this post was submitted on 27 Nov 2023
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[–] NewPerspective@lemmy.world 9 points 1 year ago (4 children)

I've been cooking up an idea for a smaller style MMO with as few NPCs as possible. It'd take a large skill tree in which you can't possibly put points into everything so people have to specialize and work together. NPCs might fill in jobs while a player is offline like taking sales at the store or unattended crafting but all quests and rewards come from other players. Something unavoidable is that I think there has to be an end or else people either 1) can branch out and become so skilled they don't need other people or 2) stagnate. So after X real world days, an apocalypse happens. Plague, dragon attack, aliens, zombies, blight, pirates, whatever. If you win, you can rebuild and get a benefit before your next go around. If you lose, you migrate to a new place (generate a new map) and try again.

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[–] Ebahn13@pawb.social 9 points 1 year ago (1 children)

A spiritual successor to the Black and White series, but VR. Who wouldn't want to pet your pet mammalian Kaiju before tossing a fireball at the nearest enemy town with a spell gesture just because you can? =D

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[–] CentauriBeau@lemmy.world 9 points 1 year ago (1 children)
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[–] BmeBenji@lemm.ee 9 points 1 year ago (6 children)

I would love a game with a timeloop built into the discovery, combat, and storytelling mechanics, a la Deathloop and Prey: Mooncrash, but instead of a first person shooter about murder, make it an isometric heist game that doesn’t hold your hand. You gather clues and tips and tricks through each loop and through exploration, until you build a final plan of attack to end the loop.

Deathloop’s biggest flaw was not playing into the fact that it was, at its core, a puzzle game. The objective markers and notes kind of ruined the climax of the game for me. Absolutely incredible otherwise.

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[–] AOCapitulator@hexbear.net 9 points 1 year ago

That one futurama episode where bender is floating in space and he gets hit with a meteor and tiny life evolves on him and then they annihilate themselves with nukes

I want to play that game

There’s lots of god box games but they never get it right, they’re either civ builders or map sims, the tech advancement and interactions etc are just shadows of the mechanics they could have, and the best ones never let them get nukes and have nuclear wars >;(

[–] Pirasp@lemmy.world 9 points 1 year ago

A good mmofps, PlanetSide 2 used to fill that itch, but it has morphed into something unrecognizable.

[–] ArmoredThirteen@lemmy.ml 9 points 1 year ago (1 children)

Okay bear with me as I go on an unhinged rant about a game I've wanted for years but is very unlikely to happen. For this we need to go into the deep Elder Scrolls lore, which I am going to butcher mostly because my version is amusing to me and all ideas are canon.

Imagine a magic steampunk world completely alien from our own, none of this Skyrim nonsense but truly alien. A time traveling thousand foot tall Magical Murder Mech decides 'yolo I'm destroy the planet', and almost does too, until Some Demigod shows up in their own time traveling magical murder mech (this one isn't nearly as impressive though). They go fisticuffs with each other, a bunch of the planet is destroyed. Some normal people with hopes and dreams or whatever are like 'this blows' so they build a magical space ship. Not like a magical space rocket; I mean like a Sailboat on Steroids. They decide to fuck off to the moon because where else would you go. Anyway Some Demigod gets mangled by the other, better Magical Murder Mech who then follows the normal people with hopes and dreams or whatever to the moon, because that's the most obvious choice for them to escape to because where else would you go. They show up ready to fuck up the moon colony when Complete Rando walks up and back-sasses the time traveling Magical Murder Mech to death. He then wanders up to Guy In Charge and is like 'hey I want to fuck your daughter', but surprise! The daughter is actually an intersex pansexual enby, oh and also they're a god. So Complete Rando takes one look at that Gorgeous Deity (who is also maybe a lot a bit fascist but that's a different story) and is like hell yeah, with our libidos combined we can repopulate the planet together.

Now that we've got that out of the way, I want a game that takes place from the perspectives of multiple normal people with hopes and dreams or whatever. Different characters follow different sections of the story. So the first character you might be learning about the Magical Murder Mech that's running loose on the planet. You're trying to prepare, you catch glimpses of the thing while fleeing your home. Another character could be someone who is in the Sailboat on Steroids and trying to get by on limited supplies while looking for people you were separated from in the chaos. However many characters there ends up being though, it would be crucial that the last scene in this game is watching Complete Rando suck face with Gorgeous Deity because I also want a game that tilts phobes.

