| but I want an adventure game like the original King's Quest,
| Space Quest, Hero's Quest, etc. but with modern graphics, of
| course. It is important that they be language-driven, like the
| originals, but taking advantage of modern nlp.
| SN76477 wrote:
| A modern Never Winter Nights
|
| A platform that allows anyone to create content for a rpg-action
| game
| betwixthewires wrote:
| A FOSS fast paced first person shooter with customizable
| loadouts, user run dedicated servers and community built maps.
| Think call of duty meets openarena.
| thibran wrote:
| A first person shooter with a fully destructible world and good
| graphics. If there are sniper weapons they should need real
| skill, like adjusting wind speed and humidity, but if they are
| correctly setup, are super deadly.
|
| I dislike the "you need to shoot a full magazine of bullets to
| kill an enemy player" of the recent years. Give me back the days
| where movement skills and mouse aim would be an advantage when
| playing online.
| dartharva wrote:
| I really wished Halo Infinite was like that. I don't know why
| sputknick wrote:
| I know the "neural plasticity" genre turned out to be bunk, but I
| intuitively believe you can make video games that make you
| smarter. dual N-back training is a simple form. I think if you
| did research on what actually made you smarter you could make fun
| interesting games that actually made you smarter.
| oldstrangers wrote:
| An open-world Anachronox 2.
|
| What an amazing universe they created for the original one. It
| was ahead of its time and is criminally underappreciated today.
| skocznymroczny wrote:
| A stealth based Terminator game. Most Terminator games were
| cookie cutter 2D platformers (in the 90s) or generic FPS games
| where you play a resistance fighter/Kyle Reese and fight
| terminators or you play as T-800 and fight bikers and other
| terminators.
|
| What I'd like to play, is a Hitman/Dishonored like Terminator
| game. You play as T-1000, you should avoid suspicion, shapeshift
| to gain access to restricted areas. You can do combat, but it
| should be avoided because it will make achieving your goals
| harder.
| jrm4 wrote:
| TL:DR, A multiplayer FPS that relies on traps and deception more
| than "action."
|
| I've been around long enough to have played both Doom and Duke
| Nukem over a phone/modem. I remember with Duke Nukem especially,
| the ability to place laser tripmines plus chat made for a
| _really_ thrilling experience, it was as much as about trying to
| decieve the other person into going the wrong way as it was
| having good aim.
|
| I feel like Among Us, et al, of course has this trickery part,
| but I don't think I've seen the two combined. Kind of reminds me
| of Spy v. Spy from the olden days of Mad?
| nerdponx wrote:
| Thief, but updated with 2022 technology, but also _actually good_
| unlike the recent Thief remake that people hated.
| filoeleven wrote:
| Bullet hell shmup with a time-travel mechanic. After you get
| enough hand-wavey energy/points/kills/whatever, you can warp back
| to some earlier point and play alongside your previous run(s).
|
| I envision kinda puzzle-inspired gameplay: use your skills to
| navigate the bullet hell, take out high-value enemies; then warp
| back to clear even more of the screen, or take on previously-
| unassailable obstacles.
|
| I have lots of peripheral (and conflicting) ideas floating around
| the core mechanic. For example, maybe you could also spend your
| warp energy on a high-damage beam that connects your ship with a
| previous iteration, so you can sweep around the screen with it.
| Maybe some barriers or enemies can only be quickly destroyed by
| that beam; otherwise it takes ages and more skill than I possess.
| Maybe you can siphon your ghost runs so that they disappear
| before they actually warped back.
|
| Every level should maaaaybe be possible to complete in a single
| run, if only just. I'm not sold on that though because it seems
| like it could limit the level design. There should definitely be
| some kind of bonus for completely clearing the level of all
| enemies, no matter how many times you have to warp. These two
| things are in tension.
|
| The whole concept came to me after I played Braid, and from
| watching more skilled players shuffle their ships through the
| beautiful onscreen patterns that difficult bullet hell shooters
| tend to have, especially at the higher levels. I had a very
| barebones proof of concept of the main mechanic working at one
| point in FlashPunk, which tells you how long ago it was. I think
| the premise has some value though. I mean, I'd play it.
| imdsm wrote:
| Red Dead Redemption 2 -- but where there is no overarching story
| but you create your own character, and can go off and do what you
| like, affecting the world. Start a trading business, buy a
| saloon, be a bandit, a sheriff, you name it. It's such a
| masterpiece of a world, but replayability is reduced by having to
| follow the same story lines and play the same person every time.
|
| Imagine RDR2 but with the replayability of Skyrim. There is a
| reason why Skyrim is still such a popular game and why most of us
| have purchased it more than once (which is weird, right?):
| because it is the ultimate example of a replayable game.
|
| The focus on RDO takes the game a little bit in this direction,
| but the multiplayer aspect takes away from the immersion, and the
| fact that you can't have character names like Old Bill and
| instead see people called xX_SUICIDE69_Xx running around really
| spoils it.
|
| I want to go fishing, put my fish in a cart, take them to market,
| sell them, then go play some poker with a beer, before returning
| home to my small shack that I'm slowly decorating.
|
| Is that so much to ask for?
| ajmurmann wrote:
| I want this but with the Yakuza series.
| jonwinstanley wrote:
| Or Cyberpunk
| lelandfe wrote:
| This is such a stupid comparison that I can't believe I'm
| making it but _Puzzle Pirates_ actually did a lot of this. You
| 'd sail around on ships for the navy, "fighting" pirates (via
| competitive puzzles) to earn a wage. You start with a tiny,
| default shack and a cot, but could buy larger properties and
| better furniture. If you saved up enough, you could buy your
| own ship, and become a pirate yourself - or go straight and buy
| actual in-game businesses to start selling wares:
| https://yppedia.puzzlepirates.com/Shoppe_management
|
| It lacked every ounce of the beautiful simulated West I love in
| Red Dead, but the core gameplay mechanics you're talking about
| are all there.
|
| ...I'm speaking in past tense but apparently it's still around?
| https://store.steampowered.com/app/99910/Puzzle_Pirates
| jonwinstanley wrote:
| Yes, love this.
|
| I tried to explain to someone why I disliked the missions on
| RDR2 and they didn't get it. The missions reminded me that I
| was playing a game, I just wanted to explore and hunt.
| INTPenis wrote:
| I just want a better UI for DF so I guess a game I wished existed
| would be a modern DF with better multi-processor support.
| onlyrealcuzzo wrote:
| I want a mix of Stardew Valley and Pokemon - where you have to
| cultivate crops in a foreign world with 6 seasons - and the crops
| attract & feed different creatures which you can catch and use to
| battle to further unlock more seeds (crops) & farm tech
| (cultivation) - which ultimately leads to even more creatures -
| until you are finally strong enough to beat the equivalent of The
| Elite Four.
| aloisdg wrote:
| Viva Pinata kind of did this.
| servercobra wrote:
| Oh! My answer was also a remix of Stardew. I like the idea of
| adding Pokemon-ish to the mix. Something to add more battling,
| because it felt like there was a ton more that could be done
| there once you have a nice farm going.
| lunarboy wrote:
| Portal 3
| pmoriarty wrote:
| - Factorio crossed with Terraria.
|
| - Terraria-like game mechanics, without the cutesyness, and set
| in a Warhammer 40k, Path of Exile, or cyberpunk universe.
|
| - A game like Sethian, but where there's much more actual
| learning of an "alien" language instead of the dumbed-down
| version of learning Sethian has.
|
| - Zachtronics-like games that are closer to actual programming
| instead of being just puzzle games with a programming veneer.
|
| - A much more performant version of Screeps.
|
| - Single-player PvE MUDs with rich worlds where you can actually
| interact with everything you read in room descriptions and where
| the rooms aren't mostly the same.
|
| - More 2D games.
|
| - More games targeted at intelligent people rather than the
| lowest common denominator.
| nullbytesmatter wrote:
| "Influencer Simulator"
|
| Take photos, alter them and try to obtain as much clout as you
| can for sponsorships.
| scotty79 wrote:
| Fpp pvp game where players are cats that fight not with guns but
| with cat parkour moves executed with help of the environment.
| vyrotek wrote:
| Command & Conquer - Red Alert 2 : Remastered
| sleepydog wrote:
| I've been thinking about simulations of public infrastructure.
|
| For example, a game where you manage the international ingress at
| an airport. You design the queuing patterns, decide how many
| booths to staff, what to ask the travelers. You're rated on
| speed, cost, and so on. Think Papers, please, but instead of
| working one booth you're managing the whole airport, or maybe all
| airports across the country.
|
| Or managing a post office. Again, you'd have multiple conflicting
| goals, and you have to navigate many tradeoffs.
|
| The problem would be striking a balance between an accurate
| simulation and something that's not excruciatingly boring to
| play.
| ytdytvhxgydvhh wrote:
| I'd like to see a game that explores radio direction finding
| (https://en.m.wikipedia.org/wiki/Direction_finding).
|
| Maybe start simple with 2D maps - "your goal is to spot Russian
| ships within 100 miles of the US East Coast, where do you put
| some number of DF listening posts?". Then maybe introduce
| topology - "how do you detect ships intruding in these Norwegian
| fjords, given the mountains of varying heights?", etc.
| TimTheTinker wrote:
| Something like the old Risk game for Macintosh. It has no
| animations, no flashy graphics, just a simple, fast interface. I
| can finish a whole game in less than 5 minutes. But the AI
| players are way too easy to beat.
|
| I'd love a simple, animation-free Risk game like that, but with
| much better AI players to play against, and with different maps
| one can play.
|
| Modern Risk games are way too flashy, and worse, they take so
| much time between turns to display multiple screens and
| animations.
| natly wrote:
| Factorio but like age of empires (i.e. resource gathering with
| humans instead of machines and an infinite playing field and no
| RTS component - just infinite empire building).
| pinindajin wrote:
| A fantasy version of Escape from Tarkov with a bigger emphasis on
| PvE and Tomb Raider styled dungeon crawling (puzzles + traps).
|
| Basically an instance based game where you gather a team of
| dungeon delvers to explore a dungeon and get good loot. You would
| have to pick your loadout (equipment and skills) according to
| what you think would be needed to dungeoneer successfully for the
| given challenges of a dungeon. On death you would lose all the
| equipment you brought, but you wouldn't lose your level or
| skills.
|
| Dungeons would have different challenges. So one might be a close
| quarters crypt like some Mayan or Egyptian pyramid. One might be
| a larger ancient city like Atlantis. Some a mix of both. The NPC
| enemies, traps, and puzzles could be random each time based on a
| pool of the types for those dungeons.
|
| There would be other groups of competing adventurers trying to
| get through the dungeon, but I think the dungeons should be
| scaled so that running into them is less likely than say the game
| "Escape from Tarkov". Also I think the game should do a dice roll
| while match making to determine whether a given match has no
| opposing teams or many opposing teams. This will keep you on your
| feet PvP wise but allow the game to focus mostly PvE. PvP here
| mostly serves the purpose of providing a challenge to players
| that can't be "solved" since the ingenuity and unpredictability
| of players is greater than that of typical AI.
| germinalphrase wrote:
| A combination of first person shooter and real time strategy.
| There is a large map and balanced units on each side. Each round,
| a team commander is chosen randomly from each team. During play,
| the commander sees a bird's eye view of the current battle and
| directs player objectives, waypoints, etc. while everyone else is
| playing COD-style first person (trying to take advantage of the
| intelligence and goal setting from the commander). "The game" is
| sustained over many rounds, teams taking and losing ground as
| individual battles are won and lost.
|
| I haven't thought deeply about how much RTS complexity would be
| appropriate - but you would want to keep the action symmetrical
| so nobody is 'waiting' around for decisions to be made.
| Der_Einzige wrote:
| Battlezone and Battlezone 2 are kind of like this - and they
| are GREAT games that recently had soft remakes
|
| https://store.steampowered.com/app/624970/Battlezone_Combat_...
|
| https://store.steampowered.com/app/301650/Battlezone_98_Redu...
| s_dev wrote:
| Commmand & Conquer Renegade was the start of this 'genre'.
| narf33 wrote:
| In the Freeware Remake Renegade-X people can actually choose
| a commander https://totemarts.games/games/renegade-x/
| ed312 wrote:
| Natural Selection (2) is close on a round-by-round basis, but
| isn't an RPG.
| https://store.steampowered.com/app/4920/Natural_Selection_2/
| Atreiden wrote:
| Game is so incredibly fun but so difficult. The people who
| play it regularly are just Really, Really Good.
|
| Even after 40 or so hours I was still getting absolutely
| destroyed, chasing the high of kill streaks I'd gotten early
| on (against other new players).
|
| Is it still active? Part of me wants to give it another try,
| though I know only pain and suffering awaits.
| Spellman wrote:
| It's death spiraled at this point with the only players
| left being the god-like skilled. So not especially newbie
| friendly, which just means the community shrinks more.
|
| Plus Unknown Worlds has moved on to Subnautica, so all
| updates are Community Driven now. Which is pretty neat tbh.
| barrysteve wrote:
| The mid-game lerk and fade gameplay versus shotgun marines
| favours skilled players a lot.
|
| A good lerk can soften up marines forever and a good fade
| has little reason to die while continually getting kills
| everytime it leaves the hive.
|
| A good shotgun or rifle marine can cancel out 2-3 alien
| skulk players every wave. The skilled dominate midgame.
|
| The end-game onos stomp and xeno ganeplay versus exo and
| jetpacks levels out the skill required across players and
| becomes more enjoyable for everyone. Though games rarely
| get there without demoralizing everyone midgame.
|
| It's strange to me that the skill required peaks midgame
| and endgame is full of stunlock mechanics, tanky units and
| suicide tactics.
|
| I would put the highest skill mechanics on display in the
| end game so everyone has a good time before the domination
| of skill kicks in.
|
| It's still active, 4-5 servers in the US full every night
| and a bunch of UK, Euro and chinese servers. One aussie
| server.
| rc-1140 wrote:
| These have existed already: Natural Selection, its sequel
| Natural Selection 2, and Nuclear Dawn. The idea is nice but the
| actual gameplay isn't fun or sustainable because there's too
| much interdependence on having a top-notch commander AND having
| a team of exceptional FPS players; you can't really find two
| teams of 12 people who can all carve out time to play.
|
| The gameplay is sustainable for a little bit in terms of
| randoms joining servers but all that's left of NS1 and 2 are
| extremely niche competitive scenes that don't reach the scale
| of what you want and Nuclear Dawn has no playerbase. It's a
| nice idea and NS1 produced some of the best competitive FPS
| players for a few games (Quake 3/CPMA/Live, Team Fortress 2)
| but ultimately it lacks the fun factor needed to keep a
| substantial amount of people playing.
| Sinidir wrote:
| Huh? Natural Selection was insanely fun for me. Either as
| player or commander. Only reason i stopped playing was
| because the community shrank too much after a while. Most
| matches felt nicely balanced and enjoyable even if i lost.
| ookdatnog wrote:
| Savage XR and Savage 2 are a bit like that, but I don't think
| either have very active communities these days.
| Spellman wrote:
| Savage really went hard on the RTS aspect. Congrats, you go
| punch this resource like a worker! You're contributing!
| ookdatnog wrote:
| Yea, I feel Savage 1 really wanted to be almost
| "Warcraft/AoE, but your friends are the units," which is
| why it includes some rather dull mechanics. I think Savage
| 2 got rid of some of the tedium, but it also introduced
| more specialization which made it even harder to get a game
| going, as you can't even really play the game with less
| than ~8 people in a server (and the game really only gets
| fun with many, many more players).
| Spellman wrote:
| Hitting critical mass was definitely the weakness for
| Savage.
|
| Natural Selection worked much better in that regard.
| About 6v6 was the sweet spot, but it worked alright on
| lower player counts and was absolute fun chaos at higher
| counts. It was a fixture at our LANs for many years!
