Given all these opinion-driven threads I see lately, I thought it might be interesting to ask a similar question from a different angle: given technology far beyond what we have now insofar as it allowing you the creativity to make a game of UNLIMITED potential, what would be your ideal video game?
Would it be some kind of unique fantasy world like (oblivion + WoW - limitations)^9000 where you - I don't know, ride on enormous, brutal dragons that torch the sky across vast landscapes while you tear down entire kingdoms with raging fists of magic in an FPS-style killfest
or
would you wake up in some futuristic prison next to a giant, alien cell mate - only the guards don't know you have ridiculous nanomachines surging through your body that more or less allow you to see 5 seconds into the future at all times. Your objective is to escape, figure out where the hell you are, and who put you there. Far-future-nano-driven-noir-espionage - think (mass effect + assassin's creed + planescape: torment)^badass
or
would you take on the guise of a massive AI whose prime directive is coordinating military strikes over a vast campaign temporarily taking control of various war machines and unlocking their massive potential with your superior control set, swaying the tide of battle through your guile and bringing entire world empires to their knees? think (civilization + starcraft + supcom)^holyshit
This is not meant to be a competition of ideas behind genres, but moreso if you could go home now and play your personal ultimate interactive media, what would that be?
ibgiantmansionfilledwithsupermodelsidowhateveriwantwith
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The plot doesn't really matter, but alliances, teams, contracts. Hunting down other players, ridiculous boss NPCs etc. Oh and in this magical world, people are actually paid well to play well.
Ah dreams.
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
And no warp rings! You should be able to bring up a nav map to plot your course and off you to go without the need for any rings. It's just one big open universe. Infinity and Evochron Renegades have managed to do the one large universe and atmospheric flight features and they're both indie games. I'd like to see those features in a professionally developed game.
That's my ideal space game. Imagine landing your ship near some ancient ruins, getting out and exploring it on foot for treasure, all the while battling dangerous creatures or perhaps even some bounty hunters. Or a skirmish through the halls of an enemy ship you just boarded. Co-op multiplayer would be great, too.
Katamari Damacy
Games that completely oozed their own style and incorporated very unique game play and forced you to rethink on how you'd play them. Katamari won people over. We all know what happened with Space Giraffe.
Mass Effect
BioShock
Both of these games managed to really incorporate strong story telling into the actual gameplay. That mid-game event (you know what I'm talking about) would not have been even remotely as horrifying if you simply watched it unfold instead of participating.
My ideal game is one that can combine story, setting, art diretion, and gameplay without making huge sacrifices to one of them.
I'd play it.
Though mostly I'd lob rocks at the surface from high atmosphere.
Space is OP! Needs nerf now.
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
This right here.
Especially with co-op multiplayer, it would be the best thing.
More games need co-op actually. Imagine Stalker with co-op, or X3 with a multiplayer system similar to Freelancer.
Unless they came out with Civilization + Total War + Simcity with a little MOO2 and Galciv thrown in, where the scope began in caveman days, gathering wood and building fires leading up to building settlements and went all the way to exploring the universe, finding different civilizations in various stages of development, then promptly subjugating them to slave away in your spice mines or to create some sort of "ant farm" experiment on a planetary scale, guiding them until they're ready to join whatever government you've created to govern the galaxy. I want a real time land battle between Stone Age cavemen and battlearmor-clad laser wielding cyborgs.
And if it's set in the Star Wars universe, the Stone Age warriors would win......just like Civ 1 or 2.
I had this idea long before Rock Band was made, strangely enough, based off the various Bemani games(Keyboard/Drum/Guitar etc.), but maybe Harmonix'll make it happen, since they have higher quality standards than Konami does.
The Bemani games linked to each other in the arcades didn't they?
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
The first thing I wanted was for the world to be extremely realistic. Like, you might be confined to a couple of counties or whatever, but it would actually be that size - in other words, be able to realistically support a population of several thousand people. Farmhouses, townhouses, little apartment buildings, civic buildings, docks (I grew up around a lake), sewers - everything would be accessible. Unlike most survival horror, you'd have all kinds of vehicles available too, from bikes to muscle cars to pickups to jetskis and even houseboats if you felt like getting the hell away from it all.
