• Your ideal video game
    215 replies, posted
A Western Cowboy/Mafia MMO TPS that takes play in an alternate 1930s where the Wild West still exist. It takes place in the US and Mexico as one gigantic map 10x bigger than the entire map size of TES Daggerfall. (And Daggerfall is the world's largest game map) (Or as large as the area of the U.S. and Mexico combined together) Players could do jobs like cattle stealing, gambling, showdown duel with other players and hunt bounty that has been put by other players on other players. If they feel lucky, they can rob a train or execute a bank heist, maybe even attack Fort Knox. (At a cost of being wanted for a period of time) To get from one location to another, players could buy a horse, take a train or even buy a car(1910s car). Weapons will be a combination of familiar Wild West guns with WW1 era guns: Single Action Army Remington Rifle Winchester Rifle Trench Gun Double Barrel Shotty M1911 Volcanic Revolver Buffalo Rifle Tommy Gun Dynamite Whiskey Bomb And more... Players can choose between 4 different classes with points given after leveling up to buy skills. Gunslinger, Sharpshooter, Enforcer and Apache. Each of them focusing on a different type of play (Assualt, Precision, Defense and Stealth) while allowing players to choose whichever play style suits them. Sort of like Payday 2's Skill system. There will also be a difference in environment from each town and cities. Cities will have more law enforcements while looks more like a city, but any jobs pulled there will grant higher rewards and vice versa.
A game where you can custom-code weapons and design them using any model in the game. Know lua code? Good, build a shotgun that has a secondary fire that reverses gravity and is made of cinder blocks, a trash can, a fish, and a radio. Storywise, you're a rich playboy with the ability to make weapons out of anything out to eliminate the competition...one bullet, laceration, disintegration, and/or explosion at a time. I guess gameplay-wise aside from the gunstruction, it'd handle like Borderlands without the action skills, maybe with a UT style deathmatch with dedicated server support. Server owners would be able to choose weapons from a multiplayer compatible whitelist approved by community moderators. tl;dr the exact opposite of a modern military shooter
Maybe like a battlefield game of the WW2, with destructible buildings and terrain. Also bigger maps.
[img]http://i.dailymail.co.uk/i/pix/2010/07/20/article-0-0A7FC373000005DC-47_468x393.jpg[/img] A game with a Gurkha main character would be rather interesting. No retreating now, get stuck in there.
GTA V is pretty much my ideal video game. I had this same discussion with a friend while we were playing the first GTA on PS1 in 1998. Pretty much everything we could think of at the time has been realized in GTA V, and back in '98 we thought most of that was going to be impossible.
[QUOTE=Spastik2D;46674662]A game where you can custom-code weapons and design them using any model in the game. Know lua code? Good, build a shotgun that has a secondary fire that reverses gravity and is made of cinder blocks, a trash can, a fish, and a radio. Storywise, you're a rich playboy with the ability to make weapons out of anything out to eliminate the competition...one bullet, laceration, disintegration, and/or explosion at a time. I guess gameplay-wise aside from the gunstruction, it'd handle like Borderlands without the action skills, maybe with a UT style deathmatch with dedicated server support. Server owners would be able to choose weapons from a multiplayer compatible whitelist approved by community moderators. tl;dr the exact opposite of a modern military shooter[/QUOTE] Correct me if I am wrong, but isn't Garry's Mod exactly that (customizable wise)?
[QUOTE=Mezzokoko;46675717]Correct me if I am wrong, but isn't Garry's Mod exactly that (customizable wise)?[/QUOTE] In terms of customizability, yeah. In terms of actual gameplay, community, story, and implementation, no, it's the exact opposite in that it has no story, most of the deathmatch gamemodes are reminiscent of CoD, the addons section is crap, and it's a sandbox game.