|
| One the best parts of these games though is that new
| players are always incentivized to contribute and aren't
| a net drag (in casual play). Sure you might be terrible,
| but your death still meant less damage on your teammates,
| and there was always something helpful to do whether it
| was helping build or repair things or scouting and
| harassing the enemy.
| CrazyStat wrote:
| Red Orchestra 2 is something like this, though not quite what
| you describe. The commander can call in artillery strikes and
| recon planes that show where enemy troops are on the map and
| set waypoints for different squads.
|
| It can be quite satisfying with an organized group, or
| frustrating if you're just playing with randoms.
|
| RO2 is fairly old now but I imagine the newer games (Rising
| Storm/RS2) have similar mechanics.
| swilliamsio wrote:
| That has kind of already been done in the 2010 PS3 game MAG:
| https://en.wikipedia.org/wiki/MAG_(video_game)
| nightowl_games wrote:
| Squad, Planetside 2 and Natural Selection 2 are all kinda like
| this.
| comrh wrote:
| As well as "Hell Let Loose" which is basically WW2 Squad but
| also uses the Commander position.
| wellthisisgreat wrote:
| Hell Let Loose is the best social FPS. Being/having a true
| leader as a squad leader makes all the difference in the
| battle.
| Pilottwave wrote:
| natural selection 2 is still great to play, and alive on steam
| still recieving updates; highly recommend it. savage 2 is a bit
| older, but a true classic in this niche gente, it's still
| played on weekends
| generj wrote:
| Reminds me a bit of the old Battlefront Galaxy Conquest modes,
| though the overview mode would need a lot more work.
|
| I think the overview position would need complicating factors
| to make it hard - otherwise they would just be frustrated at
| the grunt soldiers not taking objectives.
| quadcore wrote:
| I made a demo of such a game before that had some traction on
| youtube: https://www.youtube.com/watch?v=cQLiANnRPBU
| Sinidir wrote:
| Natural Selection 1/2 is literally this. Space Marines vs
| Aliens and you have a commander and can build building,
| research tech, etc.
| Spellman wrote:
| NS/NS2 and Savage have already been mentioned. Natural
| Selection being my particular jam.
|
| But does anyone else remember the Sourcemod Empires?
|
| FPS/RTS with TANKS! And a Tech Tree!
|
| Unfortunately the Source Engine really doesn't like tank
| physics.
| SwetDrems wrote:
| Hell Let Loose does something similar. Each team of 50 has one
| commander, and multiple squads with infantry (all human
| players). The squad leads communicate with the commander, their
| squad, and other squad leads in order to accomplish plans set
| by the commander. The commander can call in recon plans,
| artillery, tanks. Good communication and coordination can win
| games. It is a rather brutal game though.
| qfwfq_ wrote:
| This also sounds a bit like Planetside 2 [1], which had a
| similar structure. A relatively large open world where small
| "provinces" were contested by factions in FPS King-of-the-Hill
| combat. This meant that any one province action was a part of a
| larger "front," across which factions would often mass & press
| offensives. Capturing the entire map led to some kind of
| reward, and then a reset iirc.
|
| Nothing like rolling up in an APC with 12 people in voice chat
| on the tip of the spear, or coordinating an entire battery of
| MAXs keeping the skies clear. Some of the best gaming _in
| general_ I 've ever experienced. Gradually, though, pay to win
| mechanics pushed me away, and I've not played since 2014.
|
| [1]: https://en.wikipedia.org/wiki/PlanetSide_2
| wellthisisgreat wrote:
| Planetside is incredible. Battle royales came and go,
| Battlefield franchise deteriorated, but Planetside 2 is on
| it's 12th year and still delivers.
| NortySpock wrote:
| I felt like PlanetSide 2 gets close to this (at least I think
| the game is still active), though commanders and squad-leads
| were self-selecting.
| vijayr02 wrote:
| I wanted a game that was massively multiplayer and combination
| RTS / FPS.
|
| Would have 2 teams, of 100s of persons on each side. There'd be a
| general for each side who would oversee a tactical map and give
| orders to units. But these units are the rest of the team
| members, so each engagement on the map is being fought real-time
| by real people!
|
| So Rise of Nations for the general and Battlefield 1942 for the
| troops...
| Tsiklon wrote:
| Microsoft/Terratools' Urban Assault did this in 1998; sci-fi
| dystopia, no people on the battlefield except for you and the
| enemy in your respective flying command posts, battle fought
| with drone vehicles which you can guide around in typical RTS
| fashion, or alternatively you can hop into any vehicle you've
| built and lead from the front.
|
| The game becomes an FPS/RTS Hybrid, with you in command of a
| vehicle, simultaneously issuing orders to your other squads of
| tanks, jets, bombers and helicopters.
|
| It's a bit clunky, limited as an RTS and odd as an FPS, but I
| loved it.
|
| I never managed to play it against anyone online when I finally
| got my hands on a copy
| madrox wrote:
| Planetside did this, but I definitely think it's an idea that
| hasn't been truly fulfilled yet
| stevefan1999 wrote:
| A game about game developers and how they make games
| flateric wrote:
| A 'survival horror' war game from the perspective of a refugee
| and/or genocide survivor. I feel the mechanic of death can be
| explored in new ways it has not yet been in games over all. Also
| as powerful of an emotional tool as only a game could use,
| compare to other medium.
| mobilio wrote:
| Without doubt - StarCraft FPS!
| dszoboszlay wrote:
| I'd like to play with a game that's like Civilisation, but when
| you start, you don't know what world you're playing in. You only
| know what your ruler sees and hears. You may send your Columbus
| across the Atlantic, and you will see him arrive to India in the
| East. Later on you may learn that he instead discovered a new
| continent. Maybe. Maybe he really landed in India in your game.
| Or maybe he was a fraud and found nothing, and all the lands he
| reported on will disappear from the map when you send more ships
| to follow his route.
|
| Similarly, you wouldn't know which technology would work in this
| world and which not. Maybe alchemy would be real, and you could
| develop it to mass produce rare materials. Maybe it would turn
| out to be fake science only. Similarly, magic and religion may
| work as either basic mind tricks and psychology that
| enlightenment would mostly cancel out, or be part of the reality
| of the world, and you could get gods fighting on your side Greek
| mythology style, or wizards casting spells even deadlier than
| tanks and nukes.
|
| I guess this system would be already a bit too hard to implement,
| but if I could keep wishing freely, it would be awesome if you
| could actually govern by writing whatever law you want. So you
| wouldn't just click a button to switch from feudalism to
| theocracy or communism, but you would actually have to come to an
| agreement with power figures (or classes) in your society on how
| your state would work. You could grant rights to tax trade routes
| in exchange of doing military service for example. And later you
| would need support from some other group if you would like to
| abolish this system.
| machiaweliczny wrote:
| I would like to have a MMO where some mobs have NN based AI and
| learn how to fight better each time (but without cheating). I
| wonder what strategies would people use to defeat them.
| JadoJodo wrote:
| Lately, I've been looking for a fantasy RPG to play with my
| brother that fits the following criteria:
|
| -- third-person (like Kotor, The Witcher, etc.)
|
| -- open-world (like Skyrim, The Witcher, etc.)
|
| -- using unit targeting (not shooter) mechanics for spells (like
| Pillars of Eternity, Divinity: OS II, etc.)
|
| -- online co-op
|
| I think the combination of Skyrim, The Witcher, and Pillars of
| Eternity would be perfect. Most games I've found hit 3 of the
| above criteria, but not all. I've always loved the idea of
| Skyrim's open world and lore, but prefer the 'dice roll' hit
| mechanic (as opposed to 'were you aiming at them when you
| acted?').
| wincy wrote:
| Have you thought about revisiting Neverwinter Nights? I got it
| for a song the other day and the amount of additional content
| made by players is huge.
| kbenson wrote:
| You might find Morrowind kind of interesting, especially if you
| install some of the extensive graphics mods (such as the crazy
| shader ones to make it look a lot better) since it's fairly old
| at this point. As an older Elder Scrolls game, you get a lot of
| the world stuff, but this was before them switched to a more
| FPS type interface, so swinging a blade doesn't guarantee a
| hit.
|
| Using the OpemMW engine, I guess they have multiplayer and VR
| support now. No idea how well it will work out, but it might be
| fun to try.
| billfruit wrote:
| Not co-op but Kingdoms of Amlur and Dragon's Dogma may be
| fitting some of your criteria.
| cochne wrote:
| Why not Elden Ring?
| wincy wrote:
| I wish I could go back in time and play Elden Ring again for
| the first time. Such an amazing game. It really felt like
| something special in the world of video games.
| JadoJodo wrote:
| Doesn't Elden Ring play the same way The Witcher/Skyrim does?
| i.e., you don't target enemies, but aim at them?
| weystrom wrote:
| Yeah it fits perfectly.
| baud147258 wrote:
| maybe outward would fit the bill? Not sure about your third
| point, though.
| lostgame wrote:
| Studio Ghibli's 'Kiki's Delivery Service' as an open-world game
| whereupon you actually hop on your broomstick and have to deliver
| parcels to individuals across the village where she lives.
|
| Think a 'crazy taxi' RPG where you fly to deliver parcels instead
| of passengers.
|
| You would have to deal with issues like weather conditions,
| weight vs. travel time; and occasionally race against competing
| witches.
|
| It's honestly a 'take my money' situation - I've considered doing
| it as a fan game, but I would need a small team, and of course we
| wouldn't be able to profit from it. I'd ultimately love to see it
| adopted into even a mobile game.
| rtheunissen wrote:
| An airport simulator game. You have to manage aircraft, prices,
| service, security, disasters, policy, economy etc.
| cartoonfoxes wrote:
| Alpha Centauri 2
| dale_glass wrote:
| A dark themed, open world Pokemon game.
|
| Think a bit like Skyrim with lots of summoning.
|
| What do I mean by "dark themed"? Permadeath for your pokemon and
| gory, realistic outcomes from the attacks. But to go with that,
| make it so that you have to personally train and bond with your
| pokemon in some way, so that each is a significant time
| investment and it hurts if they die. Perhaps learning a move
| involves some sort of minigame where you have to participate, and
| practice raises accuracy/damage.
|
| Combine that with a survival element. If you go into the wild you
| need to gather food, find shelter to sleep, perhaps kill stuff
| for food if needed.
|
| Mechanically though I'd like to add more flexibility. Do away
| with the 4 move limit and allow a creature that logically has
| some ability always have it. Eg, anything that's big enough and
| has wings can be used for transport, but perhaps you need some
| sort of practice minigame for it to let you ride.
| causi wrote:
| Drop the pokemon theme and you're talking about Kenshi.
| pc2g4d wrote:
| An evolution simulator that goes from molecular soup to galactic
| intelligence
| throw7 wrote:
| Star Citizen. But, you know, ahh, actually complete.
| jdrek1 wrote:
| Final Fantasy Tactics Advanced like game but with a procedurally
| generated infinite map and some sort of re-skilling mechanic so
| that you don't have to constantly swap jobs before leveling just
| to minmax the early game where you don't have access to all jobs
| yet. Also adding _co-op_ multiplayer so one can play with
| friends.
| tsycho wrote:
| I want a two-person local network game to play with my son (let's
| say 6-10yr age range). The game play should explicitly have a
| parent-player and kid-player with different difficulty of
| controls and types of actions. I think collaborative games will
| likely work better, but competitive might be fine too if it
| allows for different skill adjustments.
|
| Just make the game fun for both of us, I'll play almost any genre
| (except violence).
| dividuum wrote:
| Super Mario Galaxy has a mode where a second controller doesn't
| control another character but instead allows some helpful
| actions (like dragging or grabbing things, collecting stuff,
| etc).
| anon776 wrote:
| A modern Jedi knight game with the lightsaber strength of the
| classic game.
| tjchear wrote:
| A massively multiplayer text-based industrial game where players
| produce raw materials/parts/products that other players can use
| to produce theirs. A player can gradually scale up from a one
| person production (clicker based production) to a fully automated
| factory. On the screen is just blocks of tables with ever
| changing numbers (e.g production rate, wear and tear of parts,
| etc), and the goal is to optimize your bank account balance (no
| stocks/fund raising mechanics). There can also be an internal IRC
| where people can negotiate and collaborate. Parts that are not
| produced by any player yet can be produced by an AI until someone
| comes along to replace it.
| mikkergp wrote:
| I'm surprised nothing like this exists, I've thought about
| making something like this, but I think one challenge is it's
| really hard to bootstrap an economy without some other gameplay
| element other than trading. Otherwise, How do you determine the
| value of items?
|
| In one of the versions of this game I thought it would be
| interesting to have a cutthroat stock market involved. I'm not
| sure how the mechanics would have to work but you could use the
| stock market mechanics to lift and destroy other companies.
| omega3 wrote:
| Successor to Medieval: Total War with province by province moves.
| I dislike the micromanagement of individual armies and having to
| chase enemies across the map. If a game like this already exists
| I'm all ears.
|
| Remake of Cyberpunk 2077
| etiam wrote:
| Starcraft 2.
|
| Only partially joking. The story continuation was such a letdown
| I personally consider it not-yet-made.
|
| That's probably not what you wanted, but in slightly similar
| vein, the indie title "Unepic" had a very neat collection of
| mechanics and skills which were largely left untapped due to what
| seems to have been the developer failing in patience/endurance in
| the second half. One of those features was a quite extensive
| ability to put things on keybindings. Which brings me to my only
| suggestion which might actually be on topic:
|
| What if you were to put a lot of effort into making the interface
| easy to customize, deeply, preferably live. Then you'd push the
| players to use it, possibly creating something of a game
| mechanism in coping with disparate tasks in the process. Also
| encourage publishing and forking. I'm not sure it even matters
| much whether it's a global defense simulator, platformer or sim
| (and indeed, why not all of them and more), but I'd be very
| interested to see what it evolves into.
| unsupp0rted wrote:
| The only games I ever play are single-player straight-forward
| ones, like the original Halo.
|
| You're a fellow with a gun or two and there's not much else to
| know: there's no upgrade ladder, no downloadable content, nothing
| else to pay for... just go through the story, shoot things and
| hide behind things, and be on your way.
|
| More classic Halo-like games please.
| ryandrake wrote:
| A modern successor to M.U.L.E. Yes, I know Offworld Trading
| Company is supposed to be this, but they really screwed up the
| end-game. (winning is entirely based on a flawed stock ownership
| system)
| audiometry wrote:
| Came here to say M.U.L.E. I always regretted not having a
| chance to ever play a four-human match. Seems like all the MULE
| reboots are/were stillborn. I thought the gui for the auction
| process was quite clever.
| wantsanagent wrote:
| I want a language learning VR game where the goal is to interact
| with AI's such that you understand their instructions and they
| yours. Very much as if you were a child having to learn while
| playing with adults.
| tekchip wrote:
| I envision an infinite game. Procedural, but only to an extent. I
| want it based on the internet and how it changes. Sure, you could
| just use the entropy of change on the internet, but it would be
| neat/interesting if names were also to derived from news
| headlines story lines. Perhaps creative image searches could
| compile new textures for characters and the environment. I
| suppose something akin to Little Big Planet, but with the ever-
| changing internet informing the play and world. I know that's a
| little vague. Hadn't locked the idea down to a particular genre
| of game. Perhaps a rogue-lite, given the procedural nature?
| janee wrote:
| I have a similar game interest. Something based on internet
| sourced data, e.g. gpt-3 based npc dialogs, trained off current
| news or something else that's never ending... something like
| kenshi with the complex mechanics of dwarf fortress, combined
| with NPCs that can very realistically mimic conversations
|
| It would be an open world, but not pvp...maybe you support co-
| op but I think the novelty would lie in single player combo'd
| with a very dynamic cause and affect world
| scotty79 wrote:
| Mixture of Satisfactory and Subnautica where you build intricate
| factories under water and the surface is dangerous because of
| periodical hailstorms that would wreck your buildings there and
| scorching heat that makes the hail melt and maybe even briefly
| boil the surface.
