[HN Gopher] Ask HN: What game do you wish existed? ___________________________________________________________________ Ask HN: What game do you wish existed? I have usually kept a short list of games that would be fun if they existed. Long ago one my bullets in the list was a procedurally generated planet-sized planet with a full diaspora to explore. No Man's Sky fulfilled that for me. What are some games that you wish existed? Author : jharohit Score : 630 points Date : 2022-05-25 11:50 UTC (11 hours ago) | mrwnmonm wrote: | I want to change some life configurations and see what is going | to happen after 1000 years. | | Let's say, humans found a way to live without eating and | drinking, now how life is going to look like after a some time? | | It is basically a more sophisticated and realist version of the | game of life. | notyourav wrote: | And by the way the amount of people interested in playing huge | simulations makes me think that we living in a simulation because | someone likes to play it might not be that sci-fi. At least even | we have a kind of drive and motivation to build and play such a | thing. | gravypod wrote: | 1. A _coop_ game like Fallout: New Vegas. Post apocalypse. Deep | story / lore. Ethical dilemmas. | | 2. The game TIS-100 was supposed to be a minigame in. | scotty79 wrote: | Second Portal 1 | | No bothersome worldbuilding, characters, lore, narratives and tie | in into other frenchises. | | Just puzzles and mindgames with malicious AI in unknown testing | facility. | deltaonezero wrote: | I want a no mans sky that lives up to it's idea 10000000x better | then the current game. | | A procedural universe where each world has the density of detail | as GTA 5 or Elden Ring or SOTC and the same amount of variability | as well. | | This could be achievable in the future by throwing some ML into | these procedural algorithms. We already sort of do it with text. | WesternWind wrote: | A game about organizing against a neofascist oligarchy in a | future America? But it's turn based and more strategic, not an | RPG with missions. Call it Rise Up. | oneoff786 wrote: | I want an arbitrary daily life menial task sim, in VR, with crypt | of the necrodancer rhythm mechanics. Something about doing simple | things in discrete movements to a beat sounds very fun to me. | vuciv1 wrote: | Guitar hero but I can plug in my real guitar. Or piano. | | If I spent all the time learning guitar hero songs that I spent | on a real guitar, that would be awesome | anthonypasq wrote: | i think there is something close to that called rock smith | chrischattin wrote: | Basketball but with hockey penalty rules. Instead of free throws, | the offending team plays down a player for a few minutes. Play | continues. Fighting is allowed. | eggsmediumrare wrote: | The beauty of this one is that you could actually play it with | no coding required | jerome-jh wrote: | A racing game with relativistic effects, where vehicles would go | at speeds close to c. | idsout wrote: | Another 'Haven and Hearth' or 'Wurm Online/Unlimited' clone with | more focus on QoL | student2k wrote: | An autobattler team vs team where you need to programe your team | to cooperate for win. | braingenious wrote: | https://gamerant.com/black-glove-cancelled/ | | This game looked like a lot of fun. It's a bummer that it got | canceled. | tu7001 wrote: | Heroes III:) | conductr wrote: | Tower defense played from the enemy's perspective. (This may | exist, I'm not a huge gamer in my adult years.) | | I imagine it as a race of sorts, potentially with the enemies | being a multiplayer team and maybe rocket league esque | physics/mechanics crossed with Mario kart. But, surrounding the | track is an increasing level of towers that are bombarding the | track. You can dodge and whatnot to survive, multitude of | obstacles, ramps, power ups, etc. perhaps even a way to shoot | back at the towers. | scotty79 wrote: | Try Anomaly (in Google Play store) | SenHeng wrote: | I'm not a gamer too though I managed to quickly google Tower | Offence and several games popped up. Didn't see if they were | what you were thinking about though. | conductr wrote: | Thanks! I actually never thought of searching for it (since | I'm just not a gamer much anymore). It is interesting to see | that this at least is a [sub] genre. I just watched a dozen | or so of different gameplay videos and it's a bit different | than I imagined. From what I've seen, they appear similar to | strategy games or even reminiscent of Lemmings. They even | tend to have an orientation of top-down over the world or | side scrolling. I think having a 3D racer would still be cool | and actually have the POV be as an enemy driver where you | actually control that one enemy vehicle but not the whole | wave of enemies. But tbh, what do I know about gaming these | days haha. Thanks for taking interest in my random idea! | mrwh wrote: | Until recently (and for decades indeed) I'd have said Ron | Gilbert's Monkey Island 3. Which is now happening :). | gswdh wrote: | nojs wrote: | Does anyone remember "liquid war", where you battled with another | player to control a lump of fluid and engulf the other person? | | I really really want to play that, two player, on my phone over | network where my finger controls the liquid. | tetris11 wrote: | Darwinia/Multiwinia? | | https://en.wikipedia.org/wiki/Darwinia_%28video_game%29 | vopi wrote: | Maybe creeper world? | bozhark wrote: | Star Citizen | moh_maya wrote: | Azad - from Ian Bank's player of games: not in its avatar as an | entrance exam for Azadian civil services, but just for the | complexity and sheer range implied by the game. | | Then, Thud, the game loosely described by Sir Terry Pratchett in | Thud! | fy20 wrote: | I really have a thing for transport simulation games. When I was | young I played a lot of Transport Tycoon, but it was a bit too | heavy on trains. You could just use trains everywhere and be done | with it. Also it's nearly 30 years old, I want perty graphics on | my 4K monitor. | | I played a lot of Cities in Motion 2, and really loved it. You | can't just use trains (as they are expensive), you need to build | a complete transportation network with feeder routes and use | different modes of transport. The only issues were it is a little | buggy, the UI was a little complex, and performance really tanked | once your city got to a certain size (because Unity). | | Cities Skylines was meant to be CiM 3 mixed with SimCity, but | they really nerfed the transport mechanics there IMO. As a | overall city simulator it's great, but as a transport simulator | not so much. | | Transport Fever just feels like a TTD clone with prettier | graphics and worse game mechanics. | mojomark wrote: | I love you. | | I don't care if I get HN downvoted for this, but I love the | fact that you're out there in the world and appreciating the | subtle beauty of transpirt. | | Rock on. | Gambloide wrote: | Silksong | sandbx wrote: | RTS FPS combo, where one person gives orders to the units who are | then played by players. Maybe this already exists idk | skocznymroczny wrote: | I feel like such game would be hard to balance, because | everyone would want to be the boss. And even then, you'd need | some very good ideas to provide compelling gameplay for both | the commander and the commanded. | doctorwho42 wrote: | Actually it's kind of the opposite. No one wants to be the | boss! So you either get a reluctant commander, a person who | knows what they are doing and really want to command, or a | person who doesn't and has to be brought up to speed through | in-game voip while playing. | | Honestly, NS and NS2 the commander was a fun position. You | play to upgrade your units, grab resource nodes, and expand | influence, while trying to direct non-compliant troops. | (Really throws in a wrench to your RTS when you can't get | your soldiers to do something you need). Another aspect is in | the smaller team dynamic of NS, one or two good troopers can | have an outsized effect on enabling the commanders gameplay. | | Empire mod gets around this by having larger teams (15+ vs | 15+) with vehicles, upgrades, weapon customization, tech | trees, so it really plays like a war where you need to | counter what the enemy brings to the field in terms of tech. | meheleventyone wrote: | Hell Let Loose, Squad and similar games are basically this. | [deleted] | TomGullen wrote: | Hell Let Loose is an excellent game! A great balance of | strategy and action, even as a grunt if you work with your | squad there's a lot of strategy and tactics. | meheleventyone wrote: | Yeah I love it as well. | random_comment wrote: | https://store.steampowered.com/app/700480/Microsoft_Allegian... | | has been around since March 2000, and currently free to play | luladjiev wrote: | Natural Selection 2 is sort of RTS FPS combo | rat_1234 wrote: | There are two games that come to mind that are/were like this: | | 1) Total War series -- it's not FPS per se but there is the | idea of managing the macro situation (resources, where armies | are, developing cities, etc.) and then when you actually attack | another army or lay seige, you have more of a tactical view | where you direct the action. | | 2) The original Rainbow Six (and maybe some of its immediate | sequels). You would plan out exactly what you want every one of | your special ops guys to do (e.g., when I give the signal throw | a flashbang into this room) and then you get to play as one of | them. Not sure if anyone has replicated this yet! | mrjay42 wrote: | Arma 3 is one possible implementation of this. BUT, it requires | to download and install mods, find (a lot) of people to play | with. | | The way it's made requires a lot of dedication -> gathering | everyone, organisation to communicate can be tricky | particularly if you want realistic kind of comms: teamspeak is | still required (I don't think there's a realistic mod for Arma | 3 compatible with Discord). | | Nevertheless, Arma 3 has everything you need: | | Big maps (open world) | | An actual map (I am talking about the paper/GPS thing) -> with | actual elevation information on it, etc. | | Complex strategies and tactics possibilities | | Communications | | Vehicles: helicopters, tanks, cars, trucks, planes, boats, etc. | etc. | | A very WIDE set of weapons of all kinds: turrets, firearms, | launchers, mortars, etc. etc. | | All this adds up to the need of coordination, planning, | preparing strategies, primary objectives, secondary objectives, | backup plans, backup plans for your backup plans, etc. | pastacacioepepe wrote: | "Squad" is a better alternative for OP then. It gives what OP | asked without any mods and it's easier to get into it without | being part of a community. | MaxikCZ wrote: | Natural Selection 2 is still active. 2 non-symetric teams of | 7-10 players each have a commander who plays RTS. The rest are | marines building resource towers, upgrade buildings, scanners, | ammo depots that commander places. Commander may direct people | to speccific tasks, but usually people just know to for groups | of 2/3 and be effective. Commander then places building plans, | and can heal/drop ammo/scan (and more) for marines on the | field. Aliens are a little more individualists, and geberally | only 1/2 players help make building happen faster. | | The map design is amazing, game runs and looks great. Highly | reccomend | doctorwho42 wrote: | https://store.steampowered.com/app/17740/Empires_Mod/ | | Empires mod, quite detailed FPS RTS. Even has vehicles, tanks, | APC, resource nodes. | | It's been awhile since I played, but there was still some | development on it a few years ago. | | Downside is its a bit older. (2008 release) | Kelteseth wrote: | Savage 2 A tortured soul did this well. Sadly, it and its | successor is dead. | hmate9 wrote: | To suggest something different: More escape room games for VR. | | I have played "I expect you to die" 1 and 2 on Oculus and it has | been so amazing and fun. Had some fun with two other escape room | games but neither were as polished as I expect you to die. | | There is zero replayability with these games but I would happily | pay a couple of bucks a month for a fresh level every week. Kind | of like a TV series but for a game. | mikkergp wrote: | I think this could be a killer app for business team building. | I've done "virtual escape rooms" but it always feels weird not | being able to interact with the environment yourself. I'm glad | those businesses were able to do something to stay in business | but it was a weird fit. | nurbl wrote: | I liked "Statik", a pretty clever VR escape room-esque puzzle | game where your hands are stuck in a strange device which you | can manipulate in various ways using the game controller. Some | levels even allow a second player cooperating via a phone app. | themodelplumber wrote: | Some ideas I had. Wishes, dreams, etc. :-) | | 1. You run a food truck where you serve hotcakes. It's a rhythm | game though, with elements of animal/pet care. | | 2. You manage an empire but are allowed to pick any given time | and place during which to build your empire. You are given a | varying batch of starting resources that should allow the empire | to get off the ground. Like superpowers, maybe you have amazing | charisma or the ability to fly. The type of empire is also | mutable. So you could build a media empire starting in early | 1900s Berlin and watch it eclipse the entire idea of WWII within | a decade. Or you could start a hot dog cart in Siberia and end up | with Putin as your temporarily ally as you sweep through northern | China within 20 years. | | 3. You are in charge of demolishing old infrastructure that is | getting in the way. You learn the ins and outs of this kind of | work as you play. For example there may be incentives for looking | after wildlife that are living around the structures. But it may | also cost you; however the game rewards creativity in this area. | (Business game though doesn't sound right for what I had in mind. | Maybe more of someone who's on the gov't side of managing the | contractors and their work...) | mancerayder wrote: | Monkey Island 3 - not the ones that came since, but something | more true to the original. | | Kingdom Come - 2 | | A return to old school party RPG games. | | Something that isn't a FPS, an anime "go retrieve the turnip from | Farmer Tim" game or a guy with an axe jumping around with | flashing things like a console game, killing thousands of | monsters. | kuang_eleven wrote: | Well, do I have news for you: https://returntomonkeyisland.com/ | yakshaving_jgt wrote: | I wish there were real sequels to Deus Ex and Baldur's Gate II. | | And by "sequel", I mean incremental improvements to the game | mechanics, and more content. Not a complete reimagining. | | The Hitman series has been very good at not trying to reinvent | itself each time. The first sequel to Deus Ex however is probably | the biggest disappointment in gaming history. Baldur's Gate 3 | seems to have nothing in common with BG2. The look, the feel, the | mechanics... Everything that made it compelling. Gone. | henriquecm8 wrote: | > The first sequel to Deus Ex however is probably the biggest | disappointment in gaming history. | | I would like to see they try to remake or just remastering of | Deus ex 1, so it can be a good introduction to new players in | the existing world established in the original, to make a new | sequel ignoring Invisible war. | peterlk wrote: | There are already so many comments here, but I would pay $150 for | rocksmith built for piano | potta_coffee wrote: | I would pay for a Rocksmith that could accurately capture my | playing. I love the game but for more difficult songs, it's | impossible. There are very complex passages that I know I'm | playing correctly that have notes that are just not detected. | It's so frustrating that I've quit playing the game entirely. | nacho_man wrote: | Reverse tower defense. You choose the lineup of units to run | through the opponents gauntlet. | bseidensticker wrote: | The warcraft 3 and StarCraft 2 custom maps line tower wars and | winter maul wars fit that bill. You each have to build a maze | as well as send units. Units increase your recurring income but | also give fixed money for the opponent if they can kill them. | Getting units through your opponent's maze takes their lives | but also denies them the fixed income making fall behind in | income further. | scotty79 wrote: | Try Anomaly on Google Play store | dartharva wrote: | I want a multiplayer fast-paced rythm-based parkour FPS | platformer, something like a combination of Ghostrunner and Quake | that rewards bonuses for moving or shooting on the beat of the | in-game music. Even better if you also add rewards for | flashy/picturesque kills like DmC. It'll be a wild combination of | high-adrenaline shooting and platforming that also challenges | your rythm sense - the best dance game ever! | dllthomas wrote: | > rewards bonuses for moving or shooting on the beat of the in- | game music | | I've been wanting this mechanic in a side-scrolling or third- | person beat-em-up. | beaconstudios wrote: | if you don't mind missing out on the parkour, and it being a VR | game - I'd recommend Pistol Whip. | https://www.youtube.com/watch?v=O9LxuTZBY8Y | skybrian wrote: | I like simple strategy games that you can play in 10 minutes. For | example, Compact Conflict [1] is a simplified, faster-paced | version of Risk. (I used to like Civilization, but it's way too | long.) | | I'm wondering if there are similar short strategy games that you | like? In particular, is there one that models supply lines well? | | [1] https://wasyl.eu/games/compact-conflict.html | VohuMana wrote: | For me I think the answer is Star Citizen, I've always wanted a | immersive space sim where I can explore other planets, fly cool | space ships, and have space battles. The game is still in alpha | and will likely be there for awhile longer with the scope they | are trying to accomplish. With that said I thought I would try it | after years of hearing about it during one of their free fly | events and I love it, sure it isn't finished and has a fair share | of bugs but it is so immersive it is kinda unreal at times and | has many times left me just in awe. | | Other games I wish more existed are puzzle games like Myst and | Obduction. I want a puzzle game that makes me think outside the | box and encourages discovery. I understand though why those games | take so long to make and many puzzle games go for easier "puzzle" | minigames because that appeals to a larger audience and is a lot | easier to program. | jimmaswell wrote: | Pokemon Legends Arceus is pretty close to the Pokemon game I | always wanted | jpomykala wrote: | KingdomCome 2 | bovermyer wrote: | [Star Wars: Galaxies 2] | | A sequel to the original Star Wars MMORPG. Rather than an MMO, it | might actually be better as a survival game, ala ARK, Rust, or | Conan Exiles. A smaller scale might make it possible to do more | interesting things with the engine. | LesZedCB wrote: | Combination FPS/RTS - Like Natural Selection 2 | | New good space shooter a la Freespace. The recent star wars one | was alright. | | More Descent - Played reloaded and it was awesome! | | Jak and Daxter, Croc, all narrative adventure games i loved when | i was younger. that genre doesn't seem to get much development | anymore. indie games of them are somewhat unpolished. | | Subnautica was the perfect survival game. really good at striking | the balance between casual but fun with nice story. and gorgeous! | causi wrote: | Have you checked out Everspace and Everspace 2? | LesZedCB wrote: | everspace 2 is on my wishlist but I haven't gone for it yet. | think it's good for a freespace successor? | causi wrote: | I've never had space combat be more fun. | lordleft wrote: | A baroque space opera CPRG. Baldur's Gate, but in a sweeping | interstellar setting. | Uptrenda wrote: | Black Ops Zombies but with an insane amount more depth: | | - We're talking things like skill trees. | | - Levels that take hardcore amounts of time to master (think like | the original runescape) | | - Actual good game play at higher rounds (all zombie games have | this problem -- there is not enough built into the game for the | player to keep going at higher rounds) | | - Weapons and abilities that don't follow standard physics with | weapons and hence require skill to master beyond pointing at | enemies. | | One thing that is really great about zombies is you have to | decide how to spend your points to stay alive. Do you buy a | specific power up now or wait? should you buy this weapon or save | up? I think it would be cool if there were even more choices to | make. These simple decisions have so many consequences that make | every game unique. It's honestly really cool game design. | waspight wrote: | I would love to have age of empires 2 but with an mmo sized map. | And thousands of players at the same time. Don't ask me how you | would actually win, but I like the idea. | pjerem wrote: | A huge open world 3D platformer | enos_feedler wrote: | A driving arcade game where one player drives and the other guy | shoots. It is the blend of two awesome arcade games: racing and | shooters. This was the game I wished existed 25 years ago and I | am still waiting for it. | rco8786 wrote: | A full-featured open-world RPG that can be casually played in 2-3 | hour sessions once or twice a week. | | I love this game format (Skyrim, BotW, WoW) etc but they're all | best played very consistently for many hours at a time. I simply | don't have that time anymore. | | Something that will remind you where you left off (what you were | doing, where you were going), controls/mechanisms that aren't | overly complicated (nothing worse than booting up a game and | realizing you forget how to attack), etc. | egypturnash wrote: | _Something that will remind you where you left off (what you | were doing, where you were going)_ | | So... Skyrim's quest log? A huge list of every quest you've | encountered in the game so far, with the ability to pick one to | be highlighted on the map and radar. Boot it up for the first | time in a while and you can immediately see what Past You was | officially working on. Pretty much every big sprawling open- | world game has one of these, with a zillion text snippets to | describe every possible stage of what's happened so far in | every quest, and what you need to do next. | | Add a handful of generalized user-defined quests like "I am | gathering (list of resources/items) so I can (make this | thing/exploit this bug/do this quest a particular way)", or | maybe just an in-game notepad with some text completion | assistance, and that probably covers any possible "where did I | leave off". | turndown wrote: | You should look up Veloren or the game it's spiritually based | off of, Cube World | sambalbadjak wrote: | You might enjoy Valheim, it's a survival game which you can | casually enter in and out. | jalbertoni wrote: | From my experience a boss battle or a dungeon run in Valheim | takes all afternoon, and that's if you have a group | supporting each other to make things quicker. | [deleted] | dybber wrote: | Red Dead Redemption 2 is perfect for this | VectorLock wrote: | >they're all best played very consistently for many hours at a | time | | Why do you think that? BotW I found was very amenable to | consuming in short hour or two sessions, although it was | incredibly easy to get sucked in for longer. | sudofail wrote: | I personally forget the controls (Witcher), or forget quest | and storylines. | mikepurvis wrote: | BOTW has the controls issue too, absolutely-- its scheme is | a bit of an oddball compared to other modern over-the- | shoulder action adventure games, and that's made it hard | for me to jump back in after a period of playing more | conventional games like AC, Spider-Man, God of War, etc. | | The story though? Lol, BOTW has none. You just show up and | chase whatever catches your fancy while the princess hangs | out at the castle doing all the work keeping the monster at | bay. | ryanianian wrote: | I so wanted to like the Witcher, but the controls were | absolutely nuts. Actually maybe not that bad (ahem, Outer | Wilds). But for a casual gamer they were not intuitive and | were extremely forgettable. Plus you couldn't easily go | back to the little training dojo. | | Good controls and quick review/tutorial seem to be | overlooked opportunities for improvement that would | dramatically lower the bar for casual gamers who want to | play more games but quickly get frustrated by any kind of | friction. | | ("Previously on" or self-evident state is increasingly dead | even in TV/series so I guess it's not surprising it's | disappearing from games too.) | staindk wrote: | Are you talking about The Witcher 1? That game had whack | controls for sure, and all in all I'd say isn't worth | playing. | | TW2 and TW3 are some of my favourite games though and IMO | had fairly straightforward controls. I do think I | switched between playing with controller and keyboard + | mouse though, so it may be worth trying controller in the | 2nd/3rd games if you hadn't done that. | AdrianB1 wrote: | I played W1 and W3 several times and had no problems with | the controls, but I was never able to accommodate with W2 | controls, so I never played more than 15 minutes at a | time, with many attempts. It was kb + mouse. | servercobra wrote: | I do find when I come back to it after a week or two to it I | have to go "now what was I doing??" | bckr wrote: | Writing yourself a note before you end your session is | probably a good idea here. | | "Trying to kill Molduga for <reasons>, but want to use | different armor, so traveling through Hebra for | Coolshrooms". | SN76477 wrote: | I want to see a rise of roguelike open world games.. something | you can complete in maybe 10 hours. | | Then reroll and do it again... | | Add multiplayer and be double plus fun! | Dramatize wrote: | That sounds like Elden Ring. | servercobra wrote: | It feels like as gamers have been getting older and having | kids, there's a huge market for games like this designed for | limited play time. I want to be more into shooters too, but I | just don't have time to get good enough to enjoy them. | | I do really appreciate Halo for finally going back to | "everyone, regardless of level, starts with the exact same | equipment and skills". That levels the playing field and I can | still have fun (even if I'm not good) without playing a lot. | havblue wrote: | I think this is part of the appeal of rogue like games such | as Hades. Exploring large 3d environments isn't as rewarding | when I can only play a half hour at once (while | simultaneously attempting to get the baby to sleep). I'd much | rather get straight to the core gameplay before I crawl into | bed, exhausted. | sigg3 wrote: | I play Xonotic, a free software FPS that uses the Darkplaces | engine. | | If you're up for twitch shooting, play instagib. | | If you want action, hop onto a Clan arena match (team | Deathmatch but 1 life per round, and you start the map with | everything). | | OTOH if you're too tired to frag, hop on a Xonotic Defrag | Server, where your only goal is to practice movements to | finish a track on time. Xonotic has some very cool quake like | movements, and there are almost always people on the Relaxed | Running server (but they also have >1 hr puzzle/trick jump | tracks). | | It's so much fun, even just for the 20 minutes I can usually | get before going to bed ;) | acrobatsunfish wrote: | The game you're looking for is final fantasy 14. The first like | 100-200 hours of content is free as well so go take a look. | aunlead wrote: | Because of this I find myself gravitate towards sports games | like Fifa. Easy to get right back-in on offline career mode. I | just stay away from FUT (Fifa Ultimate Team) | aloisdg wrote: | In the same logic, a RPG where no one can play more than X | hours per week (e.g. 3). Or instead of a nominal amount of | time, a chapter of the story per week. We all progress together | at a slow pace. Something akin to a tv show. | AdrianB1 wrote: | That would be really bad if you have a few days with very bad | weather and too much free time to spend in the house. | GageBachik wrote: | I want a shooter based MMO. Closest thing I ever got was destiny | but the MMO aspect of that was weak. Think world of Warcraft but | the main gameplay is fps. | | I love MMOs but I hate grinding in spam clicking the key aid for | abilities. I want an mmo that lets my mind go numb from work like | call of duty without the toxicity. | BoppreH wrote: | Give Warframe a try. It's a shooter MMO with both short | missions (~2 to ~20 minutes) and some open world levels. The | design is pretty unique, the developers really care about what | they're doing, and because the vast majority of content is | collaborative PVE, the players love helping each other. | iamwil wrote: | A lawn mower game. It's like those games where you use the money | you earn to keep buying better gear to cut lawns. The lawns and | landscapes get more challenging, from steep inclines, to | squirrels that get in the way, and people leaving garbage and old | cars in the lawn (but not to the point of absurdity). You earn | more when you decorate the lawn more, and start landscaping. | | A snowball fight game. A multiplayer game that plays like | japanese dodgeball games, like dodge danpei. However, you | wouldn't use the super throws willy-nilly, because if other | players catch your super throw, N number of times, they'll end up | learning it, and can use it on you. You can also build snow | walls, forts, etc. during the course of the match. | | A time-traveling superhero. A simulated city, where a bunch of | crime will take place, and it's up to you to try to save as many | people as you can. You can rewind time and redo things, but the | things that you do will have other side effects and outcomes that | affect your ability to save someone else. In the end, it's clear | that no matter how powerful you get, you won't be able to save | everyone and some citizen is going to be mad at you. Pick from | other time power heroes, that can replay time with another body, | or another one that can slow down time. | wly_cdgr wrote: | A QWOPlike about figure skating (there is already a good one | about gymnastics - Pro Gymnast) | sepsol wrote: | A bug-free enhanced ArmA game or a combination of Civilization + | Anno | zzzeek wrote: | Portal III | | all the way | jaequery wrote: | I always think of how a game where Minecraft meets Starcraft | would be really awesome. | bierjunge wrote: | I'm a big fan of the Hitman franchise from IOI. It would be great | to have a game like this, but in a open-world setting. | | Something like having a hideout where you can accept contracts | with little info on the target. Then you would gather | information, like when is your target arriving at the airport, | which hotel is it staying at, etc, so you could choose where, | when and how to hit. It would be more tactical, similar to the | old Rainbow Six games, where planning was 95% of the game and | execution of the plan was more or less a formality if the plan | was good. | | Then a system like in Hitman: Blood Money where getting caught on | camera or having witnesses would raise the awareness in security | (they know your face -> you can't get close and have to plan | accordingly). | | Each contract would get you money for equipment, bribes, cars, | better or more hideouts. It would be very complex, but not | impossible. | NelsonMinar wrote: | A modern version of XBattle, a 1990s Unix game. It most resembled | an RTS, but very abstract. You manipulated flows of "troops" to | try to take over territory. The game had a lot of variant | rulesets each of which led to an interesting game. | | There's been some efforts to release modern versions of the game; | some rewrites in Java, at least one browser game. None took off. | | https://gamicus.fandom.com/wiki/Xbattle | wheelerof4te wrote: | TES III: Morrowind, but with all NPC dialogue voiced and the | entire mainland complete. | | Also with crispier graphics, but avoiding the goofines of | Oblivion. | | I remember my first time seeing the Ordinators. You hardly see | such detail and badass design in RPG games now. | | So, in essence, I want Morrowind remastered. | snickerer wrote: | Try https://openmw.org/en/ With the right mods you get the | crispy graphics and even more content. | Flemlord wrote: | Minecraft-like builder with portals allowing seamless travel | to/from other servers. (or this feature in Minecraft) | fullstop wrote: | There are servers which have implemented this. It's kind of | seamless to the user, but you're actually connecting to other | servers as you play. Mineplex does it. | subless wrote: | The game idea I documented about a decade ago and have yet to | start on because I never pushed myself to spend the required time | to learn the C programming language enough to do it. | nix23 wrote: | Daggerfall and Star Citizen ;) | cjm42 wrote: | The Babylon 5 space combat game that was cancelled late in | development. Think Wing Commander, but in the Babylon 5 universe | as a Starfury pilot. | | https://babylon5.fandom.com/wiki/Babylon_5:_Into_the_Fire_(G... | ianyanusko wrote: | I always thought it was strange that we had flight sims but not | proper naval sims. Imagine being the captain of a WW1 battleship, | or a gunner on a carrier in the WWII Pacific theater, or even | just a sailor lost at sea who has to survive. | TheRealDunkirk wrote: | There was Silent Service, where you were the captain of a | U-boat in WWII, but it was SO realistic, I would get bored with | literally waiting and doing nothing for long stretches while | destroyers hunted overhead. | wafer-bw wrote: | Sea of Thieves may at least scratch that itch for a bit. | dTal wrote: | There's the Silent Hunter series, which does U-boats and is | pretty excellent. | 0xCMP wrote: | I want a game where you can discover aspects of how you can | control the world through a kind of programming-magic that lets | you modify and control things. You discover information in the | world and it lets you build up spells/scripts that do things for | you. Not so much a "hacking game" but a kind of modern magic | system. Mixing fantasy and cyberpunk ideas. | etiam wrote: | Have you checked out Hack 'n' Slash? | | http://www.hacknslashthegame.com/ | lurker137 wrote: | A persistent sandbox like mmo world with full 3D physics, maybe | with low poly graphics. The game is based on free form crafting | (like in a CAD modeler) with no preset items at all. Is that too | much to ask? | bobsmooth wrote: | Spore, but what we all wanted it to be instead of what it was. | LargeWu wrote: | Mechwarrior in VR | fullstop wrote: | A massive online game where one person is "The Beast" and | thousands of villagers are tasked at slaying the beast. The Beast | can choose between a multitude of powers without the others | knowing what these powers are. The villagers can choose from a | multitude of tools / weapons in order to slay the beast. | | Once selected, these are locked in and concludes what both sides | have to work with. If the villagers don't have the right tool | set(s), it may be impossible for them to win. | | From there, it's all about defining the powers of both sides. | phototheory wrote: | This might be niche, but I want a game with the visual graphics | and world design of the latest Wii Sports, but is open world. I | just want to escape reality and sit in a coffee shop inside of | one of their complexes, while watching strangers play bowling | live. For extra points, allow me to work in the coffee shop, own | an apartment in the city, use public transport, etc. Escapism is | the true end goal. | Mockapapella wrote: | Avatar the last Airbender in VR. I maintain that this is the | single best medium for an experience like that to be expressed | through. | soared wrote: | A remake of The Mighty Quest for Epic Loot. You built a | maze/castle with traps, defenders, etc and your gold was stored | at the end of the castle. You'd raid other castle to try and get | their gold, meanwhile your castle would get raided. | | Creative and new/fresh puzzle designs would keep your gold safe, | meanwhile on attack you'd have to really plan and think how to | move forward. There was pvp and pve, and I never felt the need to | grind hours and hours because 1 good defense or attack felt | rewarding. | | RIP. | https://en.m.wikipedia.org/wiki/The_Mighty_Quest_for_Epic_Lo... | lta wrote: | - Magic carpet III - Populus III - Sim Ant II - A new sequel of | Black and White | zemo wrote: | I too wish for Sim Ant II, what a cool game. I tried playing | Sim Ant the other day, the UI does not hold up at all. | rta5 wrote: | I've really wanted a Stargate-esque galaxy explorer type game. | Something 2D (like RimWorld graphics) that has procedurally | generated planets and addresses, base management, etc | | No Man's Sky is ok, but the alien life is mostly focused on lower | intelligence animals, and base building feels clunky relative to | what you can do in games like RimWorld or prison architect. | | I've thought about learning unity to do this, but I have not had | the time. | wly_cdgr wrote: | a CCG with a viable pro circuit , a buy-once-and-get-max-allowed- | copies-of-each-card-in-the-new-set DLC business model, and | competition design that disincentivizes netdecking | dagurp wrote: | A modern version of | https://en.wikipedia.org/wiki/Syndicate_(1993_video_game) | eproxus wrote: | Satellite Reign was quite inspirerad by Syndicate | https://store.steampowered.com/app/268870/Satellite_Reign/ | ep103 wrote: | I always used to joke that I wanted a cross between Mario Party | and Golden eye | thisisauserid wrote: | Ender's Game games. | MisterBastahrd wrote: | Competitive deckbuilding card game called "Bulletproof" where, at | the beginning of every game, three 20 sided colored dice are | rolled, with each color referencing a specific rules card and | each number referencing a specific rule variant. The purpose of | deckbuilding, then, is to not only build the deck that is not | only most likely to win, but the deck which is most likely to be | tolerant of rules variations. Hence the name. | lucretian wrote: | a modern version of escape velocity | | https://en.wikipedia.org/wiki/Escape_Velocity_(video_game) | hkt wrote: | Third post now, but I'd like to see a kids' game built around | schemas ("up", "down", "on top of" etc) that uses voice | recognition to promote and reward speech in young children. My | specific use case is children like my son, who are mostly non- | verbal but who can occasionally muster the words to ask Alexa for | a song (or badger me for chocolate). Games are a great way to | tease more language out of kids like him, but there aren't many | that fit. | ydkme wrote: | Mars Colony RTS with a strong emphasis on optimizing the | ecosystem for self-sustainability and economic viability. 50% Age | of Empires, 50% Factorio. | | - Manage energy, waste, air, soil, water, food production. | | - Build and expand your colony above and below ground. | | - Manufacture robots, rockets, tools, everything your colony | needs. | | - Keep your population healthy through infection, virus, disease | outbreaks. | | - Control immigration/emigration policies to optimize skills and | capabilities. | | - Explore the planet and gain scientific skills and funding. | | - Declare independence from earth and fight a war if you so | choose. | | Expansion packs: spread your empire to space, asteroids, and | other planets. Basically The Expanse but in an RTS. | mmphosis wrote: | _Mars Colony RTS_ could be an ancient back story to my game ... | A code is entered. Everything goes white, then off-white. A bit | of orange sky and ground shows up. Sand. There is sand | everywhere, on the ground and in the sky. It would get in your | eyes, if you had eyes. The sand is blowing and going | everywhere. Something black slowly emerges beneath | the blowing sand. It's fixed in the ground like a black hatch. | As more sand blows a little more of the black hatch is | revealed. There are tiny lines and squares not quite visible on | the surface of the hatch. It's not a hatch at all. It's a solar | panel buried in the sand. Days pass, and just | enough sunlight filters through, and magically somewhere below | a machine has come to life. It has activated itself. It is | unknown how long the machine has been buried beneath the sand. | Within a few weeks, the machine is visible. It is only | partially buried. You have a choice. There are controls on the | machine. It is not just a machine but appears to be a vehicle | as well. Forward, left, right and reverse are the basic | controls. You press forward and a gentle whirring noise starts, | but the machine is stuck in the sand. You press reverse and the | entire vehicle jiggles a bit but nothing more. | Maybe back and forth? You toggle between pressing forward and | reverse. And, after a bit of this the machine starts to move a | little more than jiggle. But, it slows. You've used a little | too much power. A few more weeks pass and you can try again. | The batteries or whatever is powering this unit seem to be very | low. But, you try again anyways to wiggle the machine out from | being stuck in the sand. There really is no one else around. | The sky, the ground, the sand, and this little vehicle with a | solar panel on top of it. Today the machine seems to move a | little more. And, over the weeks of recharging, more of the | sand has blown away. You notice one other smaller button off to | the side of the main movement controls. You press it, and an | elaborate console appears. | ajmurmann wrote: | There is a game called Surviving Mars that tries to do this. | It's fun for a few hours, but gets a little boring. | bckr wrote: | Came here to say this, but just asteroids / O'Neil cylinders. | | I (was going to say personally, but actually this is exactly | what O'Neil said) find Mars settlement to be an unpleasant pipe | dream compared with these options. | | But, in the context of a game, Mars might be more fun. | tobyhinloopen wrote: | It's a bit different, but did you try Oxygen Not Included? | | https://youtu.be/wcLayGm_pM4 | | ONI is a 2D (from the side) base / colony builder where you | keep a bunch of workers alive. They need oxygen, food, shelter | and sanitation, and a whole bunch of optional things. | | You, as a player, can only tell what needs to be done. The | workers will do it (whenever they feel like). You can | prioritize jobs, and you can prioritize tasks per worker. (I.e. | you want one to build, one to cook, etc) | | Workers that are happy can take on more complex jobs. Workers | become more happy if more needs are met, or with better quality | (e.g. better food, nice bed, nice bedroom, nice place to eat, | long breaks, good sleep) | | You can automate a lot of things, but they're all pretty hard. | The game has pretty high difficulty and will be a constant | challenge. There are many ways to solve specific problems, all | with distinct advantages and disadvantages. | | There are, for example, literally 10s of different ways to get | food for your workers, plant based, animal based, or mixed. | Animals require other resources (eg plants). The plants and | animals usually have distinct requirements, like they need the | environment to be hot or cold, or they need specific kind of | food/fertilizer/water. The plants and animals will usually also | produce some kind of resource. For example, there's a type of | animal that eats iron ores and poops refined iron, or one that | consumes carbon dioxide and poops coal. There's an animal that | likes to live in a room filled with Hydrogen that will grow | plastic fur, but it still needs oxygen to breath (so you need a | room that has both hydrogen and oxygen in a certain balance) | | The animals are all... creative. | | All machines produce heat, so your base will very slowly heat | up until you setup active cooling (which is a huge challenge). | You can cool down the air you produce (oxygen) before it's | being circulated, or you can cool down the machines, or you can | move the machines away from the base (somewhere isolated). | | Some things require very cold environments or very hot. Some | chemical processes require you to heat up a room or floor to | over 400C, while food can be preserved near indefinitely in a | room of carbon dioxide at -21C. (But workers can't breathe in | there so they better not get stuck in there). | | You can create steam power plants by building steel rods into | magma and cooling these rods with water, but have fun trying to | keep your steam at reasonable temperatures because if | uncontrolled your steam will be over 1000C and will certainly | break something and escape your steam room and spread | everywhere, destroying or killing anything on its path before | condensing into water again. | | Many of these processes require specific materials that can | resist or transfer heat easily, or insulate heat, or doesn't | easily melt. Some materials are hard to get, or require | starting new colonies on other planets, or require mining "ore | fields" with rockets. (DLC content) | | You can choose what materials to use in many buildings. For | example, you can have a heat pump made of iron, but it will | overheat very quickly so cooling it will be hard. You can make | a heat pump out of steel, so it's much easier to deal with but | steel is harder to produce (it requires resources gathered that | comes in low quantities inside eggs, or can be dug up from deep | biomes which are very hot and will kill your workers without | protection) | Fragoel2 wrote: | Fallout: London | | or any other european city | narf33 wrote: | There's a mod coming out this year with this name :-) | mike_ivanov wrote: | I game in which I would generate, color and transform a natural | looking landscape by either thinking about it (preferably), or by | moving my body or hands, singing, etc - whatever. With undo | please. | psadauskas wrote: | Factorio meets Kerbal Space Program. I want a logistics/factory | game in space with realistic orbital mechanics. You gather fuel | and materials to build better space ships to get more | distant/rarer materials, and automate the logistics of it all. | moffkalast wrote: | So KSP 2 to some extent? | rococode wrote: | Maplestory was a huge part of my childhood, I've always wondered | why no other company has made something aesthetically similar. | | I didn't care for the endless RPG grind so much - it was really | the graphics and soundtrack that made such a lasting impression. | Cute monsters, cute characters, cute equipment, cute maps, cute | music, everything was just cute and relaxing, but still with a | distinct flair that made it not feel uninspired and saccharine. I | still have some of their BGM tracks in my playlists. | | It's been a very successful game, too. Although outside of Korea | it mostly died out long ago, in Korea it's still one of the most | popular games. The global servers are mostly deserted, but when I | managed to hop on the Korean server a couple years back, I was | shocked to see that it was packed. | | Despite its enduring success, to this day, its aesthetic is still | completely unique. Other popular games have had tons of clones | (some of which have overtaken the original), but somehow no one's | ever made another Maplestory. | acrobatsunfish wrote: | Ragnarok Online is the same way, still going strong in Korea, | Brazil, the Philippines. I feel like MapleStory and RO have | been sister games for a long time. The communities are equally | hard core about a game a lot just don't even care about. | Pr0ject217 wrote: | A modern remake of the original Phantasy Star Online (Dreamcast). | | Keep: - Dark atmosphere - Offline or online - Solo or party-based | - Classes, skills/weapons based on classes - Rare/unique loot - | Mags - Sound/Music design - Multiple areas - Progressive | difficulty / replayability | | Remake: - Combat - to modernize the combat, it could resemble | something like Dark Souls. | colinmhayes wrote: | I'm just here waiting for the matrix. Metaverse type content is | pretty clearly the future of gaming, but VR doesn't cut it. What | we need is a dream like state we can plug into for full | immersion. | rocky1138 wrote: | After being excited for VR for so long, now that it's finally | here it turns out what I actually want is the ability to do all | this with my mind whilst laying in bed rather than having my | eyes open and exercising. | mabbo wrote: | I want to play a real-time strategy game with a limit to the | number of actions per minute. | | Look, I'm an old man now. I can't compete on reaction speed | against 13-year-olds micro-managing each unit to perfection. But | I can macro. I can plan. I can strategize. I can do that better | than those damn kids. | | I want everyone to have a pool of 5 orders, refilling itself by 1 | order per <time period> (1 second? 