A game where you design multiple societies from the ground up, making them human or alien or whatever, and deciding whether they can use magic or develop technology, etc... Then, after they begin developing their civilizations, you begin to meet characters from each civilization who speak to you, initially in fear/reverence as you play the role of a deity or something along those lines, but develop a better-defined relationship with you as the game goes on. You can send boons or plagues down on the societies, and modify the traits of your follower characters at certain times. They may come to see you as anything from casual friend to the embodiment of evil itself. They may begin to treat you with contempt, or utterly worship you as infallible. Your goal is to advise these characters and their civilizations as they develop so that they one day unify into a single great culture. The more civs that unify, and the greater the total cultural output of those civs, the more points you get at the end. Any that refuse to unify at the end are destroyed by the great culture, and you lose nearly all points that civ has generated up to that point. You also witness the death of the characters generated for those cultures, which could either be devastating for the player or secretly gratifying, depending on your relationship. The game is therefore a balancing act in which you are grappling with a cultural force that slowly outgrows your ability to contain it. If you've laid out a solid plan, their differences will be overcome and you'll be rewarded. If you do poorly or favor one nation in particular, the civs will destroy each other in spectacular fashion. All the while, you're treated to a unique drama which unfolds according to your imaginative impulses.
A game where you're a photojournalist documenting a war.
just cause 2 + red faction guerrilla + burnout w/ lots of modding support
[QUOTE=Griffster26;46687757]A game where you're a photojournalist documenting a war.[/QUOTE] Pokemon Snap meets This War of Mine? That actually could make for an excellent game, probably game of the year if done just right. The way I imagine it, it'd need to be first-person stealth, using supplies to keep yourself alive as you sneak around photographing the horrors of war.
oh and i thought of this while bored in school it's a game about a bunch of office workers battling against higher ups in a sort of CS style -the guns would be things like rubber bands guns, modified nerf guns, staple guns, etc -grenades would be like a starbucks coffee cup with an antenna and other stuff stuck to it -armor would be like computer monitors with the front busted out for helmets and idk what for the body armor -objectives are like "blow up the conference room" or "steal the fancy coffee machine and other stuff" (with higher ups being the sorta CTs in this scenario and office workers being the Ts) -you'd also be able to pick up and throw physics objects like chairs and water coolers i dunno, just a random thought [editline]10th December 2014[/editline] [QUOTE=ironman17;46688287]Pokemon Snap meets This War of Mine? That actually could make for an excellent game, probably game of the year if done just right. The way I imagine it, it'd need to be first-person stealth, using supplies to keep yourself alive as you sneak around photographing the horrors of war.[/QUOTE]at first it's just stuff like occasional scuffles or the aftermath of a fight, but later in the game you see soldiers gunning down civilians or burning down houses or other more extreme things
Sounds like it could be a fun mod, but I don't know if the notion of an office shooter would sit well with some people, even if it's as wacky as your idea. Come to think of it, here's a few more ideas for this "Office Conflict" thing. Your health regenerates slowly for the most part, but the regen is boosted when you go to a water cooler, the likes of which are all over the office. However, there are the slightly rarer coffee machines which give you Focus to fuel a bullet-time mode which works like that Double Action game, so you dive through the air on a caffeine bender shooting staples at Jake from accounting. Additionally you'll be able to find change throughout the levels, which you use to buy random power-up snacks/drinks from the vending machines. All in all it could be like Max Payne meets Gotham City Imposters.
that sounds pretty great actually coffee could also do something akin to a speedboost, but when it runs out, you're slowed down for a couple of seconds man, it's something i'd really like to do but just don't have the skill [editline]10th December 2014[/editline] there could also be a sorta energy drink item which is very rare but speeds you up slightly and you do 50% more damage for a short period
Oh man I know that feeling. I've got an idea for a shooter that's big on the exploration and the interesting combos, but I don't know how to code! I know more or less how to design a level, like I could probably visualize the environment, build a mock-up and work from there, but as for actually coding the amazing weapons I've got planned I never learned how to program. And that's not even starting on all the assets, sending out casting calls for amateur voice actors to see which ones best fit the characters, finding a composer to put together a fitting soundtrack, etc. We all gotta start small, I guess, and a project on the scale of Sunlancer is hardly a one-man project. Maybe once I've built up my dev cred, make some smaller manageable projects and whatnot, I'll be able to get a team together and bring Sunlancer to fruition. But until then I gotta wait on my machine upgrade before I can do any actual development on anything.