I never really knew what would make a good antagonist, but I always imagined fast, tough beings like the Morlocks from HG Wells' The Time Machine would be pretty awesome. They wouldn't just slash at you with their claws or anything - I wanted them dangerous. I wanted you to be walking along in the sewers or a dark building when one pounces on you roaring, knocks you down on the ground, where you had to struggle to either get away or just shoot them in the face before they chewed your throat out. I also thought it would be cool to get the environment involved - slam one into a glass window and it gets cut up bad, but hurts you as well. The enemies would be relatively intelligent, too - you might think you're safe towing that houseboat out on the water, but what do you do when it turns out these monstrosities can swim?
The town, of course, would be deserted (or maybe gets that way over the course of the beginning of the game) and you would have to constantly fight to get your objectives done before nightfall, when these things would come out. Of course, when you had to go underground into the caves or the sewers (which you inevitably would) it didn't matter what time of day it was. Also, if you were in a house or a store when it got dark and hadn't got the place good and secure, they might just come in the damn window anyway. Item collection would be realistic, too - farmhouses have a few shotguns or pistols, pharmacy or hospital is the only place to get any decent healing items, tools in the hardware store, etc.
Story wise, it would have been that you could either escape or get to the bottom of the mystery. There would be NPC survivors who could help you out, but they might have agendas of their own, and you wouldn't have any way of knowing what a person's intentions were other than the way they acted toward you.
Anyway, that was my big plan. I think it would be extremely fun, but programming every single farmhouse and barn is way beyond programming capabilities we have today - maybe in 15 years or something.
I think Guitar Freaks and Drummania did, but I've never seen it actually happen.
Massive GTA-sized play world (future-themed, of course) where you race other players to make deliveries on a skateboard. To help you get around faster, you have an electromagnetic harpoon that sticks to cars, and possibly other 'weapons' that you could use to disrupt other Kouriers if you're nearby to them. Of course, you'd need some pretty powerful physics processing to handle the speed shifts that would entail from the connecting and disconnecting tow lines, especially when people learn to correctly do it on turns to get a speed boost from the angular momentum.
Edit: Back when Doom 3 first came out, I also thought it'd be the ideal system for someone to make a Texas Chainsaw Massacre multiplayer game. Maybe 5 players max or so. 4 of the players start out in random sections of the house, defenseless except for a flashlight, and have to try to find their way out. Leatherface starts in the basement, with the chainsaw of course, and has to hunt them down, mostly using secret passages only he can use. If someone manages to escape, they get to be Leatherface next round.
This sounds familiar...
Derek Smart...Derek Smart...
I will make it someday, when I have the balls and capital to undertake such a colossal project. Until then, smaller indie game ideas.
Occasional gameplay as bruce wayne, but mostly just small, narrative heavy sections.
I hold lonely candle light vigils for Dynamix, and weep softly.
At the time this was partially flippant hyperbole but yes, I would play the hell out of that game. I would play it until I died.
I know there's a lot of issues with having an RPG with a very strong player-skill element, such as fighting game mechanics or sniping etc., but god, I'd love it so much. If I could play through the likes of Baldur's Gate 2 in fully realised 3D with fluid violent swordfights and full (and competent) voice acting graaafgghhfhFDHADHAHDHADHAHD *hurk*
A game where you make monsters, from skeleton to skin, then you release a group of them on a sort petri dish. Here you watch to see if they can survive, are they mobile enough to get to their food? (one legged monsters might just die out, can it even walk?), do they breed too slow? (amoeba-likes breed fast, complex breed slow), are they underpowered?, does odd typing hurt them(flame/plant whatever)?, are they too aggressive?
Then you do the same on a mini-world with woods, lakes, mountains ect. populated by other computer made monsters. You can just let them evolve as conditions develop, or mutate them as you please. There is no set goal, but having them as the top predator is nice.