3 seconds?). Orders can be to | as many or as few units as you want. And if you give too many | orders, they queue up until you have more to give. | OskarKangaroo wrote: | You can look at mobile games like Clash Royale. It's like a | mini RTS, you get certain amount of resources per time, and | deck builder combined. | angarg12 wrote: | I used to be very active in the Incremental/Idle game community | and penned a few games myself. | | At some point I toyed with the idea of an Idle strategy game. | Battles would play automatically, and as a player your | intervention was purely at the strategy level: manage your | armies, resources, etc. Think Total War but every battle is | auto. | | This was a bit boring so I pivoted a little: battles would be | mostly automatic, but players had a limited number of actions. | For each battle players would set up their troops and these | would fight automatically. You'd have a limited number of | action points, say 6, that you could spend on things like | spells or reinforcements. Also you would win 1 action point for | every minute. | | I wrote a prototype for this, but I never made it work. In my | mind I imagined an epic struggle where two players would fight | tooth and nail for several minutes until one just about won the | battle. In practice battles were either an endless stalemate or | one player quickly steamrolled the other. | | There might be a good idea there, but it might require far more | work balancing and pacing that I could put into it. | jvanderbot wrote: | I want an RTS where you script / pre-plan unit response trees, | and have limited intervention once executing. This would favor | the clever and tricky over the fast. | cantbudgeit wrote: | You mean Screeps. The javascript rts | bendbro wrote: | I would recommend the Total War series. Rome II and Medieval II | are my favorites. Both are slower RTS games that rely more on | strategy than on APS. | pphysch wrote: | An alternative approach is to limit the precision and latency | of commands. | | For example, you can tell a soldier, "attack this general area" | or "attack in this direction", but you can't actually | micromanage their movement and other actions. | | Then you introduce mechanics/stats like "communication | effectiveness", "professionalism", "morale" which increase or | decrease the precision, latency, and effectiveness of commands. | For example, an elite special forces unit might have perfect | command reception, allowing you to micro it. But a grunt would | have very low reception and need a nearby commander's aura to | boost their reception and allow even the most basic commands | through. | evilotto wrote: | And what about the grunt who reads the map upside down? | awslattery wrote: | We don't call them grunts, we call em butter bars (2LT). | Cognitron wrote: | This one looks interesting: | https://store.steampowered.com/app/1309610/Line_War/ | Corence wrote: | Offworld Trading Company is a real-time economic strategy game. | It does have a fair amount of things to manage, but having no | units means the APM is far lower than a traditional RTS. | dropit_sphere wrote: | This (or, the experience you're looking for) is available _now_ | , by using compositions more suited to it and adjusting your | play, but it does require departing from the meta (which I | agree is over-focused on micro). | | It tends to mean more: splash damage, retreating, turtling, | bigger units, expanding, scouting, moving along side lanes. All | of these work to get you more for your clicks. | | There is a very real sense in which you can shrink your pool of | tactics to those with "good UI", allowing you to play more | abstractly, similarly to how you'd want expressiveness in a | programming language. If you treat your strategic plan as an | engineering solution, and then try to reduce moving parts and | possible failure points...turns out that is in fact possible. | | Retreating, for instance, is a much _simpler_ (in the Rich | Hickey sense) endeavor than attacking. It 's just less likely | to go wrong---fewer things behind you, simple movement rather | than dismantling a defense, etc. Doesn't mean you should never | attack, just that you should appropriately cost complexity when | weighing your strategic options. | | Splash damage lets you work on an _area_ level rather than a | unit level---another source of abstraction. | | Expanding tends to give huge benefits per click compared to | other things, and lets you afford bigger units which require | less micro. | | This doesn't come for free, you do have to play more | conservatively and think outside the box ("moving along side | lanes" is how you get space for free, which we are quite | profligate about sacrificing when we retreat), but it's very | possible. | mNovak wrote: | This reminds me of an old RTS(?) game called Majesty. The | interesting thing there was that you build buildings and such, | but you have no control over individual units. You can try to | motivate them by placing bounties and such, and different unit | types are more or less receptive to those incentives. So | speed/micromanagement have very little benefit, though strategy | and efficient sequencing would still be relevant. | scotty79 wrote: | The game "Bang! Howdy!" comes to mind. There was a mixture of | realtime and turn based where you could queue an order for each | of your units, but it will be executed only after cool down | from the previous order passes. All cooldowns were ticking down | in sync according to global clock. The unit without queued | orders and off cooldown was just staying in place and the | orders issued to it were executed on the next tick. | Loeffelmann wrote: | Why not just make it turn based then? | debaserab2 wrote: | Personally I like the idea, it doesn't need to be fully turn | based - there would still be some skill involved in using | your orders efficiently. Plus, there would be a new emergent | gameplay mechanic to manage: not overflowing your order queue | with extraneous commands. | cwillu wrote: | Because not every trade-off is best resolved by taking the | extreme. | pawelmurias wrote: | Closi wrote: | Because real time is more exciting. | | I love turn based games, but there is definitely a different | feel with a RTS that feels less 'boardgamey'. | | I know what OP means - ie StarCraft without the micro. | Gigachad wrote: | Age of Empires 4 removed a lot of the micro common in the | previous games. You can now no longer dodge projectiles | which is a major win for non micro gameplay. | | I have played it for almost 50 hours now and I don't feel | you have to do things too quickly if you aren't aiming to | be in the top 100. If you have already memorized your plan | and responses, it becomes pretty slow and stress free. | [deleted] | Teever wrote: | Turn based games with too many players become boring when | you're waiting for your turn. | Zolomon wrote: | Oh, I would love this. I think it could work very well as a | real-time game, but with the caveat that when units begin | attacking each other the micro control is temporarily | relinquished, so that you can direct the events via high-level | orders and a strategy behavior for the AIs simulating the | battle on each side. | wheelerof4te wrote: | Turn-based strategies might suit you better. | | There is a reason why they are a completely different genre of | games. | | I enjoyed playing Age of Wonders (all titles) because I was | getting frustrated with Starcraft: Brood War. | totalrobe wrote: | There's an older game called Kohan you could check out. Click | speed is not super important compared to positioning and | company builds. Doubt there's a multiplayer scene, but I | haven't played in forever. | | Also check out Beyond All Reason, it's a modern Total | Annihilation where you're essentially trying to automate | economy and production and the game provides a lot of tools to | do that. | Teknoman117 wrote: | It's a 14 year old game at this point, but I enjoyed "Tom | Clancy's EndWar". It's meant to be played with a gamepad, so it | doesn't have much micromanaging. There can be at most 24 | "units" on the map at any given time, 12 per side. Multiplayer | splits divides the unit count equally among members of the | team. Each unit is comprised of a bunch of smaller units | (vehicle units are 4 vehicles, infantry units are 4 groups of 5 | soldiers, etc.), but you control all of them as a single unit. | vermilingua wrote: | You may enjoy Grand Strategy games over RTS then. EU4, CK2/3, | HOI4, are the Paradox titles; Total War games have that aspect | as well. | glial wrote: | To extend this a bit, I'd love an RTS where I can create macros | or programs and assign them to units. I'd love to watch them | play out, then tweak or reassign macros to units in real time. | I keep wishing Planetary Annihilation had an API. | moritonal wrote: | This exists, it is called Screeps. | wly_cdgr wrote: | HUGE +1 In a similar vein, I want an FPS game where there's no | benefit to having reaction times over some modest baseline like | 300-400ms | glacials wrote: | If you're not familiar, RPGs call a similar mechanic to this | "active time battle" or ATB--more or less turn-based but the | turns are asynchronous and constantly ticking, and if you miss | giving an order before one elapses, it's gone. I know that's | not what you're looking for, but maybe the term will help in | your search. | dj_gitmo wrote: | I also want an RTS that doesn't turn into a RSI speedrun. Your | idea for APM limits is great, but my idea is that AI could | handle micro. Let Deepmind control each unit while the user | gives high level commands. | pawelmurias wrote: | A lot of the newer RTS are designed so that micro matters a | lot less | bombcar wrote: | Yeah, things that were powerful micro in StarCraft I, such | as moving marines apart to reducing incoming splash damage, | can be done automatically by the AI (either with formation | commands or with "incoming baneling, spread out"). | _JoRo wrote: | Honestly, it's a big conception that success in RTS games rely | on high APM. Great strategy and macro will get you to the 99th | percentile in most rts games. I notice that a lot of players | that are in the lower percentiles are those who focus more on | trying to improve APM rather than strategy or macro. | KptMarchewa wrote: | >Great strategy and macro will get you to the 99th percentile | in most rts games. | | ... if you meet the bare minimum. | | You won't have large success in StarCraft if you won't even | notice the banelings running toward your marines, not even | talking about splitting them. | dropit_sphere wrote: | There are some assumptions here: | | - you made marines | | - they are accessible to a-moving banelings without having | to go around terrain and/or through tank fire, marauders, | mines | | It's quite possible to do low-apm styles in SC2, but you | have to actually do them, rather than trying to be budget | Maru. | Icathian wrote: | Infamously, successful SC2 pro player Whitera only had about | 100-125 APM. I manage that pretty comfortably as a middle | aged dude. I think you could definitely do more to de- | emphasize micro, but even the big bad SC2 isn't as high-APM | as people think. | BatteryMountain wrote: | Try Northgard. | | It's an RTS but with very calm/slow pacing and is very | forgiving if you don't want to zone into it like other fast | paced rts games. | hombre_fatal wrote: | I got this game because I thought it would be like that, but | unfortunately there's still a lot of micromanagement | available with units at war, something I specifically was | trying to avoid. Your melee units will get kited around. | | I would have preferred it to be either "enter tile and attack | what's there" vs "retreat". | TrueSlacker0 wrote: | I was thinking this same game. I quit playing | starcraft/warcraft etc, because it is so important how | quickly you can play and most of your focus is on the micro | of your army, rather than how strategic you plan you base. | While northgaurd is a very strategic city builder/resource | management type with just enough fighting to keep everything | interesting. Very small armys (12 is a very large army) so | micro during battle is slower, less important at most for a | few minutes. Putting the priority on how you have planned | your base/resources. A much welcomed change in rts games. | TameAntelope wrote: | That's what World of Warcraft does, it has a Global Cooldown | system to help account for unstable connections. | | It's only 1 second or so, and lots of actions are off the GCD, | but all you would need to do is extend that time and put more | things on the GCD and you'd effectively get what you're looking | for. | | I don't think it'll slow things down as much as you're hoping | for, though. | chupasaurus wrote: | It's about the number of orders you can make for individual | or small groups of units, e.g. split attack orders so each | part of your army blows one enemy unit in one shot thus not | wasting DPS. The best example is Brood War pro player Jaewong | who literally had 70+% win rate in a rock-paper-scissors | called Zerg vs Zerg. | vvillena wrote: | I always loved the experimental RTS game Liquid War: | https://www.gnu.org/software/liquidwar6/ | | The only player input is to move a beacon. The beacon has the | same movement speed limit for all players, so the only thing | left is to strategize how to move the beacon so the "army" can | engage in the best way. | dwb wrote: | If you don't mind learning a board game or a handful of UI | quirks, Board Game Arena's real-time mode more-or-less does | this. And they have some great games on there, too. | | https://en.boardgamearena.com/ | RomanPushkin wrote: | The game to educate children math operations. Like multiplication | table but with visual effects, so it's interesting to play. | bsder wrote: | Something like "Ar Tonelico" (or any musical lore game) but where | _you_ actually have to sing to get attack /defense bonuses, etc. | | As you progress, the system goes from really simple songs and | rhythms and gets increasingly complicated until you are sight- | reading a semi-random song at the final boss. | | Bonus points if you feed this into an MMO so that people have to | genuinely cooperate to take down the big bad. | Folcon wrote: | I've always been interested in deep economy games where the | economy drives the gameplay to a degree. The main reason for that | is in my mind it's a really easy starting point to the question, | how do you provide a space where the player can change / shape | the world, while still having the world push back, return to | normal or if successful, converge on a new normal? | | So for example take any zacklike, one thing I'd like to try is | having something like those mechanisms drove the supply of goods | in an in-game economy, which would then feed in as input into | other systems. | | Well any complex system as the input would do =)... | | So I've spent a lot of times tinkering with economic simulation | games, the tricky thing is making them fun / balanced. I'm still | trying to work out nice ways of debugging them when they break / | become unstable. A lot of it at the moment is plotting data over | time to see where failure points occur. | dllthomas wrote: | Inspired by a pun, I had an idea for a game where the players | are doing currency trading, while in the background there's a | non-player driven Civilization-style competition influencing | (and influenced by) the markets. | generj wrote: | I've always thought a game playing as the Fed (but in a sci-do | context or something to make it less political) would be | interesting. | | Relatively few options to act upon, lots of data with ambiguous | lagging and leading indicators. | somethoughts wrote: | Yes - something where you were the Jerome Powell and would be | controlling the Fed funds rate, QE/QT cycle, MBS buying on | the open market - would seem topical given current | conditions. | | In fact I'd even be interested in just a mod for an existing | business sim like a SimCity/Anno1800 where you could get | loans based rates and consumer demand was in response to | central bank activities. | | Actually just found that OpenTTD seems to have some of this | but haven't played it yet as the graphics are a bit retro for | my taste. But maybe I'll take look. | zemo wrote: | hmm, maybe City of Gangsters? | dartharva wrote: | Have you tried Age of Empires? | YesBox wrote: | This is such a fascinating challenge I want to tackle! | | I'm creating Archapolis, a city builder game. Handling the | micro economy is a far off goal. But one aspect of the game I | want to implement on the macro scale is charging ~30% more for | utilities and goods imported into the city. | | So one of the goals of the player is help grow the businesses | they want. This helps the budget in three ways: | | - Collecting corporate tax | | - Collecting sales tax | | - Higher margins on goods | | For anything that is imported, they city loses potential income | by not being able to tax corporate and lower profit margins | | I'm currently working on path finding right now, and I've got a | tech demo here: https://www.youtube.com/watch?v=7q0l87hwmkI | cwkoss wrote: | Looks cool! Following your subreddit, will def try a playable | alpha when you get there :D | YesBox wrote: | Awesome, thanks! I may release a prealpha version for free | or very very cheap in the coming months. | | Feedback is really important to me. I'm aiming for a Venn | diagram that captures what I want and what the users want. | gedy wrote: | Flight sim battles with small toy sized aircraft flying around | inside a house. Have to deal with pets/insects/kids etc. while | battling as well. | dTal wrote: | So, Micro Machines but in 3D with aircraft? This sounds great. | copperx wrote: | Descent but with modern graphics and an outside world. There's | nothing like being able to move in all directions. | desmondw wrote: | There's a lot of 4x games that factor in unrest / rebellion | uprisings as something you have to manage. | | I want a 4x game where you _play_ from the side of the unrest / | rebellions. | spicymaki wrote: | Zone of Enders 3 | throwaway378037 wrote: | Elder Scrolls VI | appel wrote: | Lots of space game related comments, but none seem close to what | I would like, so here goes. I was absolutely blown away by the | first part of the 2017 VR game Lone Echo, where you're an android | called Jack, and you're helping your commander Liz make repairs | on and around a spaceship. I want a game that's basically just | that. Hanging out with my AI commander, repairing stuff around | the ship, maybe at some point go on almost mundane missions while | keeping the ship afloat. No combat, no leveling up, no skill | trees. Just a slice of life space sim where I can pop in whenever | I have a free hour after work. I realize this is probably an | extreme niche, but hey, you asked! | Ventito wrote: | I have two games: | | 1. Time travel small openworld stealth game: | | Imagine a small town were you start out and suddenly you can | travel in time like 30 years ( ;) ) and all of your actions have | real impact. You travel back, plant a tree, you travel back to | the present and its here. | | There might be a big diamond coming to your small town as an | exhibition and you want to steal it. You can steal it by building | a tunnel in the past or other things like starting to work there | and copy a key. Or you could become the towns key maker and wait | until the museum wants you to copy the key. Or you could become | the towns security system expert and actually sell it them. | | Problems: When you can travel in time, you are rich anyway. I | haven't thought about it for a while what further implications it | have but i do remember an nvidia demo were you saw a car age | (like it becomes super rusty while watching the video). | | The complexity comes from all the implications you need to take | care of. therefore a small town. | | 2. A story line clicker game (spoiler alert! ;)): | | Style: 2d pixel iso. You want to become rich and in this world | clicking the mouse is how you earn your 'clicks'. You start out | small in your kids room. Sitting there clicking (player has to do | it manually). After a while you are allowed to move to your | parents garage, you get a desk, you can now click faster. Than | you hire some friends. | | The transition is basically: your kids room, garage, small | office, big office. When you start owning an office, your | character sits in front / at the top and looks down to office | talbes and the clickers. | | Over time you can expand, you can order overtime, you need to | hire new staff. If you burn them out you have to hire activly | more and faster. | | As a side quest you could persue a romantic relationship. | | The game is over when your character dies. Your character dies of | an heart attack in the rage of 60-90 years depending on what side | quests you do and then when you had your heart attack, a high | score is calculated additionally to all of clisk you got. | | The twist: you can also persue a romantic relationship and if you | do that and you spend time with your partner (like in mini | events) you earn way less clicks but 1. you hit a higher age like | 80-100 and 2. surprise: your highscore gets an additional | happines multiplyier which will always be higher than your | highscore without a partner in life. This also unlocks a hidden | achievement and the happines mode / display and only after you | went this route the happines factor is shown in the highscore | calculation. | | Basically the game should motivate you to be super aggressive | first: Lots of overtime, killing your employees and using drugs | and rehiring constantly for the persuede for the highest score | and after your second playthrough and achieving a specific | highscore you get hints that it might be better to be happy. | wly_cdgr wrote: | A Zachlike about shader programming | omgketchup wrote: | I tried to build this as soon as I graduated college back in | 2010, but failed to ship. We had the basics completed, the social | aspect worked, and the gameplay was actually fun. We were a team | of 2, and the other guy quit to get a real job (that paid money). | I was too young/stupid/scared/didnt know how to try to find | funding, so the project fell apart and I got a real job too. | | You start with a Space Invaders/Raiden Project type action game. | You have a ship, you kill enemies, you get randomized loot from | enemies, if you beat the level, you save the loot, you can | upgrade your ship. | | You also have a 'space base'- essentially a Farmville farm. You | build turrets, harvest materials, expand with new buildings that | let you do new things or gives new advancement options. You can | collect pieces and combine them with your action loot to upgrade | your ship or improve your base. | | There's the async multiplayer component. You can "visit" other | people's bases and attack them using your ship/action gameplay. | If they destroy you, they get cool upgrade items when they log | back in. If you destroy their base, they have to invest resources | to rebuild it so it's harder next time. | | TLDR: Think Farmville meets Space Invaders meets Tower Defense. | It's still never been done to my satisfaction, and I think the | time has passed for a game like that to be lucrative, but man... | it could have been so great. | scotty79 wrote: | Competitive PvP game (fpp or moba) played on randomly generated | intersting maps. | | I hate how all this cool games have just a handful of maps that | players learn by heart up to specific angles, locations, sounds | and timings. | | When we played Quake in lan parties we had a mappack of thousands | of maps and played on one map only for some time, rarely ever | comming back to the maps we already played. | | This rewarded quick orientation and finding cool rewarding | elements of each map quickly before your opponent manages to | adapt. | | In MOBA or RTS games additional thing might be the fog of war so | you need to scout the new random map to find out what's there. | maerF0x0 wrote: | I want FutureCop: LAPD Precinct Assault Mode . But as a team | based MMORTS, and allow players to enter first person mode and | assume control of a unit to do combat. It doesnt necessarily have | to be future & robots either. | | A MMORTS play as a general mode combined with Call of Duty + Team | Fortress first person play w/ objectives, capture points, | sniping, vehicles etc... | TheOtherHobbes wrote: | Half Life 3 | bravura wrote: | Startup, the RPG. As you develop your (actual) startup, you | communicate with a DM over telegram or some chat interface, and | the DM gives you miniature quests to propel you along in your | startup. What happens to your startup in the real world is | integrated by the DM into the "game" quests they describe to you. | Gimpei wrote: | Ultima 8.75. No game has ever brought the same joy as Ultima 8.5, | although maybe that was a function of my age as well. | MetallicCloud wrote: | Totally agree with this. I remember finally getting to play | Ultima 9 and being soo disappointed. | Paul_S wrote: | What is Ultima 8.5? Do you mean Lost Vale? Did someone find a | copy? | zokier wrote: | There are two categories of games that I wish involved time as | more important element. | | City builder: major construction projects take time, from | planning to construction. Construction itself can be very | disruptive, causing local negative effects and necessitating | temporary arrangements. Another aspect is that developments that | were once nice and shiny grow old and withered. In a long running | city you should be able to recognize how different areas are from | different eras, eventually some stuff becoming "historic" and | valued for that reason. | | RPG: In many games apocalypse patiently waits while our hero | rescues every kitten from a tree and clears every basement from | spiders. That makes decisions in game feel less weighty because | often there is no cost for doing things. I would want to see a | game where you'd really need to weigh if things are worth doing, | not just in regards to players time but also in regards to in- | game time. Tyranny (by Obsidian) was one game that kinda | pretended to have this, but it was pretty weak illusion in | practice. | LaffertyDev wrote: | For your city builder, I suggest checking out "timberborn" on | Steam. Its a colony sim where you are a cohort of beavers. | After you get the hang of the core mechanics, the emphasis is | on larger-scale constructions. I certainly feel that in certain | maps, I need to introduce temporary workarounds to scale up my | bigger works. | | It lacks some of your "buildings decay" ideas, though. So not | quite 1-1 with what you're suggesting. | mayoff wrote: | In the original Fallout, you have 150 game days to finish the | first major quest (find a new water chip). | | In Unsighted, every character (including the player) has a | finite lifetime remaining. You find items that can temporarily | extend any player's lifetime, including your own, but it is | very difficult to finish the game before any character dies. | https://store.steampowered.com/app/1062110/UNSIGHTED/ | Kinrany wrote: | In Pathologic the whole game takes 12 days, and every day | brings new quests that will expire at midnight. | dTal wrote: | An (open-world?) Star Wars stealth game where you play as R2-D2. | You can hack computers, fly spacecraft, sabotage equipment, take | sensor readings, and generally engage in the same kinds of | creative shenanigans you see in the movies. I'm picturing a heavy | element of movement-based puzzles - how to get to _that_ | platform? I 'm baffled that this isn't already a thing, outside | of mayyyybe Lego Star Wars. | revolvingocelot wrote: | I've always dreamed of this, too. Something like the T3-M4 | sequences in KOTOR, but with an expansive hacking element. I | think there's lots of opportunity to use astromech droids as | the stars of stealth games. In-universe, most humanoids tend to | ignore astromechs as unimportant pencil-pushers, and so the | cat-and-mouse of most modern stealth games (just wait 'till the | alarm icon ticks down, and you're good) would be narratively | apropos. | smoe wrote: | Interconnecting city builders with completely different types of | games that play out in those user-created places. | | Like as a city builder you suddenly have to deal with people | doing illegal car races through your city putting your citizens | in danger, or dealing with gang wars from a GTA style game, but | from a more macro perspective. Having real people playing MORPGs | visiting your city looking for things to do. And so on. | | No idea how you would make that work, but I find the | possibilities quite interesting. | cupofpython wrote: | sounds like a meta-verse with a kind of "game context module" | that creates /toggles constraints and features for each user / | player. | | ive been whiteboarding something similar to this. My scope is | geared more towards round-based game loops rather than entire | world building but I think the technical implementation would | be very similar. | | I think there's a lot of potential in connecting traditionally | single-player activities, so the core game loops work well | without depending on a lot of people being online like MMO's.. | but it still benefits greatly from having more people on, so it | has snowball potential. | | Something I had in mind (which this thread has showed me wasnt | original haha) was like an RTS and FPS 1+5 v 1+5 mix. There is | a typical 1v1 RTS match against an opponent, and then in the | middle of the war is a 5v5 FPS match. The FPS players and RTS | players are not sharing any win conditions, but are on same | teams. for example, fps players might be confined to a | subsection of the RTS map | | I kept getting hung up on creating meaningful interaction. It | seems like a really cool feature to me, if it could be | developed for free.. but i couldnt find a way to justify having | a less polished version of either of the game types without the | interaction becoming too dominant. In other words, if my | gameplay isnt really impacted by the other game types then im | just playing a worse version of some game. Alternatively, if it | significantly impacted by the other game modes - i become | dependent on things far outside my control. | | this tension might actually relax a lot by moving out of the | context of round-based games and into a persistent world- | building context, but that scale / scope is also significantly | larger too. | satellite2 wrote: | GTA DIY | Sinidir wrote: | This is kind of similar to what made Natural Selection 1/2 so | fun as game. It was Space marines vs Aliens, but you also had a | commander who could build a base and drop items. You had to | defend resource extractors and advance your tech. A beautiful | blend of Strategy game and first person shooter/biter. | dllthomas wrote: | Fighting game where you play realistic kittens, (play) fighting | realistically. | lesterzone wrote: | I would like something missions-like where the game rewards only | a player who took specific steps and then other players can't | reproduce. Obviously it will require thousands of good rewards. | The idea is that people can play for the sake of having something | nobody can get. | Octoth0rpe wrote: | An exact clone of Pokemon Snap, but in the Final Fantasy-verse. | wolfwyrd wrote: | Star Citizen | doitLP wrote: | A new Freespace, with multiplayer mode but also with the same | epic and chilling storylines from the first two games. | | I've never found a game that replicates the feeling of FS2 but | that could be because I'm old now and most of my childhood joy is | dead. Excellent game mechanics, short missions, gradually | upgrading ships and weapons and the feeling of a vast universe to | discover. | deltaonezero wrote: | A story based single player campaign with the raw tension that | FS2 I can't think of any off the top of my head. | | A similar one would be ME2 and ME3 but those final missions had | the same structure as any other mission. Once you kill off the | enemies your fine, no sense of tension. | | Nowadays if you're looking for that sort of tension it's more | likely built into gameplay mechanics like dark souls. But any | tension you feel there is incidental rather then guided by a | fixed single player campaign... and once you master the | mechanics the tension inevitably lessens. | susmatthew wrote: | Band / Label / Venue manager. Like a football manager but you're | handling bands of various stature. It could have periodic rhythm | game elements that vary based on the genre, and having the genres | and music be procedural / open-ended could be really fun. | subsection1h wrote: | A round-based, no-respawn 1v1 first-person shooter. I'm sick of | having teammates, and some of the best moments I've had while | playing Siege have been 1v1. | juramento wrote: | A tibia-like MMORPG but in a world of Mechas and Mechanics. | "Monsters" are robots gone rogue. | Kinrany wrote: | A co-op RPG set in a procedurally generated open world covered in | hostile wilderness, designed to simulate the kind of Dungeons and | Dragons setting where settlements are rare, the road network is | thin, and the monsters are always roaming and threatening to | extinguish the candle of civilization. | kN0Xygn wrote: | Vehicular combat with mechanics as polished as Rocket League. | Inspiration could be drawn from Twisted Metal and cart racers | like Mario Kart. I see Rocket League players make incredible | aerial shots and think "what if they had to line up a projectile | with an enemy in the air" | MarquesMa wrote: | Crusader Kings + Mount and Blade | | One is focused on strategic and the narration, and the other has | better in-person tactic battle. | | Both of them are serious time-consumer, and I experience most | flow states with these two games. Combining them organically | would result a huge time-consumer that can be played all year | without getting bored. | | (There are mods that bolt them together but feels not seamless | and coherent) | Minor49er wrote: | A sequel to the first Deus Ex that was basically an expansion or | extension of the first. Kind of like what Paradise Lost was for | Postal 2 | sambalbadjak wrote: | I still recall the tune of the menu.. that game is so good. | | I thought Deus Ex Human Revolution got some parts right though. | henriquecm8 wrote: | > I thought Deus Ex Human Revolution got some parts right | though. | | Human Revolution did a lot of great things, and Mankind | Divided improved even more with exception of the abrupt end. | | But there's something about the original that is hard to | point, that make it unique and hard to replicate. It's | probably not a single thing, how all things work so well | together. | Minor49er wrote: | Human Revolution had a lot of good things going for it. It | delivers an overall experience that's fun and inspired by the | original, especially the expansion The Missing Link. But | nothing's been able to quite capture the spirit or the | immersion of the first game for me | uhtred wrote: | Something like Darksouls but set on a space station or massive | spaceship (abandoned?). Gloomy, dark, creepy, atmospheric, | similar approach to level layout/design. Battling aliens and | robots or just other humans. | Zababa wrote: | Look up Hellpoint, it's close to what you ask for. | ceravis wrote: | Have you tried The Surge? Not quite in space, but in the | future, a massive derelict facility overrun by malfunctioning | robots and augmented humans, that captures a lot of what makes | Souls games great: | | https://store.steampowered.com/app/378540/The_Surge/ | platz wrote: | 1) Games should be able to operate in more moral ambiguity than | clear black and white prescription | | 2) Game mechanics should violate your expectations more. | | 3) More variations on theme see | https://www.gridsagegames.com/blog/gsg-content/uploads/2018/... | | most games operate in a very narrow rangen of expectations that | lead to a staid and predictable experience. Almost all first- | person games suffer from this sort of homogenization. | wruza wrote: | I second this. Once you learn a few rules, every modern game | turns into a slideshow of backgrounds for the same puzzle. | jFriedensreich wrote: | something that is similar to some relaxing animations that turn | up on instagram from time to time. super smooth animations and | physics with a mixture of puzzle elements and just pleasing to | watch rendering. the scenes should be either focussing on | materials like soft metals, clay and mechanics like pendulums | etc. or on hyperrealistic plants, water, mosses and maybe some | fish. you would in turn either play a machine or nature level | where the results of each would make up some sort of sculpture or | world. | zemo wrote: | have you played Proteus? | pavlov wrote: | A Master of Orion clone with a second act where you play the | Emperor from "Foundation". | | When your empire is powerful enough, you automatically become the | Galactic Emperor without having to grind the final conquest. But | now the game turns into a bureaucracy simulator where you try to | keep your empire intact against tides of decay and | disappointment. | WalterBright wrote: | I created Empire because that was the game I wished existed. | huhtenberg wrote: | Do you know how some people can create mindbogglingly creative | scenes, worlds and alternative universes out of nothing? | | Like Starry Night in Minecraft [1], imaginary castles [2], Magica | Voxel scenes [3] and a good chunk of DeviantArt and ArtStation | material. | | I'd love to be able to go in and explore these creations by | walking, flying or being taken on a tour and _just gaping at | things_. No other goal but just to stare and to be amazed. | | But it's all gotta be a single experience, seamlessly connected | to allow going from one "world" to another with no effort. And | do, of course, charge an entrance fee for this, it's only fair. | | [1] | https://www.reddit.com/r/Minecraft/comments/uvpkiz/i_built_s... | | [2] https://www.reddit.com/r/ImaginaryCastles/ | | [3] https://twitter.com/hashtag/magicavoxel | wustangdan wrote: | I want a co-op RTS and FPS/TP game. | | Imagine one player is playing a game like Total War Three | Kingdoms, and on the same team your friends are playing something | like Dynasty Warriors. So you are doing all the high level RTS | control while your friends are actually fighting on the front | lines. | | There has been games that have come close but all the ones I've | tried have really lacked depth on either the RTS side (you only | control maybe 30 units) or the first / third person side. The | technical issue is you have to create almost two separate games | and sync / balance them. | | I just think it would be so cool to be playing a game controlling | thousands of units and your friends happen to just be 3 or 4 of | them. You could make it either Dynasty Warrior style where your | friends are far stronger than normal units or something like Arma | where you can die from one stray bullet no different than any | other AI unit. | | Setting could be medieval, fantasy, space, or modern military. | Wouldn't really matter to me. | vishwajeetv wrote: | https://www.conquerorsblade.com/ This game is close to what you | say. Specifically the "Territory War" mode in it matches your | expectation. | cletus wrote: | A true successor to the Civ4 mod Fall From Heaven 2 [1]. | | As an aside, I enjoyed Civ4 way more than 5/6. They might have | hexes and Civ4 (and earlier) may suffer from the Stack of Doom | problem but I don't enjoy the dance of units that can no longer | stack. | | Anyway, I played Civ4 the most (other than Civ1) of the series | but, more than the base game, I played way more of FFH2. It's an | amazing mod. Sadly, the primary creator went on to work for some | other game company. Good for him but not I miss the development. | | There were a lot of groundbreaking and amazing turn-based fantasy | games in the 1990s and early 2000s. FFH2 is just one (and a | notable one at that). Others include Heroes of Might and Magic | (primary 2 and 3) and Master of Magic (I believe there was a | kickstarter for a successor to this but I don't believe it was | well received? I could be wrong). | | I don't enjoy RTSs. I like the relaxing pace of turn-based games. | BitwiseFool wrote: | How do you feel about Civ VI? For me, the game is just too darn | complex. I feel like they added way too many point economies to | keep track of - amenities, housing, appeal, loyalty, and more. | The emphasis on districts and adjacency bonuses makes me feel | like I need to intensely micromanage my territory and place | each district with a sense of finality because changing my mind | is so expensive. | | I also find the game's aesthetic to be a dissonant mess. While | I can put up with a more cartoony style, the UI is just too | busy. Not only are there a ton of icons and labels on the | screen, it was like the designers wanted to emphasize the | civilization's colors rather than readability. The map looks | strange because of how cities, mountains, wonders, and district | buildings are scaled for visibility. Individual buildings look | bigger than cities and appear as tall as some mountains or | larger than some terrain features. Overall, the game seems to | lack a cohesive and congruent style and it's ugly to me. | | All that being said, I did like the variety for city state | bonuses, having great people be more diversified, and the fact | that needing a specific tile to place a wonder upon made it so | that a small number of cities did not contain an absurd amount | of wonders within them. Ultimately, I hope they make Civ 7 a | more streamlined game but keep some of the variety. | Spellman wrote: | Personally the big break was Civ 5 moving to 1 Unit Per Tile. | This had huge secondary edfects that even Civ6 have barely | quite managed to wrangle. | | Unstacking both units and the cities has made a very | different game now from the original Civilization Games. | | If you're still on Civ5, might I recommend the Vox Populi | mod? Really improves everything across the board. | cletus wrote: | Civ games go through a cycle. | | When they're first released there tends to be a lot of issues | and gaps. Subsequent expansions tend to fill out those gaps. | The expansions for Civ4 added a lot, for example. | | I played at least 100 hours of Civ6 but honestly it didn't | grab me. One issue (and this is a general issue with Civ | games) is I tended to avoid war because it would totally bog | down. A protracted war (if, say, you're going for a | Domination victory) might take 3 full days to play (ignoring | early Domination wins). | | Anyway, I haven't played a ton of Civ6 since the expansions | so can't comment on the current state. I know there are a few | diehard fans online who stick to Civ5. I played less of Civ5 | so have no opinion on 5 vs 6. | | Civ6 does have some weirdness I wish it didn't (and maybe | it's been fixed?). For example the price for creating | districts is determined when you first create them so it's | optimal to create them all early, cancel production and then | build them much later to lock in a low price. I don't like | this kind of micro-optimization being rewarded (even | necessaary on higher difficulty levels). | BitwiseFool wrote: | I really enjoyed Beyond the Sword - particularly the random | events and the choices you could make. Sadly, I've never | managed to find a mod that made them more frequent or a mod | for Civ V that introduced the concept without additional | complexity around the mechanic. I forget the name of it, | but one of the Civ V mods added random events but you had | to make magistrates and save up points to be able to make a | decision. | impendia wrote: | I loved Civ 6, including its aesthetic (the music in | particular was amazing). | | But: the AI is dim-witted, especially in war; there is too | little random chance; and combat tends to favor the defender. | So once you get through the early game, you don't have to be | afraid of your neighbors declaring war on you. | | In contrast, in Civ 1 combat was all-or-nothing, and the | weaker unit had a reasonable chance of winning. If a rival | caught you unprepared then you were totally screwed. | Conversely if the AI pulled ahead you could still get lucky | and win. There was an element of suspense to the game that | was just magic. | TheRealDunkirk wrote: | I'm pushing 5,000 hours on Civ V, and still enjoy it. I don't | like VI. Like you, I find it too complex. In fact, I think | it's just downright tedious. They jumped the shark with this | one. I like the idea of districts in theory, but controlling | happiness has gone from a hassle to a nightmare. And, if you | lose control, and rebels appear, you will spend SCORES of | turns repairing the damage. And the worst part about it, for | me, is that turning down the difficulty makes cities grow | faster, and exacerbates the problem! | haolez wrote: | I also prefer turn-based games, but I've never found one that | isn't extremely boring to play in multiplayer mode. Does anyone | have any suggestions? | cletus wrote: | Turn-based is best for single-player games. After all, with | multiple people, you end up waiting for somebody to take | their turns. If turns are sequential you end up a lot of time | waiting. Real-time is generally a better fit for multiplayer. | Spellman wrote: | Agreed. Turn-based, especially sprawling lots-of-choices | like the 4X genre, don't work particularly well in MP. | Instead you ideally need to move to simultaneous turns. | | Or be like the forums hounds who play 1 turn a day and | analyze EVERYTHING. | | Personally I would move to Tabletop games (or Boardgames). | They're much better designed for short turns with | interactivity so there's minimal downtime for players | getting bored. | | That being said, if you're looking for Civ5 but on mobile | with Multiplayer, UnCiv is a FOSS project for Android, PC, | Linux, and Mac w/ Java. Moderately vibrant MP community on | the Discord. | Spellman wrote: | Folks on Realms Beyond Forums have taken to balancing and | improving on FFH if you were interested. Now renamed Erebus in | the Balance | | https://www.realmsbeyond.net/forums/forumdisplay.php?fid=24 | wly_cdgr wrote: | An epic open world game where the side quests unlock only after | you finish the main story :) | loxias wrote: | Here's one: | | Way back in the day there were two games, Lightspeed and the | followup Hyperspeed. You can find them online if you look hard | enough, and still run them in an emulator. They were So. | Frigging. Fun. | | The story is, humanity messed up Earth, so we need to colonize | somewhere else. All of humanity is loaded on these ark ships, but | you, the game player, are the advance team. Your job, upon | arriving in a star sector, is to explore, find a suitable planet | for the ark ship, and make the sector safe for humanity. The | sector has existing politics that you'll have to figure out. Make | alliances with some species, commit war on others. Find resources | like water and metals, trade them with friendly species for the | ones you need. | | It's hard to put my finger on why exactly this game was so fun | and engrossing. It might be because of how well it integrated | half a dozen "mini games" into the larger one. As you're | exploring the sector, all you get is a star map with distances. | Run out of fuel? Sucks for you! So there's a mini-game of | "optimal route planning". There's a mini-game of market trading, | over time you can find arbitrage opportunities in how much | different species value different resources. There's a mini-game | of "flight sim dogfight" for when you need to use the big stick. | &c. Also, plot, plot, plot, plot. None of it would work without | someone creative sitting down and drawing out the epic tale of | "what's going on" politically inside each star cluster. | | I want another game like that. | napolux wrote: | RTS in which I can become a unit on the field and make it an FPS. | 1000 soldiers (or tanks, or jets, or artillery) on the field, I | select one, I "impersonate" him in battle. | | I should be able to switch to every other alive unit on the | field. | nonfamous wrote: | Battlezone II was a bit like this. It was reissued a few years | ago, but I wish there was a true update. | post-it wrote: | Avatar: the Last Airbender in VR. | freediver wrote: | I always dreamed of creating a MUD which would have one world | split over two totally seperate servers (and even advertised as | two separate MUDs). The players on one server would appear as | NPCs to the players in the other MUD and vice-versa. This would | lead to whole range of interesting interactions as the players on | one MUD would see "NPCs" behave "intelligently", even attacking | them proactively etc. | strix_varius wrote: | I'm having a hard time understanding how the two different MUD | servers come into play. Would this be equivalent to a single | MUD server, with two factions that are mutually able to pvp one | another? | freediver wrote: | No, because the whole point is in players not knowing that | NPCs are in fact other players. | HellDunkel wrote: | Bullet hell shoot em ups with great design. These games look | either retro in a bad way or cheap like candy crush. ,,Hell is | other demons" was great. | wruza wrote: | Check jets'n'guns 1&2, if not yet! | HellDunkel wrote: | Thanks. I will try to get over the design- gameplay looks | like fun. | wly_cdgr wrote: | a AAAA Terminator open world game | stoehraj wrote: | A first person squad-based shooter -- think Squad, Battlefield, | or even something on a smaller scale like CounterStrike -- where | the strategy aspect is managed by an AI and the players just have | to execute. | | In other words, two AI "commanders" (perhaps along with separate | AI "squad leaders") duke out the battle with the players being | simply pawns. I've always imagined it in a WWII setting, but I | suppose really any setting could work. | | Imagine -- you spawn in, and your commander tasks your squad with | taking control of a church in a nearby village. You and your | fellow squad members enter the village and come under machine gun | fire. A teammate tags the window where they saw the fire coming | from. You all take cover, as the squad leader starts barking | commands -- a few squad members stay back and start providing | suppressing fire, while you and some others start advancing | slowly, hopping from cover to cover. A teammate is hit, and | another is tasked with dragging him to safety. You and the few | others still advancing finally get to be in range to toss a | grenade in that window. You peek from cover, grenade in hand... | to see a tank rounding the corner down the road. You tag the | tank, and chaos ensues as the squad leader screams at you to | retreat. A mortar squad in a nearby section of the map is alerted | to the tank and starts dropping mortars as you fall back to your | original position, explosions and bullets flying all around you. | | Your squad regroups, a few members down, but the strategy is | adjusted and you go back in, eventually destroying the tank, | capturing the church, and getting control of the village. | | At the same time of this battle, similar battles are potentially | unfolding in other parts of a larger map, as the attacking and | defending commanders dynamically wage war. | | Sometimes I want to think strategy in games, but sometimes I just | want to shoot stuff. I think if executed properly this could | strike a good balance of both reaching meaningful objectives and | also focusing on dynamic, moment-to-moment action. Games like | Squad can be great -- if you can find a good squad leader or | group to play with consistently. As I get older I find I don't | really have time for that, and the probability of getting matched | with a good squad leader by chance is pretty low. The setup of | this game minimizes the risks of poor teamplay and makes the | "Squad" sort of experience more accessible. | Kinrany wrote: | The problem there is that optimal play often involves sitting | in a defensive position the whole game. | | It may be better for AI to control both strategy and most of | the units, and let the players take over. | stoehraj wrote: | That's true -- I think the match format would have to be set | up in a way similar to Conquest in Battlefield where teams | get points for holding objectives. In that case, if the | opposing team has more objectives, the AI can't just play | defensively because then your team would simply lose -- so | the focus on the AI needs to be on score rather than | maximizing each player's performance. | | Alternatively I think if it were configured in such a way | where one team was explicitly attacking and the other | explicitly defending it might work out ok as I had envisioned | it... though I think that would come with its own problems. | mrjay42 wrote: | I have a full asymmetric ideal game in mind, but the actual | gameplays in it are still very blurry. | | Basically I would love a game where players HAVE TO cooperate. | The cooperation happens by having players playing different | gameplays. | | For instance, but, keep in mind that this is just ONE example: | there's a war to fight, some players are drivers, some are | fighters, some are medics...But also some players are in offices | doing strategy stuff or logistics stuff, etc. | | Of course, one could say: "you can have that in Arma 3 or | Foxhole" and that's kinda true...but I don't know, there's | something missing: A lore, a story, a universe to feel part of... | | Plus, the game I am imagining, does NOT have to be a simulation | or "complex gaming" at all! It could be kinda-casual without | being too simple either: like For The King. | | So in my ideal version of the game I am thinking about players | play actually VERY DIFFERENT gameplays but cooperate in order to | achieve common goals. Some of the players have to interact, some | of the players don't. But in any case, everyone's actions will | impact everybody else. | | To sum it up: I would love a game with: Persistent universe + | very asymmetric gameplay + cooperation as a key factor of success | | But the game would be without: Grinding, farming, loot boxes, | meaningless quests, basically a game where you don't have to redo | the same things on and on to grind 128points of experience or | reputation or obtain one piece of loot that does not fit your | equipment set. | | If you think this game already exists: do not hesitate to tell me | :) | furyofantares wrote: | It's not a video game but you should play Captain Sonar | dgently7 wrote: | Idk about any big online ones but there are a ton of awesome | coop games that reward(and require) collaboration. | | Overcooked I think is the best example of this genre. Super | simple gameplay mechanic basically 2 actions and move. But all | the fun and complexity comes in from needing to work with other | people. | | There is a major distinction in my mind between that type of | actual collaboration and many "co-op" games where you are | basically just playing at the same time and usually actually | competing for kills/points. | mrjay42 wrote: | This is another good example of a "small" game -> in | Overcooked there's no lore, no adventure, no story to connect | to. There's no universe either. It's just one gameplay of | people coordinating to cook and serve food :) It's really | nice and fun, but it remains in the category of "very small | games" for me. | someweirdperson wrote: | Not one game. Separate! | | On www.a.com players build dungeons that are attacked by AI. On | www.b.com players attack AI generated dungeons. | | What neither players of a nor b know is that they are playing | against eachother. But both are amazed by the AI. And there's | none of the drama usually involved in anything pvp. | dartharva wrote: | Keep Talking and Nobody Explodes: https://keeptalkinggame.com/ | mrjay42 wrote: | This one is nice, but lacks a bit ...lore? story? something | to connect to. | | But surely as an element of gameplay the symmetric disarming | of a bomb is super fun :) | markbnj wrote: | Came here to see if someone said "Star Citizen." | nikivi wrote: | I want a modern version of Dune 2000 or Cossacks: Back to War | | https://en.wikipedia.org/wiki/Dune_2000 | | https://store.steampowered.com/app/4850/Cossacks_Back_to_War... | | I guess Starcraft is the current good RTS but I find it a bit too | much. Maybe it's nostalgia but I found those games a lot more | approachable and fun to play. I guess I want Starcraft but set in | real world. | | Maybe something like this already exists? | riekus wrote: | Anything that would give me back the vibes of red alert 1/2 | ltr_ wrote: | coop game EXACTLY like wow (5/10/20) instances, with time runs, | achievements and item progression, etc. and where you have to | think very well your strategy in every pull. | | edit: typo | OnlyMortal wrote: | A version of the C64 DropZone game on iOS. Tilt to move, tap | screen to fire, shake for smart bombs. | | Same original graphics. | mmphosis wrote: | I was looking for mention of retro games. | https://www.c64-wiki.com/wiki/Dropzone | | Defender Robotron | dkersten wrote: | Something I've always wanted to play is a game multiplayer game | (ideally firt or third person) where you and a small number of | friends crew a space ship. Each person has their own role | (navigator, weapons, pilot, etc) and you would fly through space | and engage in combat. | | Star Trek: Bridge Crew comes closest to what I'm talking about. | Imagine that but not VR (well, VR is cool for this, but I don't | have a VR headset, so...) but more of a Firefly type of | atmosphere. | | There was once a UDK demo or sample game that mixed FPS with | space combat that was cool. Each player on a team started in a | large ship, which someone could fly and other team members could | control cannons, or run around the ship, or get into single- | person fighters to attack and board the enemy ship. I don't | remember what it was called, just that I got it as a sample when | downloading UDK way back when it was still a thing. It was pretty | cool! | kaoD wrote: | That sounds similar to Artemis[0] and EmptyEpsilon[1]. | | The interface is just a proxy for spaceship stations so you | can't run around the spaceship though. | | [0] | https://store.steampowered.com/app/247350/Artemis_Spaceship_... | | [1] https://daid.github.io/EmptyEpsilon/ | ddoubleU wrote: | https://store.steampowered.com/app/1055610/Deep_Space_Battle... | | Still beta and lacks players but I think that is exactly what | you want | teraflop wrote: | Spaceteam is sort of an extreme abstraction of this idea. | sgtnoodle wrote: | That's what Artemis is. | | https://store.steampowered.com/app/247350/Artemis_Spaceship_... | | When I worked at SpaceX, a dozen or so of us once played it | between the primary and backup mission control rooms. It was | nice having the expensive headsets. All I remember