|
| As game progresses climate get worse and you are forced to
| retreat to greater depths with your factories and you need to
| research technologies that enable that in time.
|
| INTRO: you crashland in a small capsule, much like in Subanutica.
| You have a multitool with a pocket dimension for inventory but it
| doesn't let you deconstruct the capsule. So you scout around in
| shallow waters not being able to do much because multitool is not
| suitable for biomatter. You find a cave with a pocket of air.
| Then the first hail comes. Initially it's not that bad but gets
| larger so it starts dealing damage to you. It could kill you if
| you didn't retreat into the cave you found underwater. It ends
| quickly but as you emerge you find out that your capsule was
| broken into pieces. This time your multitool has no trouble of
| recovering scrap materials and placing them in the pocket
| dimension along with a fission battery that miraculously
| survived. You are building enclosed space under water larger than
| your capsule but with thinner walls. It's still full of water but
| you build your first water electrolizer powered for now with
| recovered fission battery. Oxygen is used for pumping out water
| to provide space for machines you can build inside. With the
| structure full of oxygen your suit can create breathable
| atmosphere inside of itself. Fire would be disastrous, but you
| are hoping at some point you'll be able to find ways to produce
| inert gasses to make interior safer. Hydrogen is stored to
| provide your constructions with neutral bouyancy. You fashion out
| a knife out of scrap and go out to look for something to eat. You
| submerge your first building a bit deeper but only as deep as
| thin walls allow. You are starting to wonder how will you get
| power when fission battery runs out. You scan your environment
| with the use of the multitool and when you find useful materials
| AI of your multitool unpacks new construction plans and
| production recipes that let you build more and explore further.
|
| Tens or hundreds of hours later you float quite deep admiring
| your sprawling web of minifactories connected by flexible
| conduits carrying various material and parts at dazzling speed.
| Most of the connections go even deeper to rare mineral mines but
| some go up to get some ice from massive hail that periodically
| strikes to be utilized for cooling (when summer arives) and for
| extraction of substances only available in the atmosphere of the
| planet that get captured in the hail as it forms there. Apart
| from wildlife there are small drones around that swim in swarms
| and maintain your structures and upgrade them when it's time
| submerge them deeper. You wonder, what this planet throws at you
| next and how bad will it affect your operations and plans.
| ge96 wrote:
| Weird thought but one where it is a simulation of the world/(the
| player) makes real money.
|
| As in you could clock in/do a job in this 3D environment. I
| realize probably not efficient but it would be for say bed
| ridden/disabled people that can use their brain but not their
| body.
| pa7ch wrote:
| Warcraft 4 developed by NOT blizzard.
| Simon_O_Rourke wrote:
| A hybrid of Kerbal Space Program and DCS. That would basically
| keep me shackled to a screen for several days on end.
| t43562 wrote:
| I'd like a simulation of the birth and growth of civilisation
| where I could change parameters and see what the different
| results would be.
|
| Parameters would be things like the probability distribution of
| various characteristics such as aggression, intelligence,
| passivity, individuality and so on.
|
| There would also be environmental factors for the planet, the
| availability of various resources etc.
|
| I feel that war is the inevitable way that groups work out who is
| boss until we sort out some sort of world government and I worry
| that we never will because our nature doesn't allow it.
|
| I know that such a simulation would be useless because of not
| being based on any accepted model but it would still be
| interesting to try.
| nlnn wrote:
| The game I wish existed almost used to exist, as a play by mail
| game.
|
| It was a swords'n'sorcery style adventure with a big open world,
| in which you had a party of adventurers.
|
| Every week you'd fill in a card with what 10-20 actions you
| wanted to take (go exploring/questing, pray to gods, hire people,
| buy equipment, etc.), and post off your form.
|
| Then you'd receive a printout with the results of your actions
| the following week.
|
| I'd love a modern online version of this, i.e. something that
| limits you to taking a few actions a day or every few days, but
| with a serious amount of depth underneath it, many players,
| living worlds, etc.
|
| The thing I remember most is looking forward to receiving many
| pages of printouts each week with all sorts of neat details and
| descriptions of everything that happened and the world around me.
|
| The pacing and fact that it was text-based made me pay a lot more
| attention to everything that I would for a graphically based
| game.
| rosmax_1337 wrote:
| The masterfully crafted just-right roguelike. High emphasis on
| performance and readable graphics, and keyboard manipulation
| rather than mouse. But mouse interaction must also be well
| integrated for newer players to learn the ropes. Traditional DnD-
| esque setting, because it is palatable to everyone and very
| cherished by many. Time-based, not only in unoffical ladders but
| in mechanics. Play fast to win more, quick gambles and intuituve
| descisions about talent progression and gear choice. For example,
| perhaps a potion of rage lasts for two minutes of real time,
| though the game is turn based. Quests should be similar, fast
| completion meaning higher rewards. Difficulty should be such that
| a player "taking his time" would never win the game. Perhaps the
| world is about to end in 60 minutes, and you must become strong
| enough to finish the villain in his lair before this timer
| reaches its end. But losing is naturally not some terrible state
| of game that you should be ashamed of. Just like in chess, you
| just try another game, and if you got close to winning, then you
| certainly had great success in your game session.
|
| The base game should actually be quite limited in scope, but if
| the idea takes off, additional levels and challenges (rather than
| gear and talents) will be added. Eventually a game like this
| should grown in depth only, adding nothing but intresting
| generators and randomized encounters, and enemies. Because
| otherwise you end up inflating good gear and talent progression,
| and there is only so many ways you can honestly make a +1 Weapon
| before it just becomes another +1 Weapon, but its green.
| albrewer wrote:
| I've really enjoyed playing Downwell[0], which tangentially
| covers a lot of these points. I've also enjoyed FTL[1] and Into
| the Breach[2] (both made by the same people) because of the
| time crunch aspect and irreversibility of your actions,
| respectively.
|
| [0] https://www.downwellgame.com/
|
| [1] https://subsetgames.com/ftl.html
|
| [2] https://subsetgames.com/itb.html
| jessermeyer wrote:
| While I've been waiting for this kind of game, some
| approximation I've been able to whet my appetite with is the
| old classic Baldur's Gate (I and II) with the following mods /
| optional settings.
|
| Sword Coast Stratagems (radically improves AI, making mages
| especially terrifying), INSANE difficulty Double Damage (only
| damage dealt to your party is doubled) No Reload ("hard core"
| mode. No save scrumming).
|
| These combinations turn the game into a strategically deep, and
| tactically rich experience. And just the hell more memorable.
| SteveGoob wrote:
| I was about to recommend Caves of Qud, being a _traditionally_
| inspired rogue-like. However, it encourages slow and careful
| play over fast play. The game is brutally difficult and the
| main story long, so a run takes a long time, especially
| experience the content off the beaten path.
|
| I don't think what it's you're looking for, but I do think it
| is an incredible game, and I have thoroughly enjoyed my time in
| it.
| gamerDude wrote:
| [Tactical Warfare]
|
| You create a set of complex processes/tactical moves that is then
| simulated by computers to play against other players. This could
| be a small team in something like call of duty, where you choose
| your bots equipment, and decisions they would make for
| scouting/in combat/etc. Then the teams of bots play against other
| players bots to see who wins. You can then review footage of your
| bots against other teams to identify weaknesses and "re-program"
| them to try again. Leaderboard are how you see progress.
| eproxus wrote:
| They're not as free form as you described, but the Frozen
| Synapse and Doorkickers series might tickle your fancy:
|
| https://store.steampowered.com/app/98200/Frozen_Synapse/
|
| https://store.steampowered.com/app/248610/Door_Kickers/
|
| (They both have sequels too)
| narag wrote:
| As a fan of the Stargate franchise, I'd like a game based on it.
| Actually I haven't even checked if there is one already, I will
| now.
|
| The last spin-off, Stargate Universe, had a nice set up: you're
| in an old battered ship that you can't control, without even the
| most basic resources. So you should use the gate and the shuttles
| to bring materials, make repairs, solve riddles to gain access to
| ship steering, fight nasty aliens, etc.
|
| Also the series had an open end a decade ago, so there's room for
| extension.
| jharohit wrote:
| i think SG1 might make for a better game where every "season"
| new planets could open up. Every set of planets would have
| different challenges - think Talos Principle with FPS.
| narag wrote:
| I have found a game that seems close to release:
|
| https://store.steampowered.com/app/1523650/Stargate_Timekeep.
| ..
| songeater wrote:
| Nagel: "What is it like to be a bat?"
|
| A first-person shooter played by sound alone. Screen is black.
| Clicks go out and you locate targets based on echoes.
| dqpb wrote:
| I want a game, driven by AI, whose sole reward metric is my
| biological response, like maximize heart rate, eye dilation,
| adrenaline, etc.
|
| I want to see if an AI can break me.
| Buttons840 wrote:
| An FPSZ like Tribes. Apex Legends seems to be the closest modern
| game in spirit.
| thewebcount wrote:
| I'll be honest, the best games I've played were games I had no
| idea I wanted. I wouldn't have known to come up with the idea for
| Portal, for example. Even some casual games like Sp!ng have given
| me hours of enjoyment.
|
| I've moved almost all of my game playing over to Apple Arcade
| these days because the games don't track you, don't have ads,
| don't have scummy gameplay tactics (like paying for loot boxes,
| etc.), and just generally don't annoy the crap out of me.
|
| My point being that I want something new and different and
| interesting, and that isn't a crapfest of malware, tracking, and
| financial extraction.
| docmars wrote:
| I felt this way about Supraland. It came out of nowhere from
| friends recommending it and had already been out for years, and
| once I tried it, I couldn't put it down and had to see it to
| the very end. Now I'm eager to play the sequel! Absolutely a
| new favorite series with a unique spin on first person world
| puzzles & Zelda-like progression.
| ddoubleU wrote:
| Duskers was like this for me.
|
| https://store.steampowered.com/app/254320/Duskers/
| atlasunshrugged wrote:
| There was an old starcraft mod that was like playing Risk and was
| an absolute blast and could be played in an hour or so (as
| opposed to normal risk games that take a few hours), I would love
| something like that again
| platistocrates wrote:
| There was another starcraft mod called Golems Evolution that
| was almost an idle clicker, but you had to choose how to evolve
| your army. Would love something like that.
| jlpom wrote:
| An educational platform game where you can draw platforms by
| plotting the graphical representation of functions.
| iFred wrote:
| A Sim Earth remake.
|
| I want a sandbox where I can take a planet from its bombardment
| era all the way to a point where its start has started to
| encroach on the planet's orbit. I want to see live evolve from
| the soupy amino acid mixes that were brewed from shallow waters
| and watch it grow to a multitude of competing civilizations. I
| want my screen to feel alive in a "ants crawling over a petri
| dish" sort of way.
|
| I want to do this with a very deep simulation, everything from
| geophysics, climate, and even solar insolation modeled. I want to
| see ice ages come and go with glaciers carving up the landscape
| and leaving behind lakes and fertile soil. I want to see oceans
| acidify and recover, cycling through colors. I want my screen to
| feel lush like a moss carpet.
|
| I want my sandbox planet to have a moon.
|
| I want to have a time scale that requires planning, where a few
| months of game play on the same planet feels rewarding. I want
| this planet to be persistent and to be shared where friends can
| just load up and watch or maybe even hop in. I want my friends
| space faring civilizations to come and visit.
|
| I don't want a manual for anything more than interface. I want to
| be surprised by what happens on digital ball of dirt.
|
| I want something that will have the fun spirit of Sim Earth, the
| seriousness of Universe Sandbox, open endedness of Powder Toy,
| and trigger that "into the unknown" feeling some of us got back
| in the early days of Minecraft.
| lbrindze wrote:
| I want to play a game that's like kerbal space program (in terms
| of technical detail), but where you instead run a national
| weather agency like the ECMWF or NWS/NOAA. It would be a
| simulation-like game where you invest in research and operational
| elements (installing sensors, running super computers) all while
| trying to improve the 'skill' of your forecasts in time to save
| your population from different natural disasters.
|
| Each level could have different regions, terrains, and specific
| disasters you need to optimize your forecasting system for (e.g.
| hurricanes, fires, blizzards, etc.)
| scotty79 wrote:
| Mixture of UFO and Invisible Inc. Tactical game where rely on
| stealth and elusiveness to infiltrate alien ships and bases to
| steal their technology to develop new gear to ultimately defeat
| them.
|
| Game that makes you feel like you are one wrong step from
| detection and disaster like Invisible inc did.
| pclark wrote:
| Sim City on absolute steroids that constantly runs in the cloud
| even when you're not actively playing
| Aspos wrote:
| Some sort of a Tamagochi Sim City? If you don't login often
| enough your city dies?
| pclark wrote:
| Would a city die without a mayor? Maybe, maybe not -- but
| yeah with legitimately good AI. I want a sentient city!!
| Aspos wrote:
| I think it is a great idea btw. Once city becomes big
| enough, one may want to recruit more people to take care of
| it and split roles. I love it.
| ducharmdev wrote:
| For a single-player game like this, instead of having it always
| running, I wonder if you could simply design the game in a way
| that the next state is deterministically calculated based on
| the time. So the next time you start the game, it loads the
| previous state + current datetime in order to produce the next
| state.
|
| This would be prone to manipulation, if someone were to change
| their PC's datetime, but would give the illusion that it's
| always running without actually doing so.
| YesBox wrote:
| You might be interested in what I'm setting to out build. I'm
| working on Archapolis, a city builder with real time traffic
| simulation and interior views of peoples homes (which you can
| customize/build yourself if you want). Very early stages of
| development still.
|
| As for steroids, here's a tech demo of what I've been working
| on: https://www.youtube.com/watch?v=7q0l87hwmkI
|
| I created a path finding algorithm that can simultaneously path
| 300,000 units to random destinations at a comfortable frame
| rate. Units can choose from any of the shortest paths between
| two points (there are many in a grid), and from those paths,
| can also choose the path that matches any preferences they
| have.
| pclark wrote:
| This looks great! do you have a discord or other community
| that I can follow to get updates?
| YesBox wrote:
| Thanks! For now I'm using old.reddit.com/r/archapolis
|
| www.yesboxstudios.com for blogging about development if you
| prefer long form
| multiplegeorges wrote:
| That was the vision for SC5, if I rememeber correctly. Everyone
| was pissed off that the game required the servers and the
| servers would melt down regularly making it impossible to play.
|
| Perhaps just ahead of it's time?
| BitwiseFool wrote:
| I think people were more angry about the fact that the
| persistent connection was required for DRM reasons, rather
| than a bona-fide gameplay mechanic. It felt like EA being
| user hostile rather than some genuine attempt to enhance an
| aspect of the simulation like the GP is suggesting.
| multiplegeorges wrote:
| Yeah, thinking back more clearly, I think you're right.
| There was a _promise_ of deeper simulation with the extra
| server capacity, but it ended up just being DRM and a pain
| in the ass.
|
| I'd love a persistent, deeply simulated SimCity with cross-
| municipal boundary multiplayer elements.
| spillguard wrote:
| I'm sure other people will suggest this, but does Cities:
| Skylines with mods kind of solve what you're looking for
| (admittedly missing the "runs in the cloud" aspect)? Some of
| the builds people make with mods in that game are incredible.
| pclark wrote:
| No, Skylines is terrible IMHO. It's comically dumb.
| zingplex wrote:
| Please elaborate
| pclark wrote:
| the traffic/routing AI is terrible
| rescbr wrote:
| For me, it wouldn't run in the cloud constantly. I don't want
| to have unattended disasters to take care!
