No.60556
I've always wanted games to resemble life simulations, or at the very least be hyper-detailed down to a granular level. Playing games in the early 2000's I was actually somewhat optimistic that games were heading down this path. You had Shenmue I & II which had the granular level of detail (like opening drawers) that I wanted, but were ultimately limited in scope (which is fine because Shenmue was the first of it's kind, and I thought it was very promising, and made me excited about the potential of video games).
The Elder Scrolls games; Daggerfall, Morrowind and then Oblivion were all different games with varying levels of detail, but they all had 'simulatory' elements and scratched that itch to a certain extent. I remember watching E3 footage or whatever of Oblivion and getting excited about the Radiant AI shit they were promoting, where NPC's actually had routines and jobs, and went to sleep, etc. Even though it ended up being less elaborate in the actual game than what they showed off at E3, I was still excited because I figured that in the not-so-distant future that level of complexity would actually be achieved and we would go even beyond it.
Even the GTA games went in the right direction I felt, especially when GTA SA came out. Large open world, with varying activities. Your player character having the ability to grow muscles, learn martial arts, improve his skills, etc.
However none of it ever came perfectly together in any game, it was always a bit too simple, never quite detailed enough. But I simply thought this to be a consequence of technological limitations. With all these games that were coming out, surely we were going in the right direction and were almost there. I was sure that my ultimate hyper-detailed life-simulation game was no more than a couple of years away. Unfortunately, it never happened, and open world games went in a different direction. RDR2 is probably the closest thing to what I excepted open world games to be in terms of detail, but it ended up being a one-off genre defining game, not the industry standard which is what I had hoped for.
On another, more simple and less autistic note, I always wanted a game like Oblivion with the combat and mechanics of Dark Messiah. Not only the sword play, but also things like rope arrows and the ability to climb shit, etc. That would have made the ultimate adventure RPG.
No.60559
Many years ago I came up with the idea of a Spore-like game before Spore was announced. Not many people liked my idea. A few people didn't seem to like the idea for Spore either, saying that it was "too complicated". Spore ended up being a disappointment. The fish stage was removed. Many people complained. Many other people also seemed to have had an idea like Spore before it was announced.
No.60669
I want a trucking simulator but its for space. So you can fly around in 3 dimensions.
No.60672
>>60669You can play space trucker in Elite Dangerous
No.60746
I want to make a platformer that combines the best attributes of mario and megaman.
Clearly indicated hit boxes. At this point every pixel of the sprite should be part of the hitbox. No weird nebulous hitboxes that extend far outside of the sprite's graphics.
Momentum. I think this was the most attractive thing about mario.
Squating. The playing should always have an opportunity to dodge attacks and never feel like they have to "eat" damage. If a player is having problems bullet speed should be slowed until they can improve.
Can shoot up or at angles. I may not be asking for a fully analogue control, but it was annoying in megaman how enemies could come in at weird angles and I couldn't shoot them by simply pointing up.
Death in any video game should be as entertaining and least repetitive as possible. You shouldn't rub death into the character's plot as much as you should make the player seek out new and spectacular ways to die.
I can understand the need for fall death in a platformer, but sometimes they make it needlessly complicated I prefer if falls are just a minor setback and I don't have to repeat a bunch of difficult acrobatics only to fall for the 10th time at the part I can't practice for.
No.61614
I want to make a video game settle during samurai era in japan. like a sekiro/nioh game but more soulslike with lot of japanese yokai. it will have beautiful graphics and interaction. I was thinking about a ronin (you the player) wander and get payed buy locals to exterminate a oni for example.
No.61626
Immersive 4D mechanics. In other words time travel done right, really let you affect the environment in creative ways.
No.61628
>>60746>At this point every pixel of the sprite should be part of the hitboxYou think you want this but you seriously don't.
No.62474
>>60554Give me a Prototype game, but with Oni's melee mechanics, and give me fun robots and exciting zombie/mutants to fight in an open cityscape sandbox with plenty of opportunity for total chaos. Add it a light morality system where I can side with humanity or the infection and I'm golden.
No.62945
First or third person shooter like Hitman or Assassin's Creed, but set in the 80s or 90s. No electronics to keep it simple, I never liked electronic gadgets in games. Two or more secret factions fight it out on crowded streets and buildings. The agents are undercover and the goal is to eliminate the other faction's agents while causing as little disruption to the public as possible. So stealth is important and identifying the enemy agents would be a big part of the game.
During the preparation for the match, you'd select your gear like clothes, weapons and tools. You can hide bigger weapons under more clothes, but the same rules apply to the opposing team, so baggy clothes and trench coats would raise more suspicion than lighter, tight-fitting clothes. Especially if out of place, like on a hot map full of tourists.
The first phase of a match would be spent walking around and trying to identify your targets. There could be some additional objectives to act as points of interest. You can do various things to blend in with the crowd like in Assassin's Creed. No two characters in the game would be the same, so you'd have to keep track of which characters you keep seeing, which ones are acting inconsistent, or keep appearing near the points of interest. Paranoid schizos would enjoy this part of the game. The environment would be interactive and dynamic like in Hitman, so you could cause some events to divert attention, or gain access to some places, or even cause an accident to happen to the enemy. There would be some unattended parts of the map like the sewers, rooftops, maintenance access, where you could use melee or suppressed weapons without alerting the public. You can stash guns or other objects for later use, if you expect to be searched or something. Once a few minutes some new intel would become available, but you'd have to use a public phone, a cellphone, or an earpiece to receive it.