is someone | on the other team "hacking" our spaceship by using the company | IT system to remotely reboot our team's computer terminals. | artemisyna wrote: | Well, that's some dedicated griefing lol | spicybright wrote: | I'm surprised no one mentioned SpaceTeam yet. | | https://www.youtube.com/watch?v=y3fsvKnIVJg | | It's not exactly what you're looking for, but still the most | unique and fun game I've played in this "group of people | piloting a spaceship" genre. | | You play on a phone with other people physically next to you, | each person being presented with a randomly generated UI | elements with labels that's purposely confusing. | | To keep your ship traveling and alive, commands will randomly | pop up on everyone's screens with instructions of what to do; | The vast majority of which are on other people's devices. | | If your team doesn't react fast enough, you eventually lose. | | Sometimes you'll be hit by astronomical events like black holes | or asteroid fields which cause the game to go much faster, | leading to people stressfully yelling "WE NEED TO CREAM THE | CORN. WHO HAS THE CORN, CREAM IT RIGHT NOW!" | | Not what you're looking for, but I think a lot of readers here | would enjoy it :) | mkaic wrote: | Huge fan of SpaceTeam but boy howdy does it stress me out | sometimes haha. Lots of good memories of playing with my | family and hearing the most absurd phrases being screamed at | the top of their lungs. | | RECOMBOBULATE THE AERATOR! PAY TAXES! SURVIVE ZOMBIE | APOCALYPSE! | bee_rider wrote: | SpaceTeam is so much fun. | | I always want to suggest it to people who don't game much, | but it can be a real struggle to get people to download an | app. So, I have it on two devices, so I can handle at least | one real stick-in-the-mud. | jonwinstanley wrote: | I found getting everyone's phones to connect a little | cumbersome too. This was a year or two ago though, maybe | they've fixed some bugs. | bee_rider wrote: | It is particularly annoying, and unpredictably annoying | when trying to connect over bluetooth, because apparently | every bluetooth radio is some completely unique thing | that has grudges against other bluetooth radios at | random. | scrumbledober wrote: | i was going to say spaceteam. not at all the game they were | looking for but absolutely a game everyone should play. | mrozbarry wrote: | I had this idea a while ago, and it just never materialized: | | - Every player can use their tablets or phones, and as many as | they'd like | | - Each device can be assigned with different controls | - Wasn't sure if this would be decided before the game starts | or if some player could control it, or if anyone can just add | in controls as needed - The game plays only on the | ship bridge, there would be no first-person anything | - One device acts as the viewer screen | | Scenarios would be things like escorting a ship through hostile | space, delivering cargo, peace treaties, or search and destroy. | One thing I wanted is the game to favour fun over realism. Like | a player could go rogue and navigate the ship anywhere they | wanted, or start firing on a friendly ship. Controls should be | easy, like navigation could be as easy as scanning for nearby | locations and then picking it, letting the computer plot a | course. | | I liked the idea of players all hanging out in a living room, | connect the "viewer" player to a TV, and just have fun. Some | scenarios and situations would involve teamwork, like having an | engineer reroute power from navigation (ie nav has to slow down | to make power available) to weapons for more powerful shots. | | I thought it would be fun to build, but I just didn't have the | time to develop it myself. | f0e4c2f7 wrote: | Not first person or multiplayer but in case you're unfamiliar | with it: | | https://store.steampowered.com/app/212680/FTL_Faster_Than_Li... | isoprophlex wrote: | +1 for this, I wasted SO MANY HOURS on this game. very high | replay value. | happimess wrote: | I don't know if you have anything to do this year, but | their follow-up 'Into the Breach' is also amazing. | isoprophlex wrote: | Damn you, I just got out of a crippling factorio | addiction ... | f0e4c2f7 wrote: | Haven't heard of that - I'll check it out. | WithinReason wrote: | NOOOO! | mattlondon wrote: | Is that pilot + crew thing not something that you can do in | elite 4/elite dangerous? I don't know if they added FPS yet but | I think getting in a fighter etc while.aomwone flies the | mothership was a feature. | ninjin wrote: | For a cooperative space ship bridge game, you may enjoy the | board game Space Alert [1]. It is real time and mostly | tactical, but it makes for a very interesting challenging | experience as the time constraint does not allow a single | player to commandeer each detail, but rather you need to | successfully delegate which at least I have found to be very | challenging with the teams I have played with. | | [1]: https://boardgamegeek.com/boardgame/38453/space-alert | kingkongjaffa wrote: | Star Citizen is the closest thing to that. It's not without its | production flaws but what they managed to build is | breathtaking. | digitallyfree wrote: | For the space combat FPS I think you're talking about Angels | Fall First | (https://store.steampowered.com/app/367270/Angels_Fall_First/). | Players start on a capital ship and can walk around, fly | fighters, and attack as well as board their enemy. | | The old Battlefront 2 also had a (simpler) form of this type of | capital ship combat, where the bases were the ships and players | would dogfight in space and attempt boarding actions. | rjfwhite wrote: | https://store.steampowered.com/app/247350/Artemis_Spaceship_... | is old but pretty much what you're describing! | snarf21 wrote: | Not a video game or with combat like that but there is a board | game called Space Cadets. It is what you say in that each | player has their own role but it is also real time and quite | frantic. I'm sure there are lots of YT video reviews of it. | snarf21 wrote: | Oops, I meant _Captain Sonar_. Sorry, wrong Geoff game. | influx wrote: | If you like the concept, definitely give Bridge Crew a try in | VR. It's almost magical being on the bridge, and moving your | hands to manipulate controls. | 4512124672456 wrote: | It exists! | https://store.steampowered.com/app/252870/PULSAR_Lost_Colony... | dinkleberg wrote: | Pulsar is great! I haven't played in ages so not sure how | active the community is. But I had some good times playing in | random lobbies in that game. | bee_rider wrote: | PULSAR even has VR support, as well. | | PULSAR with just a tiny, tiny drop of SpaceTeam would be | ideal, IMO. At least last time I played it, it was a little | dry. Random stuff should happen in the bridge when you get | hit (not full-wacky SpaceTeam stuff, just, like, piped | shooting out of the wall) (I haven't played in a while so | maybe I am out of date). | ankaAr wrote: | That one. | | And barotrauma, I Can't remember another game now | OkayPhysicist wrote: | Barotrauma is a hoot. Beater submarine being piloted by a | bunch of QWOP-level controlled smack addicts. | | And almost everything has varying levels of complexity. | Sure, there's a pretty deep medical system with dozens of | medicines of varying side effects and effectiveness for | whatever ails you. Or you can just stuff yourself full of | morphine (leading to the aforementioned crew of opiate | addicts). You can just set the boat's ~~on board barbeque~~ | _nuclear reactor_ to automatically scale turbine output and | heat levels, but either through manual management or more | advanced logic circuitry you can make your boat better | suited for high-intensity situations. | | It does take a handful of friends to really enjoy, though. | Makes it hard as an adult, but scheduling play sessions is | a nice social gathering. | ankaAr wrote: | When you grow up, scheduling a game is THE difficult | task.., for everything.., but some Saturday nights the | submarine is alive with the full crew | bvogelzang wrote: | Not exactly what you're looking for but comes pretty close if | you're not familiar: | http://www.loversinadangerousspacetime.com/ | | That being said I would love a more grown-up version of this | with more than two players. | spicybright wrote: | +1 for lovers in a dangerous space time. Cute graphics, and | definitely solid game play. | | My friend and I used to play it a lot, but we were | hilariously bad at it. | | We would end up bickering at each other over mistakes and | sometimes self sabotaging the ship out of frustration. All in | good fun though, we had so many good laughs over dying in | stupid ways. | | Definitely need at least 1 friend to play though. Single | player gives you a little CPU dog that you command around, | but it's not nearly as fun. | glenneroo wrote: | It's even more insane and hilarious with 4 people trying to | coordinate things. I personally found the best way is to | assign everyone a station based on their preference/skills | e.g. one friend loves playing with shields, so they are | always in charge. Then find out who can steer the best and | give them that as permanent role... granted it can be | slightly less fun than the chaos, but I find utter chaos | eventually gets old after you've died 100 times on the same | level because everyone's running around trying to control | everything. | mwint wrote: | Last time I messed with it was years ago and it was somewhat | buggy, but the concept is awesome: | https://www.artemisspaceshipbridge.com/#/ | [deleted] | ajmurmann wrote: | I think Artemis is exactly what you describe minus the fighters | https://www.artemisspaceshipbridge.com/#/ | newtang wrote: | Lovers in a Dangerous Spacetime also has this mechanic. | https://www.loversinadangerousspacetime.com/ | dr_dshiv wrote: | Great game. Highly recommended. | | I want a game like this but as a company simulator with | metaphorical roles, with the businessmen from Adventure Time. | sjm-lbm wrote: | There was a game around 2000 called Allegiance that reminds me | of this idea somewhat - | https://en.wikipedia.org/wiki/Allegiance_(video_game). | | It's been ~22 years since I've played it, but IIRC there was | one player that essentially played an RTS game, but the various | units they were "controlling" were all actual players flying | their own spaceships. I don't think there was any concept of | different players working together on one ship, but there | definitely were different ship types each player could choose | to fly. | | It wasn't a market success, but I always wondered if that was | somewhat caused by the way they released the game: there was a | long and very large free beta program, and by the time they | decided the game was finished and put it in boxes I was a done | for a bit and took a break. Always wondered how many people | felt like I did. | snerbles wrote: | The FreeAllegiance community is tight-nit, alive and well | last time I played it in 2008. It's one of the most team- | oriented games I've played. | xdrosenheim wrote: | If you are okay with trading life in a vacuum with life under | pressure: Barotrauma [0] | | > Barotrauma is a 2D co-op survival horror submarine simulator, | inspired by games like FTL: Faster Than Light, Rimworld, Dwarf | Fortress and Space Station 13. It's a Sci-Fi game that combines | ragdoll physics and alien sea monsters with teamwork and | existential fear. | | You have roles in your submarines, such as a medic, mechanic, | engineer, captain. Everyone can do the same things, but some | are better than others at different things. | | If you have time, you can build your own submarine. The game | also has a good amount of mods available. | | Quick note: The game is in "Early Access". | | [0]: https://store.steampowered.com/app/602960/Barotrauma/ | gwill wrote: | yea, give me Sea of Thieves gameplay in space | hakmad wrote: | Guns Of Icarus fits this almost perfectly, but instead of being | set in space it's more steampunk vibes. | fer wrote: | Something that creates a sensation of wonder as you play it, like | Outer Wilds. | Buttons840 wrote: | I want a 4X strategy game with an AI that doesn't suck. | ronreiter wrote: | Chrono Trigger Remake | dllthomas wrote: | A brutal third-person beat-em-up where damage is localized and | disabling, where you heal yourself by patching yourself with | parts from the enemies you've slain, and where both damage and | repairs are visible long-term as you progress through the game. | | It's probably important to note that both your character and your | enemies are stuffed toys, but I enjoyed putting off that | disclosure to the end of this comment. | mdnahas wrote: | A website with classic games (tic tac toe, crossword puzzles, | minesweeper, soduko, etc.) that collected all (and I mean all) | the data from every game and showed insane statistics about how | well you did, relative to all the other players. If possible, | showed you how to get better. | mrjay42 wrote: | Oh I know! A crossplay version of For The King for: PC, Mac, | Linux, iOS, Android, etc. | hkt wrote: | Justice simulator: same concept as sim city, but focused on how | policing, social services, education, welfare and prisons tie up. | Aim is net zero crime, with all policy options available from | totalitarian state, through centrist managerialism, all the way | to left wing defunding the police. | drbojingle wrote: | Got a couple ideas I've wantes to implement but haven't made the | time to build them: | | stardew valley meets fallout. | | Subnatica in space. Inspired by an episode of love death plus | robots. | zach_miller wrote: | Pokemon roguelite. Nuzlockes are hugely popular, and I feel that | could fit the roguelite format well. | simmons wrote: | Wow, what a great question -- it seems like everyone here has | been sitting on a wish list for a while. :) Here's one of mine: | | Ever since reading _Foundation 's Edge_ and _Foundation and | Earth_ as a kid, I 've thought some elements of that story would | make a great game. The player plays an archaeologist in the | distant future trying to unravel the mysteries of humanity's | origins -- a galaxy-scale adventure of exploration and discovery | where a rich tapestry of future history is slowly revealed. As a | bonus, such a game could be very positive and not even require | violence like many other games. :) | teamonkey wrote: | Have you played The Outer Wilds? | jcranmer wrote: | The Outer Wilds does have a pretty similar theme. Without | spoiling anything, you are a newly-minted explorer trying to | uncover the history of the advanced precursor race that | previously inhabited your solar system. (Any more details would | spoil the plot, unfortunately!) | | It's lower scale (single solar system instead of galactic), and | it's definitely based on lower-tech civilization trying to | understand dead, higher-tech civilization rather than trying to | uncover long-last past of your own species, though. | simmons wrote: | Thanks for the suggestion! That does sound like an | interesting game, and I'll add it to my list. | | I also get the impression that the 1986 game _Starflight_ may | have a little bit of this, but I 've only barely started | playing. | ilamont wrote: | The game I want to see was actually described in a short story in | an issue of _Dragon_ magazine in the early 80s. It was basically | a real-time RPG with real prizes - the ultimate prize IIRC was a | virtual chest of coins that would be delivered to you if you won. | For "real time" to work in-world, you had to find a safe place | for your character to sleep, like a closet you could lock on the | inside. Water, food, and other aspects were also stricter than | the hand-wavy D&D processes of the time. | | I don't remember the author, but it correctly predicted aspects | of online culture and relationships that were not widely known or | understood in 1982 or 1983. | acrobatsunfish wrote: | Yeah fantasy EVE online | danity wrote: | Portal 3, Witcher 4 | simonebrunozzi wrote: | A much better Master of Orion (MoO 5?). | | Best ever: MoO 2 [0]. | | Latest installment: MoO - Conquer the stars [1], or MoO 4. | | [0]: | https://en.wikipedia.org/wiki/Master_of_Orion_II:_Battle_at_... | | [1]: | https://en.wikipedia.org/wiki/Master_of_Orion:_Conquer_the_S... | gspr wrote: | I, too, wanted this for years. Then I met our lord and savior | Stellaris. The AI could be better, but other than that: 10/10, | and preserves the most important spirits of MoO! | | Highly recommend it! | exitplanetary wrote: | I always wanted to try MUD with creative mode, when player may | create new areas/items/mobs using code and textual descriptions. | Like Minecraft/Interactive fiction hybrid or AI dungeon without | AI. | nerdo wrote: | Terminator RTS with units you can send back in time to same | location they were sent from. An alert would be broadcast that a | time rift was opening and what time was the target, to allow for | players to counter. AI would play out the game from there and | update current state. | moomin wrote: | Dragon Quest Builders 2, but for Oxygen Not Included crowd. | | (Seriously, DQB2 is a kids game but it does a whole bunch of | things really well, it's just too lightweight.) | praptak wrote: | An augmented reality (AR) game where you actually interact with | other players. | | Of the AR games I know Ingress was the closest but I think the | interactions were too adversarial which made the experience | decline. | | The creators of AR games got a lesson from it. Unfortunately it's | rather "limit interaction" not "fix the interaction". Both | Pokemon Go and Wizards Unite seem to have taken the path of | players playing next to each other rather than with each other (I | stole this sentiment from | https://news.ycombinator.com/item?id=31503528). | | So what I'd like is an AR game where you interact with other | players in a meaningful way. | jFriedensreich wrote: | lots of these fake instagram game ads would be pretty cool if the | gameplay was actually as in the ad videos and not completely | different crap. | pootpucker wrote: | alfiedotwtf wrote: | Point Blank for Oculus Quest 2. I'd pay $500 for a clone | impalallama wrote: | Surprised no AAA studio has had a shot making a really polished | high production multiplayer survival game. Whenever a new one | comes out they usually sell a couple million copies within a | month with next 0 marketing, from a small company with probably | less than like 2 dozen employees. | | Both Valheim and V Rising have sold millions off nothing but word | of mouth and a hunger for the genre. | evanescent wrote: | I want a game that combines both RTS and FPS elements. In every | multiplayer FPS I know of, you are grouped with teammates and are | working towards common objective(s) (counter strike games). But I | want a hierarchy with one person who can't see the battlefield | and only a minimap of team and sighted enemy locations. And all | the normal teammates can only communicate with nearby players. | The closest thing I have come across is the Natural Selection[1] | games which has this distinction of a leader and then the | soldiers, but it seems to be a dead game. I know some other games | have similar ideas of classes, but I don't think anybody executes | the partial information of a lead strategist. | | [1] https://en.wikipedia.org/wiki/Natural_Selection_(video_game) | dimastopel wrote: | I very much liked the concept of 0x10c. Wish someone would make | it happen. https://en.m.wikipedia.org/wiki/0x10c | simonh wrote: | Battleheart Legacy 2 | | BHL is the perfect action adventure RPG, I just want more of it. | A more expansive campaign, more plot lines, more character | classes and abilities. I go back and play through BHL every 6 | months or so and have done since it came out. | nazgulnarsil wrote: | Large scale turn based overworld with real time combat zombie | civilization game where you start out as the last outpost and | have to retake the world. Like Xcom. Maybe a mod like this exists | somewhere for some game. | nazgulnarsil wrote: | Just found The Last Haven, will try. | | Edit: looks too small scale, but in the right direction. I want | the focus to be on the over world a la total war. | freemint wrote: | Final Fantasy Tactics Switch | misterbwong wrote: | Maybe I'm getting old but I want a game that brings real people | together. There are more than enough "get everyone together | virtually" games. | | I want a game that actually reinforces the social fabric instead | of simulates it. Something that encourages people to be together | in the physical world (gasp!), have fun, have shared | experiences/goals/challenges, and form lasting friendships. | | I have very fond memories of lugging my computer (and CRT!) to my | friends/family's house to have a LAN + pizza party. The best part | for me wasn't necessarily the game itself. The games were fun but | I really enjoyed the social aspect of talking about a tough | dungeon or strategizing how to beat a challenging opponent. | | It seems like the industry is trying its best to bring people | into a simulated world but why not use games to bring people | together into it instead? | | Pokemon Go is probably the closest thing to this I've seen | recently but the core gameplay was unfortunately pretty boring | when it first started and became popular. | raisedbyninjas wrote: | I've had the idea of AR/mobile game that just recreates an | existing game but using your location/movement to represent the | character. Some constraints would be needed so it's not just an | excercise simulator. The games I had in mind were snake/nibbles | and Borderlands. | zemo wrote: | disclaimer: I worked at Jackbox for four years. | | That's kinda what The Jackbox Party Pack games are designed | for. Think Pictionary, but you doodle from your phone and it | shows up on your TV and there's nothing to clean up. | beaconstudios wrote: | you can't go wrong with ARGs. Like Pokemon Go but encouraging | more in-person collaboration. | misterbwong wrote: | I really do feel like AR is the future, moreso than VR. | | As technologists we have a tendency to want to build our own | world instead of integrate into the real world. It's | understandably easier/cleaner, but it strips out all the | richness of the real world. | tclancy wrote: | Rockband was the best for this. | wly_cdgr wrote: | Games like MtG and Smash come to mind | lynndotpy wrote: | I've had this idea for a puzzler with 5 space dimensions and 2 | time dimensions, but I just haven't had the time to implement it. | | Also, it sounds cool, but I don't think it'd be fun, just a neat | curiosity. | logicalmonster wrote: | Would you be able to describe what 5 dimensions looks like? And | what are the 2 dimensions of time? | lynndotpy wrote: | Three dimensions plotted normally, but then a grid of plots | for slices in the two extra dimensions. | | Everything are axis-aligned boxes in my idea, so the math is | easy for rotating the view. (But to rotate in 5D, you fix on | 3 axes, not 1.) | jjj123 wrote: | A David Cage-style drama with better writing and isn't | supernatural or sci-fi. He did Indigo Prophecy, Heavy Rain, and | Detroit, all of which I love, but the dialogue is pretty | atrocious and the stories go off the rails by the end. | | Edited for clarity | alophawen wrote: | It saddened me to learn recently that Quantic Dream seems to be | giving up on their own stuff and now is working on Star Wars | IP. | | https://www.starwarseclipse.com/ | account42 wrote: | > Indigo Prophecy | | I really liked the first half of Fahrenheit so more in that | style (without the QTEs if possible) would be nice. | dubswithus wrote: | A Dungeon Siege remake that runs on Mac. The original had a good | formula but a lot of games now are too showy and complex. | Labo333 wrote: | It runs quite well with CrossOver! So probably well with fine- | tuned Wine settings as well :) | | I remember it was challenging to install because I tried to | install with the 3 disks and it still didn't work after. | However I found a torrent of a "portable" version that worked | out of the box! | dubswithus wrote: | Was the torrent a Wineskin? | Labo333 wrote: | No! It's a Windows torrent. I run Windows apps with | CrossOver. The torrent name was "Dungeon Siege - Legends of | Aranna + Return to Arhok + Yesterhaven [USBGaming.org]". | Piracy is of course not legal if you don't own the original | game (I'm not sure it is even if you do but meh). | servercobra wrote: | I really want Stardew Valley but like an MMO and with more | combat. I like being able to just sit on my farm and what not, | but it'd be more fun with a thriving community. I also get very | bored with the combat eventually. I'm thinking something with a | little more magic focus too (maybe you can make spells, make the | material for spells, etc, and get to decide your profession like | WoW to encourage you to work with your community). | | Since Stardew was created by a single (obviously very talented) | dev, I always feel like I could get a first pass at this done, | but free time is always an issue! | zemo wrote: | I'm pretty excited for Palia, an upcoming cozy MMO, although I | don't think there's much in the ways of combat planned. | https://palia.com/ | 101008 wrote: | I developed the game I wished it existed but unfortunately since | it was part of a trademark I couldn't launch it. I asked for | permissions to launch it as a free game to play on the browser, | but they told me would have to request to take it down. It was a | really sad experience, but it was my fault after all for | developing something I knew it wasn't going to be allowed. | etiam wrote: | That does sound like a very sad end to it. Must have been a | great project though. Would it be okay if you told us what it | was like? | 101008 wrote: | Sure. It was similar to Football Manager (I played a lot as a | teenager) but based on Quidditch, the fictional sport from | the Harry Potter world. | idrios wrote: | I love horror games and I love dungeon crawlers. If I ever made a | videogame, which is becoming less and less likely, it would be a | procedurally generated mansion that was something like Betrayal | at House on the Hill meets Slay the Spire. | | You'd have some main antagonist haunting the mansion that you | want to defeat, accessible in one of the rooms you need to | discover. All throughout the mansion are artifacts that can make | you stronger at defeating the boss, but picking up these | artifacts usually triggers some haunting mechanic that makes | general traversal through the mansion more difficult. One might | turn the inanimate statues scattered throughout the mansion into | active enemies. One might trigger a slenderman-type stalker | mechanic. One might cause the mansion to start collapsing on | itself, so each room starts losing floor tiles in ways that make | some of them no longer traversible. One might rerandomize the | layout of the mansion. | | It becomes a balance of collecting enough powerful items to be | able to defeat the boss, but not so many that the environment | becomes too hostile to reach the boss at all, causing you to | succumb to the mansion. | | Then add a few other mechanics like events that autotrigger when | you enter a room so it becomes not in your best interest to | explore the entire mansion before you start collecting items. | potta_coffee wrote: | This is just a random thought but procedurally generating a | mansion could really work in ways that wouldn't normally work | in other genres. Imagine the Winchester house, which is spooky | and architecturally doesn't make much sense. | reggieband wrote: | I've been thinking about a life-sim type game with a rogue legacy | type spin. | | Basically you get N actions per day (3, 5, 7, whatever works) | that depend on your characters age. You might start as a baby in | some random family archetype (poor/rich, dumb/smart, | lazy/athletic, etc.) and after a few years you get control of the | daily decisions your character makes at a granular level. Like, | study in the morning, play in the afternoon, watch TV in the | evening. These are more "influences" and your character can kind | of rebel. Like if it gets too stressed because you are forcing it | to study/work all the time then the character has a stress break | and maybe gets drunk in the evening. | | As the character gets older the available tasks change. As a | toddler its games and light-learning, as a pre-teen it is school | and sports/hobbies, as a teen it is education and social | activities, as a young adult part-time jobs or university, as an | adult marriage, raising kids. Perhaps as you get older you get | more actions e.g. N actions per day increases. | | Eventually you get to retirement then death and then you can | choose one of your kids to continue the legacy. Or you can start | over with a new random kid in a random family. | | The gameplay would be simply choosing one of a few options | available to your character at each time step. So you have N time | steps per day and M available actions. The M actions are chosen | in a weighted random manner from a set based on your characters | abilities which changes over time, maybe some light RPG skill | tree system. Could possibly be managed with a "card" system as | well and would possibly shoe horn into Slay the Spire type | mechanics. Overtime both positive abilities and negative | abilities compound. Like, if you have too many "curse" cards in | your deck, maybe your only options for an evening decisions are | "drink alcohol", "ruminate on past failures", "argue with | spouse". | | In some sense, think of it like the day-to-day mechanics in | Persona 5 mixed with the character building of The Sims. The goal | of the game is to make many lifestyles possible. e.g doctor, | lawyer, rockstar, president, social worker, janitor, game | developer, soldier. The more difficult job types (e.g. CEO of a | massive corporation, Senator) might take multiple generations to | work towards. | cwkoss wrote: | You might enjoy this incremental game: | https://mogron.itch.io/groundhog-life | dluan wrote: | A really good realistic sailing game. | markus_zhang wrote: | A second game: | | A VR dnd first person rpg. Wizards have to actually chant and | draw symbols in air to cast spells. I still remember the scene in | which Raistlin fights against Fistandantilus and would love to | play in a game. | sogen wrote: | Something like Rebel Inc. but better done. | mixxit wrote: | I wish someone finished Star Made | iliketrains wrote: | I love factory simulation games (think Factorio, Satisfactory, | Banished, DSP, ...) and one thing that I was always missing was a | game with better simulation of raw material mining. Most | simulation games have you just place a "mine" on a resource and | that's it. | | I wanted to manage an open pit mine myself. Have excavators that | mine ore and trucks move it for processing, but as they do, the | shape of the terrain changes, leaving deep holes behind. Maybe | even compromising your factory as the mining operation expands. | | And as it sometimes go, when you want something and that does not | exist, you try to make it, and that was my case here. Together | with a fried we attempted to make such game. It's called Captain | of Industry in case anyone is interested: | https://store.steampowered.com/app/1594320/Captain_of_Indust... | tomatowurst wrote: | this is one of the greatest trailers i've ever seen its | hilarious! | | those **ing pirates! | | im going to buy this and play it! | laputan_machine wrote: | After the first two paragraphs I was just about to recommend a | game I found recently called Captain of Industry! cool to see a | dev in here. best of luck with it! | Chant-I-CRW wrote: | This looks fun and interesting. How much does it reflect real | world processes? After playing this, would I have a better | working understanding of mining, refining, and logistics? | iliketrains wrote: | While being more realistic than other games, I'd say it is | not realistic enough to simulate real open-pit mining. You | would not recommend to plan real mining operations based on | the results from the game. | | For example, the way how terrain collapses during mining is | balanced to make a fun game rather than trying to be super | realistic. We don't take into account weather effects (esp. | rain). Also, in reality, hard rock needs to be blasted, but | we don't have this feature (yet). Refilling of vehicles is | mostly automatic, given that they have fuel available | somewhere reachable. Etc... | | On the other had, similar to other sim games, you will | certainly need to think and plan your mine/factory well in | order to be successful. | cwkoss wrote: | This looks very cool! Will give it a try soon :D | Sohcahtoa82 wrote: | Oh, that game has been on my wishlist for a while. Looking | forward to giving it a try! I've been a big fan of Factorio and | Dyson Sphere Program (though didn't care much for | Satisfactory), as well as colony sims like Banished, Rimworld, | and Oxygen Not Included. Looks like Captain of Industry | combines aspects of both genres. | OisinMoran wrote: | This gave me the cool idea of a kind of recursive/fractal game | where there is the main game you can play by itself but the | devs keep it open for people to slot in sub games for the bits | they've simplified. | | So if Factorio did this you could play as normal, or play the | fractal version where you can go in and control the mine or | anything else. Maybe there'd even be sub parts in the mine like | repairing machinery or something. The full range of macro- | micromanaging would be pretty interesting. | bobbean wrote: | Oxygen not Included is sorta kinda like this. It's a 2D, from | the side colony management game where you have to survive on an | asteroid. You have to manage oxygen production, get rid of | carbon dioxide and other unbreathable gasses, find water, grow | food, keep your base from getting too hot (or too cold) because | thermodynamics is a thing in this game. | | Mining is just "go mine here" but your colonists can only hold | a certain amount of materials so retrieving mined materials can | take a while, especially if you're mining far away from your | base. Plus you have to worry about the materials being hot, or | being affected by germs. You can technically mine out the | entire asteroid, but I've never gotten close to that because | something always goes wrong and everyone dies. There's only a | limited amount of resources after all. | yonaguska wrote: | Medieval castle building rts with 4x elements and actual siege | strategies. Ie, a well thought out sieges or well thought out | castle designs would allow for taking control of areas decisively | or defending an area while expending few resources. | carvking wrote: | I wish this game did not exist. | | (sorry - rules stipulate I have to share.) | | https://en.wikipedia.org/wiki/The_Game_(mind_game) | dividuum wrote: | Minecraft had a series of "Hardcore" servers and in particular | one named "HCFactions". Sadly none really worth playing exists | today. It was the most fun I every had playing coop with friends. | | The idea was that there's a time limited map (usually 2 months) | and players team up as a faction. A faction could own land, paid | through in-game money earned by mining ores. Blocks inside your | land couldn't be modified by non-factions players, but you could | give special permissions if needed. The hardcore part was that | every death of any member of your faction would decrease some | power value and once that crossed below zero, your land | protection was gone and your base was usually grieved instantly. | So there was always a thrill of going outside. There were a bunch | of server wide events that encouraged going outside and gave you | in-game rewards. | | What made this server special was the permissions mentioned | before in combination of everything minecraft, and especially | redstone, made possible. We build all kinds of special | contraptions live banking vaults, slot machines, trading machines | and a lot more. That was in stark contrast of most other factions | that focused mostly on PvP. In later maps be earned enough | reputation and were usually not touched by major PvP factions. | The combination of hostile environment and the ability to be | really creative thanks to minecraft was great. In case anyone | read all that, here's the bases we build: | https://hcfluffy.de/bases/ | Sohcahtoa82 wrote: | I did a couple hardcore PVP servers back in the day, but no | Factions servers. | | There was one where if you died, you got banned for 48 hours. | In another, if you died, you got banned for the rest of the | month, which made it suck to die in the first few days of the | month. | | Despite PVP and griefing being allowed, most noob deaths were | from starvation. | dividuum wrote: | Oh. I'm a dummy. Totally forgot to mention the death ban. It | had a scaling ban as well. The longer you played the longer | you got banned. Capped at 2 days. You could purchase lives to | revive though. I too remember those other hardcore servers. | Especially the one that banned you till the end of the month. | The primary reason we switched to the faction server was the | land claiming. Having a place that couldn't be destroyed was | neat. Hiding anything valuable wasn't really possible thanks | to various cheat tools. | | Our main objective for all maps was actually to build a | somewhat safe place where noobs could get free food on | automated machines. You can see the signs on the page I | linked :) | pgib wrote: | I hope one day we are able to simply walk/drive/fly around the | worlds created for movies like Monsters, Inc., Secret Life of | Pets, Luca, Turning Red, etc. The artists and modellers have done | such a fabulous job of creating these insanely detailed worlds, | and I would love to be able to actually explore them at my own | pace. For me, this would be a great use of VR, though I think | we're probably at least several years away from having the | hardware necessary to render that all in real-time at a quality | that I'm hoping for. | chaosbutters314 wrote: | silksong | CalRobert wrote: | A new Rocket Jockey https://en.wikipedia.org/wiki/Rocket_Jockey | duncancarroll wrote: | I want a VR game where you're a bumblebee who's goal is to | collect pollen in a yard. Your opponent is a spider who's goal is | to catch you. They get to set up webs around the flowers before | you spawn in, and maybe they can also shoot sticky webs at you to | trap you. | | Whenever you are trapped by the spider you get to enjoy the | fully-immersive experience only VR can deliver of being eaten | alive by a spider! Fun for the whole family!! | pkdpic wrote: | A realistic down-to-earth game that's totally off the wall and | swarming with magic robots. | evnc wrote: | A turn based 4X / survival / rpg hybrid. | | Set in the Neolithic- Bronze Age, roughly (but historical | accuracy is not a top priority). Like Civ, you have units which | can explore the map, fight, build. But the scale is smaller: | there are seasons, weather, turns last <1 month instead of | hundreds of years. There's less of an emphasis on technological | progress and more on training up the skills of your Units. Units | have Skill Trees corresponding to their type / class / | profession, and can equip different weapons and armor (produced | in your cities) for further boosts, like an rpg. Learning to | hunt, gather, farm etc. Competition with other civilizations | exists but more so you're trying to survive the environment-- | animals, weather, nomadic raiders. Resource management is more | explicit-- instead of tiles producing Food every Turn at a given | rate they produce some lump sum Wheat only when Harvested by a | unit, say, which you must then store for the winter. Etc. | | I'm working on making such a game, but it's not my full time job | and I have other projects catching my interest too, so the going | is slow. | ctenb wrote: | Sounds a little like battle for wesnoth | evnc wrote: | I love that game! It is a little light on the resource | management / building aspects mentioned, focused primarily on | battle (iirc you can't build anything, just capture villages | which generate the one resource, gold). Though there are lots | of mods that bring it closer. | | Many hours on that as a kid since it came free with the | distro of Linux I had access to at the time. Good memories. I | got into pixel art from trying to contribute something to the | project (most of it was rejected, haha). | shashashasha___ wrote: | A terminal UI strategy game. For example something like stellaris | or moo but in the terminal where it is pushing content and | playability over graphics and sound. | | There is something about the simplicity of tui that makes you | focused on the actual content. | | oh ya, and it needs to run on raspberry pi and not crazy machine | like a mac. | | haven't found anything close to this. | hersko wrote: | Check out Neptunes Pride[1]. | | It won't run in your terminal but you can play from a raspberry | pi. | | [1]https://np.ironhelmet.com/#landing | baron816 wrote: | Something like Age of Empires, but with specialize cooperative | play, ie one (or more) player manages and defends the | base/economy, and other players command different armies that are | part of the same team. | | Maybe also throw in the ability to depose other members of the | team (with various risks of trying to do so), so you never know | who you can trust. | MichaelMcG wrote: | Theoretically this does already exist in AOE2, where in the | custom lobbies players select the same player number/color and | have total control of the same "player". | | The backstabbing aspect would be difficult, with lobbies | limited to 8 individuals, there would be a max of 4x paired | "players" (e.g. pair1 & pair2 vs pair3 & pair4). If teams | aren't locked like in FFA diplo matches it turns into a 3v1 | (pair1, pair2, & pair3 vs pair4). | | Unless the game could be modded to support lobbies > 12 or 16, | the diplo aspect would be limited. | WJW wrote: | "Rebuild a wartorn country", the game. Could be an entire | country, could be as small as a Many games have this as a | scenario (ie, "save this terribly designed city" in cities | skylines) or as a minigame ("rebuild a castle for use in the | final act" in Neverwinter Nights 2), but I rarely see it as an | entire game. It might be very difficult to balance though, since | success would tend to snowball really hard. | soared wrote: | Frostpunk may be close to what you're looking for. It's a very | punishing survival sim where you build up and manage a small | village in a world (I think) that's a frozen tundra due to | nuclear war. You can send out expeditions, recruit new people, | but mostly build up your food, infirmary, etc. very punishing. | wruza wrote: | SG:U universe-based exploration quest. Deep space, ancient | relics, shiver inducing scales and technology. | | Or a quest/RPG in a distant _future_ , something in the spirit of | Arthur C.Clarke's The City and the Stars. | | You get the idea. | ivankirigin wrote: | I want a perfect simulation of our world - that then gets a | zombie infection. | | I want my street, my house, and general geography to matter in | the game. Where is the hardware store? Army bases? Water? | | The game starts with a limited infection, making police response | to your murdering an infected neighbor problematic. The | simulation models how agents would respond. | | You win by killing all the zombies, whether that's year 1 or 10. | If needed, that's 7 billion. | | The exhaust could be a good city simulator, zombies off, which | you sell to local governments. | hitpointdrew wrote: | Don't know what it would be called but a yin and yang mashup of | Cities and Skylines and GTA. | | You play against your two selves, and flip back and forth between | two modes. In "mayor" mode you have the birds-eye view and you | are trying to build a functioning and safe city for your | citizens. | | Then at any time you can flip to "street" view, where you are no | longer mayor, but a criminal leader. Here you are trying to | expand your criminal network and evade police. | | If the "mayor" your reduces crime to near 0 then doing anything | as the "mobster" you will be extremely difficult. If the | "mobster" you is super successful then the mayor has a very poor | rating, and citizens complain of crime. This should also have | physical change to the look of the city as well (graffiti, car's | on blocks on the streets, cars with smashed windows, stores with | smashed windows, or boarded up, parks generally trashed). | P4u1 wrote: | I've always imagined what would it be like to have a modern | version of Atari's classic "Hero" game. | sogen wrote: | Any game based on Philip K. Dick's books | rythmshifter wrote: | Star citizen | generj wrote: | Pokemon MMORPG. | | I know there were a few mods that added online servers to older | ROMs. But I would love to see a fully fledged GameFreak version. | Woofles wrote: | Obviously it's not the Pokemon IP, but check out TemTem[1]. The | world feels much more alive and they've implemented raids, PVP, | and other MMO features. | | [1] https://crema.gg/games/temtem/ | f7fg_u-_h wrote: | I want a heist-like (or maybe Hitman-like) game that has | significant social interactions. Specifically where NPCs can | decide whether or not to trust you, based on freeform speech | input. Could be text NLP, or speech recognition. | | I love the idea of bouncing around people at a cocktail party, | trying to deduce some important secret that no individual will | reveal, at least not unless you act that you already know. Maybe | you've gatecrashed some kind of Hannibal Lecter party, and | everyone but you knows who the next victim is, so you have to | discover who/where/when and prevent it. | JKCalhoun wrote: | Train Engineer Simulator | | I want a very slow, casual game that takes days -- running a | train in the mid-1800's U.S. | | Mostly I want to, from time to time, look over and see the | scenery I am passing through, once in a while adjust the speed, | stop and take on coal and water. Most of the time I want to | ignore it and be doing other things. | | SlowTV + Casual Gaming | Arubis wrote: | Kerbal Space Program 2 would be a nice start. | | These days I'm more interested in story-heavy, all single-player, | occasionally borderline pretentious games, whose story is | sufficiently compelling to distract from what the outside world | (US-based, for me) has become. | kroltan wrote: | Outer Wilds, a million times. Don't read about it, not even the | entire Steam page. | | Describing it vaguely, it's an archaeology knowledge-puzzle | played over a tiny solar system, in one of the most immersive | first-person mechanics I've ever seen. | | It's (for me) the most brilliant game ever made, both | mechanically and the story. It will also scratch your space | travel bug a bit. | Arubis wrote: | A strong recommendation, and it's on sale at the moment. Okay | --purchased without reading into it too much. Thank you! | b3kart wrote: | Any recommendations? | Arubis wrote: | I really enjoyed Hades, which is a lot more story-heavy than | it looks from the outside. Historically loved stuff like | Braid (hence "borderline pretentious") and happily replayed, | but there's fewer recent titles on my radar here & I'd love | to find more. | | Edit: come to think of it, some of the Lucasarts remasters | are well worth revisiting. I went through the cleaned-up Grim | Fandango some time ago & it was a lovely break. | account42 wrote: | > Edit: come to think of it, some of the Lucasarts | remasters are well worth revisiting. I went through the | cleaned-up Grim Fandango some time ago & it was a lovely | break. | | If you like Point & Click Adventures then there are also | many "newer" entries that are worth looking at. Primordia | [0] (2012 so not _that_ new, but the Linux port is) and | Strangeland [1] are my favorites from the ones I have | recently played. | | [0] https://store.steampowered.com/app/227000/Primordia/ | [1] https://store.steampowered.com/app/1369520/Strangeland/ | saint_angels wrote: | disco elysium! Best writing in a game ever. | arprocter wrote: | Have you tried NORCO? | | I've heard good things, but I've only played the voiced- | over version of DE - I'm not sure if I'd be down to read | everything, and the different voice actors really add | another layer | saint_angels wrote: | never heard about NORCO, but steam reviews look great. | I'll try it when I'd be itching for a point n click | arprocter wrote: | Yeah, I was interested to know how they compare | | Unfortunately the last update to DE introduced a very | annoying audio stutter (they're supposedly trying to get | it fixed) | deltaonezero wrote: | torment is better imo with writing on par with disco. Disco | is great but depressing. Torment is more escapism while | still being similar to disco in that it's intensely | original like nothing you've ever seen before. | saint_angels wrote: | Coincidentally, I've never played Torment and installed | it just 2 days ago. | | Disco's world is depressing, but because the world is so | dark, any light in the game stands out so much more. It's | depressing world make good people in it and any small | kindness matter. | eimrine wrote: | Mor utopiia. It has English but I can not google, sorry. | Second version is almost same as first but on Unity. | Beltalowda wrote: | This seems to be "Pathologic" in English: | https://en.wikipedia.org/wiki/Pathologic | rkagerer wrote: | I look forward to it as well, but I'd be happy with a couple | more bugfix rounds on KSP 1. :-) | cwkoss wrote: | Factorio style component logicstics mixed with Kerbal Space | Program style micromanagement of functional designs would be a | blast. | | Make me design an assembler for assembling my own robot arms, | then strap them to a cart (that I assembled in a different | factory), put an AI into it, and use it as a logistics robot for | building more things... | [deleted] | waffletower wrote: | Minecraft, but with a first party,full-featured 3rd person view | without perspective distortion (see: | https://bugs.mojang.com/browse/MC-127400?page=com.atlassian....) | I am not Paul btw, glad someone else actually notices the source | of extreme motion sickness. | ryankrage77 wrote: | A multi-scope FPS/strategy game. Choose between: - a | battlefield/CoD-style FPS - a DOTA/LoL RTS. - a CiV-style turn- | based strategy/simulation game | | Each level sets the objectives for the one below, so the RTS | players pick a pool of FPS players and set their objectives (go | here, attack these other players or this objective). The CiV | players actions determine the maps & matchups of the FPS/RTS | players. They could see the stats of teams of other players to | decide where to send them (this team with a low K/D ratio should | retreat from this enemy team, this team does well on that map, | etc). | | Balance and matchmaking would be a real technical/game design | challenge. | atlantageek wrote: | tiny hell (like tiny tower) Instead of customers for different | types of businesses (retail, restaurant, etc.) it will be souls | to be tortured for different sins. Occasionally a well know | politician or celebrity appears that you get to pick which | torture you want to apply. | thriftwy wrote: | I wish that a multiplayer, turn-based version of Master of Magic | existed, with one game taking 2-4 hours. | | Right now looks like it's only HoMM 3 that is a TBS with cyber | sport dimension. | mokoloko wrote: | A new version of Command & Conquer Generals, on a modern game | engine | shpx wrote: | Games, and media in general, that respect the theory of | relativity. | | All we have had so far is Europa Universalis with a space skin. | Nothing can ever travel faster than light, that's how the world | actually works. Children of a Dead Earth was in the direction of | what I want but I got bored quickly because it's orbital dynamics | puzzles. | someweirdperson wrote: | Ten years ago there was "A Slower Speed of Light". FPS with | reduced speed of light, as the title suggests, and related | rendering. | randmeerkat wrote: | A modern remake of GoldenEye 007. | clankyclanker wrote: | GTFO: a 2-player side scrolling game where one player controls a | stick person trying to run, jump, climb, or swim to the other | side of the level. | | The other player plays the environment and tries to smite the | first player and thwart their escape attempt by creating deadly | natural disasters along the way, but can't directly attack or | interact with the other player. | | Players are scored based on how far the escapee gets through the | board and how quickly the environment kills the other player. | | An escaping player might want to quickly parkour between | buildings by jumping the gap between the roofs. However, if the | environment player had already clicked the ground and planted a | tree between the buildings, they could then call down lightning | on to the tree to fry the jumping escapee. The escapee might then | try to climb down the building to walk under the tree before | climbing back to the roof to sprint over the tops of buildings | again. Picking a more exposed path with fewer obstacles lets the | escapee move more quickly but also offers less protection from | the environment. | | It'd be a two-player competitive side scrolling action game, | where one player controls the course environment, which is | something I've never seen before. | alas_141 wrote: | Gaming has been as big a part of my life as anything else, a few | of the games I wish existed, or that I hope exist and just | haven't happened across: | | 1. A true large scale battle game, kind of like what Hell Let | Loose is, but for knights, samurai, spartans, Persian Immortals, | and any number of other warriors throughout history. Each has | their own skill tree and strategies, you can control troop | movements on the battlefield, and become an individual warrior | and enter the fray. You can pick a 'campaign mode' which consists | of conquering surrounding