|
| A massive SimCity, with at least SimCity 4 level of complexity,
| without city tiles, like with a whole world simulation? Sign me
| up!
| pclark wrote:
| imagine getting a push notification about your city rioting
| about property prices, so cool!
| notyourav wrote:
| I want Factorio with more interesting enemies and stuff I further
| expand. Played some popular mods but they don't cut it.
| adv0r wrote:
| honestly with StepN I'm making 1000$ a day by running, i don't
| need any other game :D
| mysterydip wrote:
| I want a game to play together with my young kids (nonviolent,
| cooperative, easy controls) but that isn't mind-numbingly boring
| to play as an adult. Not only a large sandbox to explore, but one
| that feels alive with NPCs to interact with, like a "baby's first
| MMO" without grind/fetch quests. It's a game I'm building in my
| spare time.
| staindk wrote:
| A game that was great fun to play with my grandma, parents and
| young cousins at the same time was LittleBigPlanet. We only
| played LBP1 and 2 so don't have experience with the newer
| games.
|
| It's not really what you're asking for, but IMO it's lots of
| fun and young ones can get very creative in the level editor.
| mattcaldwell wrote:
| Animal Crossing?
| mysterydip wrote:
| That's an inspiration for sure. Language and controls need
| modified for a younger audience, and I have other ideas to
| increase the interactivity with NPCs.
| PaulHoule wrote:
| One with really deep interactions with fictional characters.
| Imagine a visual novel but instead of having 10 endings there are
| countless endings.
| roberthahn wrote:
| I have two game themes to call out:
|
| 1. A first-person puzzler in the spirit of Portal. No guns, no
| violence, just... elegantly designed puzzles that requires logic
| and real world physics to solve.
|
| How Portal didn't immediately launch a sub-genre of platform
| puzzlers I'll never know.
|
| 2. I wish there was a game where time travel was a core mechanic.
| When we die or get stuck in current games, we revert back to a
| save point, why not lean into that some more to build a
| compelling game experience?
| robwert wrote:
| Not sure if these games exactly fit but they were the first to
| come to my mind. 1.Outer Wilds 2.Braid
| Asraelite wrote:
| For 2. I think Outer Wilds and Deathloop are good recent
| examples that heavily lean into time reversion, but another
| example is Quantum League. It involves multiple timelines
| interacting with each other, in a very basic sense.
| winthrowe wrote:
| 2. Achron from 2011 is an RTS fully and completely built around
| time travel as it's core mechanic, perhaps to the detriment of
| general playability.
|
| Available on steam or direct.
| jharohit wrote:
| for(1), Talos Principle was already mentioned. I would also add
| The Stanley Parable to the list
| roberthahn wrote:
| Thanks to everyone who replied to this. I am thrilled to learn
| about these options.
|
| To my Portal idea the closest I've found was Superliminal.
| There's something wrong with the graphics though, it makes me
| nauseous to play.
|
| But I will definitely check out your suggestions! Thanks again!
| piceas wrote:
| 1, perhaps Hyperbolica.
| scotty79 wrote:
| Quantum Conundrum felt Portallike to me. Apparently it was
| designed by the same person.
| ookdatnog wrote:
| Braid [0] might (or might not) cover both itches. It's a 2D
| puzzle-platformer with time rewinding as its core puzzling
| mechanic.
|
| [0] https://store.steampowered.com/app/26800/Braid/
| danShumway wrote:
| > 2. I wish there was a game where time travel was a core
| mechanic. When we die or get stuck in current games, we revert
| back to a save point, why not lean into that some more to build
| a compelling game experience?
|
| ----
|
| Shameless self plug, but I am currently working on a time-
| traveling puzzle game called Loop Thesis (https://loop-
| thesis.com) which features a completely internally consistent
| simulation of time that's constantly running during the entire
| game.
|
| All of the time travel mechanics are emergent from that
| simulation, nothing is faked -- and the game takes that to an
| absurd degree, even the way levels are stored in memory is
| consistent with the core mechanics that the game teaches the
| player about time travel.
|
| The point of having that kind of obsessive consistency is that
| the game is trying to feel almost like a textbook; when you
| understand the core mechanics of how the simulation works, if
| you think of something that you should be able to do, it works
| even if I didn't pre-plan it as a designer, because you're not
| interacting with a set of hard-coded puzzles, you're
| interacting with a simulation, and the rules you're learning
| are actually the simulation's rules, not an abstraction of
| them. It's meant to capture this joy of finding a complicated
| system and just kind of systematically picking it apart and
| then putting it back together again.
|
| ----
|
| The game also supports multiplayer (although I'm not planning
| on including that at launch), and the multiplayer runs on the
| same simulation. That means that if player 1 goes back in time,
| player 2 stays when they are; you can have someone in the past
| making changes that affect the future, and it all just kind
| of... works. It's a really trippy experience, at least so far
| in playtests.
|
| And that obsession about internal consistency also means that
| modding tools work pretty well. The game's core engine is
| really fun to play with because you can just kind of change
| variables and build little tools and just see what happens. A
| couple of puzzles have come out of me just kind of noticing
| something weird happening, and then realizing that there's a
| consequence in the simulation that I didn't originally plan and
| then building a puzzle out of it. So I'm hoping that beyond the
| game itself that modders and level designers will have some fun
| building new mechanics.
|
| ----
|
| It's a top-down pixel-graphics puzzle game (not 1st person,
| sorry), and still in very early development, even though most
| of the core timeline engine is finished and I'm mostly at this
| point just fleshing out content and doing a bunch of work
| around that engine. The website (https://loop-thesis.com) is
| also _horribly_ out of date, but I 'll be starting up full-time
| development on it again soon, so I'm hoping to have more
| updates at some unspecified point in the future.
| zemo wrote:
| for 1, some games that I haven't seen mentioned here are
| Manifold Garden and Superliminal. Neither are very difficult
| but both are very satisfying and well-crafted.
| dartharva wrote:
| 1. The Talos Principle
|
| 2. Prince of Persia: Warrior Within
| krapp wrote:
| 2. Life Is Strange? The ability of the protagonist to rewind
| time is a central feature to the game.
| balfirevic wrote:
| > I wish there was a game where time travel was a core
| mechanic. When we die or get stuck in current games, we revert
| back to a save point, why not lean into that some more to build
| a compelling game experience?
|
| Prince of Persia: The Sands of Time did something along those
| lines.
|
| Outer Wilds too, although in quite a different way.
| skocznymroczny wrote:
| As for 1), I think it did? With games like Talos Principle,
| Turing Test, Spectrum Retreat, and other like Antichamber or
| The Witness, there's plenty to choose from.
|
| 2) this is a mechanic in Prince of Persia: Sands of Time, when
| you die you can turn the time back to the moment before death.
| weberer wrote:
| Antichamber fits the first one, though there's no physics
| puzzles.
|
| https://store.steampowered.com/app/219890/Antichamber/
| the_only_law wrote:
| A grand strategy game, that my friends will be willing to play.
|
| I love Paradox games, but none of my friends are willing to play
| a game that involves staring at maps and reports for hours on
| end.
|
| That or something like the old Mount and Blade: With Fire and
| sword conversion.
|
| I love musket warfare games, but they either feel too realistic
| and immersive (War of Rights) or too much like multiplayer FPS
| (Holdfast).
|
| With Fire and Sword though has mount an blade tactical mechanics,
| but is also arcade-y and fun to play without devolving into
| multiplayer nonsense. Update that with a modern engine and FPS
| mechanics and it could be great.
| syngrog66 wrote:
| I have big lists of them. I've made a small subset, to date, to
| scratch a personal itch. But I quickly learned that time is the
| bottleneck, not simply having good ideas.
|
| I'm currently making a game, in my free time, about what might be
| the most important topics facing humanity at present. (so... no
| pressure! lol)
| kesor wrote:
| A game based on "The Richest Man in Babylon". Depending on
| difficulty, you might be just poor, or maybe indebted, or maybe a
| slave. And you need to follow good financial principles to get
| yourself into a rich man. All the while you are lured by various
| things you can spend your savings on, leaving you penniless.
| EamonnMR wrote:
| Give me an AR game where I can play a skirmish RTS (or, hell,
| turn based) using the world around me as terrain. I want to be
| able to set up a virtual tabletop game in a coffee shop
| basically.
| NetOpWibby wrote:
| - follow-up to Deus Ex: Mankind Divided
|
| - Megaman Battle Network 7
| tarsius wrote:
| SimSkiResort
| throwaway1039 wrote:
| Dual Universe but with a good UI/UX
| bennysomething wrote:
| A sequel to Goldeneye by the same team. Perfect dark just wasn't
| as good and it wasn't James Bond!
|
| Yes timesplitters was close but not quite!
| [deleted]
| defterGoose wrote:
| Give me a CaRPG with Rocket League mechanics and an open world
| based on platforming and racing. Slow trickle of performance and
| weapon upgrades for the car.
| jsiaajdsdaa wrote:
| A game where you can legally make money
| mattlondon wrote:
| I want a sort of civilization-but-for-countries.
|
| E.g. you are the newly elected president of Afghanistan/North
| Korea/Iraq/Other etc - now go rebuild infrastructure etc, set
| policies, see how the country develops as a result. E.g. do you
| invest in universal healthcare, or transport infrastructure? Is
| transport infra required while your country is still largely
| subsistence farming?. What about education - save money there and
| spend on natural resource extraction? How will that play out over
| decades and centuries?
|
| It would be nice to have direct control over city-level layout
| etc - demolish this neighborhood for flood defences, put in
| railways, major roads etc linking different parts of your country
| (not sim city levels of simulation, more just at the major civil
| engineering level of that makes sense - happy for actual city
| population to grow organically as a result of major works).
|
| Civ gets close, but it's too high-level and more focused on
| conquest. I want to zoom in and have more control over where
| major irrigation canals get built, where to best build a nuclear
| plant, where that bridge should go or which mountains to tunnel
| through for a railway etc. So instead of the grid being the
| entire planet, the grid would just be one country.
|
| Edit: I am specifically interested in the "building" aspect (so
| think civ-style grid with units moving around doing things), and
| less so on simple a-vs-b decision game model you see in Democracy
| et al.
| tdrgabi wrote:
| Suzerain - does that, more from the political pov. You are
| elected president of a somewhat democratic country. Then you
| are presented with choices and the game starts.
| munk-a wrote:
| I'd also highly endorse Suzerain - but I don't know if it's a
| great fit for them. Suzerain is essentially a political
| narrative game where the player is navigating through an
| amazingly deep set of pre-scheduled events and crises and
| trying to effect change.
|
| It's also strongly influenced by Turkish politics,
| specifically the rise of Erdogan, which was a very
| complicated time for Turkey.
| ajmurmann wrote:
| Maybe City State?
| https://store.steampowered.com/app/774351/Citystate/
| pwillia7 wrote:
| I'm sure it will end up costing $10k USD for all the DLC, but
| Vicky 3[1] might come near this in some ways... probably still
| too macro though.
|
| [1]https://store.steampowered.com/app/529340/Victoria_3/
| depingus wrote:
| I think the Tropico games covers a lot of this.
| pornel wrote:
| I'm currently obsessed with an idea of scaling SimCity-like
| simulation to a whole country. Since it's infeasible to place
| roads and buildings manually at such scale, it would have to
| have an AI to grow cities automatically based on simulated
| demand and higher-level policies.
| YesBox wrote:
| You might be interested in what I'm setting to out build. I'm
| working on Archapolis, a city builder with real time traffic
| simulation and interior views of peoples homes (which you can
| customize/build yourself if you want). While the game wont
| scale up to the country scale, I do want the player to have a
| more hands on approach to managing the city. Im thinking it
| would be cool if the player could hire their own board if
| they wanted to, otherwise they would have to manually manage
| that aspect of the game (e.g. no fire marshal could mean
| manually sending out fire trucks to fires, scheduling
| building inspections, etc).
|
| Here's a tech demo of what I've been working on:
| https://www.youtube.com/watch?v=7q0l87hwmkI
|
| I created a path finding algorithm that can simultaneously
| path 300,000 units to random destinations at a comfortable
| frame rate. Units can choose from any of the shortest paths
| between two points (there are many in a grid), and from those
| paths, can also choose the path that matches any preferences
| they have.
|
| Very early stages of development still!
| bryans wrote:
| This is really cool, and I enjoyed hearing explanations of
| your process and decision making in the video. It sounds
| like you have a lot of ideas on how to develop
| "personalities" for units, and that's something rarely seen
| in game AI, so I'm eager to see where you go with all of
| this!
| YesBox wrote:
| Thanks! I appreciate it. The player connecting to the
| world they build is vital IMO.
|
| I'll be using old.reddit.com/r/Archapolis if you want to
| know when the first release is out.
| genedan wrote:
| Have you Transport Fever 2? The AI manages growth of the
| cities while you work on building out the logistics. The
| better your network, the faster the cities grow. Since there
| are planes involved I would classify the scale as being
| nation-sized.
| fendy3002 wrote:
| Similar with it's predecessor, transport tycoon or the
| newer openttd
| pornel wrote:
| Yes, but the scale of things in TF2 is very symbolic.
| Cities are a couple of train lengths long at best, and grow
| by attaching new short roads at random. That's fine for the
| needs of the game, but isn't really a country-sized
| simulation.
| Der_Einzige wrote:
| A game like this exists and has existed for many, many years.
| It's a relic of the old internet.
|
| https://www.simcountry.com/cgi-bin/cgip?plogplay
| konschubert wrote:
| Why sim city and not cities skylines?
|
| (I don't have an opinion either way, just curious.)
| pornel wrote:
| I've just used a classic name for the genre. I'm a big fan
| of Cities: Skylines.
|
| At a country scale some simulation techniques need to
| change. For example, tilemaps become ridiculously
| inefficient (a byte per 10m^2 becomes tens of GBs), so they
| either need some form of compression, or the simulation has
| to use vector-based maps instead (more like Cities
| Skylines).
|
| Another quirk is that at a country scale agent-based
| simulation becomes less interesting, because individual
| agents don't influence much, only their collective behavior
| is big enough to matter, and that starts looking just like
| a normal distribution of the simulation data you put in.
| prionassembly wrote:
| https://duckduckgo.com/?q=emergent+behavior+agent+based+s
| imu...
| ouid wrote:
| >at a country scale agent-based simulation becomes less
| interesting, because individual agents don't influence
| much, only their collective behavior is big enough to
| matter
|
| This is very untrue, which is why this problem is
| infeasible.
| pornel wrote:
| For example rush hour is an emergent phenomenon. But it's
| something that is happening pretty regularly depending on
| typical work schedules. You can simulate thousands or
| millions of agents with their intricate goals of their
| daily lives to have it emerge naturally (and it's very
| fun to program that), or you can just hardcode fixed
| times for rush hours. In a big-picture view of country-
| wide statistics the difference between these approaches
| is underwhelmingly small.
|
| It's soft of like simulating every atom of an object vs
| using Newtonian physics. There is a difference in
| accuracy, but it may not even become apparent or matter
| for gameplay.
| l33t2328 wrote:
| Why do you say it's untrue?
| sgtnoodle wrote:
| I'm pretty sure they're using SimCity as a trademark-
| turned-common name like Kleenex, band-aid, etc.
| a1369209993 wrote:
| The techinical term is "genericised trademark" IIRC. Same
| goes for "Civilization" upthread, and for things like
| "Tetris" or (edit: to the extent trademark offices are
| corrupt enough to register it in the first place)
| "Chess".
| malfist wrote:
| This somewhat reminds me of Majesty series of games. You built
| cities and paid for people to be educated, but the goal was to
| defeat monsters, but your only control was to place bounties on
| them. The populous would do whatever they wanted.
| Siecje wrote:
| Have you played Democracy?
| tut-urut-utut wrote:
| The concept of the game of "Democracy" is nice, but the issue
| is that its main goal becomes quickly winning the elections.