The second phase would be optional, and only after an open gunfight breaks out. The crowds disperse and the police arrive. There are massive penalties for killing civilians and cops, maybe even to the point where it would be better for a player to get arrested than to fight back. Let's say the secret factions are powerful and can pull their strings to get you out, like the Illuminati or whatever. So during the second phase you'd have to retreat to the unattended parts of the map, and do combat there. Gun fights would be realistic and slow paced, remember that you only have what you brought in. Let's say the meta is to bring a small revolver with not that many spare bullets.
Bonus points if the maps are interesting places from the real world, like Liberty Island, the pyramids, or the Bilderberg Hotel. Could also spice it up and make it a bit like Gantz - undercover humans vs disguised aliens.
Speaking of Gantz, that would also make a great tactical game like XCOM. You'd play as the Gantz alien, manage your roster of schmucks, reward them with weapons, and choose missions (more difficult = more rewards). You wouldn't have direct control over your humans, so it's all in who you bring into the fight and with what equipment. The alien hunters would form personal relationships, improving their performance, but lowering it if a friend dies. So you'd have to carefully choose from all kinds of people - gangsters, salarymen, school students - and try to predict how they will get along. It would be a bit like The Sims I guess.
>>62944
No.62965
>>62964
>what would you add to this world beside missions?
Neocunny
>what would you like to do in neotokyo?
Kiss the neocunny
No.63327
>>61647Mkae a gaem about Hokkaido
allows both BAREBONE STRUGGLE and CORPO CYBER BONANZA at the same time
No.63328
>>63327cyberhobo simulator?
No.63344
A MMO that challenges you right in the starter village. You should not be able to defeat the lvl1 slime without at least 1 friend.
>no group finder
>all classes have unique identities
>earlygame leveling and questing is challenging, meaningful and not a mandatory chore
>Game costs money either as a one-time purchase or a subscription, all in-game purchases are strictly cosmetic
This forces social interactions and I think would fix the awfulness of modern MMOs - it forces you to make friends. But the risk would be too high for any serious company to invest in it.
No.63345
>>63344>it forces you to make friendspeople already has/have
dont know lol their group of friends/cliques and hang out on discord
No.63346
>>63345>people already have their cliques and hang out on discordYes. That's one of the aforementioned problems I alluded to earlier. This is a game model where traditional loners are forced to socialize and to form their own cliques constantly, and maybe they can even integrate with the day-0 discord cliques in a natural way. I think you could even make a daring game design choice to intentionally randomize spawn points of first time players to disincentivize day 0-grouping and incentivize organic socializing, but I understand that could be a very polarizing feature.
To facilitate this, you need to actually give people good tools for spontaneous chit-chat with strangers. I think it's mainly a UI/UX problem you need to fix
>chat bar is bigger and not scrunched up to the far left corner with awful 1px serif font>chat bar integrates with game primitives and can do useful hyperlinks to UI actions>maybe even proximity voice chat No.63347
>>63346I think the game should be played (when first time on the mmo) alone to discover the world and the game and mechanics. to this I have an idea, making a quest to help the new players and after that quest done ,he can go make a group and go beat some monsters together.
sorry if I missread your post
No.63348
>>63347>sorry if I missread your postI mean, your idea is not congruent with the idea that I posted but your idea is your idea and also valid
What I'm trying to get at is that there's so much boring busywork in most MMOs which I want cut down to 0. The dogma says you have to spend a mandatory >= 100 hours on leveling trash mobs that pose 0 threat before you can get to the actual "fun" part which are endgame raids. It's a very stupid game model and that's why any person that respects their own time just doesn't play MMOs. But it shouldn't have to be like that, because MMOs DOES have draws that isn't just doing pointless busywork, yet very few MMOs that I know of capitalize on them. Get them in the thick of grouping right away. Challenge their brain and get the adrenaline right at the first encounter. It isn't a way to casualize the game - it should still have a slow-burn leveling, but make the slow-burn leveling MEANINGFUL.
The game also doesn't have to dump a billion active skills and complex mechanics on you at the start for this, either. It can ramp up. But it's better to have the "ruleset/win conditions" progressively get more advanced than for the difficulty to go from 0 to 100 - there should always exists a very real possibility for failure even as you're learning the game.
It's this difficulty that makes social interactions spark. Maybe you group together as a bunch of lvl1s and finally beat the slimes together - that builds report and maybe leads to a friendship that lasts for weeks, maybe even months or years.
Sorry if I'm sounding like a broken record and repeating myself. It's just so frustrating how clear I can visualize my dream game yet I know it will never be made because I feel like nobody else is at the same wavelength as me here, neither the game publishers nor my fellow gamers.
>The MMO veterans will have a meltdown if they can't solo all the leveling completely asocial listening to a podcast or second monitoring anime in the Massively Multiplayer Online Role-Playing Game >The non-MMO veterans don't give a shit and already have their singleplayer and/or lobby games they enjoy I just want to make friends, man
No.63349
>>63348I also have a MMO dream game that will never be. hope you'll find a MMO that ressemble your idea and make good companions on that game👍