civilizations, or make the setting a | historically significant battlefield like Thermopylae. | | 2. A spy rpg, where you follow the life of a CIA case officer, or | KGB operative. Kind of like what Sam Fisher did with Splinter | Cell, but those games missed out on big aspects of spycraft, like | developing assets and constructing a spy network for intelligence | gathering. | | 3. A good surfing game. I love surfing and have done it most of | my life, but I haven't happened across a video game that does a | good job capturing what surfing is like. They either make the | surfer impossible to unseat from their board, or make every wave | teetering on the edge of wiping out. I know water physics are | hard in games but I keep holding my breath a game studio gets it | right. | chaostheory wrote: | Phantom Doctrine is the spy rpg you want | billfruit wrote: | Is Alpha Protocol is somewhat of a spy rpg as you mentioned? | alas_141 wrote: | I played that one a bit, felt like another splinter cell to | me. I will have to revisit | mrguyorama wrote: | Number one is literally the Mount and Blade series. Go buy | "Warband" on sale for a couple bucks and play through that | sandbox and then start adding whatever mods you want | mywittyname wrote: | Seconding this. The late-game diplomacy is pretty weak. But | the combat/warcraft components are top-notch. | alas_141 wrote: | Checked it out just now and pulled to trigger on it. | Definitely what I was looking for in regard to the first. | leokennis wrote: | I want to drive cars in a full earth simulation. Let's say Google | Maps but in 3D. Pick a car, picks GPS location and drive. If you | misbehave you'll get chased by police. | mlsmith wrote: | A game based on the Bobiverse book series. | | The game procedurally generates a universe which you can explore. | You can also make copies of yourself (ship) and can interact with | other "Bobs" in each star system. Each clone of yourself is a | true AI in the game with its own personality and decision tree. | koboll wrote: | Voice-control Star Wars / Star Trek space command RTS game. | | I want to be Admiral Ackbar shouting "GREEN GROUP, STICK CLOSE TO | HOMING SECTOR MV-7" and for that to actually result in RTS units | moving on a map. I want to be Captain Picard shouting "ALL POWER | TO FORWARD SHIELDS" and for that to actually result in a change | in resource allocation of the 'power' resource. | Der_Einzige wrote: | You can sort of kind of mod Elite dangerous and a few other | space games to do this with a third party utility - it even has | a bunch of high profile voice actor packs that you can buy! | | https://voiceattack.com/ | erwincoumans wrote: | SSX 2022 and Zelda Multiplayer. | goy wrote: | I'd like to play something like Colobot | https://en.wikipedia.org/wiki/Colobot but with a more modern | design, more diversified coding options and an environment more | like in EVE online. Videos games that include programming are so | rare ... | markus_zhang wrote: | I want a stratrgy game in which: | | - Player plays as either the emperor or the central gov | | - Takes a faction mode: each faction may control a few positions | in the gov and in military. Each may also control certain | economic interests. Each faction has its own opinion for each | matter so they may agree on one thing but disagree on another. | Each faction also have children factions but they may switch | loyalty if too much conflict of interests. | | - Delay of information: information has speed and tech advance | will increase the speed. But essentially it's difficulty for the | central to directly control everything so they have to send | officials. But there are complications: 1) Locals might want | their own officials, 2) Official belong to certain faction and | his appointment is usually a compromise | | - Every policy moves through the land tree with a speed and may | be blocked if the locals or governor dislikes it. As the Emperor | or the central you need to find ways to move policies to as many | places as possible. | | I feel like this model represents the real world more or less and | are far superior than even the most complicated strategy games. | But it's very difficult to build. | rhexs wrote: | A game where you build and defend forts with other people. | | Fortnite sort of started like this, but the single player mode | was a microtransaction abomination that was more akin to a excel | spreadsheet than a game. | | The beta of battle-royale Fortnite had a lot of this organically | at the end of the match -- teams would each build towers and | attack each other. Was a blast, but quickly was micro-optimized | into kids using their reaction time to instabuild crap and shoot | each other while making windows. Really awful gameplay. | nemacol wrote: | My friends like FPS but I am terrible at them. I love RTS and | they can't be bothered to learn them. Would be great if we had a | game to bridge that gap. | | 1) Asymmetric RTS / FPS. A group of FPS players play through a | map against an RTS player who is controlling the tech, types and | grouping of mobs, etc. | | 2) RTS / FP coop game sort of like Warcraft 3 where one player | controls the base from an RTS view and another player(s) control | a hero and a support army. | | I don't enjoy MOBA's but they are super popular. I love Starcraft | but it is too hard to get into. Takes tons of time and effort to | get the basics of 'how to play'. | | 3) I think a game somewhere between Starcraft and LOL would be | interesting. Clearly it is all about the details here and I don't | have them - but I think you could capture a really big gaming | market by trying to simplify the macro of Starcraft, keep the | micro, army movement, base building, expanding etc. Controlling | and upgrading lanes of a moba map? | | I have no idea how any of these would really work out from a game | development point of view but I think they have potential to be a | lot of fun and bring some new life into the RTS world. | mschulze wrote: | For 1), check out Natural Selection 2 | (https://www.naturalselection2.com/) | AndrewOMartin wrote: | Haha. You win mschulze! > myrmi 0 minutes | ago > 1 point by AndrewOMartin 0 minutes ago | > mschulze 1 minute agor | AndrewOMartin wrote: | Better luck next time letharion. | mikkergp wrote: | There's an older game called Savage, the battle for newarth | that combines two RTS captains with an army of FPS players: | | https://www.savagexr.com/savage-the-battle-for-newerth-downl... | myrmi wrote: | It's not quite point 1, but Natural Selection 2[1] is close, | and might even be better than what you're asking for if you're | looking to play with (rather than against) your friends. Each | team has one player who plays with an RTS view, with all the | other players being the units, playing with an FPS view. | | [1] | https://store.steampowered.com/app/4920/Natural_Selection_2/ | AndrewOMartin wrote: | I heard of Natural Selection which was aiming to be exactly #2 | in 2003-2006. I never played it though so I can't confirm how | well it realised the ideal. | | https://en.wikipedia.org/wiki/Natural_Selection_(video_game) | ninjin wrote: | Both Natural Selection and Natural Selection 2 are some of my | favourite games of all time, so I probably carry a heavy | bias. But in my opinion they were both absolutely excellent. | The second game had severe technical issues initially, but | has improved greatly. They both suffer from the same problem | though, in that you need to find a good server with friendly | players to have a good time given the amount of cooperation | necessary. In particular, there is no way to make up for a | _really_ poor commander. But, it becomes absolutely magical | once you are with the right people. It also has asymmetric | combat, which makes for a very rare and interesting | experience. | letharion wrote: | Natural Selection is close to what you're after, my friends | used to play it a lot. | | One of the players is the RTS "Commander", the rest are | soldiers on the ground. The commanders role is to distribute | both resources and information as necessary to the soldiers. | jharohit wrote: | Love the idea for (2). It is literally the plot of Ender's Game | - which has been on my list of potential ideas to make as games | but you have summed it up perfectly! | wanderingmoose wrote: | One game that was announced and then cancelled was | https://en.wikipedia.org/wiki/List_of_canceled_Command_%26_C... | | It was similar to what you are talking about. There was an RTS | aspect with a tactical view where you ordered groups of units | around, and an FPS aspect where you fought as an individual. | | The gameplay was based around your tactical units being under | balanced against the enemy, so you would have to choose where | and how to use yourself as the superweapon to achieve the level | objectives. | | I was a developer on the game team which had representatives | from the RTS and FPS teams (CnC and Medal of Honor). The first | day you were on the team you had to play the lo-fi prototype | which had the basic mechanics in place. It was frantic, | exhausting, frustrating, and incredibly fun. | | Obviously I can't talk about why it was cancelled, but if you | look at the business environment and economy in the first | couple of years after the xbox360 and ps3 were released, you | can get a good idea. | | I really wish that game had been finished and released as it | was originally conceived. | nemacol wrote: | Another one that was in production | https://en.wikipedia.org/wiki/Fable_Legends but was cancelled | right around the time Microsoft picked up the company. THis | one was RTS + Action RPG but similar in concept. | | Very disappointing. | matbatt38 wrote: | Hostile Waters sort of did #1. Its solo, but it's a RTS where | you can switch to FPS gameplay as any of your units | rglover wrote: | Aquaponics simulator | MildlySerious wrote: | I haven't played a game that scratches the same itch as the | Patrician games, and I would really love to. A strong economy | that does not just exist in parallel to the rest of the game, but | actually influences every aspect of it and evolves with and | without you, but where your contribution does make an actual | difference. The X games come to mind, but they still eventually | feel like you're the only major player that drives the numbers. | | Most games with an economy I've played are either of the type | that the economy doesn't really matter and is more of a tacked on | feature, it is a thinly veiled idle game, or you are the only | entity the economy exists for or is controlled by. All of these | lower the depth of the experience to a point where it's not fun | for long. | | I guess what I wish existed would be a merchant type game with a | strong economy, and many entities competing to take their bite | out of it, you just being one of those. Tycoon type games don't | really scratch the same itch for some reason. | mywittyname wrote: | I love Patrician. Specifically, I love economy games where you | can slowly automate the manual stuff, which allows you to focus | on higher-level strategy. | | A factorio-like economy game would be incredible. Maybe | Factorio + Off World Trading Company + Patrician. | acadapter wrote: | Apollo lunar landing simulator, with optional VR glasses mode. | | It would include the rocketry part, spacewalks, airlock | operation, moon car, etc. | mywittyname wrote: | A modern tactical game that rivals Final Fantasy Tactics. Heck, | I'd be happy with a PC port of War of the Lions. | Havoc wrote: | Planetary annihilation but with better AI and better handing of | scale. Even on pretty punchy hardware it slows down easily | Balgair wrote: | A Massive Multiplayer Online Real Time Strategy (MMO-RTS) game. | | I know it's utterly unworkable. But I want it anyway. | | Imagine an RTS game that ... just keeps going. Both in time and | in play area. Something like the Minecraft map in scale. | | You play a few hours online with other people, log off, come | back, and then you're still playing on the same map with the same | resources, buildings, and units. Other people may have advanced | and tech'd up, and now you can too. | | I have no idea how to handle combat when a player is sleeping or | making dinner. Or any other real conflicts. Maybe a timer of some | sort? Maybe catching them sleeping is part of the fun? | riidom wrote: | Ten years ago I used to play PlanetSide 2 a bit, which is | pretty similar to what you descibe. Just gotta swap the RTS- | part with FPS :) | | But there is war waging back and forth the planetary map, 24/7. | Well it was like this when I played, I have no idea what | changed since then. | | After a while, the constant back-and-forth appeared kinda | meaningless though. First it was amazing being part of some | coordinated move to take over 2/3 of the map, but the next day | it was all gone and the cycle repeated itself. | | Once you get the pattern, it is still fun of course, but the | fascination wears off pretty quick, honestly. | wellthisisgreat wrote: | > but the next day it was all gone and the cycle repeated | itself. | | I read a great interpretation that Planetside is Valhalla and | those are all warriors battling in eternity like they would. | hoppla wrote: | I loved planetside, but at some point then introduced | mechanoids which overpowered all the other vehicles. That | ruined the game for me | f0e4c2f7 wrote: | Weirdly planetside 2 is still around and being played / | developed. Those freemium games seem to stick around. | | Fun game. | BadJo0Jo0 wrote: | Foxhole is something that sounds similar to what you are | describing. | Buttons840 wrote: | I've imagined this being more transactional. Like a constantly | running game of StarCraft 2, where you're dropped onto a | massive map, build up, fight for awhile, make alliances, have | fun, do memes, then when you log off you have to do it all over | again. | | In Age of Empires you can share control, so 4 people can be | controlling the same civilization, even giving conflicting | orders. This could be done for for when people log off. | yetihehe wrote: | I had idea for such game, but it was meant to be realized as a | 2d space sim. If you want your ship fleet to survive during | logoff, you need to hide it somewhere in deep space between | star systems (via series of semi-random jumps so no one tails | you, unless they put stealthy tracker on your ships) or in a | defended space station with some automatic defenses. You can | design and make any ship or station you want, you just need to | have enough matter for fabricator machines plus they take time | and resources to build/repair. You have a hundred star systems | with physically correct size and resources, plus lightyears of | empty space between them. | mej10 wrote: | There was/is a game called Shattered Galaxy that was best | described this way. | | Several factions continuously battling over discrete | territories. There would be calculations throughout the day | that would give certain bonuses to whichever factions were | winning. | | Every territory had a field commander that could request people | join that had leveled up certain types of units based on how | the battle was evolving. | | There was also a form of player controlled government in each | faction that could choose bonuses and allocate resources to | various battles. | | It was really cool for its moment in time. | fxtentacle wrote: | "I know it's utterly unworkable. But I want it anyway." | | That takes me down memory lane. Years ago (around 2007), on an | Athlon XP with 2GB RAM, we had the game server for a 2000+ unit | C&C clone running. We also had the ability for AI to take over | once someone disconnects. We even built our own binary protocol | generator (think Protobuf) so that our Java Applet client could | connect to the C++ server. | | And then I accidentally became CEO of a startup. My friends | finished university and then started working. And we all kinda | forgot about it. | | EDIT: My 3ds skills around 2007: https://imgur.com/a/AhfoKNs | namlem wrote: | I admittedly don't know that much about the game, but it seems | like Hell Let Loose has some elements of this. | jderick wrote: | Isn't EVE like this? | boringg wrote: | 1 - High quality RTS (think Warcraft 3, SC2, C&C, Dune 2) but | with the ability to have maybe 100 - 200 people playing. | | 2 - Updated subspace - it was the level of competition and | community that made that game amazing in the 90s. | | 3 - Civilization like civ 1 but updated with newer graphics/tech | tree also the ability to be much more complex but only if you | want to. Best part of the game imho was the exploration, simple | but enjoyable tech tree and expansion. The new civ games are fun | but take so much time to master and engage in. | | 4 - FPS that can be played in large scale format but doesn't | reward 14 year old reflexes and levels the playing field for | experience of older people. | | Video games that are easily accessible, enjoyable and don't try | and keep you on platform by wasting your time on meaningless | accomplishments :D | antiverse wrote: | >2 - Updated subspace - it was the level of competition and | community that made that game amazing in the 90s. | | http://freeinfantry.com/ | thih9 wrote: | > Civilization like civ 1 | | You might like The Battle of Polytopia. Not the same but has | similar vibes. | godtoldmetodoit wrote: | For 4 - worth checking out Squad. 50v50 matches with quite a | bit of realism baked in. My favorite moments are getting setup | in advance where the enemy is likely to advance with a trusty | MG, going prone and just waiting for them to run into my | sightline. | | While having quick reflexes is always a benefit, positioning | and teamwork is more important in Squad. | | Finding a server with consistently decent squad leaders is | definitely important to get the most out of the game. If the | squad lead isn't talking for more then a minute or two, leave | and join another. | ggambetta wrote: | > FPS that can be played in large scale format but doesn't | reward 14 year old reflexes | | FWIW I've recently gotten an Oculus Quest 2 and I've been | playing a lot of Pavlov Shack. I was afraid of the quick- | reflexes, playing-all-the-time, fearsome 14 years old (and | judging by their voices, there's a lot of them), but I've been | doing pretty well - usually ending up with a 2:1 or 3:1 K/D | ratio, top of the team table, and playing maybe an hour every | other day. I'm very surprised by this, and I can't really | explain it - I'm not a gamer and the last time I played an FPS | seriously was before 2010. TLDR: Go get 'em! | staindk wrote: | w.r.t. (4.) it sounds like you may be better off with an FPS | 'sim' type game over arena shooters etc. These suggestions may | not be your thing though but I thought I'd post them anyway: | | If you like your FPS games with a side of inventory management | and googling around for wiki hints, have a look at Escape from | Tarkov. I'd suggest watching a bunch of Pestily's content (his | The Raid series on youtube) to figure out if the game is for | you. IMO it rewards experience over reflexes - but may be a | different kind of 'experience' from what you are interested in. | Lots to learn about map layouts, ammo types, etc. | | Also have a look at the new Arma game (called Arma Reforger), | seems like it could be (or become, with updates) interesting. | ddoubleU wrote: | 1. | | https://www.beyondallreason.info/ | | Watch this space, it's already decent and also OSS. | | PS: One hill I will die on is games using Discord as forum/wiki | like this one does. Try searching google for information about | unit or something, nothing. I guess I will have to make | unofficial wiki/forum one day. | oneepic wrote: | A Metroid Prime ripoff. No arm cannon, though. | | I'd like it to have a focus on atmosphere, isolation, collecting | data, and lore that's all about technology and the sciences (ie | biology, even fake biology is ok, like in MP1). Maybe the main | character is some guy with a space suit, a blaster, and a | scanning tool. | | Ideally I don't want a leveling or survival-crafting aspect to | it. Just a Metroidvania FPS - walk around, scan stuff to get 100% | completion in your logbook, find all the upgrades and ammo | expansions... and of course, blast any local flora and fauna that | attacks you. | | Some of the following games have a few of those elements: - | Subnautica (particularly the scannable things, isolation theme, | and a lot of the technology the player builds) - Dead Space | (particularly the isolation element, but I also loved the use of | technology/screens in that game against the backdrop of horror | atmosphere and monsters) - Deus Ex: Human Revolution - Void | Bastards | vertexmachina wrote: | I long for this as well. | | I adore the first few hours of the original Metroid Prime where | you wander an alien planet discovering new things for the first | time: new plants, new animals, strange Chozo artifacts. Some of | them want to kill you; most are just going about their | business. It's magical. | | Then the Space Pirates show up and the entire tone changes and | the magic is gone. | kbenson wrote: | Have you tried using Steam and their tags to locate games that | might be interesting? I've had some good luck in the past with | that mechanism. Here's a search for things tagged metroidvania | and first person, sorted by user reviews (which sometimes gets | wonky with games with a relatively small set of positive | reviews, but that's easy enough to see when you drill down). | | https://store.steampowered.com/search/?sort_by=Reviews_DESC&... | oneepic wrote: | Thanks for the link. It looks like "Journey to the Savage | Planet" fits the bill fairly well. It's funny, I've used | Steam recommendations in the past but haven't had too much | luck before now. | pruthvishetty wrote: | Age of empires for native macOS. | 0xRusty wrote: | A deep, open world RPG (akin to fallout, or the Witcher, say) set | in a pirates of the Caribbean/monkey island type setting. | mrjay42 wrote: | So a Sea of Thieves with actual story, persistence? I mean from | a graphics point of view the game is super nice. The water in | particular is amazing. | | ...and maybe a possibility to host your own server for it, to | play only with your friends/people you choose. | ankaAr wrote: | I want more games like It Takes Two, where you can play in the | couch with your partner some minutes AND where u have a story. | | And more coop games with story. | kroltan wrote: | We Were Here Together, and Forever, kind of fit the bill. | | The original and the second title are great fun, but don't have | as much a defined story. | evilotto wrote: | Matrix: Operator | | You take on the role of an operator (e.g. Tank) from 'The Matrix' | movies to guide your team through an operation (recon, retrieve, | destroy, etc... standard mission types). You have a large-scale | but limited resolution view of the world where you can spot | hazards if you're attentive (because they may only be briefly | visible) and advise your team how to proceed (avoid, engage, | abort, ...). I'm thinking of a text console oriented game, you | type commands to send to the team (which they could follow, | ignore, or misinterpret) rather than selecting and controlling | them directly. | ghostoftiber wrote: | A game where you make home improvements and have to manage a | budget. Resources would be that you have a family which has a | specific amount of time they can spend on tasks, and expenses, | such as electricity, home heating oil, car payments, buying new | windows, etc. Tasks like buying new windows would result in less | energy costs, or something like a dishwasher would allow you to | spend less time doing dishes at higher energy costs. I want "Home | Economics: The Game" so that kids will actually learn about home | economics stuff. Random events could include global warming, | supply chain shortages, etc... There could definitely be a "fun" | mode where fun things happen rapidly and events like your house | getting haunted or SCP sorts of events take place, or a | simulation mode where you might do awesome or you might end up | selling your kidneys after getting that basket weaving degree or | reading this post on hacker news. | kbouck wrote: | a game like overcooked except where the players are parents (or | babysitters) taking care of too many toddlers that are needy and | bent on finding everything dirty or dangerous in the room. | isitmadeofglass wrote: | Not exactly just a game, but the book from diamond age, A highly | sophisticated interactive book: "Young Lady's Illustrated Primer: | a Propaedeutic Enchiridion" | | It's obviously a fiction summarizing all the knowledge and | education we have freely available now online and to some extent | social media, and an iPad might be pretty damn close if you get | all the right things on it. But still, childrens games these days | are all focused on optimizing for intense attention on mindless | content and accidental clicks to purchase other games that do the | same, or pressuring kids to pressure their parents to buy skins. | I would love to have a "gaming" experience that instead focused | on giving kids the opportunity to learn and use their knowledge | in an immersive universe, and to support them in their | development. | d--b wrote: | A 3D 3rd person adventure game where the player is a kid growing | up from toddlerhood to adulthood. | traverseda wrote: | Just tabletop simulator but better, and ideally so you only need | one license to host a game. | mNovak wrote: | In particular I'd really like online games that behave more | like Warhammer or D&D, where a large portion of the fun is | actually offline, designing your character/army etc. | | Bringing it back to your comment, I can across [1], which | brings some popular boardgames online. Premium games follow | your license model (non-paying players can play with paid | members) | | [1] https://en.boardgamearena.com/ | neillyons wrote: | The Last Night https://www.reddit.com/r/thelastnight/ | henriquecm8 wrote: | Some many years since I first heard about this game, I hope it | gets released one day. | konstruction wrote: | A game playing in the Bobiverse. I would love to upgrade my von | Neumann probes, clone myself and land on a megastructure to go | swimming and fighting with Quinlans on the look for Bender .. You | get it. | drhagen wrote: | A cooperative story-based MMO. Everyone is a participant in a | months-long story that evolves in real time on the server. This | is not just a world-wide event in a regular MMO; the world is | progressively and irreparably altered throughout the story. I | envision that the server simply shuts down at the end of the | story. | | There are two hard parts to this: (1) how do you make the game | balanced even as the number of players fluctuates by orders of | magnitude, (2) how do you make the game fun even as the amount of | time each player spends differs by orders of magnitude. You will | probably want key plot twists to be announced in advance so that | as few people miss them as possible ("we predict the enemy hoard | will arrive at our base on Friday around 8:15 PM"). | dllthomas wrote: | I think it would be interesting to have a persistent, real time | MMO that only ran at scheduled times. | spencerflem wrote: | Neverwinter Nights custom servers do exactly this! DMs are | always there causing changes to the world based on what players | do and organizing all the twists etc. | | And on top of that, in the one I'm following at the moment, the | world is being eaten by a void and the rumor is that when | everything is gone that's gonna be the end forever | SN76477 wrote: | A modern Neverwinter Nights is my dream game. | | Tons of user content Scripting engine Modern mechanics Modern | systems | | It would need to be a platform first. | johnday wrote: | And, obviously, (3) how do you recoup a multi-year investment | across the period of only some months? Making games is | extremely expensive and MMOs are by far the most expensive type | to make. | drhagen wrote: | I guess you could restart the whole thing to let new players | join or people replay it. I am envisioning something like | Mass Effect or Skyrim, which made money, but with thousands | of other people with you. Perhaps I am underestimating the | cost of the servers. | skocznymroczny wrote: | GW2's Living World had storylines that lasted for months with | permanent changes to the world. Although there weren't really | any or much changes during this few month period, only between | those periods. | carapace wrote: | A game like SimCity but based on Christopher Alexander's Pattern | Language et. al. combined with ecology (e.g. Permaculture or | Syntropic agriculture.) | sbf501 wrote: | I enjoyed space-trading games back in the BBS days, but somehow | MMORPG blew those out of the water because people will play 20+ | hrs per day and skew the economies into country-sized alliances | (`Eve` I'm looking at you). No Man's Sky sort of picked up on | that, but it had too much going on. Maybe both of those games | were the pinnacle of the genre and I just didn't have the | patience, but it seems to me there could be something large-scale | that appeals to casual gamers as much as die-hard farmers. | Sodman wrote: | I'd love to see some more great Free-For-All (FFA) games. So much | interesting emergent gameplay, game-theory musing, and player- | driven engagement. I used to love Warcraft 3 custom game modes | that provided this style of gameplay. It results in folks teaming | up, then there are inevitable betrayals, back-door trading deals, | and all sorts of player-invented fun layered on top of what is | otherwise a relatively basic game. | | One of the best takes on this FFA style that I've played recently | (released 2015 though) is subterfuge - http://subterfuge- | game.com. It's a mobile game that pits up to 10 players in an FFA | game. It's more or less a "risk" style game. Expansion is | rewarded with better army production rates and higher army | capacity, at the cost of larger borders to defend. Orders can be | issued in real time, and the game has built-in player group | chats. However, the game is set up so that after attacks are | launched they frequently take 8-10 hours to reach their | destination, meaning a game typically lasts 1.5-2 weeks, which | has some very interesting side effects on the meta side of the | gameplay, as there's plenty of time for scheming with other | factions in between orders. | | My ideal game is a game that lasts 1-2 hours, features 6-10 | players, and incentivizes each to striving for an individual win | against the other 9. The actual game mechanics need to provide | some kind of resources that can be traded, some kind of | cost/benefit to expanding your in-game power, and a large benefit | to teaming up with other players to fight a third 2v1. There also | needs to be some relatively-costly way to knock out other | players, which frequently incentivizes mad-dash finales, suicide | runs and all kinds of other player-driven shenanigans. | FractalHQ wrote: | An open source Gary's Mod style modular universe focused on | modding tools and a strong plug-in system - but in Unreal Engine | 5! | atlantageek wrote: | Also how about a game that uses my worthless crypto kitties | break_the_bank wrote: | God of War based on Indian mythological characters like Pashuram | or maybe Shiva. | jeffheard wrote: | I would love a game that melds witcher style open world "ronin" | with a tactics-style game like Fire Emblem. Sort of a wandering | knight in a broader war sort of thing. The tactics-style battles | you join (or don't) and the way they go _matter_ to the line of | main and side-quests and the condition or existence of characters | you 'd meet along the way. A different way to implement the whole | "choices matter" mechanic that you get from Witcher. | | I might go to a town, fail to take a side in the battle that town | is locked in, and when I come back the town is laid waste. The | quests that _would_ be available to me in town are no longer | there, but I might have errands where I end up searching the | woods for refugees instead. | | Something like that'd have a lot of replay value, because what | you do changes the game you're playing over time. | baud147258 wrote: | there's some of that in Battle Brothers, with the player | leading a band of mercenaries and taking part in turn-based | battles and with an open-world map that can change (a little) | as you play | c22 wrote: | I always wanted to play a game that captured the feeling of | _Groundhog Day_. You 'd play the same day with the same scenarios | over and over, but your skill level in various disciplines would | increase, unlocking more novel content. Eventually you would | learn the relevant patterns and develop the appropriate skills | for a win condition, then you'd have to play "the perfect day" to | win the game, so the end kind of devolves into you speed running | slight variations to dial it in. | DylanSp wrote: | There are a good few time loop games that have come out | recently; Outer Wilds (as previously mentioned), Deathloop, The | Forgotten City, and Returnal all come to mind. More broadly, a | lot of roguelikes/roguelites are like this. | cftorres wrote: | Have you played Outer wilds? It's a great game that works like | that. | teolandon wrote: | Try Outer Wilds. Without spoiling too much (don't get spoiled | on it!) it's pretty close to that. | dllthomas wrote: | The unlocking is (with one exception, afaik) entirely through | the player's knowledge rather than advancing "skill levels" | across reboots, though. Which is an excellent choice for this | game, but the other might also be interesting. | simonw wrote: | A raccoon heist game. You control a squad of raccoons going on an | increasingly complicated series of heists. Like goat simulator | but with raccoons doing crimes. | henriquecm8 wrote: | I think I saw something similar, but with penguins. | mcnnowak wrote: | A VR game where you take a snapshot or ghost of yourself | performing some movement or throwing an item, which then repeats | itself in the world. Then you can make more snapshots and string | them together to create a Factorio-like game which uses the | snapshot of those movements to assemble products. | | E.g., ghost 1: pick up ore, throw ore -> ghost 2: catch ore, | crush ore, throw crushed ore -> ghost 3: put ore into furnace -> | ghost 4: pick up metal bar, throw metal bar, etc.. | | Then the player is running around building interactable buildings | with produced resources and that oh so satisfying factory | spaghetti starts forming. | auto wrote: | I just want to say I spend a _lot_ of time thinking on game | ideas and prototyping stuff (as well as reading most of this | thread), and this is one of the most unique mechanics I 've | heard in years. I'm picturing some crazy Rude Goldberg style | sandbox contraptions coming out of this. | o_____________o wrote: | This is really cool. One mechanic could be that the older | ghosts start vanishing / growing weaker / corrupting the | physics as you add more. Exploiting this could be part of the | puzzle in some way. | algebra-pretext wrote: | I'll try to find it later but one indie dev is making exactly | this, where you construct elaborate machines by recording | movements and item interactions in VR. | | Edit: The Last Clockwinder | https://store.steampowered.com/app/1755100/The_Last_Clockwin... | | Support indie devs making cool stuff like this! | chrischen wrote: | Asymmetric RTS and FPS. | tetris11 wrote: | [Borrowers: The Game] | | You live as tiny mouse-sized humans existing with regular humans | who should never know your presence as you occupy the walls and | spaces in their home. Every day you must hunt for food, which | involves collecting gear to traverse spaces (paperclip + string = | grappling hook and rope, matchstick = torch, plastic bag = | parachute) to reach places where food is stored (i.e. the kitchen | - defended by the cruel cat, mousetraps - easy to find but deadly | to use, others). There's also more than one of you with time, | where you can find and recruit others from outside the house, | mate to create a family base of increasing members (prompting you | to expand more into the walls which will increase your chance of | discovery by normal humans), and most importantly - coordinate | scavenger hunts with your crew (think: one Borrower leads a climb | and trails a rope down, allowing others to follow, where more | people == more food for the base). Due to the high death rate, | there are no main characters, just Borrowers. | | [Extras] | | - Riding or rearing mice? (they can lead you to the cheese and | help dodge the cat) | | - Stealing and riding a drone? (perhaps not such a rustic | experience anymore) | | - Turning your tiny wall cave into a thriving Borrower city | complete with electricity and beer? (might require killing the | humans) | joshu wrote: | Grounded? | anthk wrote: | https://worldofpadman.net/en/ | parentheses wrote: | special shout out to rat pack map packs for counter strike back | in the day!! | galfarragem wrote: | It sounds like a complex "Tom and Jerry". Interesting.. | edm0nd wrote: | YES PLZ! | | I loved reading the Borrowers books as a kid and would play tf | out of this game haha | foldor wrote: | Not that it's what you're looking for exactly. But if you like | the idea of being as tiny being in a home with massive humans, | check out Mister Mosquito on the PS2, or Chibi Robo on the | GameCube. | sleepydog wrote: | Hah, I thought of the mosquito game too, but for some reason | I thought it initially was released on the Dreamcast. But I | can't find any mention of that. | owlninja wrote: | Wow great callback, I remember I only had this on a demo | disc. I wonder if it is worth seeking out and playing the | whole thing now! | morjom wrote: | Sounds like a DLC or sequel for "Grounded" from Obsidian | Entertainment. | morelisp wrote: | It's more action-adventure than sandbox but you should check | out Chibi-Robo. | janeerie wrote: | I know it sounds insane, but this is honestly my favorite | game of all time. I would love to see an updated version for | today's systems. | morelisp wrote: | It's a crime how few of Skip's games are possible to play | today. | nsxwolf wrote: | Reminds me a little of Chibi Robo on the GameCube. | luxuryballs wrote: | If only we could get the people who made "Ni no Kuni" to make a | game out of "The Secret World of Arrietty" (I highly recommend | the UK English dubs if anyone hasn't seen this yet). | | latest from that game developer: | https://www.polygon.com/platform/amp/23141182/ni-no-kuni-cro... | | movie trailer: https://m.youtube.com/watch?v=VlMe7PavaRQ | havblue wrote: | We need to get them to make dark cloud 3. | [deleted] | m12k wrote: | It's not exactly what you're asking for, but you might want to | check out the game Grounded. It's a crafting-survival game | that's heavily inspired by "Honey, I Shrunk the Kids" | res0nat0r wrote: | Somewhat similar: | https://store.steampowered.com/app/962130/Grounded/ | nrjames wrote: | I've been playing this with my kids and we're having fun! | It's also on Xbox Game Pass, in case you're a subscriber and | want to try the game. | dzolvd wrote: | I can't seem to find it, but I read a description for a game in | development that seemed really similar to this, a | farming/crafting simulator where you start in the basement of a | house and can expand to the kitchen etc. You have to avoid the | house cat etc. | nurbl wrote: | Totally different game of course, but this reminded me of | Katamari Damacy! In many levels you start tiny in a room | somewhere, and have to roll up paper clips and thumb tacks in | order to grow and roll up successively larger things, while | avoiding gigantic pets, and so on. Apart from being hilarious | and sometimes challenging, I also found it an interesting | psychological effect to come back to the same place when | you're 100 times larger, now able to roll up humans, cars, | the entire house... :) | | Katamari is a casual game (I prefer this genre) but now I | wonder if there would be some way to make a more | "simulationist" game that uses this scaling effect somehow. | [deleted] | omgbear wrote: | Sim Ant had some mechanics like that | tssva wrote: | Elusive People. Supposed to be released next year by Chibig. | tetris11 wrote: | wow, thank you for recommending this - the graphics are not | quite what I'm after, but the concept definitely is - | albeit the tiny humans seem a bit too large to live in | mouseholes | rkagerer wrote: | Not sure if this idea was inspired by it, but if you haven't | read it yet, definitely check out the Bromeliad Trilogy by | Terry Pratchett. | moron4hire wrote: | It was probably inspired by the children's book series "The | Borrowers", which was also made into an animated film. | ZeroGravitas wrote: | There's a few live action films and series too. | | I believe the Terry Pratchett one is currently being made | into an animated film or series. | rkagerer wrote: | My partner and I enjoyed the Good Omens TV series, even | though it was a bit silly. | bluefirebrand wrote: | My twitter feed showed me this fanart mockup of an Arietty game | today so I thought I'd share it here since Arietty is based on | the Borrowers. | https://twitter.com/cloudtrumpets/status/1529465790247870464 | onlyrealcuzzo wrote: | I can't believe no one mentioned It Takes Two. | | The world is much different - but it has A LOT of the game play | you're asking for. | | Additionally, I found it to be one of the most enjoyable games | I've played in... maybe ever? | sambalbadjak wrote: | Yeah indeed, I'm just playing that now with my girlfriend. | She normally doesn't play games, but she even enjoys it. I | like how creative the developers are with everyday objects. | feoren wrote: | It Takes Two is a masterpiece; I highly recommend it. But, as | the title suggests, it indeed requires two players (only one | needs to buy the game, at least on Steam). | Physkal wrote: | My wife loves to play it, she is still learning how to use | the right stick to aim but is getting much better. Know any | other girlfriend friendly co-ops? | epolanski wrote: | Don't Starve Together on PS4, me and my gf have hundreds | hours on it. | malinoal wrote: | Stardew Valley - a nice and cosy little farming sim, for a | relaxed evening | | Divinity Original Sin 2 - an entire RPG playable in split- | screen co-op, with hard strategic turn based combat | poglet wrote: | Introduced my partner to both of these games. We | completed DOS1 together and played countless hours of | Stardew Valley - she would take care of the animals and I | would take care of the plants. | onlyrealcuzzo wrote: | Brothers - A Tale of Two Sons | dalmo3 wrote: | Cook, Serve, Delicious 1 and 3 will give you hundreds of | hours of ~fun~. | Spellman wrote: | See also Overcooked for more ~fun~ | | And by fun I mean CHAOS | Morizero wrote: | Kingdom Two Crowns | bombcar wrote: | The various Lego games are surprising fun and very | forgiving to a second player. | llasse wrote: | Lovers in a dangerous spacetime You are controlling a | spaceship with up to four people, bit with all these | weapons, shield and steering you have to swap between these | or at least coordinate. Really enjoyed this with 3 other | friends but might be even more fun with just 1 or 2 extra | players as there should be more running around the | spaceship | bitpow wrote: | Unravel https://en.wikipedia.org/wiki/Unravel_Two | matthewfcarlson wrote: | I think it's on game pass so it should be easy to try out | LittleBox wrote: | For the King is a game I don't the mentioned a lot but it's | great. It's much like divinity original sin but more | roguelike. My girlfriend doesn't like divinity but | absolutely loves For the King. | tabiv wrote: | Goose Game | ssteeper wrote: | Overcooked 2 | dce wrote: | My wife and I enjoyed Children of Morta. | Spellman wrote: | Portal 2 co-op | rileyphone wrote: | A Way Out, by the same developer - very campy and a bit | shorter. Overcooked - test your relationship. | dannyeei wrote: | My girlfriend and I like puzzle games and would strongly | recommend "ibb and obb" and "death squared" | mikepurvis wrote: | We found the writing a little bit cringe at times, but | ultimately it's a sweet story, and the gameplay and overall | creativity is out of this world. Definitely a GOTY. | [deleted] | [deleted] | Hypergraphe wrote: | This. | cityzen wrote: | wow, my wife and I literally just finished playing this (we | are close to the end) and were thinking the same thing. Just | a real treat of a game. We have really enjoyed poking around | at all the extras and what not. | zapt02 wrote: | This reminds me of the game Prisoner of War. The setting is | completely different (you are a POW in a german concentration | camp) but the mechanics are pretty much there: | | - Live in the "walls" (barracks) - Sneak out during curfew to | do tasks and build things to open up more areas, and also for | food - You nurture a relationship with the other prisoners and | new ones arrive often | | Check it out! | rileyphone wrote: | There's a subplot from the show Solar Opposites (the show | itself is just okay) where people who have been shrunk by alien | children live in a segmented wall and form a society there - | there's even mice. | kushan2020 wrote: | I think that story in itself needs a show. In my opinion it's | better than the main storyline. The wall story has everything | parent wants, going out to gather food, escaping dogs, riding | mouse etc. | joyeuse6701 wrote: | This is almost like a cross between Pikmin and Little | Nightmares. Cool idea. | maggs wrote: | Oh man, the first time I read Mrs. Frisby and the Rats of NIMH | when I was a kid, I was enthralled. My best friend and I would | always play that we were the rats and had to hide from the | humans while improvising tools, gathering food, and building a | base. This reminds me of that and of how fun/creative a game | like that could be. | diegof79 wrote: | The idea reminds me to the game Sneaky Sasquatch (on Apple | Arcade). | | In that game you (a Sasquatch) has to steal food from campers, | resolve some mysteries, play mini games, build your place, and | go to work disguised as human. | comrh wrote: | Makes me think of the Counter Strike map de_rats where you | fought over the fridge, could hide in walls, use sponges as | landing pads and iirc blow up the sink. | anthk wrote: | https://worldofpadman.net/en/ | rnrwashere wrote: | Ah memories | syngrog66 wrote: | oldskool CS de_rats players represent! | | loved that map. one of fave. and its variants. wish it was | party of the current CS:GO distro | sambalbadjak wrote: | I was just about to mention that, loved that map. And yes, | 5/5 would play this game | danielvaughn wrote: | fuuuuuck this would be an amazing game. There are _so many_ | directions you could take it. Imagine having to get into the | next door backyard, but there 's a dog. You have to sneak into | the bathroom, find some sleeping pills, then sneak the pills | into the dog's food bowl. | | It would be like a cross between The Last of Us, Hitman, and | The Secret World of Arrietty. | samstave wrote: | I would love this. I have played every Hitman - and am | currently playing Hitman III... which basically just devolves | into me simply killing every single person in the level. | | I don't like the difficulty levels of Hitman III though -- I | wish there were a hell of a lot more victims to go after. | | But the levels are AMAZING and fun and beautiful. | | But anything that can capture the Hitman gameplay would be | great. | | The thief series was also amazing, but its so dated it doesnt | run well on my super high-end gaming machine... | | But one thing that was super cool in Thief were the arrow | types: Moss, Rope, Water... Moss arrows hit the ground and | spawn a soft bed of moss to allow for silent walking. | | I wish Hitman had some of these elements... | ChoGGi wrote: | > The thief series was also amazing, but its so dated it | doesnt run well on my super high-end gaming machine... | | Do you have the NewDark patch? | | https://www.ttlg.com/forums/showthread.php?t=146448&highlig | h... | | Though I would start with a compilation patch: | https://www.ttlg.com/forums/showthread.php?t=149669 | danielvaughn wrote: | Agreed, the difficulty is way too low. I actually wouldn't | mind if they literally made it realistic - get hit by one | bullet and you're dead. I'd also like to see them | experiment more with social engineering. Something like LA | Noir, with branching conversations, where you have to talk | your way into a scenario instead of sneaking in. Make the | kills feel much more personal. | throwaway17_17 wrote: | Just a minor thing, but Arrietty is just a movie based on the | books in The Borrowers series. Doesn't matter, your point | stands, just like to shout out the original inspiration for | the film. | danielvaughn wrote: | Oh interesting, I had no idea there was a connection. I | thought "Borrowers" was just a name OP made up for the | idea. | Dyac wrote: | There are also a couple of old TV series based on the | books. | | https://m.imdb.com/title/tt0105957/ | res0nat0r wrote: | I've been looking at buying this for a while, you're shrunk | and have to survive living outside in your backyard: | https://store.steampowered.com/app/962130/Grounded/ | dustymcp wrote: | It's alot of fun the whole perspective is really cool, can | recommend however its still early in dev and content isnt | that massive. | samstave wrote: | Have you never watched "The Littles" growing up - this was | exactly them. | anjel wrote: | Very close plot to an all but forgotten 1960s American Sci-Fi | TV series produced by Irwin Allen (Voyage To The Bottom Of The | Sea, Poseidon Adventure) called Land Of The Giants | imdb.com/title/tt0062578/ | wizzzzzy wrote: | Also 'the borrowers', as OP makes referrence to | kitsune_cw wrote: | There's also an animated movie with the same premise, The | Secret World of Arrietty | | https://imdb.com/title/tt1568921/ | foldor wrote: | It's the same premise because they're ideas based on the | same thing. The OP mentioned The Borrowers as inspiration. | Well The Secret World of Arrietty is based on The | Borrowers. I think it's even called something like | "Borrower Arrietty" in Japan as well. | nomand wrote: | You're describing Arietty by Ghibli, even "Borrower" is the | English translation for the little beings :) | thaumasiotes wrote: | Well, no, obviously not. The Ghibli movie is a takeoff on the | _Borrowers_ series by Mary Norton; there is no reason to | believe tetris11 had the movie in mind rather than the books | he referred to by name. | potta_coffee wrote: | There's a story called "The Borrowers" from the 50's. I'm not | sure which pre-dates the other. | 2muchcoffeeman wrote: | Arrietty is based on the book. | neoncontrails wrote: | Not only is it a solid premise, but there is an ultrashort | story by Franz Kafka that lends itself perfectly to a cinematic | promo video: | | TINY MOUSE-SIZED HUMAN: | | "Alas! The whole world is growing smaller every day. [Close on | the tiny person, panning out ever-so-slowly to reveal, bit by | bit, the cavernous enormity of the room.] At the beginning it | was so big that I was afraid, I kept running and running, and I | was glad when I saw walls far away to the right and left, but | these long walls have narrowed so quickly that I am in the last | chamber already, and there in the corner stands the trap that I | must run into." | | [Corner trap now visible, the camera holds steady and dwells | for a moment on this sad, bleak fate. Suddenly, there is | another voice from behind -- this is not a monologue after | all.] | | CAT, SLINKING INTO VIEW: | | "You only need to change your direction." [CAT pounces, and | promptly gobbles him up.] | cliquecover wrote: | 1. Like minecraft, but not blocky, allowing one to build all | kinds of contraptions, circuits, mechanisms. | | 2. Something like Life is Strange, but with a game time of 2-3 | weeks where the NPCs actions and responses intelligently evolve | over time, leading to even larger choice branches. | | 3. Anything Mongol related. | | 4. Truly immersive language learning game, where you can learn a | language from NPCs at any time period in history: Tang dynasty | China, Heian Japan, etc. | Javantea_ wrote: | Rock Band 3 was pretty close to that game for me. It convinced me | to get real drum training and to learn the keyboard. | | I want to play a game where all the NPCs are AI trained with | Seq2Seq neural networks. I have been trying to write the game off | and on for a while, but it's not easy to write. There are some | things that come pretty close, but are not quite there. | wly_cdgr wrote: | Team-based PvP racing game where teams consist of drivers, pit | crew, engineers, manager, biz dev | adamc wrote: | Hard question, because usually it's implementation more than the | idea that matters. | | Something like Daggerfall (huge, procedurally generated world for | an RPG) combined with a much more dynamic AI that generates | political events, quests, etc. | | The lesson RPGs took from Daggerfall was to hand-design dungeons. | I think that was understandable, but maybe the wrong lesson. | warrenm wrote: | A Civilization-like game where [nearly] all societal advances | come through spycraft/clandestine operators/operations | bullen wrote: | I want a 1000 player action 3rd person MMO engine... So I'm | making it. | | Just decided the world will be voxel. | | The gameplay should be very punishing! PvP everywhere. | sudden_dystopia wrote: | Sorry this is sports related but I've always wanted to see a | league where players can only play on their regional/city team. | So if you were born in Dallas, you can only play for Dallas(you | can move to a new city but you always play for the place on the | birth certificate. International players would require a draft or | maybe an international league. This would create more long