• Your ideal video game
    215 replies, posted
I kinda stopped bothering with video games after several games that I had looked forward too came out and I foolishly over hyped myself for them expecting things video games aren't really capable of at the moment. So, if there were no limitations, what is the one video game you would like to see? And then thinking a little more realistically what are some games you'd like to play? Mine is a fully submerged VR (kinda like the matrix I guess) with fully operational AI for the other players set in kinda maybe a fallout style setting (or firefly I'm not sure). It'd probably be really dangerous because you could still die of shock or something :v: Part 2: Hearing about the mars colonies being over exposed to oxygen and listening and watching a lot of space stuff lately a space station or mars colony simulator super detailed style (think SS13 cross dwarf fortress/submarine commander). It'd be fun to have to manage and keep your mars colonists alive.
I agree with Space Station 13, but cross it with Space Engineers instead, also add the building/material physics from Red Faction Guerilla and/or Force unleashed.
Dayz, except working
Dark souls spliced with fallout's ability to make moral choices, and the ability to customize armor and weapons MASSIVELY. also coop that is seamless and 'permanent' / syncs levels by collecting more points for those with less XP the ability to be a coop buddy that's a true purest healer type
tbh my ideal game is in development right now. It's an RPG/FPS mix much like Stalker, but in WWI. In fact, it has a lot of influence from the Stalker games. I can't wait for it to be released <3
When I was younger I always wanted a freeroam HL2 MMO game with full City 17 map and a fully destructible environment. And players would rank up from a citizen to Rebels or Combine.
Basically quake 3 with batter graphics and character customization.
wow but with consistent lore
I like games that make me feel like I matter to the world, so it'd have to be a game where I can make choices and see the effects of said choices. It would have to balance having lots of RPG elements as well as maybe a few action elements as well. Can't tell if I'd prefer turn based combat or not. Setting would also need to mix some sci-fi and fantasy themes, cuz goddamnit I want a laser sword
Story driven game's.
I like games that incorporate RTS, strategy and FPS. Something like a combination of the experimental version of rust, spore, eve online and planetside. Colonisation space FPS survival game
[QUOTE=DvD463;46260496]When I was younger I always wanted a freeroam HL2 MMO game with full City 17 map and a fully destructible environment. And players would rank up from a citizen to Rebels or Combine.[/QUOTE] I want this, but pre-fall Rapture from Bioshock instead and you can join any of the political groups or factions in the city and their control and activities change dynamically based on what you do in these groups, sort of like an RTS but with Bioshock's gameplay mechanics and controls.
Something like Space Engineers but on a much grander scale would be beautiful, with planets and space stations and shit.
Distillery Simulator 2k14
A game where your sword doesn't have any stats like strength; it has its own weight, length, quality of craftmanship, and material. A game where you don't have a health bar; you have your vital organs and a certain amount of blood in your body. A game where you don't die until you actually fucking die. Oh, is your left arm missing and blood is spilling everywhere? Game not over yet!
A game that has the fantastic physics and gore of Cortex Command But in the form of a competitive FPS
[URL="http://gamesrevue.com/pressure-the-best-game-youll-never-play/"]Pressure[/URL] is my dream game.
a good, working, zombie survival open world and good horror games. majority of newer horror games mostly rely on jumpscares or random loud noises to scare you. it's sad that creativity in the horror genre is diminishing due to this. Needs more less showing of the monster or creatures and rely more on realistic, atmosphereic sounds in your environment. just something new, creative like Alien I enjoyed. It brought out a new meaning to being quiet, where if you made too much noise the alien would literally jump down the vents in the ceiling and chase you.