[–] madelena@lemmy.ml 9 points 1 year ago (1 children)

That's the plot of Final Fantasy IV.

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[–] Skwerls@discuss.tchncs.de 9 points 1 year ago (1 children)

Parking lot designer. Get hired to design a lot for some kind of business or entity (park, etc) and see how it plays out. Drive thrus, parking garages, stadium events, apartment lots, etc. Basically a city simulator focused on parking.

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[–] lud@lemm.ee 9 points 1 year ago (2 children)

I want a simulator game like lawnmower simulator, power washing simulator, euro truck simulator, and other games like that, where you plow snow from an area. Seems like it could be fun.

I like plowing real snow but that is fucking exhausting, cold, and can't be done year around.

I have no idea if it would be fun or not but maybe.

There is a game under development that's kinda like the one I want but it's very pre alpha at the moment and I want more areas and less roads. https://store.steampowered.com/app/1536910/Snow_Plow/

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Come up with your own ideas EA.

[–] 7of9@startrek.website 9 points 1 year ago (7 children)

I would like something halfway between Snowrunner and European Truck Simulator, with a well written single player RPG story mode where you get to help people by delivering stuff.

Or, something like Breath of the Wild only without fighting.

Or both.

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[–] D61@hexbear.net 9 points 1 year ago* (last edited 1 year ago)

I'm not reading through all the comments to see if somebody has already mentioned these...

  1. A game where you start out Godlike, superbuffed, maxed stats, best equipment whatever... but to progress through the game you slowly start to give up your gear, quit using your best skills (until they atrophy and are lost/drastically weakened) to end the game as a regular person just doing regular things. The catch would be to wrap a good story around why you'd be giving up all your cool shit.

  2. A FPS that is split between the cutscenes of the warriors talking shit and the generals talking shit and the actual gameplay of you being a random nobody who is just trying to survive. You can't pick up weapons, because you dont know how to use them or it draws attention and you get attacked directly by the soldiers of both armies. Maybe there'd be NPC's at the beginning of the levels that you'd sorta be expected to try to keep alive but inevitably they would start to get picked off by cross fire, artillery, tanks, booby traps set by the fighting soldiers, etc.

  3. An RPG where the basic game loop is kinda flipped. Where you'd expect to have random encounters and fights, you'd be able to see the mobs and the interactions would be more of the "Talk" or "Trade" variety but doing things like opening a door or crossing a bridge or equipping a weapon starts a fight. Usually your character would have something wrong with them... so like, going to sleep would leave you with sleep in your eye or groggy and trying to search or open things would start the encounter. Another example, your character's let gets hurt and now your random encounter is with the cobblestones that you're trying to walk on to get to the house of healing.

  4. An RPG in the style of like the NES/SNES Final Fantasy games or the Earthbound/Mother series where you're characters are trying to start a band and the Random Encounters aren't fights but gigs. You finish the fights by either playing really well a type of music the crowd wants/likes, playing poorly or playing something the crowd doesn't want/like until they kick you off stage. The goals are things like, getting better equipment, playing notable venues, making a name for yourselves and making it to "The Big Show".

[–] Wanderer@lemm.ee 9 points 1 year ago* (last edited 1 year ago) (2 children)

A fighting game where you play an average Greek soldier on his way to becoming a hero.

It starts where you have to kill 5 enemies in a battle and you get promoted. Then you have to kill 10 etc.

You can upgrade your hero and the soldiers fighting under you. So you can choose to become a powerful lone hero or a hero and his men. If you don't kill enough of the enemy you don't advance. But if you go on a rampage and the battle is lost you also lose. Your performance influences the battle. So it might be that holding a bridge is more important than total kills for example.

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My dream game has always been a game that combines the most impressive technologies with open ended gameplay. So like impressive modern graphics and; physics and; Red Faction-like destructible environments and; procedurally generated content. All wrapped in a good-enough gameplay package like an RPG or something.