term | strategy and have the added bonus of pumping money into and | improving youth sports | Diris wrote: | A Fantasy RPG where you can program magic spells. | | Start with some foundational spells, traditionally that would be | elemental spells but one could imagine those spell based on the | physics engine to manipulate objects. For example, the three | first spells could be Force, Mass, and Acceleration(perhaps | having some cryptic word associated with them). Just using a | keyword might apply a "buff" to your character, making it | "stronger", "heavier", or "faster". The fun part of course would | be to compose them e.g. `acceleration . mass` to inflict damage | by ramming into an opponent. | | I imagine the skill tree to be divided into language features and | "spells"(those being associated with elements of the underlying | engine). As an example, the player could unlock "variables" on | one side and "Other", the ability to apply effects to objects | other than yourself, on the other side. Everything limited by the | resources of the player. Maybe a "magic book" system with limited | space forcing you to golf your spells to put more of them in one | book (therefore having more spell available out of your | workshop). Engine-related spells would be limited by the player's | mana. Spells could scale via the level of fundamental spells | composing them. Self-applying spells could have a constant cost, | while "other-applying" spells could raise the amount of mana | required depending on the distance. | | Actually, I don't think I would even want to fight in that game | so there should be a way to level up by creating spells alone. | Maybe link "XP" to an in-game object, "mana stone"-like, and make | it available by fighting monsters _and_ quests or merchants | Building some kind of github-like market of spells outside of the | game would create a nice community feel. The game could perhaps | be multiplayer, making an in-game spell market more relevant, but | the potential to break the game (figuratively _and_ literally) | makes that very hard to imagine. | | I'd make that but I have to start "finishing" side projects | instead of just starting new ones. Also I don't know anything | about game dev | throwaway368765 wrote: | If you think that a web-series along those lines might scratch | that itch - | https://www.reddit.com/r/HFY/comments/61ya08/oh_this_has_not... | yayitswei wrote: | Check out Supergiant's Transistor - it's more of an action RPG | but there are some simplified elements of what you've | described. | Diris wrote: | It's been on my radar for quite a while, guess I'll have to | try it out! | poglet wrote: | A game that is based on age of empires but played as a single | unit from first person perspective. It could be multiplayer with | a player controlling the game in the traditional way, giving | orders etc. Mundane tasks that villagers normally do such as | collecting chopping wood, fishing and collecting berries would be | turned into mini games. | | For example, when picking berries you would have to balance them | on the palm of your hand and they would roll around. If you | dropped them you would have to chase after and recollect them | before dropping them off at the mill. There would also be a | possibility an insect might try and attack you, you you poke your | finger on a thorn. There could be some type if points system and | high score system that could be involved for these mini games. | | I couldn't see this game as being enjoyable or entertaining for | more then a few minutes, but I like the idea of RTS games being | played from a FPS perspective and I like the the idea of less | serious arcade style games. | denhaus wrote: | A real time strategy game like Wargame or WARNO[1] but using REAL | 3D map data from Apple/Google maps. So you could have a massive | scale ground and air war using real map data in say, the south | bay area. You could garrison an infantry unit in you house or | call in an air strike on your office building. This is something | I have wanted for like 10 years lol | | [1] https://store.steampowered.com/app/1611600/WARNO/ | haunter wrote: | Not a war game but the city builder strategy game Cities | Skylines have an option to import real terrain data from OSM. | So say you can rebuild your own town for example | gonzo41 wrote: | I want a game like ghost recon wildlands, but with no DLC, no | skills ladder, not mods, less massive shootouts and a lot more | stealth. | | In the existing game there's an escalation of your bullet spongy- | ness to enemy level complexity, this naturally happens as you | progress through the map. I would remove the bullet resistance | and player levels and go with an almost totally real health | experience and I'd try and blend more Hitman style recon elements | into the game. | | Like being able to drive around, or walk around plain close with | no weapons to recon places, and have to talk with locals about | the enemy in detail. I'd also preserve progress, if you free an | area the enemy should become less of a presence and the freedom | fighters should take charge. | impune wrote: | Sounds good, I'd play it as long as it was first person, and | had much better controls for planes and helicopters. | gonzo41 wrote: | Personally, I would eliminate helicopters and the parachute | mechanic. maybe replace it with a rappelling ability. If you | think about the original story about illegal soldiers | engaging in unconventional warfare in a foreign country then | helicopters are pretty much out of the question. | | Oh I would also limit gear by weight. In hitman, it's pretty | amazing just how many apples and coconuts you can hi in your | jacket without it being a problem. I would limit space and | gear on the person. Like you could cache it but you have to | come back to the cache to get it. | | I'm not sure the game im describing would be a AAA killer so | it may just have to live on in my dreams. | impune wrote: | The way gr:w was built helicopters do make a lot of sense, | planes too. The parachuting part does not make a lot of | sense, but some sort of mechanic for fast traveling was | necessary, and there were not many places to land. Terrible | controls didn't help in that regard. | Sohcahtoa82 wrote: | A factory sim but with a world market to trade resources with | other players. The market would not have any sort of standard | currency, but instead every potential item or resource you can | mine/manufacture is directly traded for other items/resources. | This would create potential for arbitrage by savvy players. | | The problem is, once you've created that kind of market, | everything needs to be handled server-side to prevent clients | from cheating and using hacked save files to give themselves tons | of resources and making the market worthless. | | The cloud compute costs for running thousands of factories could | get expensive. I suppose factories of offline players could be | abstracted away. ie, "You produced X widgets in ten minutes, then | went offline for an hour, so when you come back, you will have | 6*X widgets". | darau1 wrote: | A high-quality, completely FOSS shooter/fighter/soccer game. | istjohn wrote: | I'll do one better. Here's a genre of games that I wish existed: | smart board games (SBG's). I define an SBG as a game that (1) | relies on all players having a mobile phone to implement game | mechanics that would be impractical to approximate solely with | analog objects like the traditional tools of board games (e.g., | pen, paper, cards, dice, tokens, meeple, boards, etc.); and (2) | relies on direct player-to-player interaction that would be | impractical unless played face-to-face or via high-fidelity | virtual reality. | | No board game has yet exploited the fact that everyone has a | smart phone in their pocket. There are social mobile games and | mobile clones of board games, but their are no games that exploit | the power of the ubiquitous mobile phone to create an otherwise | impossible in-person board game. The closest game designers have | come to this is games like Pokemon Go, but Pokemon Go is not a | SBG because it does not rely on player-to-player interaction that | requires high-fidelity virtual reality or face-to-face play. | | Here are some capabilities SBG's will give game designers: | | - Implement complex probabilistic behavior, cause and effect | relationships, and scoring | | - Accelerate game play by automating score keeping and | timekeeping | | - Parallelize game play by allowing simultaneous turn-taking | | - Reveal certain information to certain players with high | granularity | | - Allow players to communicate or transact with other players | without revealing which player they are interacting with | | - Persist detailed game state between game sessions | | - Procedural world and character generation | | I believe that SBG's will inevitably develop into a rich, hugely | varied genre of board games that largely displaces traditional | board games, but to my knowledge there isn't a single example | commercially available at this time. | | The core challenge of designing a compelling SBG will be to | exploit the capabilities of the smart phone while simultaneously | keeping players focused on the face-to-face interactions that | give board games their timeless appeal. | msluyter wrote: | "- Accelerate game play by automating score keeping and | timekeeping" | | Yes indeed, this is huge. I'm thinking of you, Through the | Ages, with your incredibly fiddly and easy to make mistakes in | upkeep rules. Our first few run throughs were pretty much | ruined because someone made an early mistake in their favor | that snowballed over time. Imagine if everyone had an iPad in | place of their game board that would largely eliminate | mistakes. | | Similarly, back when Dominion came out, there were some online | servers where you could play (I believe they were mostly shut | down), and it was such a nicer experience because you didn't | have to spend all of your time reshuffling your deck. | rkk3 wrote: | Try boardgamearena for Through the Ages & Dominion.games for | dominion | joemi wrote: | The You Don't Know Jack series are (or can be) kind of like | this, to a degree. Party games that use a single game system or | computer to direct things and show results, but for the | individual games you usually have to do something on your | phones, like draw or type something. To some degree, it could | work without the TV and phones, but it's a such a smooth | experience with them that it wouldn't be the same. | | I'd love to see SBGs as you've described them, though. | Something beyond party games for this format would be nice. | stvrbbns wrote: | Polished, complete, co-op multiplayer "FTL: Faster Than Light" | for up to 8 players | | I'm aware of: - an FTL mod (unfinished?), - Tachyon (work in | progress?), - Undercrewed (a bit too much arcade/action and kind | of short), - Among Us (but that betrayal aspect...) - | Interstellar Rift (closest but too grindy, too long, the | encounters leave much to be desired particularly from the | perspective of a crewed ship) - Space Engineers (but requires too | much understanding of how and why the ship works for some people, | and doesn't really have a "series of encounters" mode I'm aware | of) - Star Citizen (TBD...) | | Also, just generally that co-op games would support more than 4 | players. | jmconfuzeus wrote: | A game where you fight massive dragons in space in your | spaceship. | | I'm talking dragons like Rayquaza from Pokemon. | | If someone doesn't build this then someday I'll learn some C++ so | that I can build it myself. | dmpk2k wrote: | An FPS set in sub-Saharan Africa (read: not just Far Cry 2). | Ideally, something like ARMA. | | It has an incredibly rich and varied terrain, with many iconic | animals, great beauty, and many cultures (including their | histories and mythologies). It'd make an amazing setting. | | I don't know why sub-Sahara isn't used in games. | the_only_law wrote: | > many cultures (including their histories and mythologies). | | Funny enough I've been doing some west African CK3 campaigns | lately. There's a much larger diversity of religions and | cultures which make for a fun challenge and there are also some | fun, not too difficult formables in the region. | 93po wrote: | I've wanted a Pokemon MMO for 20 years | sbeckeriv wrote: | Open world, First person based on Akira. | [deleted] | ElectronShak wrote: | A racing game based on Google Street View | shadowpho wrote: | Super accurate spaceship builder game. | | Specifically, ones that has electric wires, water pipes, air | ducts, control cables. | | If you want a missile launcher you gotta have conveyors moving | the missiles from storage to launchers. | | Something like Oxygen Not included, but in 3d and building | spaceships. | causi wrote: | Space Engineers is about one level above what you want. | GuB-42 wrote: | Wasn't Star Citizen supposed to have this? | | ... among the million other things it was supposed to have. | 29athrowaway wrote: | A climate change simulator. | | You are the head of a global climate change task force and are | tasked with fighting climate change with diplomacy and | technology. | mrjay42 wrote: | Existing games BUT allowing to host your OWN SERVERS!! and | modding. | | I would put in that list: | | Sea of Thieves -> to play only with friends (no PvP) | | Battlefield <X> -> to mod and fool around with my friends | | Overwatch -> to train, mod, etc. | | Star Citizen -> aside from the usual "when the game will be | released" let us run our little servers!! | | I am sure I am forgetting obvious ones in this list... | | Please make games "hostable" and "moddable"! <3 | [deleted] | dartharva wrote: | The Video Game economy is brutal. There's a reason why LAN | party games have phased out to near-obsolescence, it's | apparently no longer worth it for anyone to put large resources | and money into a game that doesn't tether the player with a | closed network and platform made specifically to extract as | much $$ from him as possible. | yetihehe wrote: | As someone who planned a game which could be hosted by | anyone, I would love to know how to actually make enough | money to finish that game. You either need to pour lots of | money upfront to make great quality expensive game and hope | that your high price doesn't scare people or make a cheap- | but-monthly-payment game to be able to continue development | during playing. | qw wrote: | Have you considered the "cloud" approach, where players | could rent a hosted server? | yetihehe wrote: | No, that's a great idea! Sidesteps many issues, like | having a good specs required for typical server (fairly | recent graphics card for physics simulation and lots of | storage). | Supermancho wrote: | Online versions of various now-iconic boardgames (or analogues): | | Dune | | Fortress America | | Supremacy | | etc | baron816 wrote: | Something like Pokemon Go where the main goal is to meet people | and make friends. You get points for finding out information | about people and doing activities with them. | anoncow wrote: | Quidditch | kevin_nisbet wrote: | I think the one I was interested in when I was younger, when | MMO's were the rage, was to make a sort of MMO / dynamic war | (probably heavily borrowed from ww2 online). So something like a | combined arms warfare sim, on a persistent map. | | The angle I had to it though, was the world was at peace for a | thousand years. So no nation needed any armies or military, but | are now suddenly thrust into a conflict. So the nations need to | mature rapidly from basically a policy force, to a fully fledged | military, integrating new warfare advances as they occur. With | new advances and countermeasures coming out from each side as the | game progresses throwing the state of affairs off balance. And | then get's reset every couple of months or something. | tambre wrote: | Lore definitely doesn't fit, but PlanetSide 2 and Foxhole sound | decently close to this. | zehaeva wrote: | Maybe something like Planetside 2 would work for this? | kevin_nisbet wrote: | Yea, I was definitely into planetside when it first came out. | Don't think I've ever tried planetside 2 though. | weeeeelp wrote: | You might want to check out Foxhole, it ticks plenty of boxes | on what you've described, but it's more on the action side. | It's a MMO combat game with a persistent world reset between | every "war" (each one takes between two - several weeks | realtime), players need to work together on fighting the other | side, fortifications, logistics and strategy to defeat the | enemy. It's pretty fun, albeit the camera angle gets a while to | get used to. | pipeline_peak wrote: | Tell some y'all read books during recess | laylomo2 wrote: | I just want an M1 build of Overload. Modern 6dof shooter at 60fps | on a modern laptop. Is that too much to ask for? | shtopointo wrote: | A team building game for the remote-first world. | | My managers usually do cringe worthy "get to know your | colleagues" events. | | If there could be a game where me and my teammates could | collaborate, work towards a goal (that is not programming), while | also talking, I think that could be fun. | niklasmerz wrote: | The fusion of DCS:World, MS Flight Simulator 2020 and ARMA 3 | [deleted] | rland wrote: | I would like a Kerbal Space Program esque aircraft design + fly | game. | | We already have very sophisticated dynamical models for how | airplanes fly (which are deftly integrated into flight | simulators) but no way of designing custom airframes. | | I'm thinking that you design an aircraft: choose wing cross | section shape, taper, sweep, position, control surfaces, etc. You | could choose materials (ok maybe no aeroelastic stuff, just | weight and failure from stress). | | Then you can fly it around for fun in a realistic simulator, | combat with other players, or some other mission (range? | transportation aircraft? etc.) | mormegil wrote: | Doesn't X-Plane support similar custom plane designs? (Sure, | not as a separate KSP-like game.) | jbaber wrote: | An open world pirate sim does sound good: | | https://mobile.twitter.com/caldy/status/877661229254180865?l... | tjansen wrote: | Tribes 2 with modern graphics for modern platforms, and maybe an | Apex Legends-like Battle Royale mode. I don't think that there | has ever been a better multiplayer FPS. When you're used to | jetpacks and skiing, most other FPS feel slow. And there is | nothing as elegant as killing with slow ballistic projectiles | like the Spin Fusor. | | Apex Legends has got some of the aspects that made T2 so great, | especially if you play Valkyrie (Apex's only flying character), | but the weapons are not as much fun and you're wasting too much | time on looting. | mas-ev wrote: | Check out Diabotical. It's a bit dead but it was a ton of fun | for the first few months. I think it's dead because of epic | games contract. It's more like quake than tribes but very nice | fast paced arena fps. | lcw wrote: | I would take that a step further, and say more like Tribes 1 | with modern graphic. I feel like the modding community was out | of control in a good way on Tribes 1. Flying around with | unlimited jetpack and a automatic sniper rifle in Ultra | Renegades trying to capture a flag that's is in a base that's | booby-trapped with a bunch of turrets was way ahead of it's | time. | | It still blows my mind that 007 Golden Eye existed as a popular | game at the same time with Starsiege: Tribes when they were | worlds apart in quality and gameplay. | causi wrote: | Tribes was released over a year after Goldeneye. | Arrath wrote: | That takes me back. I vividly recall some ultra-heavy armor | that toted around 6 chainguns, 3 on each side of the screen. | It was great at blotting fast movers out of the sky. | | The modding scene for Tribes 1 really was something else. | raisedbyninjas wrote: | BattleField 1942 was released a year after Tribes 2. It got a | bunch of praise for FPS & vehicles, built-in voice chat, | seamless outdoor AND indoor environments. It sounded | familiar. | joshstrange wrote: | T1, I randomly was thinking of this just last night. I put so | many hours into that game and loved the mods. Putting laser | turrets behind shields/walls to protect them was so cool. I | think it was the first fighting/building game I'd played (FPS | at least, I loved AoE/StarCraft/etc) and I wish I could go | back to those late nights playing with friends. | yardstick wrote: | T1 remains my favourite Tribes game, especially with the mods | (Shifter ftw!). T2 was ok, but too focused on glitz and I | didn't like the change to the skiing mechanic. | xbar wrote: | I'm with you. T1 discfusor sniping+skiing was deeply | satisfying. | danbolt wrote: | > It still blows my mind that 007 Golden Eye existed as a | popular game at the same time with Starsiege: Tribes when | they were worlds apart in quality and gameplay. | | I agree with your overall sentiment, but I do think that | GoldenEye was relatively more accessible in terms of MSRP and | technical setup. | smrtinsert wrote: | I haven't really played either, but I always think about how | similar Fortnite is to T1 renegades. You can build, you can | taunt, dance etc, big open world. | opan wrote: | Did you ever play Fallen Empire: Legions or Legions: Overdrive? | It's a shame we don't have more in the FPS-Z genre. If there | were one free software title in the genre, people could at | least spin off a few games from it. I wonder if anyone's tried | building such a thing on one of the Quake engines. | jdrek1 wrote: | > you're wasting too much time on looting. | | But that's the most fun part of Apex ;) | Sohcahtoa82 wrote: | > I don't think that there has ever been a better multiplayer | FPS. | | 100% | | Tribes 2 should have been "THE" early 00's FPS to play. | Instead, it was Halo, a game that I insist did not introduce | ANYTHING new to the FPS genre, yet people went crazy for. | cevn wrote: | Thank you, Tribes is great... Shazbot! | exogen wrote: | In case the T2 fans here weren't aware, it's a free download | now and people still play. There's a Discord community and we | do pickup games every month or so. You can get it here: | https://www.playt2.com/ | xbar wrote: | I wasn't aware. I...I'm not sure I should.... | ChrisClark wrote: | > And there is nothing as elegant as killing with slow | ballistic projectiles like the Spin Fusor. | | I loved aiming ahead near the ground of a skiing opponent and | hitting them with the splash damage. | | But the most amazing moments were when you hit someone mid-air. | :) | impune wrote: | Sounds like titanfall 2, other than the battle royale part. | tjansen wrote: | It's been a while since I played Titanfall, but I remember it | as mostly ground-based FPS. This video gives you an | impression of Tribes 2 fights: https://youtu.be/Kj6K_d6Zsuw | | There were also other roles you can't see in the video (at | least in the first minutes): there was an invisibility shield | that allowed you to infiltrate enemy bases. You could set up | sensors to make invisible opponents visible, deploy small | turrets and radars. You could spend all game just repairing | things like turrets, radars and inventory stations, and that | was an important role in CTF. And there were vehicles that | needed pilots, you could control turrets... | CMay wrote: | Tribes 1 was where it was at. So much fun at LAN parties. The | Tribes sequels only got worse, in my opinion. They were just | clinging on to what made Tribes great, but kept losing | something every iteration. | sascha_sl wrote: | While it wasn't perfect, I really enjoyed the brief existence | of Tribes Ascend. It makes me hopeful someone else is going to | pick up the genre, maybe even the license. | | Hi-Rez certainly weren't a good fit for the game. I'll know | better than to spend money on anything they're doing in the | future.[1] | | [1]: https://www.maxlaumeister.com/articles/rip-tribes-ascend/ | bovermyer wrote: | Ascend was fantastic until it went free-to-play and Hi-Rez | desperately tried to monetize it. | | I would want Tribes: Ascend back again as it originally was, | but with good support for mods and private servers. That | would make me happy. | sascha_sl wrote: | The out of the blue update actually fixed the game | substantially, but unfortunately it seemed to have been a | last ditch effort and leadership at Hi-Rez (which probably | boils down to Erez) lost interest entirely when SMITE | suddenly became very profitable. | emptyfile wrote: | I enjoyed this game quite a lot, I never figured out why it | didn't take off even when it was free. | smrtinsert wrote: | The usual performance problems with tribes games, also the | usual unintended difficulty increases by trying to make it | "easier". | sascha_sl wrote: | It was hugely popular before being free. The problem was | that some basic options for the classes that were strictly | better or required for gameplay (the worst offender here is | likely the Jackal[1]) were gated behind days of grinding or | microtransactions. Newly introduced options usually had | some severe balancing issues. The core audience and biggest | advocates for the game were people that played Tribes and | Tribes 2 decades earlier - they didn't really like that | they couldn't buy the game outright and have all the | content in it unlocked at a reasonable pace. | | [1]: https://tribes.fandom.com/wiki/Jackal | TomGullen wrote: | Back when I was younger there was an isometric online Sony game | called infantry: | https://en.wikipedia.org/wiki/Infantry_(video_game) | | Team based, but also squad based with a squad leader and various | roles + vehicles. | | Infantry died when they started charging (a subscription IIRC), | they lost the player base, then they reverted but made it if you | paid you got better armour (pay to win). Basically management | killed it. | | Insanely fun game, a modernised version of this with a much | larger scale (say 200v200) and a commander on each team would be | excellent I'm sure of it! EG, Battlefield or Hell Let Loose but | far more accessible/arcade style and isometric. | | I am absolutely convinced this would be a successful game! | prismatix wrote: | Maybe Hell Let Loose? | TomGullen wrote: | I've sunk a ton of hours into HLL :) But yes, basically HLL | but isometric and perhaps larger playercounts. | oneplane wrote: | Titanfall 3 with both single-player stories and multi-player | stories, separate arena-style multiplayer modes, ranking, self- | hosting and maybe even an open world sandbox mode with and EVE- | sized scope. | idk1 wrote: | Wow, so many people want spaceship games and factorio games. | | I want the format of Return of the Obra Dinn applied to a loads | different scenarios. It is such a fantastic way to solve crimes | and/or peoples fates. | ryandvm wrote: | A good multiplayer, browser-based RTS in the style of Age of | Empires (yes, I'm old). | rexf wrote: | I'd like a modern day remake of Sony's Infantry. The community | was a large part of it too, so it's not just remaking the game | (itself) and calling it a day. | | I know there's http://www.freeinfantry.com/, but for whatever | reason, I haven't gotten into it. | protoster wrote: | Actual Guild Wars 2. I'll never recover from that betrayal. | superultra wrote: | I want a game based on the book Dawn of Everything, which re- | examines "pre-historic" people by synthesizing a lot of new | material. | | A fictional open world game based on interacting with various | cities and towns, where you perhaps build out your own city based | on actions, could be really fun. Might chart a little too close | to Sony's Horizon series but I think you could build in enough | drama without the dinosaur robots to make it compelling. | l0b0 wrote: | A VR game with solid Souls-like combat. Block, poke, slash, slam, | flick, roll & jump using buttons :), and explore the heck out of | a huge world with massive detail. Basically Elden VRing. | Apreche wrote: | Civilization, but the online multiplayer isn't garbage and the | game is competitively balanced. | | Tribes][, only it still exists. | | Android: Netrunner, digitally, but with a user interface that's | as good as Hearthstone, and also playable on mobile. | wellthisisgreat wrote: | Planetside 3 | vegai_ wrote: | 1. A modern multi-user dungeon game, all text-based, that would | be functionally like many LPMuds[0] in almost every sense, but | with a high-quality commercial (but non-evil) backing and/or | several hundred or thousand players online at every time of the | day. | | 2. Elite: Dangerous with 90% less grind. | | 3. A million more variations of Dwarf Fortress. It's an amazing | concept. | | 4. CRPGs that could capture lightning in the bottle in the same | way that the Ultima series did in the 90s. | | 5. A civilization simulation with such detail that you could base | serious policy decisions on how things work out with different | political settings. | | [0] https://naga.icesus.org/icesus/ being my personal favourite | ecolonsmak wrote: | AR artillery battles - strap on some AR goggles and man the helm | of an artillery company taking on others within range who are | also playing on the same server. | ary wrote: | Here's hoping I don't have weird taste in games... | | A massively multiplayer RTS that is essentially a combination of | Factorio [1], Rust [2] (the game), Planetary Annihilation [3], | and Z [4]. | | Thematically what I've wanted is the persistent nature of Rust, | with the logistic focus of Factorio, the scale of Planetary | Annihilation, and a dash of the absurdity of Z (which I haven't | played in a very long time so I might be off a bit there). | Controlling units, managing supply lines, planning complex | offensives, setting up a defensive posture for when you're | offline, creating one or more bases to supply yourself, | researching technology to increase capabilities, and a very open | system for cooperation (or not) are aspects of games that I have | yet to see combined. I am for sure leaving out quite a bit here, | but if I had all the time and money in the world I'd throw this | all together as a weird experiment and see what happened. | | [1] https://www.factorio.com/ [2] https://rust.facepunch.com/ [3] | https://planetaryannihilation.com/ [4] | https://en.wikipedia.org/wiki/Z_(video_game) | remram wrote: | The problems with this are | | 1) Scaling is super-linear, so players who got ahead only get | more ahead. Unless you add some (frustrating) gimmick to give a | chance for others to catch up, a small number of players or | factions will control the universe | | 2) Fighting offline players isn't fun for either party | involved. There are some workarounds for this, like EVE | Online's timer system (bases can only be attacked at a specific | time), but they are far from perfect | tobyhinloopen wrote: | I've thought about this a lot because I love this idea as well, | but I don't see how this would be fun on the long term. I don't | know how the creator could balance the game in a way where it | wouldn't end up with one huge overpowered player and the rest | dead. | | So my fantasy was to create a bit of a twist: A PvE + PvP | RTS+RPG game, where you can equip a limited set of | technologies, and where you can unlock many technologies like | an RPG. You'll basically have a "commander level" or something | which you can grow slowly, unlocking new technologies and | unlocking new unit slots. | | Imagine for example a new player will have 1 tank slot, and 1 | factory slot, with 0 ability slots. He'll start a game (against | AI or another similarly leveled player) and when he wins, he'll | level up (eventually unlocking more slots) and "find" some | "loot" (new technologies) | | So every match requires you to build from scratch, you build | some stuff for 5-20 minutes until you win (or lose) (maybe | using blueprints etc to speed it up / make it easier) and at | the end you'll unlock stuff you can use in your next match. | | Maybe you can combine this whole gameplay look with a "home | base", which you can visit and have factories running, and | which you can expand whenever you wish (limited space). To get | more space, you'll have to clear the area by force. (AI bases) | Attacking these bases will trigger very aggressive AI which | you'll have to defend against (so it's basically a tower / wave | defense). Maybe your home base can run 24/7 (but do require you | to login every day, or it will be paused) and unlock some kind | of stuff which you can then use to unlock more technologies. | | The technologies can be just a limited set of units with | slightly randomized stats and visuals, and some optional | changes you can equip as abilities. | | You can play missions COOP with friends, or play against each | other. Add some cool events, event-exclusive technologies (just | the same units but with different skin and slightly different | stats). | | The idea here is to make RTS games more accessible to people | that are less into "APM" and the best micro-management / meta, | and more into unique strategies that only work with the exact | items you have. Also, the slightly random nature of the | technologies requires a player to design their own blueprints | instead of downloading them from the internet if they want | perfectly optimized blueprints matching their technologies' | stats. | | Because you keep unlocking new things, you'll never have a | "final best strategy" and you need to keep learning if you want | to consistently win, or just have fun and accept a lower rank / | play against AI | cwkoss wrote: | Dyson Sphere Program is a decent mashup of Factorio and | Planetary Annihilation, IMO. You might enjoy it. | susmatthew wrote: | Band / Label / Venue manager. Like a football manager but you're | handling bands of various stature and the associated economic | realities. It could have periodic rhythm game elements that vary | based on the genre, and having the genres and music be procedural | / open-ended could be really fun. | | You can 'watch' shows if you like, and have your group(s) play | with friends' bands or set up package tours. | | also: - battle of the bands / showcases for new groups - oregon- | trail style tour issues | lacoolj wrote: | Build-A-Puppy | wizzzzzy wrote: | Short games. I'm sure there's plenty I don't know but I would | love to play games designed for 1-4 hours play. I just get bored | of longer games as they inverably they just get repetative. Games | that boast hours and hours of gameplay are generally very boring | IMO. | | For reference, 'Limbo' is the kind of game that fits the length | of game I'm describing. | ineptech wrote: | I recommend 'A Dark Room'. | TIPSIO wrote: | I really wish Twilight Imperium would drop a 5th edition, | additional factions, or another modifying expansion. | | If you're an open minded nerd, I highly recommend this is like 10 | hour board game. It's an excellent detox from your laptop, a | balance of hardcore strategy and fun, and great way to socialize | with a committed crew. | | https://boardgamegeek.com/boardgame/233078/twilight-imperium... | vesche wrote: | I miss old school 2D MMORPGs. I'd love something with: | | - beautiful & detailed pixel art (like Stardew, Hyper Light | Drifter, Owlboy) | | - many, amazing non-combat skills (like a tale in the desert, | osrs) | | - large community with many worlds / servers / regions | | - holiday events | | Ever now and again I go hunting for this sort of game and come up | short. | easymodex wrote: | Something like a mix of base building and FPS action/horror. Like | Fallout4 base building with STALKER athmosphere, during the day | you would explore and gather useful materials then come back to | the base before nightfall and put those resources into upgrading | the base for defenses, like walls and turrets, then at night | there would be an (increasingly difficult) assault on your base. | You find the survivors and get them to join your base, they also | give you quests and such. You'd also fight during the night along | with your base dwellers, as an FPS action. I can elaborate more | if interested. | chaostheory wrote: | Will Wright's original version of Spore before Chris Hecker was | able to get it really dumbed down focusing on cuteness. | matheusmoreira wrote: | > Long ago one my bullets in the list was a procedurally | generated planet-sized planet with a full diaspora to explore. No | Man's Sky fulfilled that for me. | | Elite Dangerous fulfilled that for me. Nicest community of | players I've ever seen but the company in charge of the game is | doing a terrible job managing it. They dropped console support | for the game and I just lost all interest. | | I've heard good things about No Man's Sky and the company | developing it... I'm thinking I should try it. | mizzao wrote: | Civilization, but where you start a company instead of a country. | Here are some analogies: | | Exploring and collecting goody huts, fighting off barbarians -> | going around the idea maze trying to find product market fit | | Catherine cozies up to you, then suddenly declares war and sends | over a carpet of doom -> Amazon did a bunch of butt sniffing | pretending to want to acquire, then decides to copy your product | and launch a competitor | | Chieftain level: you went to an Ivy league school, have a wealthy | parent that is a partner at a Tier 1 VC, and get a free (no | equity) 500k angel investment to start off | | Immortal level: you are an immigrant who just arrived in US | before college. You are working 2 jobs to support your parents | and siblings. 1 of your parents is sick. Most of your friends are | trying to get rich quick off crypto. | | (don't even ask what deity level might be) | | I would love to give folks the real startup experience without | the risk so they can feel what it's like. I think the challenge | here is figuring out what the movement and interpersonal | mechanics would be: so much of building a company is about | relationships. Perhaps some of it can be procedurally generated, | using GPT-3 or similar models. Like when you are trying to | negotiate multiple term sheets and the investors try various | tactics on you. | | Someone posted a vastly simplified version of this earlier: | https://startuptrail.engine.is/ | | EDIT: if you're gonna downvote, at least explain why? | thastings wrote: | Being a fan of the good old Codemasters racing games, I've always | wished for an open-world game containung the combined areas and | tracks of DiRT 1-3 and maybe DiRT Rally 1-2, as well as some GRID | originals connected with NFS Hot Pursuit 2010-style huge | highways. | | If the roads had enough intersections, a random race could be | defined on the existing map instead of dynamically creating a new | road for each race, as in DIRT4. | | Basically, this would be a Criterion-style (Burnout Paradise, NFS | Hot Pursuit 2010, Most Wanted 2012) racing game with Codies | physics and visual style. I'd be a fan of that. | esel2k wrote: | Like GTA but with the ability to really do real life scenarios | and not scripted stories. This mixed with a solid multiplayer | mode then we would be at secondlife/GTA mix and people wouldn't | leave home anymore. | adkatrit wrote: | I want the game that Spore was hyped up to be. a fully immersive | evolutionary test bed. from single celled organisms and on. | metabagel wrote: | Any game with modeled communication delays. For instance, you | control ancient Greek armies from a central headquarters, and | there are delays in sending orders and receiving information, | because you need to wait for horseback riders to cross the | intervening distance. | rprospero wrote: | I briefly worked on a game like this in space. It was a 4X game | where the primary mechanic was the hard speed of light. Not | only did it take years for your message to reach a colony, your | knowledge of the state of the colony was equally out of date. | | Part of the idea was that each player would never see the | absolute coordinates of any star or another player's names for | anything, so it would be nearly impossible for two players, | talking outside the game, to figure out if they were allies or | enemies in game. | | What killed it was that players basically had to be able to | send free form messages in game, to handle the complexity of | negotiations this situation would require, but it would be far | too easy and rewarding for two players to just share an email | address, which would allow FTL communications and break the | game. The only effective solution was a human GM filtering | every message, which was awkward when the timing of message | delivery was THE core mechanic. | metabagel wrote: | That's a great idea for a game. | mikkergp wrote: | I had a similar idea, for siege combat. You play the | general/king of the castle, and it's all first person. The only | way to interact with the battlefield is by talking directly to | the people who will do the work, so you can either send pages, | or talk to your generals, if there in the throne room or you | can otherwise get to them. Maybe there are telescopes you can | use to see beyond your sight lines. | gregsadetsky wrote: | A first-person squirrel life simulator. | | i.e. scurry up trees, walk on wires between electric poles, jump | on tree branches. | | I imagine that there could be missions (find/collect nuts, | fight/run away from dogs/cats, etc.) but it's mainly the "live | the life of a squirrel" part that interests me the most. | | So meditative/long form like Animal Crossing (bad comparison - | but I mean, not clearly mission/objective-based), quirky like the | Untitled Goose Game or one of those Llama simulators, but overall | action-packed/FPV...? | | Multiplayer could be fun as well. | LesZedCB wrote: | behold! it exists! i remembered it from reddit a few years ago | - never played it myself. maybe something for the wishlist and | wait for a sale | | https://store.steampowered.com/app/750200/AWAY_The_Survival_... | matmann2001 wrote: | The world always needs more 3D platformers. | kjrose wrote: | A remake of Alien Legacy, done well, with a more extensive | storyline and bigger universe. I would pay crazy money for that. | bckr wrote: | Going to be weird and list a non-video game. | | I want to play IRL role-playing games where the challenges are | physical. Archery, swimming, hiking, treasure hunting, capture | the flag, laser tag, city bicycle baton race. | | It can be organized online and have leagues in major cities, with | training weekly, minor events monthly, and larger events on | quarterly and yearly timescales. | | It would keep me active, help me meet friends, be extremely fun | and engaging, and I actually want to do this. | | Thinking of calling it Adventure League. | roddds wrote: | Another non-video game would hit you with a C&D: | | https://dnd.wizards.com/ddal_general | ryanSrich wrote: | An infinite, but realistic space game. | | The origin story would be that humans build AGI within the next | 100 years. That AGI then builds an FTL drive, and it keeps going | from there. | | Initial missions to different parts of the solar system take | place, and that just keeps expanding to the far reaches of space | for thousands or millions of game years. | | I'd like for the game to just expand until the end of the | universe, allowing humans to evolve for millions of years, | discovering everything from new life to multiple dimensions, and | even discovering pocket universes. | | This would sort of be in the vein of Three Body Problem Death's | End. In the open world style of GTA. | anthonypasq wrote: | I want a modern version of Dungeon Siege 1/2. There really is a | shortage of party based dungeon crawlers. | | There are party based RPG's like Divinity or Dragon Age, but I'm | less interested in character dynamics and story. I just want | Diablo where you control a large party. | | Currently the only options are replaying Dungeon Siege 1 + 2 | (which I do) and Guild Wars 1 with a full party of heroes (which | I also still play). | presidentender wrote: | Star Control II, but more so. | | Star Control II is a collection of different interrelated | minigame mechanics. You have spacewar-style combat, planet | exploration resource collection, interactive storytelling with | the communications with other races, resource and time | management, ship and fleet customization, and exploration of the | universe. | | But some planets could require a side-scrolling platformer, | instead of the top-down lander. Or you could put together a jRPG- | style party and explore a settlement on a planet. You could play | a Scumm-style adventure game on an abandoned space station. In | addition to spacewar, you could have a bullet hell shooter for | traversing an asteroid field. You could do economy management and | trading, purchasing self-sealing stem bolts on Cardassia Prime | and trading them for seal furs on Caladan. You could level up | your crew to make them better at piloting ships in your fleet or | participating in away missions. And of course we need procedural | generation for the sake of replayability. | aasasd wrote: | 'Space Rangers' does _a bit_ of what you describe, though not | much. In fact, I learned about SC2 much later after playing SR, | and realized that SR borrowed a lot from SC2. But perhaps SR | can satisfy some of the itch for a new game in the genre(s), | for those who haven 't seen it yet. | Andrew_nenakhov wrote: | Space Rangers have far too dense world. The vastness of the | galaxy is part of what makes exploration so fun in SC2. | mayormcmatt wrote: | All I have to say is, this game sounds bad ass! | Andrew_nenakhov wrote: | Btw, I'd love to have something like SC2 in the sense of the | huge galaxy to explore and mystery to unravel, but with space | combat like FTL! | jadbox wrote: | How do you feel about Stardock's Star Control reboot? For me, | it felt like a big tech demo, but not fully fleshed out. | | Btw, Mass Effect was very inspired by Star Control with its use | of minigames for mineral collection. I really want a game | that's more of a 50/50 mix between Mass Effect and Star | Control. | presidentender wrote: | My disdain for Origins is just about Brad Wardell's treatment | of Fred and Paul and his complete disregard for which rights | he purchased versus which he didn't. And _that_ really hurt | because I liked Stardock so much - I remember reading | something about how he built the original Galactic | Civilizations and each ship was its own window due to how he | misunderstood the system, and I really admired the pragmatism | and get-things-done attitude. And then he was a massive jerk | to these other people I think are cool. | | The game itself was lovely. The writing was good. The art was | good. The combat was fine. The lander and everything adjacent | to it was frustrating; not only did it bounce around like a | caffeine-addled pigeon, the things you'd do with the | resources were not satisfying. The game was short, but it was | supposed to be a platform upon which other people would build | using a campaign editor, and then the entire community hated | Stardock and nobody wanted to create more content. | jojohack wrote: | Interesting, I always thought of Mass Effect as a spiritual | successor to Sentinel Worlds 1: Future Magic. Never played | Star Control though, may need to check it out. | vvillena wrote: | Both Star Control II and Mass Effect create this sense of | alien-ness, where you feel like you're really trying to | deal with alien races using human concepts and, unless you | can break out of that mold, you won't succeed. In SC2 this | is quite literal, since the game runs on a clock of sorts, | and it's possible to get into an unwinnable state. | | The best part of SC2 is that it is impossible to know ahead | of time if your encounters will result in making loyal | allies or barbaric enemies. The only way forward is to keep | exploring the galaxy. | superultra wrote: | Or an update or sequel to the Electronic Arts Starflight | series! | presidentender wrote: | Star Control is a spiritual successor to Starflight - the | star system exploration screen is virtually identical between | Star Control II and Starflight. | superultra wrote: | Totally aware! Huge fan of both. However I think I in | general prefer the overall vibe and lore or Starflight to | SC2 myself. Both series are great though. | Andrew_nenakhov wrote: | Halcyon 6 could be this, but ended up having far too many | grinding fights. | | For me, the main appeal of SC2 and first Mass Effect game was a | sense of a huge undiscovered galaxy where the wonders are. The | joy of finding your first rainbow world was immense. | [deleted] | goodpoint wrote: | You mean Ur-Quan Masters? http://theurquanmasters.com/ | | A new version is being developed! | presidentender wrote: | I'm not up-to-date with the ongoing state of the UQM2 effort, | other than awareness of the subreddit and the streams. They | communicate mostly via video and I prefer text, so I haven't | kept up since the kerfuffle with Stardock. | | I did only play Ur-Quan Masters, though, and in like 2006, at | that. I wasn't aware of the original until UQM. | Comevius wrote: | Starcom: Nexus temporarily scratched this particular itch for | me. There is no economy in the game, but there is ship | building, researching, collecting resources, interacting with | ships and planets, discovering stuff, space battles and a | mystery that takes 10-15 hours to unravel. It's a top-down 2D | game with free movement. The gameplay is balanced and fun, and | the game doesn't always give you quest markers to chase, so you | are expected to be observant. | | https://store.steampowered.com/app/863590/Starcom_Nexus/ | EamonnMR wrote: | You're kinda describing EV and EV-likes. | presidentender wrote: | When I google "EV," I get news articles about Tesla and their | competitors. What does EV stand for in this context? | Comevius wrote: | Escape Velocity | glonq wrote: | A proper, decent conclusion to the Ultima series. | chris72205 wrote: | Command & Conquer (RA2 Yuri's Revenge or Generals style play) + | FPS where I start the game in RTS mode and at any time I can | click and "assume" a unit on the ground where I'm dropped into an | FPS version of the map I was just viewing. If I die, I resume the | commander role. Or if at any time I want to command again, AI | takes the unit back over and it either stops or resumes doing | whatever it was doing before. | | I guess Renegade might be what FPS looks like, but I'm unaware of | a game that combines both. | GrumpyYoungMan wrote: | It's kind of been done: Urban Assault, Hostile Waters: Antaeus | Rising, and, to a lesser extent, Battlezone I and II. | legohead wrote: | the Dungeon Keeper games sound similar. it's an RTS and you can | control individual units in FPS mode and use their powers. the | first person fighting isn't that great really, but it's still | fun. and was way ahead for its time. | Sohcahtoa82 wrote: | DK1 was great. DK2 was even better. | | Then DK Mobile happened and it's pretty clear we'll never see | a good DK game again. | hunterb123 wrote: | Serum is an FPS RPG game focusing on survival and PvP. Players | compete against each other gathering Serum and Relics. | | The planet Cronus contains the most valuable and energy dense | fuel humanity has ever discovered, Serum. The controlling | federation has prohibited unauthorized mining. With the recent | discovery of inter-dimensional travel those restrictions have | become impossible to enforce. Individuals and factions have begun | jumping between universes to simultaneously reap what remains of | Cronus. | | You are a reaper of Cronus. You command a ship along with a | regenerative droid that you control from orbit. The droid is | deployed from your ship onto Cronus. The mission is to extract as | much Serum from the species of Cronus. | | You are not alone. Others have again started reaping Cronus. | Although split across multiple universes, chances are you will | come in contact with another reaper. Be wary, the Serum you | collect can be extracted from your droid. Trust noone. | | The technology that powers your droid is also fueled by Serum. To | prolong your harvest make sure to keep enough Serum in reserves | to power your droid. If your droid dies or runs out of Serum a | new one will be created and dropped back onto Cronus. | pornel wrote: | I would like more games to explore Solarpunk worlds -- something | optimistic about foreseeable future of this planet. | | Too many futuristic games happen in some zombie-infested | radioactive wasteland or give up on this world entirely and move | on to surviving on another hostile planet. I find this | depressing. | lemedro wrote: | A first person medieval merchanting game, where you are a trader | that would travel between cities to buy and sell goods at local | bazaars and other marketplaces. You would travel with a convoy | and during the traveling process you can interact with npcs. | There are many types of goods to trade, some more profitable, | some not, some belong to a specific area and culture. There is a | currency system and you can hire people to expand your business. | | Mount&Blade Warband has some kind of trader system but very basic | and you are not a merchant and the whole experience is not | fulfilling. | mojomark wrote: | I often see people playing games on their phones (Sudoku, word | games, etc) and think to myself - jesus, look at all of that | wasted brain power that could be put to work solving important | problems. | | Personally, I like to work teaser math problems and algorithms, | like the Traveling Salesman Problem, set sorting problems, or | whatever. It's so much more fun to know you might by | happenstance, fumbeling arounds in math space, find something | actually beneficial to the world. You'll never contribute to | society play a "bounded game" like candy crush or whatever. | | I guess what I'm saying is that I wish there were such a thing as | an "unbounded game" that truly allowes you to discover. I think | protein folding crowd sourcing comes close, but how fun