| And once you start listening to the majority and adapt your
| party policies to whatever the population wants currently,
| you keep winning the elections, but can't do much to
| influence what you think is right.
|
| If you really want to shape a country in your direction,
| autocracy, or dictatorship is the only way. Otherwise, you
| become just another populist leader that always wins
| elections but nothing changes.
|
| Just like in real life ;)
| kungito wrote:
| Isn't that the point? It's harder to win while doing what
| is right? Or you want the game to reward unrealistic do-
| good scenarios?
| Taikonerd wrote:
| > Democracy is a nice concept, but the issue is that its
| main goal becomes quickly winning the elections. And once
| you start listening to the majority and adapt your party
| policies to whatever the population wants currently, you
| keep winning the elections, but can't do much to influence
| what you think is right.
|
| So... it's pretty realistic then?
| qorrect wrote:
| Sounds exactly like the current implementation of
| democracy.
| throwawaylinux wrote:
| Except in current democracies there are lots of important
| popular issues that voters want addressed and yet
| politicians refuse to, because their owners are against
| it.
| dalmo3 wrote:
| Nah, I actually won the game (Democracy 3) by building a
| libertarian utopia with zero taxes, no public services,
| ignoring the clamor for new laws etc, and had all KPIs on
| green.
|
| Then was killed by a nun who disagreed with my no-state-
| religion policy. :D
| Siecje wrote:
| I played Democracy 3 and you didn't have to get elected the
| first time. I reduced funding to religious schools and then
| the religious voter demographic eventually went away after
| a few elections and then there wasn't any opposition to
| science funding.
| whatshisface wrote:
| Someone should make a version of Tropico but it's a
| democracy and you're the media, deciding where things get
| built indirectly by choosing which stories to run.
| piperswe wrote:
| "Headliner" is a somewhat similar concept, though it's
| lacking the simulation aspect
| kaoD wrote:
| You might enjoy Rebel Inc.
|
| It's a bit more abstract and counter-insurgency focused than
| your description, but sounds pretty similar.
|
| https://www.ndemiccreations.com/en/51-rebel-inc
| erehweb wrote:
| You might find Hidden Agenda interesting
| https://en.wikipedia.org/wiki/Hidden_Agenda_(1988_video_game...
| vijayr02 wrote:
| For a more general list:
|
| https://en.wikipedia.org/wiki/Government_simulation_game
|
| I recommend:
|
| Conflict: middle East political simulator Shadow President
|
| There's also an interesting one reflecting Stalin's
| challenges after world war 1 - he has to choose between guns
| and butter to prepare for the coming conflict with Hitler.
| Don't remember the name...
| erehweb wrote:
| Stalin's Dilemma. https://www.old-
| games.com/download/4428/stalin-s-dilemma The author's "No
| Greater Glory" on the US Civil War is also very good.
| vijayr02 wrote:
| That's the one, thanks!
| fxtentacle wrote:
| I would like to have a civilization where you start on earth
| and then mid-game you launch your rockets and colonize another
| planet with aliens.
| genocidicbunny wrote:
| This is basically what Civ 2 + SMAC/X is.
| TrueSlacker0 wrote:
| Before we leave is somewhat similar.
|
| Build up a civ on 1 planet, scale to multiple planets,
| survive space whales...
|
| https://store.steampowered.com/app/1073910/Before_We_Leave/
| DylanSp wrote:
| I think Paradox's games would be up your alley, with the
| upcoming Victoria 3 probably being the best fit due to its
| focus on economic details and sociopolitical dynamics.
| munk-a wrote:
| Victoria 2 was an absolute favorite of mine. I'm excited to
| see what they'll manage to do with Victoria 3. Vicky 2
| unfortunately suffered from a pretty rough UX beyond even
| what EU3 & HoI3 had in terms of information visibility and
| user interactions.
| DylanSp wrote:
| Yeah, I'm really excited too. Vic2 is my favorite concept
| of the Paradox games; simulating economics,
| industrialization, and mass politics like it does is a
| great idea, allowing for a grand strategy game where the
| everyday lives of your populace still very much matter. But
| the UI's not great, the economic simulation is kind of
| janky, it's much more railroaded and inflexible than the
| modern games, and it's extremely Eurocentric.
| criley2 wrote:
| I have been thinking about this concept / similar concept for a
| long time.
|
| My chief complaint with Civilization games is that they've
| become a history-themed board game. A fun board game, but less
| and less it doesn't feel like a history simulator.
|
| The problem with "country" simulator is that countries are a
| more modern concept, the vast majority of human civilization
| doesn't feature strong nation concept. How do you model a
| country that goes from Villanovans to Romans all the way to
| Italians?
|
| How do you model a civilization which can boom and collapse?
| How can you set the systems up to support things like the mayan
| collapse or the bronze age collapse? The fall of the roman
| empire? Technological regression? How technology truly
| transforms culture, engineering, politics, etc? Adding +1 to a
| score is nice and dandy but how you simulate your nation having
| dynamic classes enjoying luxuries based on location, industry
| and technology?
|
| I want to see that the urban elite are using silver utensils
| while the farmers are stuck on wood. I want to see that the
| civilization used wood too fast and used it all up, causing a
| collapse.
|
| I actually envision the map as a grid with each grid holding
| information about the people there. Population, class,
| technology, industry, culture etc. A rural tile would have low
| population and be influenced by other tiles. An urban tile
| might be generating let's say `copper age 3` and in a radius
| around it for some distance, their tools would be upgrading
| towards that level. But invading and pillaging this urban tile
| might lead to those levels dropping, setting a region back in
| many ways.
|
| The hardest part I have is that I just want a pure simulation
| with no user input. Gamifying it ruins the purity of my
| simulation and leads to civilization the game!
| muzani wrote:
| Check out the Clarus Victoria games, especially Predynastic
| Egypt. It's not quite a city builder, but closer to Civ. You
| start from building a settlement - some basic fields, huts,
| cemeteries, temples, barracks, and so on. It's nice, the map
| changes based on progress, and you end up growing from a city
| to taking territories up and down the nile.
|
| Marble Age is notable too and has some mechanics unique to the
| game. Story is mostly the same, but there's three city states
| with slightly different tech trees. E.g. you'd need to fight
| the Persians at some point. Athens would be the classic path of
| farming, making alliances, building a wall and armies. Spartans
| need to raid for slaves for growth, but hold off on killing
| neighbors before facing Persians. Corinth would be more trade
| based and consider buying mercenaries and buying out the other
| city states.
|
| I've bought all of them because they're an excellent ratio of
| time for fun as far as games go.
| rixrax wrote:
| That would be a fun game. Do as well as you might, and then in
| the end, you get screwed over by one or more of the global
| powers. Would you like to play a nice game of Kobayashi Maru?
| sogen wrote:
| There are plenty of boardgames to choose from:
|
| - World in Flames
|
| - Churchill
|
| - Fort Sumter
|
| - Food Chain Magnate
| einpoklum wrote:
| Special bonus action subgame for Afghanistan: Exfiltrate stolen
| central bank funds from the US :-)
|
| https://therealnews.com/afghan-central-bank-calls-us-theft-o...
| hereforphone wrote:
| Plus free equipment donated by the USA. Plus no media
| coverage at all covering your atrocities because the media is
| aligned with those that pulled out, so everyone's going to
| focus elsewhere (Ukraine as an example).
|
| I lived there for more than a year and a half. The things
| happening there now are terrible. But you don't know about
| it, because it's politically incorrect to discuss it right
| now. It's a massive tragedy.
| assbuttbuttass wrote:
| I'm really enjoying Workers and Resources: Soviet Republic
|
| It lets you control a small country and build basically
| everything from scratch, factories, railways, housing.
|
| Honestly it hits most of the points you describe above.
| [deleted]
| rcfox wrote:
| It's somewhat old, but the Caesar series might be what you're
| looking for.
| jonny_eh wrote:
| Isn't that more of a city builder, like Sim City? I only ever
| played Pharaoh, so I may be off.
| rcfox wrote:
| It does start off like that, but I think after you start an
| industry within your city, you gain access to empire
| management, where you start organizing trade between other
| cities, building roads, managing armies, etc. It's been a
| long time though, so I might be misremembering.
| forty wrote:
| It's really mostly the cities, outside of the city
| management is really secondary (at least in Caesar and
| Zeus which I have played the most). I strongly recommend
| the whole series, they are really great games.
| pgruenbacher wrote:
| U want victoria 3 game by paradoxplaza
| loceng wrote:
| This post is brought to you by Epic Games looking what feature
| set to add to Fortnite next, so they eventually become Ready
| Player One to launch into any game with your already bought and
| infinitely expanding inventory of purchased skins.
| apelapan wrote:
| A race track building/management simulator. Start with a small
| gravel loop, organize race events and bring in money. Bit by bit
| expand until you have an epic Nurburg Ring-sized complex.
|
| Of course, there must be a tie-in with some racing game that lets
| you test drive your track if you wish.
| manuelmoreale wrote:
| Give me Red Dead Redemption 2, with infinite random tasks (both
| lawful and unlawful), a slower in game clock and the ability to
| do some base/village building and I'd be the happiest gamer ever.
| dprophecyguy wrote:
| I wish for a game like GTA but with a lot of advanced mechanics:
| - Driving like NFS - Shooting like COD - Fight mechanics like
| Batman - Open World exploration like Elden Ring
| dartharva wrote:
| So, GTA V?
| xcambar wrote:
| A game with faster horses.
|
| ;)
| msszczep2 wrote:
| The Glass Bead Game, from the Herman Hesse novel of the same
| name. I could see myself really getting in to that and getting
| good at it.
| corobo wrote:
| Star Trek Armada 3
|
| Great RTS Star Trek games, but the license got lost in
| beancounter hell at some point. Can't even buy the old games
| anymore
|
| E: oh damn 2 is on GOG now. That's my weekend sorted!
| https://www.gog.com/game/star_trek_armada_ii
| linsomniac wrote:
| Godus, but without the freemium model/churn that defined the
| actual release, after asking for funding from pre-orders via
| Kickstarter. Or even just Populous ported to a modern platform
| that I could play it again on.
|
| I've often wanted to play Populous again, in the decades since I
| had an Amiga, and was anxiously awaiting Godus. But on first play
| it pretty much embodied everything I hate about gaming these
| days.
| kderbyma wrote:
| Kingdom hearts 3 without the rest of the junk they included....
| essentially what it was supposed to be a la 2006.
| mindofbeholder wrote:
| Honestly just any game where I can craft my own custom spells and
| take on hordes of enemies. Very satisfying.
| wly_cdgr wrote:
| Faeria, but successful
| zeruch wrote:
| A large scale sequel to Enemy Territory: Quake Wars
|
| Seriously. I still play ETQW, 15 years after release, so...yeah.
| lykahb wrote:
| A game that employs the surreal visual style of the early CGI
| between the 70s and the 80s. They had a certain style that is
| easy to recognize. Dark backgrounds, models of the world and
| characters that are meant to express a technical achievement,
| high contrast, etc. The animation series ReBoot came later but it
| heavily relied on that aesthetic.
| wolframhempel wrote:
| - A low-brow, open world space sim. (Yes, I'm aware of Star
| Citizen, No Man's Sky, Elite and all the others, but hear me
| out):
|
| I would love to fly my cheap, derelict Lada Riva equivalent of a
| spaceship into a space station. No landing sequence or wrestling
| away of controls, I want to land on my own and I want to land
| shittily. As I touch down, garbage is stirred up and space rats
| scurry away from the landing site. I get out of the ship (of
| course, the canopy jams and needs some hitting to open) and some
| spaceport employee alien comes running towards me to complain
| that I'm parked across two landing pads. I walk away, muttering
| "yeah, whatever" and head to the bar.
|
| ...you get the picture. This world, with trading, exploration,
| space and land combat and great characters and stories and I'd
| never stop playing it.
| post-it wrote:
| This is basically the Star Wars aesthetic, I hope we get a nice
| non-MMO open-world Star Wars game again. We probably will.
| staindk wrote:
| I could see something like this being REALLY cool in VR.
|
| Elite Dangerous supports VR but everything is too clean. You
| need that layer of dirt and wobbly landings for authenticity.
|
| (Disclaimer - I've only played all of like 15 minutes of ED in
| VR)
| RhodesianHunter wrote:
| In this same vein, I want a modern remake of Escape Velocity
| with the high quality choose-your-own story arcs, but
| multiplayer. The graphics could be absolute garbage and I'd
| still play it daily.
| moffkalast wrote:
| Fwiw Endless Sky is a pretty good remake of EV, though it's
| fairly linear and single player.
| wsc981 wrote:
| I think Mount & Blade: Warband is a bit like that, but in a
| medieval setting, of course.
| mbrameld wrote:
| Sounds like Space Quest but with modern game play.
| huhtenberg wrote:
| Lol... very much so!
| HellDunkel wrote:
| This is what i want!! Space quest with Botw gameplay!
| r3ctilinear wrote:
| With a sidekick called... Murty?
| matheusmoreira wrote:
| > trading
|
| How can that be enjoyable though? You're just hauling cargo
| from point A where it's cheap to point B where it's expensive.
| Even in Eve's player driven economy it's a grind.
|
| > exploration, space and land combat and great characters and
| stories and I'd never stop playing it
|
| Completely agree. I really enjoyed exploring planets in Elite
| Dangerous.
| bironran wrote:
| WC: Privateer is a little bit like that, especially if you
| played the WC (wing commander) games first. Moving from a
| military, "we have budget for everything" (ammo, missiles,
| fixes) to a "oh, should I fix my auto pilot or buy an extra
| missile?" setting feels a little bit like that.
|
| Plenty of low-brow there as well, and basically being forced
| into the plot against your will is very on-point for a "I just
| want to make a buck" character.
| twobitshifter wrote:
| reminds me of battlestar gallactica and landing without clamps
| moritonal wrote:
| You're describing the game X4, minus the land combat.
|
| https://store.steampowered.com/app/392160/X4_Foundations/
| AdrianB1 wrote:
| I played the X series since X2, I found the latest X3 (TC,
| AP) more enjoyable than Rebirth and even X4. X2 had the
| landing part (quite annoying, in reality), X3 had the fun,
| later games had better graphics but not the same immersion.
| Unfortunately the universe is quite limited, even with 100
| sectors, and very static endgame.
| artful-hacker wrote:
| X4: Foundations, gets closest to this for me.
| vorpalhex wrote:
| Ostranauts definitely gets the "flying heaps of scrap" and
| manual landings down. Last run my first ship was a converted
| cargo container with no life support.
| astrange wrote:
| Problem with the space heap of scrap aesthetic is that in
| real life space, even aside from all the other problems you
| need a lot more radiation shielding than that to survive
| outside low Earth orbit.
| moffkalast wrote:
| Not if you know how to cure cancer ;)
| russellendicott wrote:
| Not a video game but there's a board game called Galaxy Trucker
| that ticks a few of these boxes--low brow, space trash, best
| effort ridiculousness.
|
| https://boardgamegeek.com/boardgame/31481/galaxy-trucker
| throwaway4aday wrote:
| I'm imagining the 1970s but in space, like a Heavy Metal[0]
| video game.
|
| [0] https://en.wikipedia.org/wiki/Heavy_Metal_(magazine)
| selimthegrim wrote:
| Space Station 13?
| d--b wrote:
| Beyond good and evil 2? If it ever goes out...
| gfaster wrote:
| Try the new Rebel Galaxy game. It does blue collar space game
| quite well, even if it didn't end up being my cup of tea
| xbar wrote:
| Thanks for the referral. The trailer sure looks like
| something I'd be into.
| BalinKing wrote:
| Star Citizen itself is my answer... I remember reading an
| article in Popular Science about it [0] when I was a kid, and
| specifically the sentence about "For example, designers modeled
| each ship's landing gear to retract without interfering with
| the hydrogen fuel system that feeds the nuclear reactor." That
| sounded like the _coolest_ thing ever.