I realize all these technologies come at great trade-offs, but the dream is a good balance.

It's mostly the destructible environments from Red Faction Guerilla that I'd want in other games.

I want to combine a Fallout game (an open-world RPG with a branching narrative and multiple ways to solve problems, and that actually presents moral quandaries to players beyond "is killing an entire town good...or bad?") with FTL: Faster Than Light (a game in which you play as a space ship, and have to manage targeting and timing of weapons in combat along with shuffling power and crew attention between ships systems...which is also a rogue-like and the "correct" solution to most of the problems you face are randomly selected).

Instead of putting points into stats and skills, I want to hire different crewmembers and buy/upgrade ships systems. And I want to be given a meaningful choice where the consequences are apparent up front.

FTL will present you with a space station overrun by giant alien spiders, and your options are 1. Just leave (no risk, no reward), 2. Send a crewman in to help (Either save the day and get rewarded with fuel, ammo and scrap, or lose a crewmember and take hull damage, this is random every time you get this encounter) or if you have the right equipment/crew you unlock an option to get a guaranteed small reward.

No, give me the choice to send a crewmember to their deaths to save a bunch of civilians, OR keep my crewmember because as captain I'm responsible for his safety, even if it means civilians die.

Let me choose to align with different factions, build a warship or a diplomatic ship or a trade ship. Let gunning down the entire rebel fleet to the last ship be equally as valid a solution as negotiating a trade agreement with the federation or whatever.

Give me a Fallout game with the primary loop of FTL.

[–] AdolfSchmitler@lemmy.world 8 points 1 year ago (2 children)

I want a pokemon RPG game. Give me a type- specific skill tree that I as a trainer can earn xp and level up. Fire moves deal +10% dmg, burn chance up +5%, water moves deal -10% dmg, etc. Maybe some general ones too like catch chance +5%, wild pokemon encounters -10% (or +10%), money earned +10%, etc.

So many trainers seem to be focused on one or two specific types, why not encourage the player to do the same? Allow players to re-spec with the professor if they want to change things up.

So tired of the same gameplay just being given a new coat of paint.

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[–] los_wochos@feddit.de 8 points 1 year ago (3 children)

A cooperative multiplayer shooter, but one player sees everything from above and delegates everyone else. Like in a RTS.

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[–] Plibbert@lemmy.ml 8 points 1 year ago (11 children)

I miss having a hero I can directly control in an RTS game. Rise and fall civilizations at war was the closest there was, but it won't even run on windows anymore

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[–] drdiddlybadger@pawb.social 8 points 1 year ago

Victoria 2 except in space.

A terraforming game that is all about actual climate dynamics and trying to force random worlds into what ever shape possible.

[–] cosmicrose@lemmy.world 8 points 1 year ago (1 children)

Space Engineers but not a buggy mess with player scripting that isn’t in C# of all things.

[–] Chriswild@lemmy.world 8 points 1 year ago

So Java? the monkey's paw closes

[–] pat277@sh.itjust.works 8 points 1 year ago (1 children)

Give me RCT2 or Zoo Tycoon, mixed with Hitman against any random visitor, and you have to build the park around decent ways to stay hidden and the like

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[–] determinism2@hexbear.net 8 points 1 year ago (1 children)
  1. A God game/simulation game somewhere between Populous and Dwarf fortress where the behaviour is complex but the player doesn't have to do as much to keep things on the rails and the interactions are mostly just terrain manipulation and nudging. If you could build a rich, stable simulation that had simple rules, based on terrain, water, wind and weather and allowed the player to manipulate those things, i think it would be a really fun sandbox.

  2. One of those 2D bridge builder games but the structures are in orbit, optionally patterned radially around an entire planet so you could build an orbital ring or other wacky megastructures.

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[–] mindbleach@sh.itjust.works 8 points 1 year ago (8 children)

VR biplane combat sim, with heavy emphasis on your plane as a location and an object. A massive but oddly fragile thing you can walk around, on the grass, for a real sense of scale. The prop-shaft is eye-level and there's another four feet of plane above that. It's this massive ungainly thing you have to climb onto, and then into, before convincing it to leave the ground. All so you can push it to the edges of its capabilities versus other google-wearing maniacs doing much the same.