is that, | really? (I'm literally asking, I don't know, I've never partaken) | | How do you make a game that also contributes to collective | knowledge? | cheeze wrote: | For me, the joy of most of these phone games is that there is | limited thinking going on. Sudoku is a good example where it | requires some analytical thinking, but it's, for the most part, | just applying rules. | | To me, that's the point of a game. To relax my brain with | something a little silly and 'easy'. | Zababa wrote: | - Prototype 3, or a good spiritual successor. I really liked the | first two games, and would like to have more. | | - Ground Control 3, or a good spiritual successor. I played this | game a lot, especially when I was younger. I never really found | something like it again. The gameplay was great, especially since | I never really liked resource gathering in RTS. The completely | free camera was great too, exploring the inside of buildings or | being side by side with the units while they were fighting was a | lot of fun. With a mission editor and a cooperative multiplayer | (share unit control?), it would be perfect. The music was | incredibly good too. | | - Minecraft but actually made for modding. Having the updates of | the game more like what Rimworld does (mostly backwards | compatibly, opt in, actual gameplay content and not fluff). Right | now it's always a bit of a pain, and it's easy to run into | performance issues even on a small modded server. | | - Better ways to find games. Right now I'm relying on searches | (google & reddit, sometimes HN), word of mouth mostly from | friends and the Steam queue (which itself is either terrible, or | I'm too cynical about new games). | | Edit: also, something new and unique by StreumOn. EYE: Divine | Cybermancy is one of my favorite game ever, and I want more. | billfruit wrote: | Dawn of War 2 is perhaps similar to Ground Control? | Zababa wrote: | It is in a way, as you control a small amount of units and | don't make more. On the other hand, it is way more "hero" | oriented than Ground Control, which is a bit more tactical. I | love it and it partially scratch my itch, but not as much as | I would like. | ChipotleRice wrote: | I've been dying for a cyber punk or Sci fi loot based ARPG. All | the ones that exist are some flavor of fantasy with the exception | of Borderlands and Destiny, but those are FPSs and I prefer the | Diablo/Path of Exile approach. | | I keep thinking about a mech based ARPG where you can attach | different components to your mech that grant different | passive/active abilities. Maybe different mech styles that have | different passive abilities, but, in the spirit of Path of Exile, | the components you equip are not limited by class. | | I'm just tired of all ARPGs doing Gothic fantasy horror type | stuff when there's so many unexplored options that could | revitalize the genre. Give me lightsabers instead of swords, guns | instead of bows, and drones instead of totems. Let me fight in | cities and spaceships instead of villages and castles. There's | just so much you can do with Sci fi. | Sohcahtoa82 wrote: | A world-scale MMO city builder with depth that matches Cities: | Skylines and with realistic supply chains for industry (ie, cargo | traveling hundreds or thousands of miles) and realistic commutes | (in C:S, a commute over 2 miles is likely going to be considered | too long). | | I just don't think a simulation on that scale can possibly work. | Obviously, such a massive scale would have to be split over | multiple servers, but I'd want the world to be seamless, as in, | you can just pan over and see other people's cities. The player | shouldn't be able to tell that the area they're looking at is | being run on another server. | | I just can't imagine how a system would operate. How do you | perform path finding when the paths are likely to cross over | areas run by a dozen other servers? How does it scan to millions | of vehicles needing to find their path? | aqfamnzc wrote: | I wonder if this would be possible if you could abstract away | enough detail when necessary, and bring it back when zooming | in. For example, when you zoom out from a city, the server | stops calculating individual vehicles' paths, and instead | models the city as a node with x cars flowing in via I-69, y | cars flowing out via I-01, etc. Using this you could even | abstract away entire planets. | | Then when the player zooms in again, individual roads can still | be adjusted, which simply changes the formula describing the | city's traffic flow. | Sohcahtoa82 wrote: | I'm not sure how well that could work when I want industry to | have the same depth as C:S. Like, if a commercial building is | expecting a shipment from a specific industrial building two | cities away, the location of that truck needs to be tracked | through its entire journey. | | I suppose it could be possible for a server to track | something like "The last 10 trucks to enter my area at | location A and leave my area at location B took an average of | C minutes, so just assume any path finding through me will | take C minutes and don't track the individual trucks" | | But then what happens when some zooms into that server's area | while a truck is partway through its course? How do I | simulate a traffic jam occurring after a path has been | planned if I'm abstracting the individual vehicles away? | [deleted] | willis936 wrote: | A proper gregtech (4/5) successor. Everyone finds that factorio | scratches their industrial engineering itch. I still yearn for 3D | routing and exponential density improvements. By using basic | combinational and sequential logic and clever 3D layouts you | could really capture a lot of space and material efficiency. That | kind of gameplay is totally missing from factorio. The other 3D | industrial games don't seem to quite nail it. The gregtech | successors also don't quite nail it. | | I have to credit GT in inspiring the direction of my career. I | wish there were more games like it. | Extra_Leaf wrote: | Super Mario galaxy 3 | hlship wrote: | A long, long, long, time ago I had a conversation with a Unix | consultant at my Dad's business; his hobby was flying stunt | planes with a twist: each plane had a 100 yard long ribbon tied | to the tail; the winner was the pilot who landed with the longest | tail. | | This would be a terrific non-violent flight combat game; you | could imagine with modern graphics and even VR it could be very | satisfying. | | Further, the consultant lost his license for a couple of years | when he evaded an opponent by illegally flying under a highway | overpass and a passer-by reported his plane's ID to the FAA; that | could be a mechanic itself, extra risky maneuvers that had a | chance of some big negative effect. | mojomark wrote: | Flag Top Gun. Love it. | nulluint wrote: | A game where you hunt creatures from Greek myths with sort of | normal hunting equipment/guns (which are good for | distracting/getting attention, not damage) and an emphasis on | traps you can craft. So basically perpetual boss fights. | metabagel wrote: | A simulation of the Battle of Midway from the Japanese | perspective. Japanese fighters with limited radio communication. | Signal flag communication between naval vessels. Fog of war. | Flight deck operations modeled. Fire control and damage control | systems modeled. | | Seems like a complex thing to model. One of the turning points of | the battle was a flight of American dive bombers which followed | the wake of a Japanese destroyer to the aircraft carriers. The | destroyer had fallen behind while engaging the American submarine | Nautilus. | denton-scratch wrote: | I would probably enjoy that too. But note that the | commander/player in such a game never actually sees the enemy; | all they see is their own units taking off and landing, until | the enemy attack planes arrive. There was no ship-on-ship | combat at Midway, right? | | The outcome of Midway was determined by an intelligence trick: | a planted plaintext message about the condition of the | desalination plant at Midway island. I wonder how you'd model | that sort of thing. Also, there was an incident where an | outbound US attack squadron eyeballed an incoming Japanese | attack force. What are the chances of that, and how do you | model it? | | In general, modelling intelligence seems to be hard; I've | neveer seen it tried, except in a very abstract way. | ezsmi wrote: | > no ship-on-ship | | Do submarines count? If so, then yes. | | An important detail of the battle of midway was the Japanese | didn't think the American carriers were present. If they knew | from the get go then the out come very likely would've been | different. I.e. https://en.m.wikipedia.org/wiki/Battle_of_the | _Santa_Cruz_Isl... | | In the game, the Japanese would not be surprised. | | I think the concept could work. Just choose a different | battle. :) | | P.S. If you're into this stuff this is a must read. | https://en.m.wikipedia.org/wiki/Shattered_Sword | metabagel wrote: | I've read that. :-) | metabagel wrote: | I would model the situation as it existed about a day before | the first attack on the island of Midway. Japanese forces | required to adhere to their doctrinal search pattern, which | was deficient. Basically, both forces required to adhere to | their existing doctrine at that time. Japanese aviation | superior at that time due to American inexperience in | countering Japanese dogfighting (with hit-and-run tactics). | American fire and damage control operations superior to the | Japanese. Japanese and American flight operations very | different. | | There is still a problem that we know where the American | forces were and when they were encountered. Probably would | need an option for an ahistorical start, where the American | carriers could navigate from Pearl to a different location | off of Midway. | | Further options: allow the Japanese to have Shokaku and | Zuikaku participate in the battle (assume they were not | damaged in the Battle of Coral Sea); allow the Japanese to | structure their attacking fleet differently; etc | egberts1 wrote: | Lawn Darts!!! | | Because Darwinism rules! | JoeH2 wrote: | Roy: A Life Well Lived from Rick and Morty could be a trip | https://rickandmorty.fandom.com/wiki/Roy:_A_Life_Well_Lived | storgendibal wrote: | A legit Robotech VR game with the original characters. | thedangler wrote: | I want a red alert game but its also a first person shooter. If I | had any game dev skills at all this is what I would build. | | Basically make it easy for you to control a unit a first person | perspective with all the correct controls. If that unit dies you | are take back to RTS Mode. | dTal wrote: | Some of the (Total Annihilation inspired) games based on | SpringRTS allow that. | 1MachineElf wrote: | I'm not sure about entire games, but I do wish for a few mods for | some Elder Scrolls games. | | Morrowind: Ability to join the 6th house with an alternate ending | where you get to destroy the gods by piloting Akulakhan. | | Oblivion: For the Shivering Isles DLC, the option to become | Jyggalag (instead of Sheogorath 2.0) and take on all of the | island's inhabitants. | | Skyrim: Have the Forsaken as a joinable faction for the civil | war, become a Briar-Heart, team up with a Hagraven companion NPC. | gigel82 wrote: | Starcraft 3 | xeornet wrote: | Guild Wars 2 but with the same instance mechanics as well as the | guild capes from Guild Wars 1. | motohagiography wrote: | Feels like GPT-2 creates the opportunity for more litarary | character driven narratives. As a non-game player, interactive | text based fiction would be the most interesting to me, with the | generation of images and people via thisxdoesnotexist, sort of | bordering on an ARG to be played through discord or slack-like | experience. | | I thought it was funny to think that's what the dating apps are, | but then it clicked that this is essentially what getting news | from internet forums is like. | | Initial storyline is you have been tapped to join an informal | multidisciplinary team to find, detect, and isolate an | experimental bot that has escaped from a FAANG by leveraging a | fuzzing and vulnerability research tool that got left in an open | code repo. Based on its last known training set, it was designed | to harvest compute from compromised machines, optimizing for | persistence and longevity, and relies mainly javascript in | browsers for the compute, so it has evolved the ability to | participate in forums and write provocative content to get | engagement that it turns into .js cycles. The environmental | externality the bot is causing is mass psychological harm, and it | has learned to adapt language to prey on vulnerable people as a | way to scale itself and use their minds to produce the conflict | it relies on for engagement and compute. The informal group is | being assembled so as to maintain official deniability at the | political level, and it's possible you've been recruited because | of your pattern recognition abilities, and because nobody would | believe you if you disclosed it. | | Its weakness is that it does not have an internal or intrinsic | sense of humor, and so it has to a/b test its memetic material on | sample people before deploying it, so it lacks entropy. Isolating | it means detecting it without providing it with the means to | disguise itself again, and the player objective is to innoculate | people with defensive material so that they can recognize the | bot's absurdity and inferior memetic strains. | | Would you like to play this game? | Shadonototra wrote: | The game i am currently working on obviously | sbf501 wrote: | Fortunately the interactive fiction genre is still going strong. | Every year, the Interactive Fiction Competition has at least 3~5 | excellent games. | DamnInteresting wrote: | A modern take on the game Freedom Fighters. It was the only | single-player game I've played that convincingly felt like | playing with a team. A modern version might let real players | optionally jump in to fill the support roles. | presentation wrote: | An RTS or turn based one where all units start as villagers, but | you can't actually command them to do anything; you can only | incentivize behaviors for instance by assigning cash bonuses to | those actions (except for villagers who join the military, which | you can order). The more they do certain actions, the more they | get skilled at that action. But as the game progresses, depending | on your strategy certain actions may become obsolete, or you may | need to rebalance; but the more developed a villager's skill is, | the harder it is to retrain them. So basically the game would be | one where the more you lean into one direction the harder it gets | to pivot. | maze-le wrote: | Not a game per se, but a setting I'd like to be explored: may it | be in film, literature or gaming: | | A Member of a civilization near the heat death of the universe: | | Live has flourished throughout the universe for the last 100 | Billions of years, but the only things that are inevitable are | taxes and the heat death. How do you cope with the dying of | everything? Gain energy by evaporating stars near a galaxy size | black hole. Embrace the infinite darkness or join a cult that | exits the universe through a ring-singularity into a new big | bang. | throwaway743 wrote: | Armored Core with AC2 controls, MGS VI with Kojima having full | control, a new Street Fighter 6 with 4's play feel, Cyberpunk but | it's fully developed story and play wise, Sekiro 2. | SteveMoody73 wrote: | The Last Starfighter game from the movie, always remember | watching that movie and wishing it was possible to play the game. | Basic by any 3d space game standard now but had a nice style and | looked fun. | TheAceOfHearts wrote: | An open-source MOBA similar to Heroes of the Storm. I want the | community to be able to tweak and experiment with creating new | maps, heroes, and game modes. | | Heroes of the Storm is my favorite game, but development has | stagnated. There's still a lot of potential for exploring new and | innovating ideas within the genre, but things have stagnated | thanks to the dominance of League of Legends and DotA2. | staindk wrote: | I don't know how easy it is to develop these, but Dota 2 has a | pretty big custom game scene that is somewhat supported by | Valve (they explicitly support it, host a lot of the custom | game servers, and have the custom game browser built into the | client... but they don't always address problems timeously). | SN76477 wrote: | We need more open source game platforms. | wly_cdgr wrote: | A road & track racing game with realistic physics and handling, | but focused on time trials and solo challenges with arcadey combo | scoring mechanics (like say the cone challenges in Project | Gotham) only. Like rallying but for GT cars, open wheel cars, | bikes, etc | | Basically, a single player leaderboard racing game where your | skill alone determines how well you do and you don't have to deal | with the worst part of most racing games - other cars on the | track | agrocrag wrote: | Apiary Simulator - Manage a your honey bees year round from | pollination to honey harvesting and overwintering. Thinking | something like Starcraft mixed with Sim Farm. | DonHopkins wrote: | SimAnt MMPORG | vertexmachina wrote: | A detective game that actually makes you feel like a detective. | That means gathering clues, using deduction, and making | accusations. | | Game Maker's Toolkit has a really good video on why it's | difficult: https://www.youtube.com/watch?v=gwV_mA2cv_0 | | Return of the Obra Dinn and Her Story are the best I've played so | far, each excelling at different things. | bussierem wrote: | You may want to take a look at the various Sherlock Holmes | games on steam right now. There is a new one that just came | out, and from looking thru them it seems like they try to make | such gameplay work. Worth a shot! | billfruit wrote: | "Paradise Killer" may be of a similar genre. Also perhaps | "Deadly Premonition". | u2on wrote: | I would love a MMORPG game that had sufficient story arcs without | feeling like the effort is meaningless. For example, a game | situated in a constant universe where the entire player base | became an alien race trying to survive on their planet. Time | would of course have to be faster than 1:1, so players would | inhabit lineages of family units, and new players would be 'born' | into their own lineages branching off of already established | ones. Actual extinction events would wipe out the civilization, | and so efforts could be made to leave caches in the stars or in | orbit of small moons for future civilizations (probably the same | players) to go retrieve. The biggest issue I can see with this | concept is that most of the content would either have to be | generated by the creator (e.g. something bigger than an | extinction level event), or arbitrarily by the participants. | syrgian wrote: | An intuitive, quick-to-learn-but-hard-to-master successor to the | WC3 map Warlocks (simple top-down multiplayer shooter with | varied, strong mechanics). | | There was an attempt, called "Spellsworn", which flopped very | hard. Battlerite was also somewhat similar, but more cluttered | and degraded very quickly. | | It doesn't even have to be fantasy-based, in fact, I would like | even more a successor to Comet Busters versus mode. | arethuza wrote: | This is going to sound a bit dark... | | A game version of _Threads_ | | You run a country in the run up to a nuclear war, decide on | whether to attack first or wait and retaliate, survive in your | bunker and get to run the county for the next 10 to 20 years | | Like a long term version of _Defcon_. | csours wrote: | Threads is on Shudder. I watched it the other day. Pretty | depressing to watch now that the nuclear war threat feels real | again after years of pretty much ignoring it. | wly_cdgr wrote: | A competitive description game. Players write descriptions of | images under time and other constraints and the audience votes on | the results in real time | bjord wrote: | Star Citizen | keester wrote: | I want a new version of SSI Strongholds from the 90s. I guess | there's no point though .. that genre has sort of evolved to | something far better and I'm just nostalgic. | eru wrote: | An implementation of (electronic) boardgames that makes use | ubiquitous screens: | | Ideally, everyone sits in the same room. The shared information, | basically the board in a boardgame, will be displayed on a common | screen. Think a ChromeCast on the wall or a iPad or laptop on the | coffee table. | | Your private information, basically your hand of cards or so, is | displayed on your smartphone. Similar for all other players. Your | phone is also where you input your moves. | | This setup would fix multiple problems I am having when playing | boardgames: | | (1) played with cardboard bits, they are expensive to purchase, | and you have to do all the tracking and 'calculation' by hand. | | (2) played on phone screens only, the screen is tiny and crowded | with information and there's not much shared experience apart | from sitting in a room together. | | (3) more importantly than just making existing game concepts more | convenient, this setup allows you to make boardgame-like | experiences with novel designs. Especially you can press the | mechanism of simultaneous play much harder, while still allowed | for interaction. | | For a simple example, look at Codenames | https://boardgamegeek.com/boardgame/178900/codenames | | With the computer as an arbiter, the two teams can essentially | play simultaneously. And only the team leaders even need private | screens / phones. (You will probably want to synchronize a bit. | Eg you still have turns, but both teams can do one turn each | simultaneously; then they both start the next turn simultaneously | etc.) | | Slightly related: I'm also really impressed by | https://spyfall.adrianocola.com/ because they managed to make a | computer-supported version of Spyfall, but you only need to | interact with the computer once at the start of the game. | Afterwards, it's all analog. | overthemoon wrote: | My dream is a lot more narrow: I want a mod or an official game | mode for Deep Rock Galactic where two teams of 4 dwarves race to | the center of a cave for resources and have to take it back to | the drop pod. It should disincentivize players from fighting each | other directly, but instead deploy traps and waves of bugs | against each other. | | It's SUCH a good game as it is. I think it could only improve | with the addition of creative PvP modes. | oneoff786 wrote: | I feel like that would directly incentivize fighting each | other, no? | CobrastanJorji wrote: | I want a persistent 2D space game. It has two modes of play. | | Mode 1: You create an account and are given a small ship. You and | your dinky ship fly around the universe making trades and doing | missions. There are pirates and you tend to get exploded a lot | and flying around is tricky because the planets have gravity. You | trade and get rich and buy bigger ships. Then you become even | more rich and start buying automated ships that will make trades | and go on trade runs 24/7 while you're not playing. Pirates blow | up those ships and steal the loot, so you buy bigger routes with | guard ships. You start posting missions for new players to guard | your fleets. You become very very rich and start buying on-planet | real estate or maybe whole planets and customizing them. You're | managing your fleets and missions and contracts and stuff mostly | from your mobile phone at this point without actually logging in | and flying around. | | Mode 2: you don't create an account. You're just a pirate. Nearly | the whole world is hostile to you. It will only take a couple of | hours of play to grow from a tiny pirate to a universe- | threatening dreadnought the likes of which the average account- | holding players couldn't afford, but as soon as you stop playing, | your pirate ship is lost and you must start again. | genocidicbunny wrote: | Have you seen DV: Rings of Saturn? I think it has at least the | first part of Mode 1 that you're talking about. | aasasd wrote: | I feel like you might've heard of 'Space Rangers' (just '2d | space trading with pirates' does rather hint at it), but if not | --it's about a third to a half of what you described, plus some | other stuff on top. IDK if they ever made it multiplayer, | though--maybe in the Steam release. | chupasaurus wrote: | There is no multiplayer mode for that game. | brezelgoring wrote: | Starsector might be worth trying out, depending on your choices | you can land on either side of the hegemony's good graces and | get mode 2 or 1. Check it out. | atlasunshrugged wrote: | I don't know if it's a game exactly but I would love a VR app | that's part horror thriller, part psychological exposure | treatment that either helps you get over certain anxieties (e.g. | get ready to give a talk in VR in your drawers or fall from a | tall building) or helps with aversion therapy in an engaging way | (e.g. my weakness is chocolate, maybe a horror game that | incorporates sweets in some way where they're repeatedly | poisoning you and making you lose XP or something). | yetihehe wrote: | I'm planning on making it someday (already done some techdemo 3 | yr ago to prove that it's possible to see 5k ships on lowly | laptop), but anyone can try in the meantime: | | 2D MMO-RTS where you can design your ship, have it simulated for | structural properties (it will affect stats) and then fabricate | those ships and use many of them to mine/explore/fight/trade. | Space is physically size-accurate, but you have jumps (some ships | are capable of jumps themselves or even take some small ships | along, but there is possibility of large jumpgates that can take | you in one jump to other solar systems). There would be hundreds | of available systems with lots of bodies to mine, but you can do | anything in interstellar space. One player can control many ships | a little like in starcraft, battles of thousands of ships should | be possible, also big station structures. | 650REDHAIR wrote: | You could probably polish the tech demo and create a | Kickstarter. | | I would pledge. | | People love spaceships. Look at Star Citizen's fundraising | success. | | Also commenting so I can come back and see if this goes | anywhere! | yetihehe wrote: | I've seen other 2d spaceship techdemos on kickstarter and | almost no one pledged. I have a "might change the world" kind | of project on my head now, so that game might have to wait | several more years. But yeah, everyone that I've described | the game to, said that would be awesome game. | wafer-bw wrote: | I started prototyping something very similar to this but | was going for a singleplayer thing to start where you | control one ship at a time. The hard parts I bumped into | were: 1) the scale of space doesn't play nice with Unity C# | floats 2) the scale of space doesn't play nice with the | player's time 3) Switching to a language I'm comfortable | with that solves both 1 & 2 means I would have to go back | to school to learn how to write a physics & collision | resolution engine or learn a new engine & language. | | In any case good luck on your project because the idea you | have is basically the same as mine and has been a dream | game of mine for many years. | nope96 wrote: | As a kid I loved Choplifter on the Sega Master System. I'd | imagine all sorts of scenarios to make it more fun. | | Combine that game with Starcraft/Command and Conquer. A side | scrolling 2D RTS game. | | Two sides, a river in the middle. Build up your base (which would | extend underground as well as horizontally) and build | Helicopters, jets, missles/nukes, tanks, boats (which you can | manually take control of at any time). | | Goal is to take out the "Leader" of the other side. If you've | played Choplifter you know the "people" were tiny little squishy | things that you could kill by just landing on. Your workers and | soldiers and Leader are all extremely vulnerable squishy guys. Of | course defensively you'd position your "leader" as deep | underground as possible, or in a building surrounded by anti- | aircraft missiles, etc. | | Mainly a 2 player, 1 vs1 game, but more than 2 players possible | if the world wrapped around. | account42 wrote: | I'd like to see more single-player story-heavy adventure games or | RPGs with less of a focus on combat. | discordianfish wrote: | Sim City/City Skylines but for multilevel cyber/solarpunk cities. | tayne wrote: | I wish there was a game that was hosted on an enormous and | powerful server. Imagine a game that is designed to run on | terabytes of memory, even more storage and a whole bank of GPUs. | Basically a game that takes full advantage of a super computer, | played remotely. You could have unprecedented detail, full | physics and ray tracing, maps as large as planets with full | detail and no loading times. Fully destructible environments. | mattl wrote: | Warcrafts 4-9 | daenz wrote: | Different economic policy simulators. I'd like to see realistic | behavior of businesses, people, and markets as a result of | different policies. I want it to be a "game" because I want it to | provide story-driven insights into people and businesses as the | policies impact them. | scotty79 wrote: | Factorio as a 4X game when you create factories and develop | technologies to expand into new previously inaccessible areas and | exterminate new threats. | chaosharmonic wrote: | I semi-regularly wish I lived on the timelines in which Star Wars | Battlefront III and MegaMan Legends 3 hadn't gotten canceled. | dllthomas wrote: | Stray. | Krasnol wrote: | Star Wars Galaxies 2. | | This time without that NGE BS and no playable Jedi. | | Yeah...I'm aware of the emu but it didn't age well for my eyes... | sydthrowaway wrote: | A game that will help humanity while playing -- protein folding | as a game? | scotty79 wrote: | It exists https://fold.it/ | laichzeit0 wrote: | Rome Total War or Empire Total War but more realistic down to the | unit level. Soldiers getting injured, losing limbs, having field | medics doing amputations, dressing wounds. Real baggage trains, | supply trains. The whole logistics and wounded aspect of war is | completely ignored in these games. Now that they've gone the | "arcade" route I don't think this will ever happen. | | VR mode where you can fight first person as a unit in a cohort. | yewenjie wrote: | Half Life 3 | moogly wrote: | A modern remake of the Quake II mod Gloom. IIRC, but the internet | seems to have forgotten it, it used to be called Aliens vs. | Marines before it got FOX'd. Might even have been the origin of | that term. Not sure. Asymmetric class-based FPS with | evolution/progression elements. Similar idea to Natural | Selection, but quite different in practice. | | There was a similar game called Tremulous much later, but I never | ended up playing that. | cwkoss wrote: | An evolution simulator that can simulate a 3+ layer food chain, | both animals and plants. With enough degrees of evolutionary | freedom for evolved organisms to surprise and delight. | | I took a crack at it about a decade ago. It's hard. Was able to | get 2 stable layers for hours (maybe a "season" in game time), | but over a long enough period the population always became fairly | homogenous. | snarfy wrote: | Unreal Tournament 5 | relex wrote: | Command & Conquer (a new iteration) | aka_dude wrote: | I want Else Heart.Break(), but with more plot, less bugs, better | programming language and bigger, deeper world to explore. | Possibly, with multiplayer, though I'm not sure it would bring | much into game | yakytaky wrote: | Descent 2/3 but modern graphics. I came across dxrebirth and was | pretty stoked. Spent an hour mapping keys a game pad just to find | that multiplayer games were possible but seemingly impossible to | get people to join. Granted, I only spent an hour or two before | giving up.. | | I know that some games might fit this description, but I'm not | committed enough to play a game that requires me to work my way | up a social ladder or play the markets to stand a chance. | ..looking at you, EVE online | sjackso wrote: | Good news - you are describing a game that exists! It's called | Overload and is the spiritual successor to the Descent series, | written by the original creators of that series. | | There is a small but active multiplayer community. (Find it on | the community Discord server.) | | https://playoverload.com | ilikeatari wrote: | The incredible machine 4 | matbatt38 wrote: | The space phase of Spore, but done well. Serious UI, customizable | defences for when you're away, deeper skill tree, better scaling | (spore gets quickly unplayable when you start to grow seriously), | more incentives to expend across the galaxy, maybe scriptable | units to automate conquest at some points, etc. | samiam_iam wrote: | Myth from the late 90s was awesome. It still would be if it was | around. | fww wrote: | An MMO where each player is a single fish, making up a larger | school... and there's a shark out there! | | Whoever gets eaten last wins the round and gets to be the shark | next round. | bni wrote: | Like "The Long Dark" sand box mode but with realistic graphics | and a full seasonal cycle. | pier25 wrote: | A modern good Thief game | dmead wrote: | jedi academy 4 | | I cut my teeth writing mods in quake-c for jedi outcast (jk2) and | jedi academy (jk3). I was never hugely into starwars but playing | what is essentially quake 2/3 with force powers on the quake | engine was always an excellent game. I wish raven and lucasfilm | had continued with the series. | pdinny wrote: | [GTA 6 - Jersey Shore - GTL] | | You get to play out storylines from Jersey Shore, with original | voice actors. Mini-games include gymming, tanning, laundry, | making food when you get back from the club. Missions at the | club. | | [GTA 6 - So Many Side Hustles] | | You play as a struggling human, trying to scrape together a | living by picking up jobs from various apps on your phone. Maybe | you're doing some kind of Task Rabbit mission, or plain food | delivery. Maybe you're delivering something else. Maybe on foot, | maybe on a bike. | | It should be an open world exploration in a dense urban | environment and many, many different ways to be exploited. | [deleted] | PassengerJet wrote: | Lego Technic Forza. Build your lego technic race car, tractor | trailer, dump truck, crane, or whatever, and then drive, race, | and build in an open world lego sandbox. | jvanderbot wrote: | I want to play as the AI that helps people survive deep space | travel, but I want it rogue like, with tons of builder/resource | driven tradeoffs | scotty79 wrote: | Seedship is cool game with this theme. | blopp99 wrote: | SAO (without the staying in the game part.) and or The Oasis | (from ready player one) | brobinson wrote: | Escape From Tarkov but with a streamlined interface so you spend | more time inside raids than outside of them (see: Fortnite, Hunt: | Showdown). Also, it must have a killcam available after the raid | finishes so new players can learn positioning and you can more | accurately report hackers. | HaZeust wrote: | Really wish there was a new installment to the Star Wars Jedi | Knight series. | user3939382 wrote: | Vespers 2 | corrral wrote: | Most of mine are modernizations/remakes/stealing-the-mechanics of | older games with unusual genre mashups or mechanics, that no | longer exist. Examples: | | - Hunter Hunted (asymmetric multiplayer platformer-shooter with | vs. _and_ co-op modes) | | - Perfect Dark (FPS with lots of multiplayer modes, including co- | op campaign, campaign versus mode[!], and of course endlessly | configurable plain ol' arena versus, including highly- | configurable bots--the closest I've seen something come to this | is Call of Duty: Black Ops 2, of all games, but it still wasn't | that close. Most elements/modes exist _somewhere_ , but rarely in | one package. The way difficulty levels didn't just make the | enemies bullet sponges and better shots [though it did also do | that] but also changed objectives and sometimes starting | location, was also excellent and isn't as common as I wish it | were) | | - Return Fire (vehicle-based CTF multiplayer, with elaborate pre- | built defensive base structures for both sides--this game's _not | quite_ all there, but make it more than 2 player and add a little | base-building and it 'd be amazing) | | - Battletanx (Actually a little similar to Return Fire, now that | I think about it, but with a lot more of a traditional | multiplayer-shooter feel, different camera perspective, and the | vehicles are all kinds of tanks. AFAIK nothing like this or | Return Fire has been released since the N64/Playstation era) | | - Dominus (The single genre it's closest to is probably tower | defense, but it's got a whole lot more going on than most of | those) | | Also, edutainment disappoints me these days. Drill-type games (as | in, drilling math problems) seem to have gotten much better, but | sheer knowledge games (Explorers of the New World, Microsoft's | Dinosaurs) seem to have all but disappeared, aside from adult- | targeted trivia games, which don't have a learning focus and | aren't very good at teaching you things. The Trail series (yeah, | it's still around, by why aren't there similarly-clever and well- | made games for 1,000 other historical situations, too?). I | actually think this category would get a lot better, fast, if we | had decent, accessible multi-media authoring tools for the web. | The closest thing we had was Flash, and it's gone. | generj wrote: | BattleTanx was such a weird game and I loved it. | | My orthodontist had it running on an N64 in the lobby. | Something about the N64/PS1 era delighted in weird and insane | weapons. An updated version (with a better plot) would be | amazing. | | I'd want artillery for some levels as well. Basically a Halo | game that only had land vehicles. | corrral wrote: | > An updated version (with a better plot) would be amazing. | | Uh, yeah, I'm pretty sure you couldn't get away with "a | plague killed most of the women so the few remaining ones are | all breeding-queens of warrior bands and you have to try to | capture them" in the 2020s, even as kind of a joke. But the | plot also didn't really matter, so it could be anything. You | really want the other guys' donuts. Or something. Doesn't | matter, it was really just arena tank CTF with limited base- | defense-building. | laputan_machine wrote: | Wow, hunter hunted and return fire are two games I had | completely forgot about. thanks for reminding me about then, I | played them so much as a kid. I wonder how well they hold up... | shampto3 wrote: | I'm always trying to explain to my friends how absolutely | amazing Perfect Dark multiplayer was. I wish modern FPS games | had that amount of configuration. I also had completely | forgotten about campaign versus mode, which would be so cool in | a modern FPS game. | denton-scratch wrote: | I would like a rather simple real-time war-game, as played from | the POV of a field commander. You don't have a real-time view of | the battle; all you have is signals, which are rather stylised, | and a 2D map, with unit symbols on it. The map is always a bit | out-of-date, except when a signal has just been received from a | unit. Think something like a battalion HQ tent, with staff. | | Commands are also stylised; I'm not a military person, and I | don't know how to compose field orders, so there would need to be | some kind of UI that allows you to construct orders visually. But | in the end, the order that you send consists of text. You can't | order-around squads; you can only issue orders to subordinate | commanders. | | You also receive orders from above. You start with a mission | briefing, with objectives. But your orders can be updated mid- | mission. | | So this would be essentially not a video game; there's no motion | video. It's a text game, with a graphical map. For added | entertainment, you could have a retrospective video playback; but | you wouldn't have realtime video from the frontline that you | could act on. | | I once had a game a bit like this; it was for military use, and I | didn't really understand the format of the orders. Also, commands | were issued by dragging on the map, rather than by text. | | Something like: "You will advance to grid square X. You are to | avoid engagement. You will report enemy positions." | | I'm thinking of modern warfare, with radios/telegraphs, air power | and integrated air defence, armour, and intelligence staff. But | you could maybe take it back as far as the Napoleonic wars, with | dispatch riders instead of telegraphs. | j-wags wrote: | There were a few scenarios in the RTS Cossacks that had this - | Two armies would be facing off, and the general (you) would | just be a single horseman. You were surrounded by messengers | that you could dispatch to various units, but you had to take | into account that they wouldn't get there immediately, and that | sometimes the messengers would get shot en route to delivering | their commands. | zehaeva wrote: | There's Radio Commander | https://store.steampowered.com/app/871530/Radio_Commander/ | | And I think the Ultimate General series of games also does some | of this, but that's second hand. | impune wrote: | There is a game called radio commander on steam, which seems | very close to your description. | https://store.steampowered.com/app/871530/Radio_Commander/ | VonGuard wrote: | Bird Life Simulator. From scavengers to hummingbirds, and | everything in between. Would need a killer flight model. | can16358p wrote: | Ultima Online. Pokemon Gameboy series. | vbezhenar wrote: | I gave some thoughts about it. | | Here're interesting things that I'd love to explore given the | chance and skills. | | 1. This game is MMORPG. Think World of Warcraft game. | | 2. Everything is realistic (more or less). | | 3. There's no fixed story. | | 4. World is generated initially but then shaped by NPCs and PCs. | | 5. Every NPC is controlled by AI. Every creature controlled by | AI. Not stupid AI but real AI. Some creatures fight each other. | Like wolves sometimes go hunt rabbits, rabbits don't want to die | so they learn to hide, wolves learn to find rabbits. Wolves learn | that humans are strong so they coordinate with other wolves to | kill humans, etc. Some wolves are stupid, some are smart, some | have scars from rabbits. Wolf parents teach their pups to hunt. | They probably have some initially trained AI, but then everything | is trained inside the game. | | 6. Human NPCs learn their complex lifes, interact with other | humans, mine, grow, fight, kill, conquer. | | So far it sounds like dwarf fortress, but I want to underline | that behaviours are not mechanical, but rather more real-world | where creatures are learning from their mistakes. | | 7. Human NPCs provide quests to PCs which actually generated from | their stories. Like some tribe stolen women from other tribe, now | their chief asks travelers to return women. | | 8. Everything is free for all, you can kill anything or help | anyone. | | Basically it's fantasy world with extreme freedom and extremely | advanced NPC AI. | | Also it's MMO and I'd love it to be as "realistic" as possible | (in some weird sense of reality, of course). Things are mundane. | You need money, you need to find ways to earn it. Distances are | tremendous, like in real life, you need to walk for hours to | reach another village or for days to reach another city. Mounts | are not magic, you need to care about them, feed them, you can | spoil them and they'll die (and they cost huge amount of money). | Wolves can eat your horse. Wizards can portal people but that | requires extreme dedication, costly reagents, so only very rich | people can afford that. No flying gryphons, sorry. You can't just | resurrect after death, probably you need to create new character | and start from the scratch. There could be resurrection spell, | but again it must be performed by other players, probably by | several skilled priests with very costly reagents and only for a | limited time after death, if corpse is not damaged severely. | Scars and traumas affect character and could be healed, again, by | extremely skilled doctors and costly reagents. | | Interaction with NPCs is done using either speech or written | dialogs, not just by selecting things in the list. Like they talk | to you and you talk to them. NPCs can lie to you, of course, take | advantage of you, etc. | smackeyacky wrote: | I want to take cyberpunk 2077 and get rid of the current story, | then replace it with I Am Legend on an epic scale. | | I would settle for the omega man. | divs1210 wrote: | Half Life 3... | Labo333 wrote: | Have you tried Half-Life: Alyx? VR is a real game-changer (pun | intended)! | lukaszkups wrote: | MechCommander 3 with MC1 aescethics (not Mechwarrior 5 mod ;)) | hoosieree wrote: | Gravity-oriented shooter where you fight on tiny planets with | primitive weapons. | | Because the "planets" are so small, gravity and Coriolis forces | influence projectiles: hitting the enemy often requires shooting | over the horizon, or relying on the planet's rotation so your | spear lands in the right place. | | Running fast or jumping off a tall structure can put you into low | orbit. Planet sizes range from about the volume of a house to the | volume of a skyscraper. Planet shape influences your tactics - | cube planets have less gravity near the corners, spinning | ringworlds let you jump from one side to the other, etc. | | Super Mario Galaxy plus Fortnite | egman_ekki wrote: | Isn't it a bit like Worms series, except you don't have planets | and Coriolis, but a blob of land and wind. | nixpulvis wrote: | National Parks: 2022 | | A) Build a sweet game engine for exploring and discovering | landscapes, topologies, biomes, plants and animal species, etc. | Maybe even hunting and survival? | | B) Take on the EA Sports (it's in the game) model and update the | game with only minor changes to trails and other recent events, | but use the margins to fund the park service! | | C) Help incorporate trail mapping and maintenance into the | engine, so people can have fun taking the game back to reality | | D) Release expansions with new areas to help grow the platform, | but also teach people about the various locales | | E) Over time, watch how parts of our earth change, how we impact | it, and use the game engine as a solid digital archive | mNovak wrote: | Is it an economic sim (National Parks Tycoon), or a chill | simulator (Park Ranger simulator)? | | Kind of makes me think of an open-world, never-ending | Firewatch. Or, make a Journey style Appalachian Trail | simulator. | jph wrote: | Can you say more about this? You've got a great idea and it | relates to one of my nonprofit clients who might be able to | help your idea. | wnolens wrote: | While I was touring Zion National Park a few years ago, I spent | a lot of time thinking how it all needs to be captured in both: | | 1. a high res VR experience for the less-able folks to | experience this beautiful place, and | | 2. an AR glasses experience that narrates the trails as I walk | it, where I can walk up to any plant and ID it, overlays that | name all the peaks and valleys, narration about local fauna and | sustainability. | nixpulvis wrote: | Just as long as the AR people don't bring boomboxes with them | ;) | tmaurice wrote: | A Stargate based RTS | henriquecm8 wrote: | How about a game like Mass Effect but with Stargate. | ravenstine wrote: | I have a few ideas that I will almost certainly never develop. If | someone wants to use them, please do. These are games I wish | existed. | | Here they are: | | The first one is a game where you play as Mormons, and the goal | of the game is to be nice to people no matter the cost. It would | start out with fairly easy things, but then you come across | increasingly hostile or dangerous circumstances where you have to | choose between negotiation or fleeing. You can't "die" in the | game because, if you are about to die, either God or the angel | Moroni will intervene. At that point, you must restart a mission. | Then again, I'm not that opposed to the player dying either. I | know not that much about Mormonism other than that I've known | Mormons throughout my life. :) | | Another idea I have is for a game I call "Monkey Town". It's | somewhere between Sim City and The Sims, and takes place in a | world where monkeys and various apes take the place of humans. | They are as intelligent as present-day humans, but they do thinks | in their own monkey ways. You are the mayor of Monkey Town, and | you must build it up and maintain it. There are problems you have | to deal with like monkeys pooping everywhere, political | corruption, ape speciesism, infrastructure failures, monkeys | rioting, monkey insurrections, etc. The monkey culture would have | some differences from human society like _knoodling_ being | allowed in public, networks of vines are used for monkeys to | swing between neighborhoods, bananas as currency, and so on. | | My third idea is a game called "Shut Me Up", which I think of as | more of a short arcade style game where your job as the player is | to harass and scream at people so those people start telling you | to shut up. But you keep doing it so that they start physically | attacking you to get you to shut up. | drewcoo wrote: | IMHO, we don't need a game to teach people to see all | interactions as religious persecution. That's already a | ridiculous problem in our society. | | The only worse thing I can imagine would be combining | persecution complex-inducing game with an FPS. | ravenstine wrote: | It's interesting that you say that. That really wasn't how I | imagined it, and I'm a little confused how you interpreted it | as such. My thought was that it's a point of view that most | people haven't experienced or thought much about. Just | because the playable characters would be from the LDS church | wouldn't mean that all or even most of their interactions | would have a religious motivation. I imagined it more like | getting "boy scout badges" for good deeds from the | perspective of that particular religious group and for the | game to be more light-hearted rather than dead serious, or | even suggesting any sort of religion to the player. | | Maybe you're right and I'm suggesting something that isn't | really appropriate. I would play games more if there were | more slice-of-life type games from different perspectives, | but with some humor in there too. | thetanil wrote: | Honestly, I like the concept of this game. If you dropped | all the proper names you mentioned and just call it "Just | Be Nice" it would be palatable to 1000x bigger audience. | You don't need to be religiously motivated to find it | challenging to be nice in particular scenarios. It's a | theme I've never heard of explored and I would like to play | it (but without the Mormon stuff) | ravenstine wrote: | I guess that doesn't resonate as much with me. Your point | is totally fair, and maybe people would like your idea a | lot more. Despite my atheism, I'm much more intrigued | about a game that's more from a particular point of view | and I just don't have a problem with characters that are | religious. A more culturally homogenous game might be | less appealing to me. I'm sure it could be done right, | though. The Mormon aspect, I thought, would give such a | game a lot of interesting gameplay scenarios out-of-the- | box that wouldn't be as easy to explain in a more generic | game. | | Thanks for the feedback. :) | xahrepap wrote: | FWIW: I think most members of the LDS church have a good | sense of humor for things like this done in good taste, | even if they're not 100% representative of their beliefs. | | source: am one myself. This is true for the other members | around me as well (friends, family, etc) | na85 wrote: | Agree with this. I would never give a "religious game" a | second thought. Automatic pass, irrespective of the | mechanics. | mkaic wrote: | As a former Mormon, I can see that first idea being absolutely | hilarious if implemented correctly. I'm imagining all sorts of | increasingly absurd scenarios you could place the Mormon main | character in and the kinds of jokes you could make, there's a | lot of potential haha. Stuff like coffee and tea being special | attacks that the bosses can use, or dialogue with lots of | really unusual swear substitutions. I think letting the player | die and having the degree of heaven they get into be based off | of their score in-game could be a really hilarious feature. | | I think mixing in just the right amount of janky ragdoll | physics and glitchy NPCs would actually augment the game, and I | could see it being a game that streamers and their audiences | would find funny too. | | There would definitely be _some_ ultra-strict /traditional | Mormons who would be offended by a game like this but I'd say | the vast majority of the membership would find it quite | entertaining. | | Edit: Could call it Mormon Missionary Simulator to both give | the game a slightly tighter focus/story and also indicate that | it's part of the wider genre of "XYZ simulator" games that are | often pretty absurd and funny. | nvusuvu wrote: | Such an interesting, orthogonally-aligned set of game ideas. | Being a member of the Church of Jesus Christ of Latter-Day | Saints, I feel like I've been playing 'your game' my whole | life! | natpalmer1776 wrote: | Of all the places to see someone from the LDS church, I | _NEVER_ thought it would be on HN! Not sure why it is such a | surprise, but it is nonetheless. | lukeholder wrote: | There are many of us on HN. | open-paren wrote: | Dozens! | cableshaft wrote: | My IT department manager at a previous job was Mormon. He | was a big Star Wars geek and could code with the best of us | (but never had time to do so in his position, too many | meetings). I didn't know for several months he was Mormon. | His only tells were some self-censoring (like saying | "cheese and rice" or "cheese and crackers" instead of | certain common blasphemic exclamations) and he had six | kids. Really cool guy. He eventually moved back to Utah to | work for a tech startup there (the tech scene is actually | pretty big in Utah). | roflc0ptic wrote: | LDS is huge and contains very smart people and, despite | some questionable historical beliefs, they're not AFAIK | anti-science in any way. HN is huge. Definitely gonna be | some overlap | wincy wrote: | As a non practicing Mormon it was extremely strange to me | when in my 20s I was exposed to the broader | Protestant/Evangelical world in the US how many weird | anti science things existed that I'd literally never been | exposed to as a Mormon. | | When I moved to a nicer neighborhood and went to church | once or twice I was amazed how many Pediatricians and | Pediatric Surgeons who work at the local childrens | hospital are Mormon. | YesBox wrote: | I'm working on Archapolis, a cross between sim city and the | sims (and inspired by Dwarf Fortress, Cities Skylines). I'm | working on real time traffic / pathfinding currently. My game | can handle 100K to 300K agents path finding simultaneously to | random destinations. | | Game is still very early development, but here's a tech demo | video | | https://www.youtube.com/watch?v=7q0l87hwmkI | ravenstine wrote: | That's really impressive! I haven't even come close to | developing a game since I played with the old school Game | Maker back in high school, but pathfinding seems like a very | intriguing challenge. You've got a new YouTube sub. :) | | What's the tech stack you're using for the game? I'm not | really familiar with how games are typically made these days | other than that it seems like a lot of people are using | Unity. | YesBox wrote: | 2x Thanks! | | I'm using C++, SFML (graphics framework), and SQLite (for | data storage/saves). Game & engine is developed from the | ground up. | | A lot of people choose existing engines for their games. I | definitely would if I were to go 3D. | | With 2D grid based games, it's not too difficult to get an | engine up and running. It took me around 6 weeks IIRC (no | physics or networking code though) to have basic tile | placement functionality and outputting the game world to | the screen. | seattle_spring wrote: | Diablo 3. Not the abomination that exists today, but one made by | the actual creators of the first 2 games; one that actually | matches the look and feel of the franchise. | MaxikCZ wrote: | Social/political MMORPG sandbox, where players are allowed to | make their own rules and means of enforcing them, with AI blended | into population | danShumway wrote: | In the realm of things that would actually be feasible for small | teams or individuals to build: | | - I'd like to see some some fully offline, single-player | CCG/Deckbuilding RPGs in the style of the old Pokemon CCG Gameboy | games. Balancing single-player card games is a lot easier than | balancing multiplayer deck-builders, and I'd be fine with pixel- | based top-down graphics (in fact I might even prefer them). RPG | formats work well with CCGs; I want to run around and find rare | cards in areas where my AI opponents have themed decks and | gimmicks, and I want to be able to build a card collection and | make little decks without worrying about microtransactions and | online ladders. A nice little offline RPG with cards. | | - I'd like to see more games (in general) of any genre experiment | and iterate more with Breath of the Wild's weapon durability | system. BotW pretty much single-handedly changed my mind on the | potential of durability systems, and I think there's a lot of | interesting things that could be done by designers who sit and | really work through what made BotW's system work so much better | than durability in a lot of traditional survival games. I think a | lot of people glossed over (or criticized) what I think is | possibly the most innovative part of BotW, so I'd love to see | more games jump into that space and try to translate out those | mechanics again in a way that players might understand or respond | to better. | | - I'd like to see some vaguely I-Spy or Where's Waldo games that | are designed to be on some level passive backgrounds -- | essentially games that are designed to be mostly pretty dioramas | with a lot of stuff happening in them, where player interaction | is more about just clicking things or seeing how they react to | each other. I want a game that takes low resources that I can | leave running on a Raspberry Pi or other low-power computer, | hooked up to a monitor in my living room, where I can just | occasionally walk past and spend maybe 3-minutes interacting with | it. I want a game that is mostly a display piece, that captures | the feeling of having a nice diaorma or animated scene, but where | I can occasionally whenever I'm feeling bored or spacing out | click on a few things and maybe hunt for some objects, possibly | over the course of a week or two working through a list of hidden | objects. | richthegeek wrote: | That first one made me think of combining Pokemon with Slay The | Spire - each Pokemon has a deck (themed towards poison, | electric, etc), and the Player has a deck (utility, healing, | battlefield modification, combos) | | In battle, you can choose your Pokemon based on the opponent | and your hand is a mix of Player and Pokemon cards. | | You gain more Pokemon, or cards for Pokemon, by exploring the | wilds. | | You gain Player cards and gold by battling other trainers. | | I guess for a proper modern Rougelite you should have "relics", | gained by battling Gym leaders, rare Pokemon, or completing | quests by NPCs. | dandare wrote: | Massive Chalice 2, essentially something where you build your | dynasty and all the shortcomings of Massive Chalice 1 are fixed. | kroltan wrote: | Outer Wilds got me good on the single-player story-heavy-but- | still-got-mechanics part, I wish there were more things like it. | Not more of it, because the story is very tight, but more things | _like_ it, where I can somehow immerse myself in a foreign | /fictional culture. Really liked Kingdom Come Deliverance and | Disco Elysium too. | | Beyond that, I really really miss the exact niche Atmosphir used | to fill, UGC platformer with enough tools to make variations on | the base mechanic, but not a full-blown game-making toolkit. I | want making levels to be intrinsically captivating, to create | simple new gameplay ideas, but not get lost in the myriad | construction details of such things. At the time there were some | neat alternatives, like GameGlobe or Project Spark, but nowadays' | titles are either too mechanically restrictive (Mario Maker) or | too much of a tool (Dreams). | | I actually help maintain (together with a bunch of excellent | people) an archival/revival server of Atmosphir, but the | minuscule community makes it hard to make multiplayer levels, and | getting feeback on your creations. | sharkweek wrote: | Outer Wilds left me in a "game funk" after I beat it. | | The story's end was such a... mix of emotions is all I'll say. | | I went in relatively blind and the major mechanics of the game | were really fun after I figured out what was going on. | deltaonezero wrote: | Try planescape torment. Hidden gem in the same style as Disco | Elysium but more epic and dare I say a setting even more | original then Disco. | dllthomas wrote: | Did you play the expansion to Outer Wilds? Wonderful new | environment to explore, with a new culture. Fits into the | existing game okay, although I was very much wondering whether | I was done with it when I was, in fact, done with it. | dbosch wrote: | Age of Empires but _in the browser_. | | No install. Only web technology. Easy multi-player Possibility to | do Massive Multiplayer (100s) or just 2 or 3 Either blitz game | (couple of hours max) or persistent | justsomeuser wrote: | Caesar 3 but with modern graphics. | | Loved this game as a teenager. | nitwit005 wrote: | Mostly I'd just like better versions of games that did exist, and | were enjoyable, but which had obvious ways to improve them. | Dungeon Keeper comes to mind. | | I see some other comments echoing this idea, such as "Star | Control II, but more so.". | bcardarella wrote: | Loom 2 | s0teri0s wrote: | I wish someone would do (somehow) the 1980's Car Wars tabletop | game, a computer version, multiplayer or not. I have tried many | near misses, and a few real-time cars-with-guns games, but | nothing really scratches that turn-based Car Wars itch for me. It | will never happen because Steve Jackson Games is very protective | of their IP, and even if they produced the game themselves, they | have changed their original game beyond recognition, so the | result would also fall short of the mark. And they'd charge about | 3x what it would be worth. | richardfey wrote: | A realistic simulation of being a Jesuit back in 1540 and | forward. No time travel or other BS, just Jesuit life. Fight or | join other politicians or Jesuits and other powerful clerical | people of the time. Persecute other religious groups and live up | to the time you are also persecuted (maybe that's for later | chapters of the saga). | conradfr wrote: | A remake of "Big Red Racing" =) | jharohit wrote: | OP here. I'll share the most complex (probably never gonna be | made) game idea in my current list: | | One Game which has it all - re-creating Dante's Inferno. | | ===== | | Types of game mechanics: | | Overview - Cut scene | | First Circle (Limbo) - 2D black and white like the game limbo | | Second Circle (Lust) - Isometric like monument valley | | Third Circle (Gluttony) - Mobile AR game to collect resources | like pokemon go | | Fourth Circle (Greed) - resource management/strategy like | factorio | | Fifth Circle (Wrath) - 2D pixel art like Duke Nukem | | Sixth Circle (Heresy) - classic text adventure | | Seventh Circle (Violence) - Glory Kill 3D system like DOOM | | Eighth Circle (Fraud) - another mobile game with puzzles | | Ninth Circle (Treachery) - VR | | ===== | | Easter Eggs: | | - The text adventure level (Sixth Circle) should have an easter | egg which helps you freely move to any circle (a hidden response | option) | | ===== | | Storyline/Premise for the Rounds: | | First Circle (Limbo) - our protagonist wakes up in a world where | life is monotonous and structured (think start of Walter Mitty) | | Second Circle (Lust) - evening party in club, has to socialize, | meets a girl/guy he likes, they end up the night together | | Third Circle (Gluttony) - morning has to find ingredients around | the house for a full breakfast around the house to have a | breakfast. She leaves but with cryptic messages to find her later | in the game. | | Fourth Circle (Greed) - goes to office and needs to manage his | team/business i.e. product launch or bidding on a complex | contract or moving supply chain around the world kind of | optimization problems to improve top line or bottom line. (think | strategy gamnes) | | Fifth Circle (Wrath) - does something wrong, now has to run away | from various bosses and colleagues who send monsters/killer | robots after him (think Matrix) | | Sixth Circle (Heresy) - someone starts texting him, as God, | suddenly on an app he didn't know he have. Red pill or blue pill. | obv takes the blue pill and turns out it was the same guy/girl | from Lust/Gluttony stage and now they want him to fight for the | survival of the civilization (Maybe a third pill for the Easter | egg?) | | Seventh Circle (Violence) - he is given weapons to fight back | through an army who is ready to destroy civilization! Finally he | ends up being killed. | | Eighth Circle (Fraud) - wakes up on a multi generational ship | which arrives a new solar system. turns out everything so far was | simulated dreams in a cryo chamber to bring humanity to a new | viable solar system. | | Ninth Circle (Treachery) - but now he finds out that the solar | systems has an alien race like Borg who are evil and he & | everyone on the ship must fight once and for all to win his and | everyone's freedom! | billfruit wrote: | 1. City builder like Skylines but with realistic build times for | infrastructure and modelling of urban poverty. | | 2. Factorio with RNG, like having wear and tear for machines, | random failures, machines producing faulty parts. | | 3. Crusader Kings 2, without the military micro management. | zehaeva wrote: | IIRC Workers & Resources has realistic build times for | infrastructure | https://store.steampowered.com/app/784150/Workers__Resources... | YesBox wrote: | I'm working on Archapolis, a city builder game. I have been | considering the feature you are desiring. The problem to solve | is giving the player something to do while the buildings are | being constructed. | | One way I have potentially solved this issue is by giving | players the ability to design their own buildings in game. The | player will see only the interior of the building, so I dont | have to worry about making buildings look good (that's up to | the player). | | I dont have a video featuring this yet, but if you want to see | what I've got so far, I've got a path finding tech demo here: | | https://www.youtube.com/watch?v=7q0l87hwmkI | billfruit wrote: | Hi, looks very interesting. | | Paradox games often do have player just waiting for a thing | to happen, like forging a fake claim to a territory to get a | causus belli. Yes it is a boring part of the game, and makes | it feel like a "waiting game", just waiting for a progress | bar to fill. | rpastuszak wrote: | Anything based on Invisible Cities by Italo Calvino | selimthegrim wrote: | Riffing on this - something based on City and the City by China | Mieville. | dgunay wrote: | It's not a specific game per se, but sometimes I wonder how it | would turn out if a decent game dev were to take one of those | clickbait-y mobile game ads (you know, the ones where it is | obviously a dolled-up mockup of a game that doesn't really exist) | and actually attempted to make the game it is depicting. | scotty79 wrote: | Somebody actually executed on that idea. | | https://youtu.be/zRDhiN50Vo0 | Arwill wrote: | A serious time travel game. | | Think of MS Flight Simulator or Google Street View as documenting | the current world. Then take the same approach to thoroughly | document the past. The locations, the events, all in 3D VR with | realistic graphics, and simulated actors that react to events and | react to the players. | | Take the current knowledge and physical/archaeological remains of | the past, and digitise them, digitally renovate them. Do this | rigorously and professionally. Not Hollywood-style approximation, | but the work of real historians and archaeologists. Let | historians use it and debate the details how it should really | look, or how the events really unfolded and adjust it | accordingly. Organise the database of content and simulations. AI | is possibly already there to automate processing and conversion | to 3D of old videos, photos and paintings, even perhaps writings | to animation scripts. If not yet, some AI researcher is surely | working on that. | | Make a VR meta world, where players can travel to certain | locations and certain time and interactively take part in the | events. | | I would pay a monthly subscription for such a thing, to see the | past getting recreated digitally. It would be the next best thing | we actually could do, compared to real time travel. | augusto-moura wrote: | Wouldn't that be like really boring? I mean most of the real | events (real in the sense of the more realistic possible, | ignoring paintings, poems, tales, etc) are nowhere near as fun | as is portraid in the media. | | People die all the time in the most boring way (illnesses, | accidents), battles are not that epic, no monsters or great | heros, overall knowledge of the people are very shallow, etc. | ivankelly wrote: | half-life 3 | account42 wrote: | These things, they take time. | impune wrote: | A full on space war sim. Think foxhole or planetside, but with | additional features, like strategic aspect (stellaris, with | simpler resource management and way smaller map - 10-20 star | systems would be plenty) for strategy players who take role of | government and fleet strategists, tactical aspects for fleet | commanders (something like battlefleet gothic armada would be | close enough), individual ships controlled by players or ai, from | carriers and battleships to individual fighters (star citizen, | x4, elite dangerous). All that with system rewarding players for | following orders, option to court martial those who notoriously | ignore them, and star system capture mechanics. Another layer of | boarding ships, stations and planetary assaults would be great | too. | gigglesupstairs wrote: | Open world game/exploration about Indo-Aryans some 4000 years | ago. | jawnv6 wrote: | I enjoy the general structure of Metroidvanias but most of them | rely on combat mechanics for the micro-challenges in each room or | boss. I like the exploration, backtracking, progression and | unlocking previously inaccessible area. | | But combat isn't the only mechanic that could be present there. | There are examples like Ori and Toki where combat is de- | emphasized in favor of movement/puzzles, but they're still 2D | platformers. | | I want to see a metroidvania game based on racing. I enjoy | driving/racing games and would like to see those mechanics | provide the micro-challenges for a metroidvania. Boss fights | would be setpiece races, earning XP would be small things like a | time trials, stunts, or precision driving. Unlocks like drifts, | speed boosts, etc. | VyseofArcadia wrote: | I recommend Yoku's Island Express, which is a blend of | metroidvania and pinball. There is "combat", but like most of | the other microchallenges, it's actually just pinball. | jawnv6 wrote: | I picked that up during a steam sale along with the Toki's, | I'll check it out. Thanks! | wmeredith wrote: | You might want to check out Child of Light. It's on multiple | platforms. It's a Metroidvania with puzzling and there is a | combat focus, but it's turn-based RPG battles so there is even | an element of puzzle solving to that rather than fast twich | combat and platforming. It's also really beautiful. | Sohcahtoa82 wrote: | > I want to see a metroidvania game based on racing. | | Have you tried Speedrunners? It's a platform racing game, | though that's all it is. Not really a Metroidvania. | grenoire wrote: | You may wanna check out https://www.mobygames.com/game/gadget- | racers | jawnv6 wrote: | Thanks for the suggestion, I will! | hooby wrote: | A true "MMORPG". | | Back in the day when the genre was new, people were fascinated by | the potential of virtual worlds and virtual societies. Social | scientists did online studies on player behavior and the | interactions people had online, on spontaneous self-governance | coming into existence, on how communities formed and developed, | and many other similar topics. That potential was never | fulfilled. | | Today - some twenty years later - the MMORPG has become a genre | of checking off boxes and making numbers go up, along a linear | way as laid out by the developers for you. Apart from PvP and | maybe some forced grouping, most games would play absolutely | identical mechanically, if you were playing all alone on your own | private server. You'd do the same quests, fight the same enemies, | get the same loot. All the other players you get to meet online - | they don't actually influence the game mechanics at all. | | You play next to each other. Not actually with each other. | | I'd like to see a game, where the sum of players (and their | interactions) are greater than just the sum of it's parts. A game | with a virtual economy, a virtual society, etc. - that advance | and evolve in a player-driven fashion. A simulated game world | that dynamically adapts. Some glimpses of this sort of thing can | be seen in games like EvE. Old games (pre-WoW) like UO and SWG | had some of that magic as well - but were marred by limitations | of the technology of the day. This kind of stuff has evolved | very, very little since then. | | I would assume that with today's technology we should be able to | get a lot closer to fulfilling that potential. | brokencode wrote: | What if all the players in a server are part of a country in a | constantly changing state of warfare and alliance with other | countries in a huge world. Where your goal is not to level up, | but to participate in actions that expand your homeland or fend | off invaders or expand your economy. | | The larger and wealthier your country becomes, the more you | become a threat to other powerful nations who will want to | stamp you out. Or maybe there would be revolutions, alien | invaders, etc. if you become too powerful. | | Alternatively, if the players of the realm fail to defend their | lands or make peace with their enemies, they might be conquered | and forced to live under another empire, fighting their wars | and paying high taxes, until one day they can scheme to win | their independence again. | | Of course, this does essentially mean your world can become | irreparably messed up, but that's life. Maybe people would give | up on a server and move on to a new world with new ambitions | about how they can do better next time. | skellera wrote: | Can I piggyback on yours? | | A true FPSMMORPG. Closest thing we have to this with a good | community is Destiny. I wish for fully open worlds, good | storylines and everything you said. I believe that was the | original idea with the project that became Overwatch but sad it | didn't pan out. | | I understand that level building and all is much harder when | the expectation of detail is higher in FPS but hopefully that | gets easier with better tools. I would think that it's still | Bungie's ultimate goal. Hopefully Destiny can evolve into that. | Whatever game does it right, has the potential to be one of the | biggest games ever. | hooby wrote: | I don't particularly care whether it's first person or some | other perspective. Whether it's a shooter (or some other form | of combat) isn't really relevant to my point either. | | Open world yes - that's totally an ingredient that goes in | there. | | Storylines rather not. The thing is that storylines are pre- | written, canned content that's just identical for every | player that consumes it. In order to fit my bill, the "plot" | of the game would actually have to be defined by what players | are doing (and the game simulation reacting to that) - it | would have to emerge dynamically. Saga of Ryzom originally | tried to go a little bit along those lines, but due to the | technological constraints of the day, the game world would | have to evolve through updates/patches mostly. | kaetemi wrote: | The issue with SoR was not really technological | constraints. More budgetary and time constraints, and the | people who had the creative vision left shortly after | release. | | The commercial game is now run by a finance guy and a web | developer, pretty much. Neither of which seem to be | interested in pursuing the original more daring vision. | | The tech is definitely capable of being expanded into a | real dynamic world. | | What you see in the game right now is effectively auto | generated placeholder content that got rushed in to have a | deliverable by release. | | Imagine if the tribes and mobs actually moved their | locations dynamically, instead of being in the same spots | eternally. Players could help out tribes, supply routes for | trading goods between tribes would need to be maintained, | mob populations would be affected by player activity, etc. | RajT88 wrote: | Destiny was amazing but good god the grind... | | Wonderful screwing around game. An extroverted friend of mine | during the pandemic made it his primary social network. Made | a lot of friends. | munk-a wrote: | While Destiny fits the RPG portion better - Planetside 2 gets | much closer to the MMO side and I really, really want to see | someone else make a similar game without the terrible | components. PS2 if the monetization was toned down and the | global player interactions were ramped up would be an amazing | experience. | | You'll get snippets of how awesome the game could be if you | play in an active outfit and try and coordinate in | platoons... but oh gosh does that game have its warts as | well. | [deleted] | swilliamsio wrote: | The Mount & Blade Warband Persistent World mod servers are like | this. All equipment and resources have to be mined, crafted, | and used by players, and the only gameplay was player | interactions - trade, banditry, war. Amazingly good fun when | you're on the right servers with the right people. No idea if | its still active or not. | skocznymroczny wrote: | Some persistent world NWN servers might fit the bill. Some are | heavy on roleplaying, and are more of chat servers with | optional combat rather than a traditional MMO setting. | hooby wrote: | NWN is a great example as well. It's imho quite | underrated/overlooked how ground-breaking that game was, | considering it's editor- and GM-tools. | | It's a bit too static though, to fit the bill of what I'm | longing for. Needs less pre-made modules, more dynamic | simulation - so that the game world actually evolves in | response to what players are doing. ;) | throwaway4aday wrote: | This is basically what people mean by The Metaverse. Digital | cash + social interaction + player created environment and | content. Getting all three of those right will be a big winner | since it will literally mean the creation of a second world | that people can inhabit. I don't think it's possible without | any of those three elements. | overthemoon wrote: | I agree. The beef I would add with those games is that they | feel like theme parks. There's no real frontier. Elite | Dangerous came close, it was a thrill to be the first one in a | system. Genuinely don't know how you'd solve that, though. | | One obstacle you have to overcome is that there has to be an | investment that is risked by the players. There's not much of a | cost to gank someone usually, or it's simply not allowed at all | except in a controlled way. One thing that forces people into | social cooperation is to protect against the potential for | loss. As I understand it, confrontations with other players in | EVE Online are dangerous because of that investment of time | and/or money. That's part of what makes roguelikes and battle | royales so compelling. That said, you have to balance it | against being appealing enough to more casual players--how do | you encourage investment without making it a boring grind or | too expensive? | munk-a wrote: | Elite Dangerous is one of the most fulfilling grungy space | sims I've ever played. I'm not much of one for the dog | fighting side of things, but I do keep coming back to Elite | to just do cargo runs or swap over to an Adder and push | myself into the dark - scooping fuel off suns and try to | avoid space hazards while just ogling the beautiful scenery. | | It is a very strange "game" though, so I understand why it's | not for everyone. | hooby wrote: | There are other ways next to protection against loss. | | SWG for example had all items being player-made in addition | to slowly loosing durability and breaking eventually. That | means, instead of finding loot you can then use indefinitely, | you were dependent on economy supply chains. SWG also made | you dependent on player services - like doctors, entertainers | and such. | | I think there could easily be many casual friendly | playstyles, like farming, harvesting, herding, entertaining, | being mayor in a player city, etc. - in addition to more | combat oriented play. Players should be able to choose one | style or the other, or mix and match to their liking. And | every such playstyle should both need and provide "stuff" | from/to other playstyles on a regular basis. | sillysaurusx wrote: | The problem is, games like that aren't fun. It's been tried. | | Imagine coming home from work and hopping online to go do your | second job. A virtual economy implies work. And unless there's | something to hook people in, no one wants to do that work. | | Hence you end up with the quest grind and the dopamine trail. | | If you can find a way out, I imagine it would be very | lucrative. But it's not really a technology problem. | maerF0x0 wrote: | > A virtual economy implies work. | | a game called foxhole has attempted this by making Logistics | a real portion of the game (as many wars are). Players semi | cooperate to collect salvage, build armaments/supplies/bases, | and supply the front line. Clans/Guilds self organize to | produce pushes into key fronts, provide roving security | (people can sneak behind lines and attack logi) . | | It's actually mostly fun. Until you see a newb drive a tank | that took you hours to procure wildly into the enemy and you | rethink how you're living your whole life. | v-erne wrote: | >> It's actually mostly fun. Until you see a newb drive a | tank that took you hours to procure wildly into the enemy | and you rethink how you're living your whole life. | | Wow, this is depressing ... they actually managed to | recreate one of things that I hate most about work in real | life (that a lot of our hard work goes to waste because of | stupidity of others). | dmitriid wrote: | Well it's fun until logistics goes on strike and demands | changes: https://www.nme.com/news/gaming-news/foxhole- | players-launch-... | Akronymus wrote: | The one way I can see for true MMORPGs, as outlined by the | GP, to work, as I can see, is basically having an AGI | director to handle arbitrary actions, along with a BCI to | actually take those actions. | sillysaurusx wrote: | That's actually a fascinating idea. | Akronymus wrote: | And basically stolen from a certain type of manwa. | (Overgeared in this case) | | addendum: also infinite dendrogram | ThalesX wrote: | I've also been thinking about using small containers in the | cloud to basically run NPC lives inside a MMORPG. I thought | this would be what New World would bring to the table | honestly. | JohnJamesRambo wrote: | I beg to differ, World of Warcraft is some of the most fun | I've ever had in my life. It was destroyed when they changed | the game to have multi-server raids etc. that ended the | social aspect of "your server is your world." No longer did | you have to make friends and have a life on your server that | was as addicting as real life. You just had to queue up and | let the computer match you up with people. And then the magic | was gone. | jeffparsons wrote: | My best idea so far for addressing this is to give all | players exactly three characters, which they can switch | between at any point. The goal would be for most of your | "boring" productive output to be determined more by | (character) resource allocation rather than participating in | the grind yourself all the time. | | For example, a group of players might establish a small town | with its own laws. The benefits of joining this group would | include protection of your self and your stuff from bandits, | access to resources, and potentially a place to train in your | character's skills. You might in return be required to | allocate a certain amount of your characters' combined time | to boring scriptable work like tending crops or patrolling | the borders of the town. | | You would have to design the game so that most players would | feel naturally inclined to join some kind of group, whether | to avoid being picked off by other players in the wilderness, | advance their characters, trade, or just to have something to | do. | | It might not be made super-obvious to other players which | characters are linked to the same player, but I think there | would have to be a way to discover it in-game, or too many | players would end up as double-agents. Maybe some ritual to | discover a player's "soul bonds", and if they don't consent | to it when applying to join your township then you would | probably treat them as super-suspicious. :) | SkyBelow wrote: | The line between work and play is not are clear cut as people | think. Look at farming simulator games, be it the Harvest | Moon style ones or the proper farming simulators. Look at | trucking simulator games. Some programming games have | problems harder than what I face at work. Many jobs can be | turned into play by removing certain parts. It won't appeal | to everyone, but the idea with an MMORPG would be to have | many such possibilities and a player can have fun even if | only a few matches with their preferences. | jjslocum3 wrote: | Along these lines, I remember Skyrim once being described | as "at heart, the world's greatest hiking sim." Maybe | Minecraft shares some of that. | sleepdreamy wrote: | This is subjective. I played FFXI for over a decade and | despite it being more or less a second job, I truly _loved_ | coming home and hopping on and see what we were fighting for | that evening. | | Some people want that experience. You grow close to people | when you talk to them every day for over a year. Comradery is | formed etc; | | You couldn't level up without 6 players to a party. Needed a | healer, tank, DD. Everyone had a purpose, everyone had a job. | If one person died, we all died. They just don't make MMO's | like they used to unfortunately. Everyone gets a trophy is | new style of play. It's bad for the integrity/soul of the | MMO's but money talks so it is what it is. | landryraccoon wrote: | Is FFXI what the poster was describing though? I got the | impression that it was a world where the economy was mostly | controlled and defined by the community via trading, | crafting and agreements. | | That runs contrary to the sort of on the rails, guided | narrative that modern mmos embrace (like FFXI and WoW but | maybe not Eve online). | | Or am I misunderstanding FF? I didn't think PvP was a big | factor. | epolanski wrote: | > The problem is, games like that aren't fun. It's been | tried. | | Doubt. | | I've seen hordes of online players grinding for anything. | People spending years and years to get useless achievements | on WoW or years and years of Stratholme runs to drop the | mount from Baron Geddon. | | Don't even get me started on more farmy mmos, or games like | Stardew Valley and the countless job simulators. | cwkoss wrote: | Most MMOs are overly focused on player engagement. MMOs | should have built in botting mechanics, so you can just let | your player do the tedious stuff while you are | asleep/working/living real life. | | Let me set my character up to run in circles mining ores or | chopping down trees or killing whatever enemies it sees in an | area until your character dies. I'll farm easier areas than I | could when at my computer, but feel delighted when I log on | to a full bag of loot (loot filters please!) and a 1.5 levels | of XP. | moron4hire wrote: | One of the Final Fantasies (I forget which one, 10 was the | last one I personally played, so I only ever saw my sister | play it) had a concept of actions you could program into | your off-hand characters. You had only a basic number of | slots to define command to begin with, but as you | progressed in level, more slots opened up and you could | program more complex behaviors. | Permagate wrote: | I believe you are talking about ff xii with its gambit | system. It's sort of a simplified programming tool to | program your AI companions behavior without having to | directly micromanage them. For example, a companion can | be programmed to heal ally if their HP is less than 50% | hp, cast specific spell if there 3 enemies or more, | attack nearest enemy in that priority order. I wish more | games have this system. | sbf501 wrote: | Try limiting players to 60 minutes per day. In the BBS days | this worked because you got two TURNS per day. 24/7 access is | what kills this sort of thing, IMHO. | algebra-pretext wrote: | This could be interesting. I feel like the problem with | MMOs that give you too much freedom is how players with | more time will just completely dominate everyone else | within days of any new content launching. Also, in my | experience bad/unfun behavior in general gets worse the | more populated an MMO is (FFXIV being a nice exception), | and this solution could help keep traffic down. The only | problem is that no dev trying to make money would ever | time-limit their players. | RugnirViking wrote: | Perhaps time limited but only per realm/server/world? | That way someone trying to get their fix can play across | multiple isolated economies but still allow players to | play more if they really want to (lets be real people | would multiaccount anyway) | teawrecks wrote: | I don't think it's a problem of fun, but of profit. I too | want an mmo that is closer to a social experiment than a slot | machine, but one of those is easier to make and has a more | reliable business model to justify the expenses to make it. | wincy wrote: | Second Life was once this grand experiment. I recall you | ended up with weird things happening virtual real estate | tycoon Anshe Chung being chased by a horde of scripted | dildos chasing her avatar around. All the money in the | virtual world still can't save you from trolling. | | I don't really know what Second Life is doing now. It damn | near ruined my real life so I don't care to check in on it. | mikkergp wrote: | Isn't there a pretty broad swath of what people find fun? I | mean isn't Eve Online called a "spreadsheet simulator" (Long | before the recent Microsoft Excel Integration) | jotm wrote: | I played Tera about 10 years ago, when it was good. | | Free market economy, free looting (anyone can get anything) | with random distribution, and people could pass on them so | the one who needs an item can get it. Everyone could exchange | anything person-to-person. It's what made the "mmo" part for | me. | | There were tons of mechanics that allowed a medium geared | person to outdo people with the best gear available - if you | invested in crafting, for example, you could craft things | that were otherwise unavailable (unless you bought them from | someone) and if you used them properly you could smash anyone | in PVP and single handedly do 5-7 person dungeons. One | mistake and you were dead, though. | | I loved the interactions with people. Some of the first | moments were one guy who asked to resurrect him, he was just | killed by a monster and was like "bro, pls, I don't want to | walk all the way here again". So I ressed him, he added me to | the friend list, we later went on a lot of hunts and | dungeons. | | Another time I was sneaking through pvp territory collecting | some shit from enemy bases and I got killed by two randoms. | They were surprised at my shit gear and said "yo, come back, | we'll give you this stuff, we kinda feel bad :D". Went there | thinking I'd get killed, but no, they helped and we also | became friends. | | At some point I was rich and bored and was just running PVP | tournaments with my own virtual wealth. People fight, the | winner gets 5,000 gold (decent sum) or some gear I had in | storage. | | Helped a lot of new people gear up, and they helped me. | | Dungeons were fun when anyone could enter and re-enter. If | someone died, we'd have to be very careful and kite/heal | until they come back, and it was a thrill, we liked it. | People were thankful for not being called dumb and being | kicked. We even gave materials that they needed because they | needed it more. | | But people have changed these days. The playerbases seem to | hate the above mentioned free trade. "oooh, what about real | money trading?" "why does he get free gear from his | guildmates?" "he gets help, I don't". | | You needed to be friendly and work together, and the | newcomers just didn't want that. They wanted a single player | game with other players in it. | | Not to "log in at 7pm EST so we can do X and Y". It wasn't | even mandatory in most groups, just log in if you can, | apologize if you can't. | | But no, people wanted to just log in whenever and work on | their own whatever. | | Which is exactly what modern MMOs have become. Single player, | heavily developer controlled games with a chat. | _notathrowaway wrote: | Your experience with TERA is akin to mine. Not only the | game was innovative, skill based and overall fun to play, | the interaction with other players was like none I had ever | experienced. | | BTW, did you ever made it to exarch[1] in the alliance? I | only made it as far as commander during my time. | | [1] https://tera.fandom.com/wiki/Alliance#Exarch | skydhash wrote: | Not even MMO. I play Apex Legends, a character based BR. | There is a ranked mode where each rank have an entry cost | and you get points by placement and kills. While it's a | team game, the entry cost was so low that you could play | aggressively - killing a few people and dying soon after - | or survive by hiding - ratting - and get to a high rank | easily. It quickly became a solo game, where people abandon | their team to push fights they can't win, hoping for a few | kill, or leaving their teammates in fight they could have | win otherwise. | | They've just changed to a new system where you have to get | both high placement and kills in order to rank up. That | means relying heavily on your team to win the fights or | strategizing rotation around the map. And some people are | still complaining about being forced to play as a team in a | team based game. | xwdv wrote: | The key is to have your characters work while you work. Kind | of like EVE Online. | | In an MMO that behaves like a true virtual world, characters | shouldn't just disappear just because you log off. They | should carry on in virtual lives making progress for you so | you can log in during the interesting bits of their lives and | do fun stuff. | nicce wrote: | I would argue that this is the exact problem of current | modern games. The parent is suggesting something alternative, | fun with other people. | | Almost every current MMORPG is oriented on getting that | virtual cash or other currency up in virtual economy, to make | some linear progression for pre-defined ending. | the_only_law wrote: | I haven't been into MMOs in a long time, but years ago, I | remember desperately trying to find a good one, but I found | that not only do a lot of them have some grindy linear | progression, but even worse was it was always so limited. I | got sick of games that looked amazing but had basically no | content. | Scarblac wrote: | Puzzle Pirates was the best game ever for a number of | years. | | An MMO without experience points or levels. Everything | powered by puzzle games. Ships operate by people playing | the sailing game, the bilging game, the carpentry game, | the gunning game and the navigation game. On a tiny ship | a good player can do it on their own by switching | rapidly, but almost always, you need a crew of people | working together, up to 100+ people on very large ships. | | _Your skill in the game decides how much you contribute | to the ship 's performance_. To improve, you must | actually improve. | | Ships can fight other ships (in two minigames, one before | boarding and one after), a whole fleet can fight another | fleet for control over an island, with 1000+ people | involved, in another game. | | And the in game economy was really elaborate, and worked | well. Again, based on people doing games in jobs. | | Of course, people got immensely rich and could buy things | you could not. Namely, some colors for clothes and ship | paint were much rarer and more expensive than other | colors; black came from kraken blood and was most | expensive. So you could see who was rich, but it didn't | affect gameplay. Of course being able to supply a fleet | of ships and thousands of cannon balls to threaten an | island did, but only if you could also get hundreds of | people working those ships for you. | RhodesianHunter wrote: | Wow, thank you for this blast from the past. I remember | getting rich enough to own one of the bigger ships and | losing it in in a fierce PVP battle. Good times! | bpicolo wrote: | Love Ironman mode in RuneScape for this reason. Taking the | economy out entirely improves the modern game experience. | | Similar to D3 removing the auction house years back | omgketchup wrote: | God I miss the glory days of Ultima Online. | michaelbrave wrote: | I've heard of some success with this where people using mods on | minecraft to implement economies on private servers. | | But yes, sandbox MMO's were a different beast than the | themepark MMO's we have today, I had high hopes for Everquest | Next when it was announced (like ten years ago now) but it | ended up vaporware I guess, and that was the last I've heard of | anyone actually trying. I guess metaverse might count but I've | mostly ignored anything that facebook tries to do. | newobj wrote: | Ever heard of A Tale In The Desert? | | https://en.m.wikipedia.org/wiki/A_Tale_in_the_Desert | yvdriess wrote: | Yes! It's amazing that it is still going. | hombre_fatal wrote: | Oh man, I loved this game almost 20 years ago. | | My friend and I started building on the side of a pond far | away from everyone. We would get home from school and tie our | house phone to our heads with our dad's tube socks so we | could stay in constant communication while we collected | resources and build up our enterprise. | mikkergp wrote: | Expanding on your idea, I thought it would be interesting to | have an MMORPG with multiple completely different clients. The | easiest example might be in a future/sci-fi game, you have a | normal game client for people moving around the game, and a | Stock market client for people who want to play the stock | market in the game. You could have a business simulation client | as well maybe for shop keepers. Maybe a news website to try and | bridge the gap between them all, but you could play one game | (the stock market game) while never logging into the First | Person "MMO" client but you're completely integrated. If you | could think of a number of these different clients, I think it | would be interesting. | mNovak wrote: | I agree, I've always thought it'd be cool to develop a game | that, for instance, you could meaningfully play from a full | fledged console or a mobile phone. They might be different | components or aspects of the game, but both would contribute | to your world/quest/whatever. And just like real life, some | people might specialize, and only ever play one aspect of the | game, while others focus on other parts. | happimess wrote: | I love this idea for so many games, but I'll try to stay on | topic. | | From elsewhere in thread, heavily snipped: | games like that aren't fun. It's been tried. [...] hopping | online to go do your second job [...] implies work [...] no | one wants to do that work | | I wouldn't want to do data entry in an FPS game, no, but | people love "bakery simulator" type resource management | games. It would be cool to link my grocery-line-time-waster | score into my overworld bank account, enabling me to shop | around for gear in stores set up (but not manually run) by | other players, to use in the FPS portion of the game where I | steal morsels from the full-sized humans (or am I getting my | threads confused?). | wincy wrote: | EVE tried this with Eve Online + Dust 514 which was a PS3 | exclusive. There were cool concepts like having your space | ships show up to air strike the planet as they were fighting | on the surface. It was interesting but ultimately Dust felt | extremely low stakes in the world of EVE. I can't really | speak to its other problems I only tried it once or twice. | cbm-vic-20 wrote: | Dust 514 was a really, really cool idea that was dead on | arrival because CCP (the company behind Eve) released it on | a platform that was nearing the end of its lifecycle, and | refused to release it on any other platform. It also had to | introduce the Dust players to a fair number of the Eve | mechanics, particularly around loadouts (fittings) and the | economy. | | The fact that the spaceship game was intertwined with the | team-based FPS was really cool. FPS players (on planets) | could be in the same clan/guild/corp as the spaceship | pilots, and could call in airstrikes. In the spaceship | game, your corpmates could maneuver into position and rain | down lasers. This interaction had an effect on the local | economy, which was an incentive for the spaceships to show | up for airstrikes. | mikkergp wrote: | Yeah, I imagine a challenge would be making a second really | fun game in a different genre from the first. The different | 'games' would probably have to be relatively lightweight | and lean into the fact that it's the interaction that is | the fun part. Having a space MMO developer somehow land a | super popular AAA FPS would be near impossible. I like how | the battlefield games let you fly airplanes, but then it's | not really a full blow flight simulator. | lsaferite wrote: | I'm a huge fan of API-first design and would love to see MMOs | embrace this. Anything you do in game could be doable via | APIs and those could be open to 3rd-party clients. That would | allow people to develop those kinds of specialized clients. | BolexNOLA wrote: | I'm not sure how WoW isn't/wasn't just ticking off boxes? | That's all MMORPG's ever basically. "Go here, kill boars, bring | me 5 of their tusks. By the way it's a 25% drop rate so really | you're killing ~20. Oh and they're often by themselves across a | large area. Oh and other players need the same amount too so | you're competing for the kills. Oh and there are baby boars | harassing you that don't count. Oh and there's no quest marker | until you're mini map can see it so it's going to take you | 10min of wandering around a featureless field before you know | you're in their spawn area. | | As obnoxious as I'm being, the thrust of basically any MMORPG | is grinding hours of boring tasks to get minutes of awesome | time with the fruits of your labor. That's how they make you | stick around - roadblock after roadblock after roadblock. You | remove the grind (d3 auction house) and you remove your | players. | astrange wrote: | FFXIV doesn't really have mandatory grind. They instead make | the main story actually good (better than most other FF | games) and so people will buy the expansion packs even if | they don't stick around every other month. | Freeboots wrote: | I have a MUD open right now in another window. I still play it | because despite the lack of graphics, the freedoms of player | interaction are interesting and far beyond whats available in | modern open world games. | | Attack a same side player? Sure! You might get warranted by the | local militia (which may or may not have real players in it), | but you can do it. | | Pickpocket players? Sure. Change sides mid fight? Yep. Be a spy | or mole for the enemy? Chase people down in 'safe zones'? | Completely ignore PvP? All up to you. | | Another thing i really like is looting. If you die, anyone can | grab gear from your corpse. If the enemy get it, you're gear is | gone. Theres no perma death in this particular Mud, but losing | gear adds stakes to PvP. It also means gear is a real in game | commodity, but also people dont get too precious about it. Die | in the fight? Reequip asap and get back out there. | munk-a wrote: | MUDs are a class of game that is terribly underrated. I've | played on a few different one (mostly toward the RP focused | end of things) but I think the whole family of games shows | just how effective imagination can be when coupled solely | with text descriptions. | | I have extremely strong memories from Shadows of Isildur[1] | and met my spouse there! | | 1. http://www.middle-earth.us/ | agweber wrote: | All of your points also exist in Renaissance era Ultima | Online. There are a number of custom shards with playerbases | that want this exact experience. | worker767424 wrote: | > a genre of checking off boxes and making numbers go up, along | a linear way as laid out by the developers for you | | Feels like a FAANG job | rococode wrote: | I have high hopes for the upcoming MMORPG from Riot Games | (maker of League of Legends/Valorant/Legends of Runeterra/Wild | Rift). So far all of their new games have been very solid | entrants in their respective genres. They have consistently had | strong storytelling and art/design throughout their games, and | they've mentioned there will be a focus on co-op content in the | RPG. It's probably still several years away, though. | | That said, I think part of the problem is that we've all gotten | older, and no one has time to spend 5+ hours a day in a game | world anymore. The younger generation may be able to experience | it, but for those of us who have memories of old MMOs, it's | unlikely we'll ever truly relive those nostalgia-filled | moments. | kaetemi wrote: | Look for the Ryzom Core Discord or IRC chat. There's a couple | of us in the open source community hoping to build such a | thing, based on an existing MMO codebase and assets. | | The key point is that all missions should be impactful on the | world, and not merely reward oriented. | | We have the tech for an MMORPG. We've been working on | simplifying the onboarding curve for new contributors first. In | a few months we can start exploring game mission mechanics. :) | bcrosby95 wrote: | It's never gonna be a AAA game. The broader market just doesn't | want this, and you'll need the broader market if its a AAA | game. | | New World hit on some of these points at one point, but they | backed down pretty fast. | | Ashes of Creation may or may not hit some of these points. But | that game is... overly ambitious, to say the least. They're | trying to go full tilt on everything and I'm skeptical as to | whether it's gonna work out well in the end. | softcactus wrote: | Check out Foxhole. There's one server with