|
| So, now that I've gotten eight years older but still haven't
| seen the game release, it makes me kinda sad.
|
| Relatedly, _another_ PopSci article [1] promised that flying
| cars would be available by ~2015. That never happened either
| :-(
|
| [0] I read it in print, but here's the online version:
| https://www.popsci.com/article/gadgets/space-game-gets-real/.
| revolvingocelot wrote:
| I, too, wish Star Citizen existed. It currently doesn't,
| despite periodic appearances to the contrary.
| zionic wrote:
| LevelCap has done some great star citizen videos recently,
| just him and some friends playing the game. If you're
| interested in the current state check out his channel:
|
| https://youtu.be/ONYFCKdrPLs
| coayer wrote:
| Star Citizen was the first thing that came to mind too! I
| "pledged" in 2017 as a teenager and now I'll be graduating
| college next year. Unbelievable how poorly the game's been
| managed.
| landon-young_ wrote:
| A single player rpg where I wasn't the most important/powerful
| person in the world. Something with NPCs interacting with each
| other and affecting the in-game world entirely independent of my
| actions. NPCs could collaborate with me or compete with me
| depending on their goals.
| bluetidepro wrote:
| I want a modern version of the Command & Conquer RTS
| mpettitt wrote:
| Everything sim. You start with, say, Sim City. You find that your
| rail network isn't working properly, so you switch contexts to a
| kind of Transport Tycoon style game, where you can optimise the
| train schedules and destinations. You realise that the factory
| you're delivering stuff to is struggling, so you switch context
| to a Factorio style optimisation game. You realise that the
| inputs to the factory aren't pure enough, so you switch context
| to an Opus Magnum/SpaceChem style atomic manipulation game. You
| zoom back out, and find that your hospitals are struggling too.
| Context switch to a Theme Hospital/Two Point Hospital style sim.
| You need medicines, so switch to a Big Pharma drug production
| sim. You can optimise the machines here with the same interface
| as you used for the factory. Zoom out a bit, and you can see a
| football stadium, with the option to switch to a football
| management game, or to jump into a game and start playing
| directly. You zoom out again, and are now looking at a country
| where your city/region is just one part. You can context switch
| to a country management game. Keep going out, and you realise
| you're on a planet, so start working on a space program. Keep
| going out, and you can build a Dyson swarm and get some
| interplanetary government vibes going, all while being able to
| zoom back in on any part.
|
| Pretty sure my original concept was for this not to be a single
| game so much as a common interface for basically every other
| game, where unoptimised parts work, but aren't great, passing a
| kind of middle-of-the-range set of values whenever queried. By
| linking multiple games together, you'd be able to control
| everything.
| armchairhacker wrote:
| This combined with the "fractal game" concept.
|
| It would be a big open-source project (I mean it could be
| closed-source but it's a massive effort with massive risk, it
| would take a billion-dollar company and I doubt any wants to
| invest in this).
|
| It starts out as just a super-general world simulation, but
| people can flesh out the details by providing more specific
| simulations and also mini-games. All of the mini-games are
| optional, and the localized simulations aren't run if they're
| not requested because they get blurred out* into the bigger
| simulations (e.g. you can simulate population and income
| without caring about one cities' paper production efficiency),
| so contributors have a lot of freedom in what they can make.
|
| e.g. someone creates a "Fifa" style soccer mini-game. If you
| don't like playing soccer, there is also a basic "soccer-
| management" style simulation where the soccer teams play
| against each other automatically and the team rankings / income
| / effect on news and culture will update. If you don't even
| care about soccer, the soccer/management simulations won't even
| load, and the effects on economy and culture will be blurred
| out.
|
| How it could be implemented: there is a massive shared database
| of resources on everything (population resources, income
| resources, hospital resources, building layouts - all by
| location), and functions to automatically compute these
| resources over time when the players not explicitly interacting
| with them (e.g. update population and income, but also generate
| new cities and building layouts). Basically, everything in the
| game has data by some sort of location, an automatic state
| transition function, which may take other kinds of data and
| other locations, and possibly a way to manually interact via a
| user-controlled simulation and/or "hands-on" interaction mini
| game.
|
| Along with this there is a standard-issue game engine and
| libraries which the smaller simulations and mini-games are
| built with. Each of these smaller-systems and mini-games are a
| module which can be loaded in when they are requested, but are
| "blurred out" by default. Initially only the global simulations
| are enabled.
|
| The player makes up their goal: it may be to maximize the
| worlds income and happiness however they want (e.g. by building
| nice buildings, an efficient factory, train stations). Or maybe
| the player is evil and wants to kill off the population via bad
| decisions which cause the economy to crash, and unsafe research
| causes a deadly virus to be released. Or the player just wants
| to build cities and roads which are fun to race in and then
| drive a race car around everywhere.
|
| Anyways, it's obviously super ambitious but it would be a nice
| experiment. Like a generalized, open-source, modular
| reimagining of Dwarf Fortress.
|
| * When a simulation is "blurred out", I mean it's affects are
| roughly estimated when the user doesn't explicitly load it.
| Otherwise a) the game would slow to a crawl because of 10,000
| simulations running at once, and b) a poorly-implemented
| simulation (e.g. which allows the player to generate infinite
| money, or just crashes a lot) won't ruin the entire game, the
| player can just ignore or even specifically disable it.
| Simulating every minute detail of the world is a kind of hard
| problem, but since this is ultimately a video game we can just
| ignore 99+% of it, throw together some basic population and
| economic theory, and later on transportation theory and
| culture/politics sim etc., and say "close enough".
| cbuq wrote:
| This reminds me of the Crusader Blade mod which combines
| Crusader Kings 3 and Banner Lord 2 to let you fight the
| normally simulated fights in CK3 in the battlefield of BL2, and
| passes results back and forth between the two interfaces.
| fendy3002 wrote:
| This can be done, but not as interlocking or real time as
| everyone thinking. It's designed around "points". Factory (or
| maybe materials) points, health / hospitality points, etc.
|
| Basically you'll be given some "special" buildings where you
| can place the other-genre games . Let's say that you have a
| "60x60 1 level hospital" that when you placed it in the city,
| you can interact with it via theme hospital style.
|
| Now in theme hospital-like, it has reputation / ratings where
| it translate directly to "hospitality points" for your city.
| When you exit the mode, it stopped the simulation and the
| points freeze. Similar with factory points.
| mpettitt wrote:
| Kind of. I picture it as being a function of input to output,
| so if the input changes, the output does too, but the output
| change is based on what changes have been made by the player.
|
| E.g. if you have a hospital which can handle X patients per
| day and has a reputation of 90 when doing so, increasing the
| number of patients to 2x would probably decrease the
| reputation. You don't need to model the full hospital to
| determine this though, just have a "max patients" value
| which, when exceeded, puts a fractional multiplier on the
| output.
| fendy3002 wrote:
| Well that's what "city stats" do. As you've said,
| population number decides the # of patients, # of workers
| in factory (we don't have that advanced assembler yet,
| haha), # of students for educational area.
|
| And those "points" will also feedback as the input. Such as
| better hospitality points increase population cap, higher
| factory points allows the use of more equipments, higher
| education / tech points allows the use of more advanced
| equipment and ability to hire better doctors / engineers.
|
| Now each "special building" have "budgets" assigned to them
| by the city. Those budget that'll be the balance and limit
| for equipment / room purchases and hiring, rather than
| directly received it from patients.
| YesBox wrote:
| That would be quite an impressive game. Each simulation would
| need to be automateable in case the player does not want to
| manage that particular aspect of the game. Otherwise the game
| will fall into the trap of "trying to please everyone pleases
| no one".
|
| Anyways, I'm working on Archapolis, a city builder game. The
| game will feature more hands on management than existing games
| in the genre, such as being able to design/build your own
| buildings. The player will see the interior of the buildings so
| making the exterior pretty wont need to be worried about. I'm
| also aiming to have a city board that will automate parts of
| the game for you if you choose (like having a fire marshall to
| handle fires)
|
| I've got a tech demo of the path finding code up on youtube
| here, in case you're interested in path finding hundreds of
| thousands of units efficiently
|
| https://www.youtube.com/watch?v=7q0l87hwmkI
| mpettitt wrote:
| Yes, I imagined that a component could provide some inputs
| (e.g. Grain) and outputs (e.g. Bread) with some default link
| between the two, and that would apply to all instances of
| that component within the world, unless a player took control
| of an instance and modified the behaviour. The nice thing
| there is that backing out of the instance allows for a
| different link between input and output to be created,
| without needing to simulate the full process.
| CMay wrote:
| Also been slowly brainstorming a city sim technical design on
| and off for maybe 7 years as a side project that has a few
| similar goals in regards to large unit counts and custom
| buildings so it seems we have similar interests there. It
| feels like it has a high risk of becoming an endless feature
| creep project, though, so it's been hard to prioritize as a
| focus until I can settle on what the soul of it should be
| which informs all other decisions.
|
| Just guessing From what I see, it looks like you may have
| chosen a technical path that doesn't scale well even if the
| resource usage is reasonable at this scale (constant time !=
| constant resource). There are certain features I want to have
| that I think your approach doesn't make viable, so depending
| on how your game evolves the algorithm may get in the way.
| You've probably already thought through some of that and
| figure with some optimizations maybe it will be enough for
| your needs. Might even have a little extra versatility in
| other ways.
|
| Hope you find success! I'll keep an eye out on your project.
| One bit of feedback though, I would personally change the
| name. It's not fun to read and doesn't roll off the tongue
| very well.
| YesBox wrote:
| I've figured out how to make the path finding scale well-
| enough. Before I was using a hash table but that ate up
| 12.5 GB of space for 10,000 nodes. I looked around for
| better hash libraries and managed to lowered the RAM needed
| to 10 GB.
|
| Then I figured out a way to store the results in a vector
| while still maintaining constant time access, which lowered
| the space needed to 2.5 GB. (This discovery came after the
| linked video, hence not being mentioned)
|
| For reference, 10,000 nodes would be about 50 x 50 blocks
| (~4 nodes per intersection). Using Manhattan sized blocks,
| that's about 13 square miles of city, which is the same
| area as 3 x 3 Cities: Skylines tiles. Should be way more
| than enough!
|
| Regarding the name, my first choice Metropoly was taken by
| existing companies (plural), and there's a domain squatter
| holding metropoly.com. Im not attached on the name yet so
| there's room to change it.
| jfrej wrote:
| This sounds cool if a bit overwhelming.
|
| I always wanted to combine the Sims and Sim City. I imagined a
| multiplayer mode where you could live in the same city with
| your friends and your choice of career would allow you to use a
| different game mode at the SimCity level. E.g. your sim becomes
| a teacher, so now you decide where to place schools, etc. You
| have to work as a team to make sure all sims are happy in the
| city.
| crooked-v wrote:
| Tomb Raider (2013) hit a real sweet spot with stealth elements,
| action setpieces, and some (but not all-encompassing) open-world
| exploration, and I still want more games like that.
| I-M-S wrote:
| I'd like to see more games that reward altruism. A mechanic that
| might achieve this is a game in which the player who wins is the
| one who's closest to median number of points between all players
| at the end.
| OezMaster wrote:
| I'd wish for something like TES Oblivion with the darkness of
| Berserk.
| liquidgecka wrote:
| I heard about this ages ago as a concept and I thought it was
| being made but I never saw it come out.
|
| 'Witch Hunter' the MMO based on the world of 'Witch Hunter
| Robin'. Basically there are two classes. One are hunters. They
| work as teams, coordinate and try to capture/kill witches. This
| groups levels up via witch captures/kills and has to work
| together as they are often very out classed by individual
| witches. This group has a map with detected witch activity that
| they can use to go find witches, as well as some team building
| functionality to build raids real time. Think "Rainbow 6" for
| game play. Ideally there is the possibility of AI hunters as
| well. Level of response is allocated based on level of detection.
|
| The witches are individuals, they exist in a procedural generated
| world. They need to practice their witchcraft without being seen
| and if they do get seen they need to flee the area and re-
| establish. This becomes more of a survival aspect like GTA's
| wanted framework. If a witch gets attacked by a hunter and
| survives they get XP, and ideally level up based on that. Witches
| can also find other witches and attack them or for some skills,
| work with them to level up as well. Witches can be given classes
| (fire, water, telekinesis, etc) and once the witch dies it is
| dead and a new witch must be created and placed in the world
| somewhere.
|
| Two different games kind of, but paired together to make it fun
| for both sides. =)
| opan wrote:
| Maybe a boring answer, but free software versions of games I
| enjoyed in the past are mostly what I want.
|
| Graal Online, Maplestory, Terraria, Starbound, Minecraft (there
| are a few clones already), Rust, CS:GO, Super Smash Bros,
| Splatoon, Animal Crossing, Rockman.exe, maybe something like
| Prototype or Ultimate Spider-Man with fun physics so you can
| swing around and do whatever.
|
| A free recreation of Graal Online would be especially cool as the
| content was all player-made with the available development tools.
| They just let the PC version of the game wither and die. If
| someone just made a solid base, a community could form to make
| the actual stuff to do. I've heard people compare Graal to
| BYOND/SS13, although I never experienced those. There's SS14 now,
| but it seems pretty focused on... space station stuff. I don't
| know that it's similar enough to Graal for me.
| chaosharmonic wrote:
| I've toyed around for similar reasons with trying to get Melee
| Light running on a local in hopes of at least getting its
| codebase up to modern versions of JavaScript and the
| dependencies it was using, but it's larger in scale than
| anything I've ever previously tackled solo and I'm not even
| sure what thread I'd even pull on to untangle the build config,
| let alone everything else.
|
| An interesting concept actually occurred to me on this same
| idea, albeit still sort of blocked by the first thing -- what
| if this or an engine like it were moddable on purpose?
|
| An open set of tools for generating character data or making
| engine customizations could actually open up a _lot_ of
| possibilities around more easily implementing roster additions
| or even just enabling total conversions that are less likely to
| get DMCA 'd.
| iepathos wrote:
| The original guildwars was way ahead of its time and they
| completely gutted the pvp and skill system for guildwars 2. I
| wish a new game was made that actually stayed true to the spirit
| of the original.
| hwbehrens wrote:
| I want a game that is a spiritual successor to Bullfrog's Gene
| Wars -- something that builds on an ecological / biosphere
| motivation. Seeding new plants to change local ecologies,
| breeding creatures (units) to select for needed characteristics,
| base building reflecting on the environment... I think there's a
| lot of interesting gameplay in that area that hasn't been
| explored yet.
| paulnovacovici wrote:
| Portal 3
| ImageXav wrote:
| Myths & Legends MMORPG
|
| A replica of our planet, where you can play as either a hero or
| creature from ancient mythology. Your choice is limited by your
| location, so you can learn about the stories of cultures that
| previously inhabited your location.
|
| Who or what you are affects the world around you, and players
| could join to expand their 'nation' into other countries, giving
| birth to new mythological creatures and heros based on how the
| cultures mix.
|
| A giant but fun mythology lesson, effectively!
| CSDude wrote:
| iPad game similar to Red Alert 2, anything from Command and
| Conquer series (except 4), Age of Empires 1-2, Rise of Nations,
| Company of Heroes, Battle for Middle Earth 2 etc. You get the
| idea. Real, Real Time Strategy games. Would pay 50$. No in game
| purchases though. Only DLCs. I'll do this when/if I exit my
| startup. Even basic tower games are rigged.
| dTal wrote:
| You want Hostile Takeover / Warfare Incorporated.
| u03c6 wrote:
| FPS where you are an animal or an insect in an urban environment.