The interwar period is just about ideal for the physicality of air combat. Speeds are comprehensibly low, while still blasting past anyone stuck on the dirt. The machine has a manageable number of controls, all bracingly direct, and you can watch the wings flex from whatever you ask of them. If you need to see ahead while taking off, you lean over the side.

All of this is suitable for a sitting-and-standing VR experience. You probably don't have access to enough room for a proper walkaround. But you should readily develop enough of a feel to do proper barnstorming.

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[–] rgb3x3@beehaw.org 8 points 1 year ago

Seriously, how has there not been a survival RPG Battle Royale in the style of the Hunger Games?

Create a character with certain traits and skills using the same number of allotted points that everyone gets, then survive for 30 minutes to win.

Could be a bow hunter or a nature specialist, a sword fighter or a trap-maker. You could be strong, tall or fast and small with the ability to climb trees or swim better. How has this not been made yet?

Stellaris but with first person aspects.

[–] chicagohuman@lemm.ee 8 points 1 year ago (2 children)

An open world Transformers game

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[–] VapeNoir@hexbear.net 8 points 1 year ago (3 children)

Farming/homesteading colony sim with procgen plant species that you have to learn to cultivate. Models soil conditions and how they relate to nutritional profiles of the crops. For something that's such a integral part of survival i feel like a lot of games just handwave agriculture.

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[–] Ithorian@hexbear.net 8 points 1 year ago

No Man's Sky but with the combat of Everspace 2, the economy of Endless Sky, the base defense of 7 Days to Die and fully developed factions and species.

Something like Rome: Total War, but at full historic scale and with a total commitment to realism. You would need to come up with some kind of time scaling to make it manageable, but battles should play out over the course of in-game hours or even days.

Lines of communication should be important to maintain, as you can only see what your general sees and everything else on your screen is the result of reports coming in from your scouts/skirmishers. Your orders get delivered via a combination of shouting, flag and horn signals, and messengers on horseback based on the complexity of the order and the distance to the unit you're sending it to - which of course means they can be intercepted in some cases.

The battles play out with a simulation of crowd dynamics, where casualties from weapons are pretty low but if you can cause a retreat you'll be trampling the other army to death, or if you hit an enemy unit from multiple sides at once you can potentially cause a crowd crush that makes them unable to effectively fight back.

Massive blocks of people moving around should kick us a huge dust cloud in their wake, making them easy to spot but obscuring what's behind them. A unit standing directly behind another unit should be hidden unless you have high-quality scouting in that area. Cavalry should almost never stop moving, since doing so is pretty much an instant death sentence, with light cavalry automatically circling and using hit-and-run tactics while heavy cav simply attempts to trample their way through whoever they're attacking.

The biggest piece that would need work is sieges. Sieges should take place primarily at an abstraction level that allows them to play out over in-game days, weeks, months or even years - but then when the action ramps up you can switch to the normal battle scale to cover moments of interest. Both players should be constantly engaging in building and tearing down fortifications - Alexander's causeway to Tyre literally caused that city to stop being on an island, and you the player should be able to build similar earthworks. Huge ramps up to the walls, a second set of walls around your own troops ala Alesia, capturing water sources, digging tunnels, dropping hungry bears in the tunnels, etc.

Every time your army is on the march it's should be like playing Oregon trail, where your main goal is preventing as many of your troops from dying of disease before the battle as possible. Scouts give you conflicting information about the enemy's size and location and you have to sort it all out, river crossings are an ordeal forcing you to build rafts or a bridge or just risk wading through, food relies on supply trains to the mother country and a lot of foraging (ie stealing from local farmers), non-allied cities that you come across will preemptively surrender if your force is large enough and send you aid, and so on.

I'm not sure if you can do a "grand campaign" with all of this detail, so I would start with just a few specific ones, Hannibal in Italy, Caesar in Gaul, etc. Each one only has a few battles and a lot of events between them, with alt-history that can occur based on your choices and how well you play.

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