Alright, this is a bit of a bump (though a month and a half isn't really super massive), but I think some of you still might have ideas you'd want to get out there. As for me, I've got a new one that's been brewing in my head, an asymmetrical multiplayer title that would be like if Evolve had a baby with the Zombie Master mod, though comparisons could also be made between it and Giants: Citizen Kabuto. It would likely be a three-sided affair by default, with each of the three sides, namely the Mercenaries, the Army and the Kaiju, working differently in accordance with their distinct play-styles. First you would have the five Mercenaries, essentially the Evolve/Overwatch style of "heroes" which play like FPS characters, using guns alongside special abilities and whatnot to hunt the Kaiju and fight the Army. You'd need to raid mining sites to acquire the resources you need to maintain your equipment and perform designated "jobs" to gain the funds required to order in better items and gain a super-effective build. The jobs would act as mini-objectives, ranging from eliminating special enemies to intercepting valuable packages. Then you have the Kaiju, who are two monsters which grow in power, starting out weak and reliant on sneaking about, having to find food to eat and gain SP as well as expose yourself to radiation in order to become full-on massive beasties capable of destroying cities, at which point the Mercenaries need to pull out all the stops to defeat just one of you and the two of you together would pose a great challenge to the Army. The other factions would be wise to try and ward the pair of you away from nuclear plants and waste dumps. And finally you have the Army, headed by a commander who is tasked with gathering resources to build up the Base and send out your armies to defeat the Mercs and the Kaiju. As you gather resources and research technologies as the Army, you gain access to better units and upgrade the lower tier ones, culminating in being able to make a Secret Weapon unit strong enough to go toe-to-toe with max level Kaiju, though the expenses required would likely doom your forces if your Secret Weapon is destroyed. So it's part RTS, part FPS, and part monster survival leading into Godzilla-style destroy everything. With the wildly asymmetrical 3 sided conflict, the games would turn out differently a lot of the time, as the defeat of one faction would lead to a shift in the battle's dynamic. For example, if Godzilla and Mothra succeeded in driving Them! out of the map, there is no more military to harass them but the Mercs have probably gotten their hands on some serious hardware in the meantime and are probably about to get some 80's style vengeance on your scaly behind. Another example would be if Count Dracula and his Hammer Horror Crew have subdued Kong and The Blob, they are safe from the monster attacks but the Martians have probably finished summoning in the Mothership to finish you off with its heat rays and tractor beams. Yes it would be that silly, seeing Dracula and the Wolfman watch The Blob shrivel up into bubble wrap then looking on in horror as a massive flying saucer zooms in overhead, but it would also probably be awesome and a fresh experience almost every match.
Come to think of it, I've also got another idea, this one for a Pokemon game. Said title would be, [B]Pokemon: The Legendary Chronicles[/B]. [QUOTE]Basically, it would be a Pokemon RPG based off of the earlier seasons of the anime AND the earlier Game Boy games, but taking a different direction as the story progresses. Rather than the traditional style of Pokemon battles we know with the static turn-taking system, it goes for a more dynamic ATB style of combat akin to Child of Light where Speed determines how quickly each Pokemon moves along a "turn track", with the player character being able to perform their desired action once their Pokemon has reached the "decision marker" midway along the turn track, namely using a Pokemon's ability, using an item on them, swapping them out for another Pokemon, etc. In addition, while the Pokemon is on the track, the Pokemon itself is able to prioritize which stat to focus on depending on the Trainer's leadership, such as focusing on Attack before a physical move, focusing on Special Defense to tank a special attack, going for Speed to go along the track quicker, Accuracy to minimize the risk of missing or fumbling, etc. Oh yeah, fumbling would be a feature too, reducing the effectiveness of an attack and being more common than missing, which is reserved for critical failures and certain elemental interactions. As you adventure across Kanto, Johto and other regions, you end up meeting characters from the old show and the original Game Boy titles, some of which are your enemies, one of which is your rival, and some of which actually become companions. To this end, whenever you encounter a double battle or a triple battle, your friends join the battle as well and fight the opponents alongside you. By the time you defeat Pewter Gym, your "party" comprises the Player Trainer, Misty and Brock, with said Player Trainer being a choice of either the "heroic" Ash, the "jerk" Gary, or the contemplative Red. As the adventure progresses and you travel to different lands, some party members would end up leaving to pursue their own dreams, but your rival will never forget you, and Team Rocket will always be after your special starter for Giovanni. Speaking of starters, you'd start with a choice from the classic trio as Red, though being Ash would land you with Pikachu and being Gary lands you with Eevee. And speaking of Pokemon, rather than having one hold item like in the original games, you would be able to customize your Pokemon's appearance with multiple hold items depending on which slots you have available, so in theory you could give Pikachu a baseball cap and he would wear it during battle, looking amazing and gaining a bonus to Accuracy. Your starter would also be out of the ball pretty much all the time, following you around like in the Pokemon special editions (Pikachu Yellow, for instance). Concerning the moves available to your Pokemon, you would no longer be required to force your Pokemon to forget a move to learn a new one, and while the in-battle ability palette would probably still be restricted to 4, said 4 would be "slotted in" from the pool of abilities available to that Pokemon a'la Xenoblade. HMs would remain a staple as well, though along with many things in the game, the actions taken would be fully animated, such as watching you and your Pikachu saddle up onto Fearow and soar into the skies, or watching Pikachu fiddling with a SNES controller while waiting for you to pop the TM/HM disc into the Move Tutor portable console, or seeing him react to having Super Potion sprayed on him during the battle.[/QUOTE] So that's that, I guess.