| Like a game where you are a cat surviving on a neighborhood,
| looking for food, avoiding dangers, even fighting with other
| cats. Or a game where you are a spider in a garden, catching
| other insects, hiding from predators. Or a game where you are a
| bird, flying in the city, making a nest in the trees, looking for
| food.
| thegigaraptor wrote:
| It's not an FPS, but Tokyo Jungle is worth checking out if your
| looking for something like this.
| dTal wrote:
| YES to Urban Cat Simulator. This should be an MMO.
| imdsm wrote:
| I grew up playing Runescape before World of Warcraft, and always
| loved the high fantasy theme. I'd love a single player game,
| fantasy style, with Runescape like aspects. The colours, the
| elements, the warrior/archer/ranger, the music. One thing you
| have to say is that the Runescape music really worked for us as
| kids back then.
|
| Perhaps not the grind.
|
| But the high fantasy atmosphere is something I wish I could
| experience again.
| ckosidows wrote:
| I want this as well. I loved Runescape as a kid and OSRS is
| fun, but it really doesn't feel like I'm the target audience
| anymore.
|
| One thing I've loved is their concept of Leagues. I would love
| a game like OSRS that has a persistent mode and a sort of
| seasonal Leagues type mode.
|
| Also a game with improved running mechanics. Running feels
| awful compared to other games you can play these days.
|
| And improved PvP; the wilderness is a cool concept, but I think
| it would work better to have a duplicate world "underneath" the
| regular world that's the exact same but with faster xp and
| rewards along with the risk of player killers.
|
| Also better afk-ability, since the game is meant to be played
| over extended periods of time.
|
| Supported macro-ability and better inventory management?
|
| These things will never end up in OSRS because they'll ruin the
| way the game has been played, but I really want a game that
| checks these boxes.
| pg_bot wrote:
| I would like to play an inverse of a typical Zelda game. You
| start off as a strong wizard/warrior but every time you use your
| powers you get weaker. Your items break and can't be repaired.
| The difficulty ramps up as you can no longer rely on overpowering
| enemies with gear or spells.
| Spellman wrote:
| Didn't Sword and Sworcery kinda do this? At least the get
| weaker over time aspect.
| dustractor wrote:
| Grand Theft Pro Skater?
| evo_9 wrote:
| A modern version of MULE you can play online. No enhancements,
| it's perfect. I mean maybe 'flashy new graphics' but also keep
| 'classic 8-bit mode'.
|
| Seriously one of the most under appreciated classics from the
| beginning.
| theandrewbailey wrote:
| A spaceflight combat game set in an existing sci-fi universe
| (like Mass Effect or Halo).
| sharno wrote:
| Generals 2 that played like a mix between Supreme Commander and
| Star Craft 2
| romanhn wrote:
| When I was a teenager, I came up with a concept for a game that I
| think still would be amazing. It would be called something like
| "Fate" and would explore that same concept. The idea is that you
| have certain goals to achieve as a god (whether benevolent or
| malevolent) of a civilization, pitted against other gods, in a
| multiplayer setup. You can't make people do things directly, but
| rather you control the environment in a way as to create the
| circumstances that might achieve your goals (e.g. floods, famine,
| etc).
|
| The kicker is that there are higher gods that similarly control
| your environment, whatever that might be. You're never aware of
| their presence, but you do end up impacted by various things
| outside your control, as you keep trying to achieve your goals.
| As you succeed, you just might ascend to the next level. Each
| level is won or lost through some interplay of your own decisions
| and those beyond your grasp. At some point, the whole thing wraps
| around and you find out that the first civilization you
| controlled was in fact the one most ascended.
| dharmab wrote:
| From Dust (2011) sounds like a very lite version of some of
| these ideas. The Raven Tower is a novel with a very similar
| plot including a war between gods who work through willpower
| rather than direct conflict. Receiver 2 has elements of the
| multiple layers of reality idea (and to a lesser extent,
| Anathem)
| romanhn wrote:
| Similar to the sibling comment, I think the multiplayer
| recursive nature is what would set this game apart. The
| overarching theme being the exploration of the concept of
| fate, how much is within your control, and how much
| predestiny might play a role. And to be clear, I'm entirely
| non-religious, so there isn't a deeper agenda here.
| anthk wrote:
| Black and White?
| romanhn wrote:
| Maybe when it comes to the basic mechanics. I think the
| multiplayer recursive nature would be the more interesting
| aspect.
| tickthokk wrote:
| I've always wanted a sequel (or spiritual successor, or rip-off)
| of "Final Fantasy Crystal Chronicles: My Life as a King". It was
| just a WiiWare game, but I really remember enjoying the building
| and simulation aspect of controlling RPG characters.
| erehweb wrote:
| I would like to see a historical simulation or strategy game, but
| at a higher level of command. Most such games require you to
| micromanage to decide what every factory should build etc.
| Instead this game would be from the level of a country's leader -
| not worrying about low-level details but setting grand strategy.
| KingOfCoders wrote:
| HL2 open world.
| JAlexoid wrote:
| Transport Tycoon Deluxe upgrade.
|
| I just love that game and nothing really replaced it, to my
| knowledge.
| netRebel wrote:
| See https://www.openttd.org/ which is still actively developed.
| rhn_mk1 wrote:
| I want a game with a metagame of breeding/evolution. Cross and
| mutate your pets to see how they face obstacles and overcome
| challenges. Watch them get born and die. Watch the shape of the
| family tree: will it split into specialized subtrees? Will you
| accidentally lose some genetic diversity you need to progress?
|
| Massive Chalice was a great example, where the pets metagame was
| about managing a dynasty of fighters, and at the lowest level it
| was a tactical fighter. The genetics system was relatively
| simple, and I want to see what it's like when it's developed
| further.
| omoikane wrote:
| I would like 2D remakes of some of the currently popular 3D
| games, kind of exact opposite of how they remade some old 2D
| games into 3D.
|
| https://xkcd.com/880/
| phenylene wrote:
| A slower paced, less micro-managy StarCraft and WarCraft 3 for
| iPad.
| ad404b8a372f2b9 wrote:
| Aurora 4X. It's an unbelievably deep 4X space game that exists
| but is unplayably slow so in essence it doesn't.
| bglazer wrote:
| Bird of prey simulator.
|
| I would love to "pilot" a golden eagle on the steppes as it hunts
| sheep on a cliffside. Or an owl using its incredibly acute
| hearing to locate mice in the dead of night. Or a swift flitting
| around the top of a river collecting bugs rising from the water.
| Or a peregrine falcon diving at 150mph onto a flock of
| unsuspecting ducks.
| meiro wrote:
| bradenb wrote:
| Give me another Freespace game. I never expected to get such
| excellent storytelling from a space sim.
|
| Other than that, I'd really like to get a game based on Mistborn.
| I think the allomancy mechanics could be very fun in a video
| game.
| ranprieur wrote:
| One of my favorite games is Lords of the Realm II (1996). It's a
| medieval 4X game with turn-based county management and real time
| battles. I've always wanted a game on that framework, but with
| way more complex management, and battles where you can zoom in to
| play a single soldier, or zoom out to play tactics.
| barrysteve wrote:
| Autocalc this battle??
| new_stranger wrote:
| As a kid I wanted Zelda: Ocarina of Time - but with Pokemon
| edmcnulty101 wrote:
| I want an MMORPG.
|
| Except with the ability for the community to develop new content.
|
| And the community at large to vote on what new content goes into
| the game.
|
| Let the players build the world and balance the classes.
| gwill wrote:
| Sea of Thieves but in space.
| flenserboy wrote:
| Not so much a new game, as a new aspect to current games -- I
| want to have access to NPCs of all sorts under my control (think
| zerglings in StarCraft, or linebackers in Madden), able to have
| their behaviors rewritten through a (hopefully) simple script or
| even some sort of setting of hierarchies of behavior. In
| addition, having accessible MOO elements undergirding RPG worlds
| would be a really neat addition. I don't want better graphics --
| I want more control, the ability to change how aspects of the
| world (or at least my stuff in the world) functions, and the
| chance to modify/replace AIs (think about doing this once you've
| beaten a game you thought was too easy) with plug-in alternates.
| bkmn wrote:
| For the swedes: Jonssonligan.
| transcriptase wrote:
| A Star Trek Bridge Commander (2002) type game on a modern engine
| with minimal gameplay changes.
|
| There seems to be nothing like it since - combat with large
| complex ships where everything is about power management,
| positioning, and strategically targeting the components of other
| vessels.
|
| Divert power to shields? Your weapons recharge slower. Divert
| power to engines? Other systems are hampered linearly. Fighting a
| fast ship? Target their engines. It's tough to describe because
| there's no games out there that come close.
|
| The mod community over the years ported nearly every sci-fi ship
| out there from Star Wars, Stargate, BSG, etc and actually made
| some effort to balance them.
| hkt wrote:
| Cities: skylines but with no private transport - no regular roads
| etc.
|
| Also, more scope for political economic choices, in particular
| state owned enterprises, cooperatives, etc. There's real world
| evidence they behave differently in how they invest, weather
| recessions, and so on.
|
| It'd be neat to be able to build trade links with different
| partner countries who have ideological outlooks, too.
| pornel wrote:
| City State II expands the political side of city management,
| but the city-building part is very clunky compared to Cities:
| Skylines.
| romanzubenko wrote:
| [VR Time Machine]
|
| Teleport to historic and ancient cities and just walk around
| immersing yourself in architecture, languages, commerce and food.
| Imagine walking around in ancient Mayan, Egyptian cities hearing
| speech that is close enough to what people spoke at that time,
| witnessing day to day life thousands of years ago.
| m12k wrote:
| A tactical game where I can play semi-competitively even if I
| only play a couple hours each week. Most competitive games like
| (CSGO, Apex, Starcraft, LoL) have a "twitch" element that take
| years to build up, and requires constant practice to maintain.
| And many tactical games like chess have an element of rote
| memorization that gives it a super high barrier of entry to be
| competitive as well. So I'm looking for something non-twitchy,
| but tactical, with ideally at most a moderate sized barrier of
| entry to get into it. The closest I've come was Hearthstone, but
| I decided to give it up when I finally acknowledged how
| exploitative their monetization is.
| polmuz wrote:
| Rocket League? The skill ceiling is super high but the ranking
| system works pretty well and in the lower ranks tactics and
| positioning is more important than mechanical abilities.
| rbtprograms wrote:
| I thought Tooth and Tail fit this bill pretty well, kind of
| like a StarCraft lite. Games are meant to be quick, about 5-12
| minutes. Good strategy RTS that isn't hard to get into and I
| had a lot of fun with it.
| wmeredith wrote:
| Try Transformers: Tactical Arena currently on Apple arcade. It
| scratches this itch for me very well. My son and I just found
| it a couple weeks ago and have been having a blast. It has an
| active developer, too. I've been pleasantly surprised with the
| update content/frequency.
| zemo wrote:
| you might like Wargroove but I'm not sure if anyone is still
| playing the multiplayer. It's a turn-based tactics game.
| jl6 wrote:
| Factorio but with RTS-style units whose behavior I can program in
| Python/Lua/Whatever.
| namlem wrote:
| A remake of Alpha Centauri with Civ 5 mechanics and modern UI but
| all the original writing, voice lines, setting, etc.
| XorNot wrote:
| A true planetary scale RTS, which kept the conventions of the RTS
| genre intact.
|
| Supreme Commander gets close to this, but I want the full surface
| area of a planet as the campaign.
| margor wrote:
| Isn't planetary annihilation exactly the type of game you're
| looking for? While I don't think it's as good as supreme
| commander (it gets too complicated to operate stuff in late
| game IMO), but it executes the premise of using full surface of
| planet (and multiple planets in fact!) for the campaigns.
| XorNot wrote:
| I've played it, and it does some neat things (spherical
| battlefields lead to interesting tactical decisions).
|
| But the idea I was thinking on was closer to, when Command
| and Conquer has you advancing across Europe...I want the map
| to just keep scrolling at that scale. Let me finish a mission
| by building an MCV and having it just drive way off the map.
| MaxikCZ wrote:
| Well, yes, but actually no. Its true that you get a spherical
| planets, but their size is still small like any other RTS
| theandrewbailey wrote:
| The planets in Planetary Annihilation always feel too small
| to me. 80x80 maps in SupCom feel bigger to me than a series
| of (what feels like) golf balls.
| Scarblac wrote:
| A grindy 2D platform MMO like Maple Story, but set in the world
| and with the art of Ori and the Blind Forest.
| dawson wrote:
| Vampire: The Masquerade - Bloodlines 2
| Akronymus wrote:
| An MMORPG with a procedurally changing world, that changes in
| accordance to interactions with the players. Where those
| interactions aren't just "pick from a list of actions" but rather
| interacting how youd would in real life.
|
| But that'd basically require an AGI to handle conversations and
| content, along with a BCI for interactions. So, unlikely to ever
| exist.
| psyc wrote:
| 1) A time travel game that is a simulation based on some coherent
| model of time travel, rather than a narrative.
|
| 2) Dwarf Fortress, but with at least Double-A 3D production.
|
| 3) A proper Groundhog Day sim. There have been a dozen piss-poor
| cracks at this.
| rsaarelm wrote:
| There's All Things Devours for 1).
|
| http://www.amirrorclear.net/flowers/game/devours/ Working
| online interpreter link:
| https://iplayif.com/?story=http://www.amirrorclear.net/flowe...
| staindk wrote:
| DF is getting what I hope will be a Single-A 2D release on
| Steam sometime soon[1], in case you weren't aware.
|
| I like your thinking, though damn that would be one hell of a
| project.
|
| [1] https://store.steampowered.com/app/975370/Dwarf_Fortress/
| OnionBlender wrote:
| For Groundhog Day, have you played The Forgotten City? While
| not a simulation, you do relive the same day over and over.
|
| For time travel, exploiting quick save/load is a sort of
| backwards time travel.
| birracerveza wrote:
| The Stanley Parable somewhat resembles 3. The end is never the
| end is never the end is never the end...
| invalidOrTaken wrote:
| I want an _ethic_ around team-based multiplayer games.
|
| Games like League of Legends, Overwatch, DotA, etc. are _amazing_
| in terms of their strategic depth, variety, and power fantasy.
| However, the culture around them consistently gets to a narrow-
| minded, unfun state. What 's needed is _something like_ the ideal
| of "sportsmanship" in real-life sports.
| staindk wrote:
| What you could do is try sign on to pickup services, or if you
| have a team of friends perhaps sign onto leagues. I normally
| just solo queue ranked games in Dota and sportsmanship is...
| lacking, as you say.
|
| Sometimes, though, some people in our scene (South Africa dota
| players) will start up the FACEIT pickup hub and we'll have
| ~100 somewhat active people playing in a more serious league
| that lasts a couple months before things peter out. I much
| prefer that over typical ranked dota, even if things still
| sometimes get messy.
| zemo wrote:
| a lot of that is a function of the matchmaking system. Your MMR
| (matchmaking rating) goes up or down only based on win/loss,
| not any characteristics of how you played that game. If you do
| phenomenally well but your teammates are terrible and your team
| loses, you lose the same amount of rank they do. The idea that
| the culture of a game is influenced by the rules of the game is
| explored in Nick Yee's book "The Proteus Paradox".
| mikkergp wrote:
| I want a game somewhere halfway between an MMORPG and a MOBA.
| Like an MMO in a bottle, or a Massive MOBA. A good example of
| this may be Alterac Valley from World of Warcraft but on a bigger
| scale.
|
| Two sides, each side has 100 to 500 people, and the map is the
| size of 10 WOW zones. The game lasts some limited amount of time,
| with some forcing function similar to the shrinking map in
| Fortnight.
|
| There are all the different kind of activities you may perform in
| an MMO; Dungeons, mobs, quests, crafting; You start as level one
| and you could play the entire thing PVE solving quests or you can
| be PVP or somewhere in between as like a rogue that is sabotaging
| the other side. But everything you do helps your side or hurts
| the other side. Every quest you do may gain resources for your
| side or help your army grow bigger, or help arm your team. (You
| could go find special weapons, or just gain resources to help all
| people on your team get progressively bigger weapons).