This is my ideal video game: You are a captain of a spaceship. You have a crew. Using vocal recognition and keyboard and mouse controls, you pilot your ship and command your crew to do shit, even doing your shit. You could take the helm and try to out-maneuver people shooting at you and tell your crew how and where to fire, or you could tell them to do everything and just criticize them by telling them how shitty they're doing. The crew would also have an AI that could get tired of your shit and could exhibit a range of emotions like fear/anger in response to your stupid ass plans as a shitty captain. You could also use your authority to command ship security to launch your insubordinate crew out the airlock if they don't obey your orders. I would also include implementation to pull random people from your ships crew like janitors or whatever to replace your bridge crew for when you've gotten rid of too much crew. That's my ideal game
[QUOTE=gashol;46260358]Dayz, except working[/QUOTE] DayZ was one of the reasons I stopped playing. The original mod was based on the premise of the first game I mentioned (thefallout kind of one) but without the full VR and realism. I played way too much of it and despite being broken at the time it was one of the best games I have ever played. Didn't really find anything that could top it.
Personally, I'd say my ideal game would be a sort of Metroidvania-style FPSRPG, sort of like Metroid Prime only with a strong emphasis on exploration, survival, and visceral twitch shooter combat a'la games like Painkiller. You'd commit your gathered XP to improve your faculties and buy items a'la Dark Souls, rather than just gaining XP to level up and assign skill points. Gaining the points you need would be dependant on your own skill and creativity as a player, such as juggling enemies with explosives, tapping reload at the right time after shooting to quickly load the next shot, causing your enemies to slip on an icy patch and fall off a cliff, set an enemy on fire then scare him into running into an explosive barrel, that kind of wacky stuff. In addition killing enemies in specific ways would cause them to drop certain special items, as well as giving you extra points for exploiting their weaknesses. Agility would also be an important factor, letting you run fast by default, double jumps for in-air manoeuvrability, directional blinks to dodge deadly projectiles, being able to slide along the floor if you crouch while running, maybe even a long/high jump later on for those hard to reach places.
Fuck Shit Up[URL="http://www.facepunch.com/threads/625672"].[/URL]
Let's have a boy racer simulator, where you're a teenager with a fake license, then you steal your mum's Opel Corsa 1.2, and give it a blue paintjob, flame stickers, slap neons under it, then drive around blasting heavy jungle bass music around the neighbour hood at 2AM
An RTS set in a future where World War One never happened, and a massive arms race between the powers boomed into a space race where the various empires went to conquer planets throughout the milky way. It would be split between a campaign screen that would be similar to a 4X game in which you manage each planet, army, and fleet. Some light Grand Strategy elements involving economics, production, public order, population, e.t.c. Armies are moved between planets on transports, "space navies" guard these transports, attack other navies and transports, blockade planets, e.t.c. The meat of the game would be large scale battles. Similar to Total War, you would build units in the campaign and then fight in the battles. None of that base building, resource gathering shit (I hate Command and Conquer style gameplay). Battles themselves are focused on the macro rather than micro. Units are comprised of hundreds of men and divided into squads. Each squad has its own, independent AI that automatically does the squad based fighting, telling soldiers where to take cover, where to lay down suppressing fire, what buildings to occupy, e.t.c. This allows for large scale battles with little micromanaging. Of course, there is more than infantry. Machine guns play a large role, tanks, mechs, and other specialized, dieselpunk-themed units could be used. When an army invades a planet, they have to conquer all of the provinces from the garrison force. The garrison can build fortifications and things to help, but if they are blockaded they won't receive supplies, meaning you can literally "human wave" them out of existence with enough reserves by running their ammo dry, or force them into counter attacks that eat up their fuel and leave their armor useless. The buildings (or lack thereof) in a province decide the battle map. Those with large amounts of buildings are city maps, those with large amounts of farms or wilderness are open, e.t.c. If you blockade a planet, you can also call artillery from your ships down unto the enemy. Naval battles operate the same way as land battles. When two fleets share an area of space, they have to fight for it. Like ground combat, fighters and other large groups of ships are divided into AI controlled squads that are issued general orders by the player, while larger units like capital ships get a more direct control. Battles would be a mix of turn based and real time in a sense that you can pause the battles to issue orders. You need to research technology in the campaign for your orders to reach your units immediately (like squad radios) but at the start you have a delay between