A PC Smash Bros that doesn't suck, or a Pokemon MMORPG that lets you visit every region... which doesn't suck. The thing is the two things I said I believe exist it's just that they're terrible and are fan-made.
A Multiplayer FPS much like ArmA 3, but with PMCs and foreign legions instead of nations. Much like if Espionage Wars got it's own video game. - You get a multitude of factions with different interests that you can join. - Fight on the battlefield from the land, sea, and air. - Factions fight for contracts, territory, supplies, etc. - Factions can advance their technologies through winning multiplayer matches and acquiring assets on the battlefield. - Players and/or factions get penalized for committing war crimes and doing so could draw attention to peacekeeping factions such as UN and/or NATO.
completely free-to-play (content-wise) third-persron MMORPG pay4cosmetics and convenieince with some isometric side-scrolling elements and a medieval fantasy setting
Big rig with microtransaction
SWG2.0 with better graphics, larger worlds, same housing system, and more real-time battle mechanics. Also, an Avatar MMORPG with similar elements as above, and strict in-universe rules about bending and how it worked. I am hopeful and foolish.
A spaceship game with eve's lore but without PVP. Eve's lore is rich as fuck yet is thrown aside when the big player factions start circle jerking. I'd also love a more in-depth control scheme since it now doesn't need to rely on being quick and simple. I'd also want a metric fuckton more depth to the world. I'd also love a sci-fi game that isn't short, gimmicky, or edgy tryhard. Open world, lots of vehicles, lots of weapons, a very nice story. Pretty much GTA with a sci-fi setting. I'd also fucking love a bulletstorm sequel. That was a brilliant game but come on, 4 hours?
A game sort of like Shores of Hazeron but with much more focus on the PvP combat (And more actual players to go along with it). Basically a "MMO" planet-hopping class-based FPS with dynamic transition between the surface of planets and space. Ground combat would somewhat resemble BF2142 (Classes, balance, vehicles) and Planetside ("MMO component, territory control) but with a little more realism and objective linearity thrown in yet less condensed (Looking at you, planetside), and with less vehicles (But plenty of variety) over-all. Space combat would be like Angels Fall First (Dynamic ship-boarding and internal destruction) crossed with Freespace 2 (Ship classes, capital ships, subsystems) or Eternal Silence (Newtonian flight physics).
After playing Dying Light the last while, I'd really like to see a similar game, but in a damp/cold setting. Basically the environments of S.T.A.L.K.E.R (not including the radiation) with the combat, crafting, skill trees, parkour etc. used in DL. This game would focus a bit more on survival and exploration, where weapons weren't so common, and repairing them required more scarce materials. This would be balanced by less zombies to wear down the weapons. I've also always wanted an open world game where all famous (knock off) horror movie icons reside within the same world. You could have these in one game: -Summer camp resort with a masked killer. -Werewolves in a specific wooded area (who are normal men by day and roam the map.) -Castle on the mountain where a Vampire lives. -Farm with a crazy, chainsaw wielding hillbilly. -Small hut, with a deadly witch. -Cave in the mountains with the Abominable Snowman. -Ghost ship off the main shore line, with a skeleton crew. -Swamp with a danger lurking below. Killing certain monsters would require items from around the world, or off other monsters. Clues for this would placed around the map in non-immersion breaking ways. I feel like this would be an incredibly atmospheric experience. But it would require a lot of detail put in to make sure it put out the right feeling.
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