After that you pick one up, save it, then battle it in an arena against someone elses. Or use a mini-world and have a pack of your monster vs. a pack of theirs.
Super Mario Tactics
I've never been into the myriad Mario spin-offs, but I would play this for some reason.
Pulp Adventure!
Indiana Jones + The Goon + Hellboy + The Shadow + Tin-Tin
You are a super tough, strong, smoking, drinking guy. You're given a randomly generated mission from "The Boss", like save the President from the alien bats at the beach! or, contain the outbreak of zombies and defeat the Nazi apes in the forgotten mine! and then you do, with your choice of weapons and maybe you can even choose a partner/sidekick to bring along. An easy game, where you gain points for how stylish and heroic you complete the level, the badguys are suppose to be weak. Of course, it would need comic book art direction, bad narration, 1940's world view, bang! thwack! sound effects, mad science explanations for things, dames and cigars.
Beat-'Em-Up + FPS + RPG + Rogue-like
Crazy A.I Game
Play as a space ship's computer gone mad, doing all those horrible things you do to Sims, only more so. Switch off gravity on bay 5, switch off life support on the main deck, send a spy-cam to watch the captain shower and then show the crew, release the prisoners, do gene-splicing on the crew, send orders to the space marines to attack a Luna base, fly the ship into Mercur- It is endless!!
Maybe even a little building could be done on the ship, mine for materials to extend the ship, you need room for your top secret portal experiments!
Guitar Hero + The Typing of the Dead
I am pretty sure that any game gets better by adding "of the Dead" to the end.
Total War: of the Dead
Brain Training of the Dead
Lost Planet of the Dead
The Club of the Dead
Left 4 Dead of the Dead
See, works with anything.
The Club of the Dead, for example, would be like The Club, except it would be a time attack with zombies instead of targets now. Which is fine.
But a Guitar Hero game, with a smattering of metal songs, while getting rid of the godawful character design from GH and throwing in zombies getting blasted away in the background as a result of how well you're playing?
I, for one, would like to go shotgunning through a crowd of the undead while blaring "Die With Your Boots On".
Turn based battles - Randomly generated dungeons ala Lufia - plenty of secrets. The world evolves to the turn of events, do you stop Kefka before he destroys the world? If he doesn't destroy the world who topples him?
It would have assassins, politics, and castles that travel underground. It would have octopus villains who tell horrible jokes and ruin operas. It would have sad stories, it would have villain cycles where each main villain would effect the world in different ways.
Materia would become abundant, then incredibly rare -- their effects would wax and wane with the events.
Airship battles wouldn't be unheard of.
Edit: at UnbreakableVow
same goes with the "teaches Typing" ending.
Total War: of the Dead teaches Typing
Brain Training teaches Typing of the Dead
Lost Planet of the Dead teaches Typing
The Club teaches Typing of the Dead
Left 4 Dead of the Dead teaches Typing
Anything.
Passing the shower block to hear someone being beaten by a gang. You can walk on by, help beat on the guy to get in with the gang or do the impossible and fight with him against them, being almost impossible to win, you don't die but you make a lifelong friend who will help you out compared to the gang who on the outside will use and abuse you but give you access to a lot more firepower and backstabbing. You could go to the prison yard and work out and in 10 years your character will be buffed out, etc.
Lots of big decisions that impact the game. With stuff like GTA it really isn't that hard, theres relatively few cutscenes to gameplay so having differences wouldn't be impossible and it lets you decide if your character is an asshole who commited cold blooded murder or someone put in a bad place forced to become what he has no other choice but to be.
You can drastically change the game making more loyal friends as you slowly move up the ranks of power and build an empire or have much force much earlier on but never be sure who might betray you for simple monetary gain. Of course your loyal friends can be tempted to but its less likely (Scripted obviously) and they will help you where others would not. You can also trust them to run your organisation.
The differences open up different missions with of course a core series that always appear but some might be sub-plot arcs related to the character or organisation that you can't get without following a certain path.