| tcbawo wrote:
| A modern single-player Ultima franchise game
| meheleventyone wrote:
| Not Ultima but very much in the vein is Skald the prologue demo
| really invokes the feeling of earlier Ultimas.
|
| https://store.steampowered.com/app/1069160/SKALD_Against_the...
| marban wrote:
| NBA Jam 2023 without touch controls
| fendy3002 wrote:
| RTS that focus more on macro than micro, while the micro is
| handled by AI / custom scripting that player can customize.
| chaostheory wrote:
| That would be Stellaris
| fendy3002 wrote:
| Really? Haven't try it.
| ski_dog wrote:
| Oni
|
| https://www.bungie.net/Oni?LOCALE=en
| iancmceachern wrote:
| An update/remake of the old car company simulation game called
| Detroit.
|
| An update/remake of the incredible machine.
| crackinmalackin wrote:
| A Diablo type ARPG, but set in the Starcraft universe.
| rc-1140 wrote:
| Star Wars Republic Commando but with true co-op. There are games
| like GTFO, Deep Rock Galatic, and Killing Floor that are
| objective/wave-defense co-op shooters, but there isn't anything
| on the market that has a cool structured campaign or meaningful
| challenge to it.
|
| Call of Duty: Modern Warfare 2 had an interesting co-op mode
| where you and a friend could be deployed into a customized
| campaign level, accomplish the objective, and exfiltrate. I'd
| love a game to really own this: good characters, fun gameplay,
| custom levels, mutators, etc.
| mstevens wrote:
| I love the building in subnautica, I'd love something that
| focuses on that aspect of the game.
| est wrote:
| a 4x strategy game focused on terrain and logistics
|
| Geography shapes nation borders and supply plays a decisive part
| of winning wars.
|
| in a Civ game, a battle unit siting in the wild for hundreds of
| years is just absurd.
| cubes wrote:
| Robotech, specifically Macross. I know there have been a couple
| attempts, but I haven't seen one that scratched the itch. I want
| variable controls depending on the mode of the Valkyrie/Veritech.
| NiagaraThistle wrote:
| A 2-d circa original NES jrpg video game version of ICE Middle
| Earth Role Playing TTRP game using all the ICE source material.
| Not the garbage LOTR console video games that horribly emulate
| the movies, but an immersive world setting of Middle Earth with
| non-trilogy storylines and open-world play. It can't be done due
| to copyrights and trademarks, but it would be awesome and I've
| thought for decades of creating it for personal play, but I think
| that would take a single non-game dev forever to build. Just
| going to have to dust off original NES Dragon Warrior and Final
| Fantasy on the NES...
| diwcoder wrote:
| I would like a Dark Souls that isn't always so dark and has more
| NPCs. I love the aesthetic of the games, but when all the NPCs
| are either psychotic or suicidal it starts to get too depressing
| for me.
|
| Also, more games where the NPCs don't just stand around like
| statues. I like playing games that are immersive, and that more
| than anything really just kills the vibe for me.
| nevinera wrote:
| A squad-based instanced dungeoneering game, halfway between World
| of Warcraft dungeonering and Heroes of the Storm, but with
| community-contributed dungeons and dungeon progressions.
|
| Specifically, I'd like people to be able to use something like
| the StarCraft map editor to design and build whole complexes and
| progressions of dungeons through which they and others can play
| (and potentially compete).
|
| Ideally, the classes themselves could be customized/buildable.
| happy-dude wrote:
| A first person shooter where you are a reporter taking photos or
| videos of historical events.
|
| Basically, Pokemon Snap but for history.
| zemo wrote:
| have you tried Umurangi Generation?
| weaksauce wrote:
| more thief like games really. stealth is so underrated in games.
| slightwinder wrote:
| A game with a good, complex and deep magic-system. Magic normally
| is just limited to cast predefined spells, bought at the shop or
| learned along the way. At best they have some elements interacts,
| but barely more.
|
| What I want is something where you can literally research magic,
| discover new effects, combine them to create new magic in form of
| spells, artifacts, rituals and so on. It should be easily
| accessible, after all it's a game, and not work. And have a bit
| of liberty in world interactions and movements. So maybe a easy
| metrovanian like Ori or Hollow knight, where you get new
| movements and open new paths through magic discoveries, but can
| decide your own difficult-level by either using some slow and
| safe magic in form of a ritual, or fast and dangerous by fighting
| directly with battle-orientated spells.
|
| There are a bunch of games which go a bit in the direction, but
| are not complex and deep enough, like "Mages of Mystralia", or
| the Magicka-Games. Thinking about, a sandbox-environment might be
| the best for this, so Minecraft with some mods, or Noita would
| also go in the direction from a different angle.
| haunter wrote:
| Path of Exile. It has the most complex and detailed magic
| system from any game right now. Insane amount of unique spells
| that you can combine several ways with all the different
| weapons and armors and on top of that you have a gigantic skill
| tree
|
| Just the passive tree alone makes my head hurt all the time and
| that's just one single aspect of adjustment of your character
| https://poeplanner.com/
| moultano wrote:
| Old school arena shooter with a focus on different movement
| styles. I want to see quake rocket jumpers facing off against
| tribes jetpackers against realCTF tractor beamers against unreal
| teleporters against any other thing you can imagine. I want to
| see the whole world of FPS movement mixed together in the the
| most insane ways. A small set of elegant weapons with no spam,
| and the rest of the focus on movement.
| jakzurr wrote:
| B-52 mission from Dr. Strangelove. OK, sorry if that offends,
| because yes, it's a seriously sick topic.
|
| Closest I've seen: https://en.wikipedia.org/wiki/Megafortress -
| modified B-52; very early flight-sim, so pretty weak, and no
| nukes. Best on Amiga, but easy to play today with Dos-box on a
| PC. Multiple crew stations, but single player only. I would die
| for a re-make with multi-player co-op.
|
| Any flight sim fans seen anything remotely similar?
| roberthahn wrote:
| A game that rewards actions driven by empathy rather than combat,
| death or killing.
|
| Real empathy is hard and the real world could stand to see more
| of it.
| mrjay42 wrote:
| YES! One possible implementation of empathy in a game is
| cooperation ->
|
| It can be deep, complex, simple, fun, easy to play hard to
| master, whichever kind of cooperation -> leading to more
| synergy, dare I say symbiosis between the players!
|
| Ok, random idea that just popped in my brain: You could have a
| cooperative game where the goal is to handle nutrients, etc. in
| order to cooperatively build a baby inside's a female womb.
| Basically, it would be about achieving "life" by cooperating:
| repelling microbes, driving whatever fluids/vitamins/hormones
| are needed to the right places, etc. etc.
| tomxor wrote:
| Not as complex as you are suggesting but in an older FPS they
| simply added medic ability to all players, so that any other
| player can heal another if they switch from shooting to that
| mode by simply pressing a button (delaying ability to switch
| back to a weapon)... Even though it's incredibly basic, it
| created a different sense of value among team mates that
| merely another shooter does not.
| Comevius wrote:
| Human embryos are actually very aggressive, they breach the
| mother's body and steal everything. Before implanting the
| embryo has to convince the mother that it is viable by a
| trial of strength in a hostile environment, the endometrium,
| which has an auto-destruct button the mother's body can push
| to reject the embryo. If accepted the embryo and the mother
| starts a nine month tug-of-war. They bombard each other with
| hormones, they try to suppress each other. Behind all of it
| the conflict is between the paternal and maternal genome. If
| they both prove to be capable fighters they both get what
| they want, a healthy baby and mother. If one side gets the
| upper hand things go wrong.
|
| This is why pregnancy is so perilous. It's a war, presumably
| because human development requires a lot of resources, and
| the father can always find a new woman to impregnate, so it's
| genes best served by trying to steal said resources, as long
| as most women most of the time are capable defending
| themselves until the baby is born, preferably longer things
| chug along.
| [deleted]
| Sohcahtoa82 wrote:
| A "True Pacifist" run of Undertale would fit that bill.
| jharohit wrote:
| Don't Starve Together? Great game to develop empathy
| dllthomas wrote:
| Have you tried Spiritfarer?
| dartharva wrote:
| Undertale
|
| And oddly enough, Detroit: Become Human
| yakkityyak wrote:
| An official MechWarrior/Battletech game in VR.
| swalls wrote:
| A Hitman-esque stealth hacking game with real VMs running real
| software would be cool to see.
| xyproto wrote:
| "Bloodstraw"
|
| A first person mosquito simulator, where you fly around in teams,
| suck blood and also can upgrade your mosquito. Hiding in a sneaky
| sort of way together with sinister music should be a central part
| of the game. The annoying buzzing sound should not be on by
| default, but be possible as part of a future mosquito upgrade. If
| it's on a level with many humans, it could be on the form of
| "capture the flag" or counter strike, but where a designated
| subset of the humans would need to be sucked blood from, and then
| the first team to lay eggs in water and spawn new mosquitos would
| win. There should be no ranged weapons, but a way to zoom in and
| jet forward once a target lock was acquired. The upgrades should
| belong to the account, but only some should be possible to select
| at the start of a level, according to how many "upgrade points" a
| level has. One NPC squatter that tried to squish mosquitos should
| be controlled by an AI and placed in each level. The mosquito
| upgrades could be pretty extensive, from "supersonic" to "jet
| pack" or "hurricane force blood suction". Victory dances of the
| mosquitos and the music should also be part of the upgrades.
| Money should be made by selling the game for $2 and by selling
| hats in game for $0.5 each.
| incel wrote:
| cassepipe wrote:
| There actually was a Japanese PlayStation 2 game where you had
| to play a mosquito. It was rather hard. I can't remember if it
| was good.
| glenneroo wrote:
| I guess you're referring to Mister Mosquito:
| https://en.wikipedia.org/wiki/Mister_Mosquito
|
| Never played it but heard it was frustrating. Even the
| trailer suggests it's not easy:
| https://www.youtube.com/watch?v=zGz8_F03t8c
| cassepipe wrote:
| Right !
|
| I do remember being a bit frustrated.
| [deleted]
| oxff wrote:
| new game+ on my life, fuck
| silentsea90 wrote:
| I just want to play Age of Empires 2 on AR on a table, with tiny
| armies battling it out. I have seen games like that exist but I
| want them to look like cool, not headache inducing. Something
| that invokes my Indian in the Cupboard memories (other than
| bloodshed or a permanent sense of loss of life :))
| tmaly wrote:
| I would like to see a multiplayer version of the original final
| fantasy in the browser.
|
| I think browser based games have some interesting potential.
| mmmuhd wrote:
| I tried making a game BazaarJump while learning unity solo, it is
| a game about chase in the bazaar making destruction of stuffs in
| an endless alley bazaar. I never got to finish it when they stole
| my laptop. I am still hoping to get time and rebuild the game.
| Vladimof wrote:
| Subspace Continuum was nice ... a Linux or web version would be
| nice.
| rawling wrote:
| I want some kind of "space habitat simulator" where I can see
| what it would look like to be on a ringworld, or a Culture
| orbital, or other sci-fi habitats (a spindle? Dyson sphere?)
|
| Something like Elite Dangerous so you can fly around it or visit
| the surface. (ED has rotating asteroid parking garages, maybe you
| can walk around them by now.)
|
| Just something with realistic (!) scale, lighting, atmospheric
| effects etc., rather than just an arch painted across a skybox.
| BigCatStuff wrote:
| I would love some kind of game where spoilers on the internet
| don't affect the feeling of discovery within the game. It seems
| too easy to just look up game secrets on the internet now, and
| it's almost necessary to do so in order to 'keep up' with other
| players (mainly in an MMO type game). I don't know if something
| like this exists now, or how it might be done.
|
| One idea I've been kicking around is to have some sort of
| disincentive to posting in-game discoveries online. For example,
| the usefulness or power of an item is inversely proportional to
| how many instances of the item have been found. Not sure if this
| is really feasible in practice though.
| diegoperini wrote:
| Soccer game but you are the...
|
| * ball
|
| * referee
|
| * goal-keeper (FPS)
|
| * commentator
|
| with graphics of modern Fifa games.
| DevKoala wrote:
| Elite Dangerous but with Gundam/Robotech-like mecha instead of
| boring ships.
| sicher wrote:
| Gravity Force + Elite
| tunesmith wrote:
| I feel like I just want an old-school mystery game that takes
| deductive logic to its limits. Awesome graphics, great story, and
| lots of clues, where if you struggle to combine new clues
| (premises) and they're not otherwise needed, they'll disappear
| and be replaced with a lemma/therefore/derived-clue that gets you
| closer to your end goal. Ultimately it would be a whole bunch of
| dressing on top of those grid logic puzzles, but where the system
| role-plays it and helps give you more clues if you spend too much
| time struggling with those certain hard parts.
| bitxbitxbitcoin wrote:
| A vanlife game that allows free roaming of a world that uses the
| real world's roads :).
| adamrezich wrote:
| I was talking with some friends the other day about EVE Online
| and its failed console shooter counterpart DUST 514. the premise
| was going to be that both games take place in the same shared
| universe with the same shared economy and at some point console
| shooter players would be able to in some way participate in
| conflicts that affect things for the PC space/economy sim
| players. it didn't really pan out that way, and to this day the
| only lasting legacy of DUST 514 is its brief appearance in John
| Wick.
|
| the idea of having multiple games, each with its own separate
| playstyle (and therefore player demographic), that are connected
| somehow by a shared economy and game-world, is endlessly
| fascinating to me, and I don't know why more attempts at this
| have been made yet, aside from obvious design complexity issues.
| bsenftner wrote:
| "Earthquake" : You are randomly assigned an identity, could be
| male, could be female, could be any age or ethnicity. Your
| generated identity could be at any stage of life, doing
| practically anything from laundry, to getting married, to
| engaging in violent crime or performing medical surgery.
|
| Whatever country you live in, the city this occurs in is the
| largest, most local that also experiences earthquakes. A
| magnitude 9 quake hits, pretty much leveling the city. The entire
| earthquake itself is a massive pre-calculated physically accurate
| simulation of what that city would actually experience, including
| at least a week of after quakes.
|
| The first game level is simply surviving the quake. Where ever
| you are, your situation is different, but it's all playing out in
| "bullet time" - slower than normal with visual streaks from
| motions. The initial quake is at least 1 minute long, 5-10
| minutes in "bullet time". After a quake ends, time is normal, but
| every aftershock it's "bullet time" again.
|
| If you die, you died this incarnation of the game. If you died an
| impossible to recover death, you get randomly assigned a new
| identity. If your death was preventable, you live that same life
| again. If you are trapped, you are trapped and you must get
| someone's attention to rescue you, while whatever injuries you've
| received accumulate against your life reserve keeping you alive.
| If you survive, what you do next is up to you.
|
| The game starts over every day/hour or whatever frequency makes
| sense, playing out until the last person quits/dies or the after
| quakes end, about a week of simulation time. It's massively
| multi-player.
|
| It's like "Groundhog's Day", the movie, but with life or death
| circumstances for everyone. There's modding capabilities for
| people to implement objects, so EMT techs, police, criminals, and
| everyday people's various tools actually operate.
|
| Due to the open ended capability of modding, there might be a
| need for a separate 'Earthquake in Alice's Wonderland' after a
| while, but the game needs to be created first.
|
| A separate, parallel mini-game is the 'outside journalists': an
| excuse for people to create 'news clips' of themselves or any
| other player's activities framed in a "news reporter over the
| shoulder explainer" clip. These are fed into a teaser streaming
| channel anyone can view, playing the game or not.
|
| FWIW, I left the game industry. So, if you want to make this
| game, please do.
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