when orders are sent out and when they are followed, just like real war. In naval battles this is tough, as there is a third dimension to the fighting (think of the indie game Flotilla). You could play as any nation from three different alliances. There is the Allies: Britain, France, and America. The Central Powers: Germany, Austria Hungary, and the Ottoman Empire. Then there is the Comintern: Russia, Communist Italy (explained in the backstory), and Communist China (again, backstory). Each alliance shares a general unit composition but with different looks and some special units for each country in the alliance. The ultimate goal is taking all the enemy planets around Earth (which is bound by treaty that it cannot be invaded; Earth is the neutral zone). The endgame is the invasion of the heavily fortified Earth, where the largest and bloodiest battles will be fought. Also, a survival horror RPG set in the Middle Ages during the time of the black plague would be neat. Envision, if you will, Mount and Blade but in basically the post-apocalypse of Europe. Giant, nearly empty cities with tons of loot but a high risk of disease or being attacked by bandits, and little farming towns that are prime targets for raiding but have large local militias defending them. Rolling with a similar idea, how about a War of the Worlds RPG? Hear me out on this. You get to pick a class that gives you certain skills and a special starting location I.E. a soldier can use weapons to fight the martians (and later other human survivors) but is stuck in the army (where they are likely to die during the invasion), a citizen would start in more urban areas (the second hardest starting location next to soldiers) and have certain skills depending on their job, and a farmer would have the easiest start (the countryside) but few skills to survive on after the invasion. You would play your character in a map of England. The invasion would start at a dynamic point each time you play, and it would take a while for the martians to start churning out war machines. Your ultimate goal is to get south and off the island, but the trek is very far and the martian invasion will outpace you (unless the military happens to do a good job on that playthrough). The martian war machines can be brought down by artillery (you can use it if you're a soldier) but it is inaccurate and once your position is known you will get heat-rayed to death. The world would have persistent damage, so destroyed buildings stay destroyed, war machines that are taken down will remain, and at least 1/12 of the bodies (I would hope the game has massive crowds, basically hundreds of NPCs, although such a thing is hardly feasible) would stay. You have to find food and fresh water to survive, find safe places to sleep, and you will inevitably encounter other survivors. Some are hostile, some are not. Some might have food, water, or weapons you can use, so you may want to kill them and take them. Some may even opt to help you. If you fail to reach a boat in time and the martians destroy it, don't fret! If you survive long enough, the martians inevitably succumb to disease.
Zombie apocalypse MMORPG in an environment like the movie "I Am Legend", where every single apartment was mapped in and with a system based on physics to move items around. Oculus Rift support and with randomly generated quests with functionality beyond "Go there kill X amount of Y"
Something akin to GTA meets Alpha Protocol, in that you have a sandbox type place but instead of playing some street criminal you play as a spy and do spy things and have to use organic problem solving and deductions and junk. That and you get gadgets that you're able to play about with rather than context-sensative, play-the-same-animation type thingies you sometimes get with cool stuff in games. The grappling hook in Just Cause 2 is a prime example of the play about kind of thing I want. Otherwise my ideal game (on paper at least) is L.A. Noire because I have a personal fetish for the 40s/50s and detective stories. Played it and enjoyed it already though.
My ideal game would basically be civ5, but on the scale of the earth, and with realistic global happenings, politics, and warfare dependent upon the player's decisions.
[QUOTE=ZnT00;46266571]My ideal game would basically be civ5, but on the scale of the earth, and with realistic global happenings, politics, and warfare dependent upon the player's decisions.[/QUOTE] The closest to thing to scratch that itch would be Europa Universalis IV. I really wish CCP would make a 4X out of Eve Online. They've already got AI for ships, so it'd be theoretically as simple as detaching the player camera from a ship and giving the basic array of RTS functions like drag-select and right-click-attack. Hell, I wouldn't be surprised if they already do this with the dev tools when testing AI. Only limitation would be hella-optimised multithreading, but keep in mind that time dilation was already a thing way back Command & Conquer, released in [I]1995[/I].
a sword and sorcery iteration of Stalker would be the bee's knees for me.
A top down DnD RPG much like Baldur's Gate II except with balance and lots and lots of content The original game had loads of content but I want mooooore either that or just a bigger better version of The Nameless Mod. For those who don't know, it's a Deus Ex full story mod. If you loved DX1 and haven't played TNM, you should totally like play it nao
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