Imagine...Total War: LEGO
I dont think that it would actually be developed by the company behind the TW series, and their would be alot of differences, Instead of concurring Europe for example the goal would be to, for example conquer your house. And all units would be created by the player.
When creating a unit you would specify minor thing like this part of the unit is legs or this gun thing is laser or machine gun. The game wouldn't be about balance persay the focus would be on letting out your imagination. You could even tell the creator that certain parts of the shipor vehicle are actually smaller ships that disconnect, or that the ship can carry troops...
Just imagine
A fleet of these designated as troop carriers flying into a combat zone
Inside the belly of each one a couple of these
Meanwhile a couple of these bad boys pummel the bathroom sink with giant Lego missiles from "highorbit"
A swarm of these guys floods out of the bedroom towards the enemy base in the kitchen
The base of course being totally bad ass and also player constructed, You could sepcify base defenses and base areas for lego people to walk on and patrol
Just imagine it all on a total war scale.
Fortunately: from a technological standpoint there is no reason for this game not to exist.
If I get some spare time I will have to write about my other game idea
I'm a huge NeverEnding Story fag (I blame my parents), so my ideal would be a game that starts in modern suburbia and then transitions to medieval fantasy. Not entirely Swords and Sorcery Fantasy, but something more whimsical. The intro in modern times would serve as the intro to the main character and the tutorial for the basic elements of the game. The transition would go one of two ways, either the typical magic book or the main character would start seeing glimpses of another world in everyday life until one day the hero runs into a door in order to avoid the unusually heavy rain only to find him self in another place entirely, no door behind him. The game would be largely linear, the gameplay somewhere between Devil May Cry and Secret of Mana (with xp, levels). There would be some dialogue with options for responses, but nothing as involving as a Bioware game. You're not the new Jesus or the Anti Christ, just a guy with options. The main character would basically be a more cynical Nathan Drake (from the Uncharted games) and a bit of a wise ass. At the climax of the game the character would be ripped back into his own world. His friends and family would be glad to see him as he has been away for some time but all he can think about are those he left at a pivotal moment back in the other world.
Days go by, and then weeks, and finally three months have passed. The main character's friends have all convinced him that nothing ever happened, it was all a dream or something. He pretends to believe them but he can't let go of his memories. That's when he starts seeing visions of the other world again. An image of some one he cared about in the other world trapt inside a buring building can be seen in a store window. He rushes to the door and finds himself inside the burning village. He saves the person (girl probably, love interest, what have you) and finds himself in a familiar but different place. Think FFVI time skip. Or Zelda: OoT time skip. Anyway, the rest basically writes itself. Quest to beat the big baddie, one of your former friends has become a soldier for big baddie's army, you choose to spare him or kill him, you find the other people you partied with doing their best to survive (once again, think FFVI time skip), you beat the bad guy and return to your own world with an object that will allow the main character to return and visist his friends (and the love interest) anytime he wants. Happy ending, roll credits. Something vague happends after the credits but the player can't tell if its good or bad, like a strange flower blooming, end game. New Game + becomes available as well as a 3-4 hour adventure where you play as the party member you turned on you during the time the main character was away. Turns out the "evil" things he did were to protect the love interest until the main character came back. This is sad because the main character either kills him or spares him only for him to be killed by big baddie in a moment of sacrifice.
I've thought about this shit way too much.
LONG STORY SHORT: The gameplay of Devil May Cry + Secret of Mana with the pacing and character of Uncharted set in a The NeverEnding Story style universe with the story progression of Final Fantasy VI and the visual appeal of Final Fantasy XII meets Folklore with portions dipped head first into Alice in Wonderland.
And that was the short version. Whew.
Especially versus mode. They could do some cool, cool shit with dino-vision. T-Rex can only see motion, stuff like that. Imagine going through, shotgunning some raptors, when all of the sudden the bass of a T-Rex's footstep kicks in, and everyone just freezes and has to shut up until it passes, making lots of narrow misses (think kids trapped in car scene of JP).
Thanks for dragging salt back through that wound. I'd almost forgotten...