thousands of people | fighting on one map in a massive war. All weapons, ammunition, | structures, etc are built by players from mined resources. The | "High Command" Discords for each faction have their own | internal tools used for gathering intel with computer vision | and stuff. There's also a live map of the war: | https://foxholestats.com/ | zokier wrote: | In terms of mmorpgs, I'd love to see a game with actual human | GMs behind the scenes enabling players to have far more | latitude in their actions. I'm envisioning something like a | cross of EVE and tabletop rpgs. | snikeris wrote: | Gemstone IV does this. | tagami wrote: | The old Ultima Online had GMs pop in and create quests and | random events. Non-scalable, but - oh - so much fun | munk-a wrote: | You should check out MUDs - MUDs (being entirely text based) | are easy for any old person to modify and create within... no | texture or graphics work - just writing. As a result a lot of | MUDs have extremely dynamic worlds that have large ongoing | plots being managed by the GMs. | petewailes wrote: | Currently building this. We're launching in August. | maerF0x0 wrote: | Give us some kind of link / mailing list so I dont have to | remember 'til august. Spoiler: I wont remember. | EarthLaunch wrote: | I have been trying to make one like this for a decade, kind of | a next-gen UO. Right now it's big ideas and the beginnings of a | world. I'm not promoting it but feel free to take a look! I | have a discord for discussing these games as well, though it's | not active. | lubesGordi wrote: | I think the constraint here is that you need people to create | novel objects with novel functionality in the virtual world and | then sell them to have an economy. That might be tricky but if | you could solve it well then, your imagination is the limit. | munk-a wrote: | If people love the world they'll be happy to make things | without financial recompense. Lots of folks used to run RP | guilds in WoW and other games with entire worlds constructed | out of whole cloth - if you build a flexible system and | supply the players then DMs will emerge and create gameplay | within the world - just like D&D DMs get into it for the fun | alone. | 1980phipsi wrote: | What about an MMORPG with Chronotrigger-like features where two | or three players together can do a special move. | mustacheemperor wrote: | You might enjoy Eco. It's not quite an MMO, but it is a | multiplayer game that can have large server populations where | everyone must work together to advance through a collective | "tech tree". It starts very similarly to a Minecraft | playthrough, but has a much deeper cooperative progression of | advancing different trades and resource gathering methods until | the server can construct a laser cannon to destroy the meteor | en route to impact the planet. There are also pollution and | environmental mechanics, and diplomacy and collective | governance. So you may have a player who produces lots of ore, | but poisons the oceans to do so, and other players can | collectively lobby to restrict that through the government. But | at the same time, everyone must rely on the production of ore | to further advance the tech tree. | | It can be a lot of fun with the right group of people. There's | also a lot of flexibility for adjusting the game's parameters, | so you can make it work with 2 people or 20 so that everyone | needs to work together but the tasks don't seem insurmountable. | It's one of the most novel and interesting multiplayer game | concepts I've played in recent memory. | joshlemer wrote: | There are probably a number of MineCraft servers that achieve | this. Back about 10 years ago there was the /r/CivCraft server. | Not sure which ones are active now, but it did feel like a real | world with a real economy, since there were even shops you | could set up to sell materials for a price. You had to be | careful who you piss off also, since people could be "jailed" | in the ender world. There was a large element of alliance | making / political process in the game since you have strength | in numbers. | the_only_law wrote: | I remember playing on towny servers years ago and holy crap | that was fun. The kingdoms and roles, and wars managed to be | more immersive than games based around that concept ( _cough_ | bannerlord) | gigaflop wrote: | I haven't heard that name in a very long time. | | Tell me, what town did you mainly reside in? I was over in | Chiapas with the crazy leftists, one of whom erected a wool | statue of himself. We were largely untouched by the HCF | invasion, except for when their skirmishes with the World | Police got close to our borders. | | I offer you this classic, and hope you recognize it: | https://youtu.be/BAzsolKHJfc | joshlemer wrote: | Yep I remember that like it was yesterday! If I remember | correctly, in the Civ 1.0 map I hung out a lot in Haven and | in Mt Augusta | gigaflop wrote: | Mt Augusta was a little before my time. By the time I got | into the server, it honestly felt like one of the most | difficult places to get settled into. Crowded, property | costs too high, chaotic. | | Dirty Ancaps everywhere. </s> | | I'm pretty sure it was somewhere between late 1.0 and | early 2.0, but I ended up in Carson City for a bit when | it was coming online. Where they made a hole in the | ocean, and turned into a city. A fun place to hang out | and talk shit. | | Do you have any 2d world maps of that era? | hooby wrote: | Minecraft is indeed a great example of a game pushing the | envelope on player freedom - and allowing emergent gameplay. | | Tip of the hat to you, good sir! | | Still, Minecraft is pretty limited mechanically. The game | doesn't actually recognize any of the stuff you mention. The | games' mechanics - all the technological progression and | stuff - work perfectly fine in single-player. Also the number | of players per server isn't quite on MMO levels... | | But yes, some elements of Minecraft would be great | ingredients of the game I'm proposing. | Sohcahtoa82 wrote: | > The game doesn't actually recognize any of the stuff you | mention. | | With mods, it does. | a1369209993 wrote: | > The game doesn't actually recognize any of the stuff you | mention. | | To be fair, neither does real life. Real life shops, jails, | etc, are just collections of atoms with certain emergent | properties resulting from how players have set them up. | wardedVibe wrote: | So the largest public server (white tiger) for the game eco | https://play.eco/ might scratch that itch. | vorpalhex wrote: | These aren't quite true MMOs but will scale up to 40+ people | online at once, with totally emergent social structures: | | + Rust | | + Ark | | + Conan Exiles | staindk wrote: | I think the recently-released V Rising could be added to that | list as well. | | Seems a great game. | depingus wrote: | Lots of games have dedicated "role-play" servers. When I read | your comment i instantly thought of this: | https://www.polygon.com/22512951/gta-online-new-day-role-pla... | | Conan Exiles is another game that has RP servers of a different | variety. | jayd16 wrote: | Most popular MMOs do have healthy economies and virtual | cultures. You do need to participate though. If party play is | enforced then party members certainly do affect game mechanics. | | Maybe you want a pvp focused MMO? Maybe something like | PlanetSide with more of an economy? Either that or maybe you | want some big story points influenced by players? | | Honestly I think you'd probably be disappointed unless you are | personally part of the group that made the influential change. | That takes a lot of investment as the mechanic would either be | pvp or feel like its on rails. | | Maybe you just want an RP wow server and a guild that is into | grinding for Glam/RP loot according to their own stories? | | I don't see how it's a technical problem at all. It sounds like | your major issues are with story telling. Can you explain what | technology you think is missing? | pbhjpbhj wrote: | I think I'd like a simulation game where it simulate a workshop. | I suppose like World of Guns meets Euro Trucks simulator but for | woodworking/metalworking tools. The idea being one could play the | game to learn what tools do what and how, make stuff, and | potentially have transferable skills to work with real tools. | | I think it would be very difficult to get the level of control | right, you perhaps want a hand lathe view like World of Guns | (very detailed, can manipulate all components and tear down the | whole tool) but if you're planing a plank you would want to | almost wave the tool at the surface and have it work. | steveracer wrote: | I'm planning on making the game I wish existed! Basically it | would be an RPG with characters in every town that had their own | AI -- every time you played a new game, the characters would | start a different life. They could fall in love with different | characters, live, die, have children, give you quests... but | different every time. As you interact with them you would change | their destinies, of course. Or even your non-action would do so. | deadbyte wrote: | Reminds me of reading Stephen King's twin novels Desperation | and The Regulators, were the same cast of the same town endured | two parallel paranormal storylines. Recommended read to inspire | your concept! | techsin101 wrote: | Startup simulator / business games in general (i.e. run a | lemonade stand but multiple industries) | nokidding wrote: | I just want the same games we have without the need to connect to | a network. Why can't 2-4 players sitting beside each other, play | monopoly, or poker, or any other simple board/card games? Why do | we need to connect to servers and buy add ons, etc.. | franze wrote: | Bugs | | Control the environment. Ressourcen and parameters. | | Seed bugs. | | Have an timedial to speed up time into the future. See how they | evolve and if they survive / become dominant spieces. | | Could include winning challenges that some seeds of bugs might | from an in game or other players competing spieces. | | Should invovle "real" artificial evolution. Mutation rate als | adjustable. | | I love evolution games, not enough of them out there. | eastof wrote: | I remember playing a bunch of a game called Ant Nation for Wii | as a kid, which I remember being kinda similar to this. | Waterluvian wrote: | A modern take on Pathways Into Darkness. | | Basically, the same UI centric text based adventure FPS horror | RPG but with freshened visuals. | LanceH wrote: | I would like a game where the development company is only | responsible for making the game. | | No long, enforced intermissions between rounds. | | Escape key works for all interstitial screens. | | People can run their own servers. | | Free to mod. | | Basically, nearly every new game enforces _how_ the player plays | beyond just mechanizing the play. For instance, in Overwatch at | the end of the game there are highlights. If you leave the | highlights and queue again, you aren 't actually in the queue | until the highlights play out in your previous game. | | Sure, each of the games breaking these rules may claim success, | but this thread is about what I wish existed. It seems like a lot | of games with these features used to exist (running my own | server, mods/maps, etc...) and we've lost something. | 650REDHAIR wrote: | I miss the time when modding tools were released by the devs | and community servers were all the rage. | | You would find a sever close to your location with a low ping | and casually game in the evenings. At least 1/2 of the sever | population were regulars. Modding was simple and encouraged. No | DLCs. | | I feel like I grew up during the golden age of gaming and my | kids won't get the same experience. | causi wrote: | Oh yeah. Remember how fun it was before skill-based | matchmaking? You could find a game you were good at and then | just _be good at it_. These days you 're matched with | equally-skilled players so you know if you don't play better | than you did yesterday you lose. It makes it too stressful to | enjoy. | causi wrote: | Yes, I've noticed it's much more common now for games to have | deal-breaking aspects than they used to. Back in the day you | could just mod it out, and today you can't. For example, in | Jurassic World Evolution you eventually just stop because the | gameplay becomes an endless loop of refilling feeders and | replacing dinosaurs that died of old age. That would've been an | easy mod, or even a value in an ini file two decades ago. | chimeracoder wrote: | > For instance, in Overwatch at the end of the game there are | highlights. If you leave the highlights and queue again, you | aren't actually in the queue until the highlights play out in | your previous game. | | That used to be true, but it has not been the case for a couple | of years now. | teamonkey wrote: | Without knowing the specific details in this case, one of the | biggest problem in multiplayer games - even very popular | games - is filling the matchmaking pools with players of a | similar skill set and region (low ping) to you. My guess is | that even though it doesn't show you queueing, that's just | some entertainment to fill time - the server is actually | scheduling games to maximise player counts. | deknos wrote: | Unreal Tournament 2004 opensource rewrite, where i can load into | the maps from the original. | | the orignal linux binaries crash on current linux distributions | :( | hkt wrote: | I'd like Stellar is 4X strategy but with the chance to drop into | a Freelancer style dog fight to tip the scales on battles that | could otherwise be predicted on a calculator. Bonus points if my | friends can pilot over a lan, too. | elorant wrote: | I used to enjoy adventure games of the 90s. For some reason | companies aren't making these anymore. I'd like a new Monkey | Island release. | Beltalowda wrote: | Wadjet Eye Games and Daedalic Entertainment are making them. | PortiaBerries wrote: | I must admit, I don't know what games are out there these days, | but I want an adventure game like the original King's Quest, | Space Quest, Hero's Quest, etc. but with modern graphics, of | course. It is important that they be language-driven, like the | originals, but taking advantage of modern nlp. | SN76477 wrote: | A modern Never Winter Nights | | A platform that allows anyone to create content for a rpg-action | game | betwixthewires wrote: | A FOSS fast paced first person shooter with customizable | loadouts, user run dedicated servers and community built maps. | Think call of duty meets openarena. | thibran wrote: | A first person shooter with a fully destructible world and good | graphics. If there are sniper weapons they should need real | skill, like adjusting wind speed and humidity, but if they are | correctly setup, are super deadly. | | I dislike the "you need to shoot a full magazine of bullets to | kill an enemy player" of the recent years. Give me back the days | where movement skills and mouse aim would be an advantage when | playing online. | dartharva wrote: | I really wished Halo Infinite was like that. I don't know why | sputknick wrote: | I know the "neural plasticity" genre turned out to be bunk, but I | intuitively believe you can make video games that make you | smarter. dual N-back training is a simple form. I think if you | did research on what actually made you smarter you could make fun | interesting games that actually made you smarter. | oldstrangers wrote: | An open-world Anachronox 2. | | What an amazing universe they created for the original one. It | was ahead of its time and is criminally underappreciated today. | skocznymroczny wrote: | A stealth based Terminator game. Most Terminator games were | cookie cutter 2D platformers (in the 90s) or generic FPS games | where you play a resistance fighter/Kyle Reese and fight | terminators or you play as T-800 and fight bikers and other | terminators. | | What I'd like to play, is a Hitman/Dishonored like Terminator | game. You play as T-1000, you should avoid suspicion, shapeshift | to gain access to restricted areas. You can do combat, but it | should be avoided because it will make achieving your goals | harder. | jrm4 wrote: | TL:DR, A multiplayer FPS that relies on traps and deception more | than "action." | | I've been around long enough to have played both Doom and Duke | Nukem over a phone/modem. I remember with Duke Nukem especially, | the ability to place laser tripmines plus chat made for a | _really_ thrilling experience, it was as much as about trying to | decieve the other person into going the wrong way as it was | having good aim. | | I feel like Among Us, et al, of course has this trickery part, | but I don't think I've seen the two combined. Kind of reminds me | of Spy v. Spy from the olden days of Mad? | nerdponx wrote: | Thief, but updated with 2022 technology, but also _actually good_ | unlike the recent Thief remake that people hated. | filoeleven wrote: | Bullet hell shmup with a time-travel mechanic. After you get | enough hand-wavey energy/points/kills/whatever, you can warp back | to some earlier point and play alongside your previous run(s). | | I envision kinda puzzle-inspired gameplay: use your skills to | navigate the bullet hell, take out high-value enemies; then warp | back to clear even more of the screen, or take on previously- | unassailable obstacles. | | I have lots of peripheral (and conflicting) ideas floating around | the core mechanic. For example, maybe you could also spend your | warp energy on a high-damage beam that connects your ship with a | previous iteration, so you can sweep around the screen with it. | Maybe some barriers or enemies can only be quickly destroyed by | that beam; otherwise it takes ages and more skill than I possess. | Maybe you can siphon your ghost runs so that they disappear | before they actually warped back. | | Every level should maaaaybe be possible to complete in a single | run, if only just. I'm not sold on that though because it seems | like it could limit the level design. There should definitely be | some kind of bonus for completely clearing the level of all | enemies, no matter how many times you have to warp. These two | things are in tension. | | The whole concept came to me after I played Braid, and from | watching more skilled players shuffle their ships through the | beautiful onscreen patterns that difficult bullet hell shooters | tend to have, especially at the higher levels. I had a very | barebones proof of concept of the main mechanic working at one | point in FlashPunk, which tells you how long ago it was. I think | the premise has some value though. I mean, I'd play it. | imdsm wrote: | Red Dead Redemption 2 -- but where there is no overarching story | but you create your own character, and can go off and do what you | like, affecting the world. Start a trading business, buy a | saloon, be a bandit, a sheriff, you name it. It's such a | masterpiece of a world, but replayability is reduced by having to | follow the same story lines and play the same person every time. | | Imagine RDR2 but with the replayability of Skyrim. There is a | reason why Skyrim is still such a popular game and why most of us | have purchased it more than once (which is weird, right?): | because it is the ultimate example of a replayable game. | | The focus on RDO takes the game a little bit in this direction, | but the multiplayer aspect takes away from the immersion, and the | fact that you can't have character names like Old Bill and | instead see people called xX_SUICIDE69_Xx running around really | spoils it. | | I want to go fishing, put my fish in a cart, take them to market, | sell them, then go play some poker with a beer, before returning | home to my small shack that I'm slowly decorating. | | Is that so much to ask for? | ajmurmann wrote: | I want this but with the Yakuza series. | jonwinstanley wrote: | Or Cyberpunk | lelandfe wrote: | This is such a stupid comparison that I can't believe I'm | making it but _Puzzle Pirates_ actually did a lot of this. You | 'd sail around on ships for the navy, "fighting" pirates (via | competitive puzzles) to earn a wage. You start with a tiny, | default shack and a cot, but could buy larger properties and | better furniture. If you saved up enough, you could buy your | own ship, and become a pirate yourself - or go straight and buy | actual in-game businesses to start selling wares: | https://yppedia.puzzlepirates.com/Shoppe_management | | It lacked every ounce of the beautiful simulated West I love in | Red Dead, but the core gameplay mechanics you're talking about | are all there. | | ...I'm speaking in past tense but apparently it's still around? | https://store.steampowered.com/app/99910/Puzzle_Pirates | jonwinstanley wrote: | Yes, love this. | | I tried to explain to someone why I disliked the missions on | RDR2 and they didn't get it. The missions reminded me that I | was playing a game, I just wanted to explore and hunt. | INTPenis wrote: | I just want a better UI for DF so I guess a game I wished existed | would be a modern DF with better multi-processor support. | onlyrealcuzzo wrote: | I want a mix of Stardew Valley and Pokemon - where you have to | cultivate crops in a foreign world with 6 seasons - and the crops | attract & feed different creatures which you can catch and use to | battle to further unlock more seeds (crops) & farm tech | (cultivation) - which ultimately leads to even more creatures - | until you are finally strong enough to beat the equivalent of The | Elite Four. | aloisdg wrote: | Viva Pinata kind of did this. | servercobra wrote: | Oh! My answer was also a remix of Stardew. I like the idea of | adding Pokemon-ish to the mix. Something to add more battling, | because it felt like there was a ton more that could be done | there once you have a nice farm going. | lunarboy wrote: | Portal 3 | pmoriarty wrote: | - Factorio crossed with Terraria. | | - Terraria-like game mechanics, without the cutesyness, and set | in a Warhammer 40k, Path of Exile, or cyberpunk universe. | | - A game like Sethian, but where there's much more actual | learning of an "alien" language instead of the dumbed-down | version of learning Sethian has. | | - Zachtronics-like games that are closer to actual programming | instead of being just puzzle games with a programming veneer. | | - A much more performant version of Screeps. | | - Single-player PvE MUDs with rich worlds where you can actually | interact with everything you read in room descriptions and where | the rooms aren't mostly the same. | | - More 2D games. | | - More games targeted at intelligent people rather than the | lowest common denominator. | nullbytesmatter wrote: | "Influencer Simulator" | | Take photos, alter them and try to obtain as much clout as you | can for sponsorships. | scotty79 wrote: | Fpp pvp game where players are cats that fight not with guns but | with cat parkour moves executed with help of the environment. | vyrotek wrote: | Command & Conquer - Red Alert 2 : Remastered | sleepydog wrote: | I've been thinking about simulations of public infrastructure. | | For example, a game where you manage the international ingress at | an airport. You design the queuing patterns, decide how many | booths to staff, what to ask the travelers. You're rated on | speed, cost, and so on. Think Papers, please, but instead of | working one booth you're managing the whole airport, or maybe all | airports across the country. | | Or managing a post office. Again, you'd have multiple conflicting | goals, and you have to navigate many tradeoffs. | | The problem would be striking a balance between an accurate | simulation and something that's not excruciatingly boring to | play. | ytdytvhxgydvhh wrote: | I'd like to see a game that explores radio direction finding | (https://en.m.wikipedia.org/wiki/Direction_finding). | | Maybe start simple with 2D maps - "your goal is to spot Russian | ships within 100 miles of the US East Coast, where do you put | some number of DF listening posts?". Then maybe introduce | topology - "how do you detect ships intruding in these Norwegian | fjords, given the mountains of varying heights?", etc. | TimTheTinker wrote: | Something like the old Risk game for Macintosh. It has no | animations, no flashy graphics, just a simple, fast interface. I | can finish a whole game in less than 5 minutes. But the AI | players are way too easy to beat. | | I'd love a simple, animation-free Risk game like that, but with | much better AI players to play against, and with different maps | one can play. | | Modern Risk games are way too flashy, and worse, they take so | much time between turns to display multiple screens and | animations. | natly wrote: | Factorio but like age of empires (i.e. resource gathering with | humans instead of machines and an infinite playing field and no | RTS component - just infinite empire building). | pinindajin wrote: | A fantasy version of Escape from Tarkov with a bigger emphasis on | PvE and Tomb Raider styled dungeon crawling (puzzles + traps). | | Basically an instance based game where you gather a team of | dungeon delvers to explore a dungeon and get good loot. You would | have to pick your loadout (equipment and skills) according to | what you think would be needed to dungeoneer successfully for the | given challenges of a dungeon. On death you would lose all the | equipment you brought, but you wouldn't lose your level or | skills. | | Dungeons would have different challenges. So one might be a close | quarters crypt like some Mayan or Egyptian pyramid. One might be | a larger ancient city like Atlantis. Some a mix of both. The NPC | enemies, traps, and puzzles could be random each time based on a | pool of the types for those dungeons. | | There would be other groups of competing adventurers trying to | get through the dungeon, but I think the dungeons should be | scaled so that running into them is less likely than say the game | "Escape from Tarkov". Also I think the game should do a dice roll | while match making to determine whether a given match has no | opposing teams or many opposing teams. This will keep you on your | feet PvP wise but allow the game to focus mostly PvE. PvP here | mostly serves the purpose of providing a challenge to players | that can't be "solved" since the ingenuity and unpredictability | of players is greater than that of typical AI. | germinalphrase wrote: | A combination of first person shooter and real time strategy. | There is a large map and balanced units on each side. Each round, | a team commander is chosen randomly from each team. During play, | the commander sees a bird's eye view of the current battle and | directs player objectives, waypoints, etc. while everyone else is | playing COD-style first person (trying to take advantage of the | intelligence and goal setting from the commander). "The game" is | sustained over many rounds, teams taking and losing ground as | individual battles are won and lost. | | I haven't thought deeply about how much RTS complexity would be | appropriate - but you would want to keep the action symmetrical | so nobody is 'waiting' around for decisions to be made. | Der_Einzige wrote: | Battlezone and Battlezone 2 are kind of like this - and they | are GREAT games that recently had soft remakes | | https://store.steampowered.com/app/624970/Battlezone_Combat_... | | https://store.steampowered.com/app/301650/Battlezone_98_Redu... | s_dev wrote: | Commmand & Conquer Renegade was the start of this 'genre'. | narf33 wrote: | In the Freeware Remake Renegade-X people can actually choose | a commander https://totemarts.games/games/renegade-x/ | ed312 wrote: | Natural Selection (2) is close on a round-by-round basis, but | isn't an RPG. | https://store.steampowered.com/app/4920/Natural_Selection_2/ | Atreiden wrote: | Game is so incredibly fun but so difficult. The people who | play it regularly are just Really, Really Good. | | Even after 40 or so hours I was still getting absolutely | destroyed, chasing the high of kill streaks I'd gotten early | on (against other new players). | | Is it still active? Part of me wants to give it another try, | though I know only pain and suffering awaits. | Spellman wrote: | It's death spiraled at this point with the only players | left being the god-like skilled. So not especially newbie | friendly, which just means the community shrinks more. | | Plus Unknown Worlds has moved on to Subnautica, so all | updates are Community Driven now. Which is pretty neat tbh. | barrysteve wrote: | The mid-game lerk and fade gameplay versus shotgun marines | favours skilled players a lot. | | A good lerk can soften up marines forever and a good fade | has little reason to die while continually getting kills | everytime it leaves the hive. | | A good shotgun or rifle marine can cancel out 2-3 alien | skulk players every wave. The skilled dominate midgame. | | The end-game onos stomp and xeno ganeplay versus exo and | jetpacks levels out the skill required across players and | becomes more enjoyable for everyone. Though games rarely | get there without demoralizing everyone midgame. | | It's strange to me that the skill required peaks midgame | and endgame is full of stunlock mechanics, tanky units and | suicide tactics. | | I would put the highest skill mechanics on display in the | end game so everyone has a good time before the domination | of skill kicks in. | | It's still active, 4-5 servers in the US full every night | and a bunch of UK, Euro and chinese servers. One aussie | server. | rc-1140 wrote: | These have existed already: Natural Selection, its sequel | Natural Selection 2, and Nuclear Dawn. The idea is nice but the | actual gameplay isn't fun or sustainable because there's too | much interdependence on having a top-notch commander AND having | a team of exceptional FPS players; you can't really find two | teams of 12 people who can all carve out time to play. | | The gameplay is sustainable for a little bit in terms of | randoms joining servers but all that's left of NS1 and 2 are | extremely niche competitive scenes that don't reach the scale | of what you want and Nuclear Dawn has no playerbase. It's a | nice idea and NS1 produced some of the best competitive FPS | players for a few games (Quake 3/CPMA/Live, Team Fortress 2) | but ultimately it lacks the fun factor needed to keep a | substantial amount of people playing. | Sinidir wrote: | Huh? Natural Selection was insanely fun for me. Either as | player or commander. Only reason i stopped playing was | because the community shrank too much after a while. Most | matches felt nicely balanced and enjoyable even if i lost. | ookdatnog wrote: | Savage XR and Savage 2 are a bit like that, but I don't think | either have very active communities these days. | Spellman wrote: | Savage really went hard on the RTS aspect. Congrats, you go | punch this resource like a worker! You're contributing! | ookdatnog wrote: | Yea, I feel Savage 1 really wanted to be almost | "Warcraft/AoE, but your friends are the units," which is | why it includes some rather dull mechanics. I think Savage | 2 got rid of some of the tedium, but it also introduced | more specialization which made it even harder to get a game | going, as you can't even really play the game with less | than ~8 people in a server (and the game really only gets | fun with many, many more players). | Spellman wrote: | Hitting critical mass was definitely the weakness for | Savage. | | Natural Selection worked much better in that regard. | About 6v6 was the sweet spot, but it worked alright on | lower player counts and was absolute fun chaos at higher | counts. It was a fixture at our LANs for many years! | | One the best parts of these games though is that new | players are always incentivized to contribute and aren't | a net drag (in casual play). Sure you might be terrible, | but your death still meant less damage on your teammates, | and there was always something helpful to do whether it | was helping build or repair things or scouting and | harassing the enemy. | CrazyStat wrote: | Red Orchestra 2 is something like this, though not quite what | you describe. The commander can call in artillery strikes and | recon planes that show where enemy troops are on the map and | set waypoints for different squads. | | It can be quite satisfying with an organized group, or | frustrating if you're just playing with randoms. | | RO2 is fairly old now but I imagine the newer games (Rising | Storm/RS2) have similar mechanics. | swilliamsio wrote: | That has kind of already been done in the 2010 PS3 game MAG: | https://en.wikipedia.org/wiki/MAG_(video_game) | nightowl_games wrote: | Squad, Planetside 2 and Natural Selection 2 are all kinda like | this. | comrh wrote: | As well as "Hell Let Loose" which is basically WW2 Squad but | also uses the Commander position. | wellthisisgreat wrote: | Hell Let Loose is the best social FPS. Being/having a true | leader as a squad leader makes all the difference in the | battle. | Pilottwave wrote: | natural selection 2 is still great to play, and alive on steam | still recieving updates; highly recommend it. savage 2 is a bit | older, but a true classic in this niche gente, it's still | played on weekends | generj wrote: | Reminds me a bit of the old Battlefront Galaxy Conquest modes, | though the overview mode would need a lot more work. | | I think the overview position would need complicating factors | to make it hard - otherwise they would just be frustrated at | the grunt soldiers not taking objectives. | quadcore wrote: | I made a demo of such a game before that had some traction on | youtube: https://www.youtube.com/watch?v=cQLiANnRPBU | Sinidir wrote: | Natural Selection 1/2 is literally this. Space Marines vs | Aliens and you have a commander and can build building, | research tech, etc. | Spellman wrote: | NS/NS2 and Savage have already been mentioned. Natural | Selection being my particular jam. | | But does anyone else remember the Sourcemod Empires? | | FPS/RTS with TANKS! And a Tech Tree! | | Unfortunately the Source Engine really doesn't like tank | physics. | SwetDrems wrote: | Hell Let Loose does something similar. Each team of 50 has one | commander, and multiple squads with infantry (all human | players). The squad leads communicate with the commander, their | squad, and other squad leads in order to accomplish plans set | by the commander. The commander can call in recon plans, | artillery, tanks. Good communication and coordination can win | games. It is a rather brutal game though. | qfwfq_ wrote: | This also sounds a bit like Planetside 2 [1], which had a | similar structure. A relatively large open world where small | "provinces" were contested by factions in FPS King-of-the-Hill | combat. This meant that any one province action was a part of a | larger "front," across which factions would often mass & press | offensives. Capturing the entire map led to some kind of | reward, and then a reset iirc. | | Nothing like rolling up in an APC with 12 people in voice chat | on the tip of the spear, or coordinating an entire battery of | MAXs keeping the skies clear. Some of the best gaming _in | general_ I 've ever experienced. Gradually, though, pay to win | mechanics pushed me away, and I've not played since 2014. | | [1]: https://en.wikipedia.org/wiki/PlanetSide_2 | wellthisisgreat wrote: | Planetside is incredible. Battle royales came and go, | Battlefield franchise deteriorated, but Planetside 2 is on | it's 12th year and still delivers. | NortySpock wrote: | I felt like PlanetSide 2 gets close to this (at least I think | the game is still active), though commanders and squad-leads | were self-selecting. | vijayr02 wrote: | I wanted a game that was massively multiplayer and combination | RTS / FPS. | | Would have 2 teams, of 100s of persons on each side. There'd be a | general for each side who would oversee a tactical map and give | orders to units. But these units are the rest of the team | members, so each engagement on the map is being fought real-time | by real people! | | So Rise of Nations for the general and Battlefield 1942 for the | troops... | Tsiklon wrote: | Microsoft/Terratools' Urban Assault did this in 1998; sci-fi | dystopia, no people on the battlefield except for you and the | enemy in your respective flying command posts, battle fought | with drone vehicles which you can guide around in typical RTS | fashion, or alternatively you can hop into any vehicle you've | built and lead from the front. | | The game becomes an FPS/RTS Hybrid, with you in command of a | vehicle, simultaneously issuing orders to your other squads of | tanks, jets, bombers and helicopters. | | It's a bit clunky, limited as an RTS and odd as an FPS, but I | loved it. | | I never managed to play it against anyone online when I finally | got my hands on a copy | madrox wrote: | Planetside did this, but I definitely think it's an idea that | hasn't been truly fulfilled yet | stevefan1999 wrote: | A game about game developers and how they make games | flateric wrote: | A 'survival horror' war game from the perspective of a refugee | and/or genocide survivor. I feel the mechanic of death can be | explored in new ways it has not yet been in games over all. Also | as powerful of an emotional tool as only a game could use, | compare to other medium. | mobilio wrote: | Without doubt - StarCraft FPS! | dszoboszlay wrote: | I'd like to play with a game that's like Civilisation, but when | you start, you don't know what world you're playing in. You only | know what your ruler sees and hears. You may send your Columbus | across the Atlantic, and you will see him arrive to India in the | East. Later on you may learn that he instead discovered a new | continent. Maybe. Maybe he really landed in India in your game. | Or maybe he was a fraud and found nothing, and all the lands he | reported on will disappear from the map when you send more ships | to follow his route. | | Similarly, you wouldn't know which technology would work in this | world and which not. Maybe alchemy would be real, and you could | develop it to mass produce rare materials. Maybe it would turn | out to be fake science only. Similarly, magic and religion may | work as either basic mind tricks and psychology that | enlightenment would mostly cancel out, or be part of the reality | of the world, and you could get gods fighting on your side Greek | mythology style, or wizards casting spells even deadlier than | tanks and nukes. | | I guess this system would be already a bit too hard to implement, | but if I could keep wishing freely, it would be awesome if you | could actually govern by writing whatever law you want. So you | wouldn't just click a button to switch from feudalism to | theocracy or communism, but you would actually have to come to an | agreement with power figures (or classes) in your society on how | your state would work. You could grant rights to tax trade routes | in exchange of doing military service for example. And later you | would need support from some other group if you would like to | abolish this system. | machiaweliczny wrote: | I would like to have a MMO where some mobs have NN based AI and | learn how to fight better each time (but without cheating). I | wonder what strategies would people use to defeat them. | JadoJodo wrote: | Lately, I've been looking for a fantasy RPG to play with my | brother that fits the following criteria: | | -- third-person (like Kotor, The Witcher, etc.) | | -- open-world (like Skyrim, The Witcher, etc.) | | -- using unit targeting (not shooter) mechanics for spells (like | Pillars of Eternity, Divinity: OS II, etc.) | | -- online co-op | | I think the combination of Skyrim, The Witcher, and Pillars of | Eternity would be perfect. Most games I've found hit 3 of the | above criteria, but not all. I've always loved the idea of | Skyrim's open world and lore, but prefer the 'dice roll' hit | mechanic (as opposed to 'were you aiming at them when you | acted?'). | wincy wrote: | Have you thought about revisiting Neverwinter Nights? I got it | for a song the other day and the amount of additional content | made by players is huge. | kbenson wrote: | You might find Morrowind kind of interesting, especially if you | install some of the extensive graphics mods (such as the crazy | shader ones to make it look a lot better) since it's fairly old | at this point. As an older Elder Scrolls game, you get a lot of | the world stuff, but this was before them switched to a more | FPS type interface, so swinging a blade doesn't guarantee a | hit. | | Using the OpemMW engine, I guess they have multiplayer and VR | support now. No idea how well it will work out, but it might be | fun to try. | billfruit wrote: | Not co-op but Kingdoms of Amlur and Dragon's Dogma may be | fitting some of your criteria. | cochne wrote: | Why not Elden Ring? | wincy wrote: | I wish I could go back in time and play Elden Ring again for | the first time. Such an amazing game. It really felt like | something special in the world of video games. | JadoJodo wrote: | Doesn't Elden Ring play the same way The Witcher/Skyrim does? | i.e., you don't target enemies, but aim at them? | weystrom wrote: | Yeah it fits perfectly. | baud147258 wrote: | maybe outward would fit the bill? Not sure about your third | point, though. | lostgame wrote: | Studio Ghibli's 'Kiki's Delivery Service' as an open-world game | whereupon you actually hop on your broomstick and have to deliver | parcels to individuals across the village where she lives. | | Think a 'crazy taxi' RPG where you fly to deliver parcels instead | of passengers. | | You would have to deal with issues like weather conditions, | weight vs. travel time; and occasionally race against competing | witches. | | It's honestly a 'take my money' situation - I've considered doing | it as a fan game, but I would need a small team, and of course we | wouldn't be able to profit from it. I'd ultimately love to see it | adopted into even a mobile game. | rtheunissen wrote: | An airport simulator game. You have to manage aircraft, prices, | service, security, disasters, policy, economy etc. | cartoonfoxes wrote: | Alpha Centauri 2 | dale_glass wrote: | A dark themed, open world Pokemon game. | | Think a bit like Skyrim with lots of summoning. | | What do I mean by "dark themed"? Permadeath for your pokemon and | gory, realistic outcomes from the attacks. But to go with that, | make it so that you have to personally train and bond with your | pokemon in some way, so that each is a significant time | investment and it hurts if they die. Perhaps learning a move | involves some sort of minigame where you have to participate, and | practice raises accuracy/damage. | | Combine that with a survival element. If you go into the wild you | need to gather food, find shelter to sleep, perhaps kill stuff | for food if needed. | | Mechanically though I'd like to add more flexibility. Do away | with the 4 move limit and allow a creature that logically has | some ability always have it. Eg, anything that's big enough and | has wings can be used for transport, but perhaps you need some | sort of practice minigame for it to let you ride. | causi wrote: | Drop the pokemon theme and you're talking about Kenshi. | pc2g4d wrote: | An evolution simulator that goes from molecular soup to galactic | intelligence | throw7 wrote: | Star Citizen. But, you know, ahh, actually complete. | jdrek1 wrote: | Final Fantasy Tactics Advanced like game but with a procedurally | generated infinite map and some sort of re-skilling mechanic so | that you don't have to constantly swap jobs before leveling just | to minmax the early game where you don't have access to all jobs | yet. Also adding _co-op_ multiplayer so one can play with | friends. | tsycho wrote: | I want a two-person local network game to play with my son (let's | say 6-10yr age range). The game play should explicitly have a | parent-player and kid-player with different difficulty of | controls and types of actions. I think collaborative games will | likely work better, but competitive might be fine too if it | allows for different skill adjustments. | | Just make the game fun for both of us, I'll play almost any genre | (except violence). | dividuum wrote: | Super Mario Galaxy has a mode where a second controller doesn't | control another character but instead allows some helpful | actions (like dragging or grabbing things, collecting stuff, | etc). | anon776 wrote: | A modern Jedi knight game with the lightsaber strength of the | classic game. | tjchear wrote: | A massively multiplayer text-based industrial game where players | produce raw materials/parts/products that other players can use | to produce theirs. A player can gradually scale up from a one | person production (clicker based production) to a fully automated | factory. On the screen is just blocks of tables with ever | changing numbers (e.g production rate, wear and tear of parts, | etc), and the goal is to optimize your bank account balance (no | stocks/fund raising mechanics). There can also be an internal IRC | where people can negotiate and collaborate. Parts that are not | produced by any player yet can be produced by an AI until someone | comes along to replace it. | mikkergp wrote: | I'm surprised nothing like this exists, I've thought about | making something like this, but I think one challenge is it's | really hard to bootstrap an economy without some other gameplay | element other than trading. Otherwise, How do you determine the | value of items? | | In one of the versions of this game I thought it would be | interesting to have a cutthroat stock market involved. I'm not | sure how the mechanics would have to work but you could use the | stock market mechanics to lift and destroy other companies. | omega3 wrote: | Successor to Medieval: Total War with province by province moves. | I dislike the micromanagement of individual armies and having to | chase enemies across the map. If a game like this already exists | I'm all ears. | | Remake of Cyberpunk 2077 | etiam wrote: | Starcraft 2. | | Only partially joking. The story continuation was such a letdown | I personally consider it not-yet-made. | | That's probably not what you wanted, but in slightly similar | vein, the indie title "Unepic" had a very neat collection of | mechanics and skills which were largely left untapped due to what | seems to have been the developer failing in patience/endurance in | the second half. One of those features was a quite extensive | ability to put things on keybindings. Which brings me to my only | suggestion which might actually be on topic: | | What if you were to put a lot of effort into making the interface | easy to customize, deeply, preferably live. Then you'd push the | players to use it, possibly creating something of a game | mechanism in coping with disparate tasks in the process. Also | encourage publishing and forking. I'm not sure it even matters | much whether it's a global defense simulator, platformer or sim | (and indeed, why not all of them and more), but I'd be very | interested to see what it evolves into. | unsupp0rted wrote: | The only games I ever play are single-player straight-forward | ones, like the original Halo. | | You're a fellow with a gun or two and there's not much else to | know: there's no upgrade ladder, no downloadable content, nothing | else to pay for... just go through the story, shoot things and | hide behind things, and be on your way. | | More classic Halo-like games please. | ryandrake wrote: | A modern successor to M.U.L.E. Yes, I know Offworld Trading | Company is supposed to be this, but they really screwed up the | end-game. (winning is entirely based on a flawed stock ownership | system) | audiometry wrote: | Came here to say M.U.L.E. I always regretted not having a | chance to ever play a four-human match. Seems like all the MULE | reboots are/were stillborn. I thought the gui for the auction | process was quite clever. | wantsanagent wrote: | I want a language learning VR game where the goal is to interact | with AI's such that you understand their instructions and they | yours. Very much as if you were a child having to learn while | playing with adults. | tekchip wrote: | I envision an infinite game. Procedural, but only to an extent. I | want it based on the internet and how it changes. Sure, you could | just use the entropy of change on the internet, but it would be | neat/interesting if names were also to derived from news | headlines story lines. Perhaps creative image searches could | compile new textures for characters and the environment. I | suppose something akin to Little Big Planet, but with the ever- | changing internet informing the play and world. I know that's a | little vague. Hadn't locked the idea down to a particular genre | of game. Perhaps a rogue-lite, given the procedural nature? | janee wrote: | I have a similar game interest. Something based on internet | sourced data, e.g. gpt-3 based npc dialogs, trained off current | news or something else that's never ending... something like | kenshi with the complex mechanics of dwarf fortress, combined | with NPCs that can very realistically mimic conversations | | It would be an open world, but not pvp...maybe you support co- | op but I think the novelty would lie in single player combo'd | with a very dynamic cause and affect world | scotty79 wrote: | Mixture of Satisfactory and Subnautica where you build intricate | factories under water and the surface is dangerous because of | periodical hailstorms that would wreck your buildings there and | scorching heat that makes the hail melt and maybe even briefly | boil the surface. | | As game progresses climate get worse and you are forced to | retreat to greater depths with your factories and you need to | research technologies that enable that in time. | | INTRO: you crashland in a small capsule, much like in Subanutica. | You have a multitool with a pocket dimension for inventory but it | doesn't let you deconstruct the capsule. So you scout around in | shallow waters not being able to do much because multitool is not | suitable for biomatter. You find a cave with a pocket of air. | Then the first hail comes. Initially it's not that bad but gets | larger so it starts dealing damage to you. It could kill you if | you didn't retreat into the cave you found underwater. It ends | quickly but as you emerge you find out that your capsule was | broken into pieces. This time your multitool has no trouble of | recovering scrap materials and placing them in the pocket | dimension along with a fission battery that miraculously | survived. You are building enclosed space under water larger than | your capsule but with thinner walls. It's still full of water but | you build your first water electrolizer powered for now with | recovered fission battery. Oxygen is used for pumping out water | to provide space for machines you can build inside. With the | structure full of oxygen your suit can create breathable | atmosphere inside of itself. Fire would be disastrous, but you | are hoping at some point you'll be able to find ways to produce | inert gasses to make interior safer. Hydrogen is stored to | provide your constructions with neutral bouyancy. You fashion out | a knife out of scrap and go out to look for something to eat. You | submerge your first building a bit deeper but only as deep as | thin walls allow. You are starting to wonder how will you get | power when fission battery runs out. You scan your environment | with the use of the multitool and when you find useful materials | AI of your multitool unpacks new construction plans and | production recipes that let you build more and explore further. | | Tens or hundreds of hours later you float quite deep admiring | your sprawling web of minifactories connected by flexible | conduits carrying various material and parts at dazzling speed. | Most of the connections go even deeper to rare mineral mines but | some go up to get some ice from massive hail that periodically | strikes to be utilized for cooling (when summer arives) and for | extraction of substances only available in the atmosphere of the | planet that get captured in the hail as it forms there. Apart | from wildlife there are small drones around that swim in swarms | and maintain your structures and upgrade them when it's time | submerge them deeper. You wonder, what this planet throws at you | next and how bad will it affect your operations and plans. | ge96 wrote: | Weird thought but one where it is a simulation of the world/(the | player) makes real money. | | As in you could clock in/do a job in this 3D environment. I | realize probably not efficient but it would be for say bed | ridden/disabled people that can use their brain but not their | body. | pa7ch wrote: | Warcraft 4 developed by NOT blizzard. | Simon_O_Rourke wrote: | A hybrid of Kerbal Space Program and DCS. That would basically | keep me shackled to a screen for several days on end. | t43562 wrote: | I'd like a simulation of the birth and growth of civilisation | where I could change parameters and see what the different | results would be. | | Parameters would be things like the probability distribution of | various characteristics such as aggression, intelligence, | passivity, individuality and so on. | | There would also be environmental factors for the planet, the | availability of various resources etc. | | I feel that war is the inevitable way that groups work out who is | boss until we sort out some sort of world government and I worry | that we never will because our nature doesn't allow it. | | I know that such a simulation would be useless because of not | being based on any accepted model but it would still be | interesting to try. | nlnn wrote: | The game I wish existed almost used to exist, as a play by mail | game. | | It was a swords'n'sorcery style adventure with a big open world, | in which you had a party of adventurers. | | Every week you'd fill in a card with what 10-20 actions you | wanted to take (go exploring/questing, pray to gods, hire people, | buy equipment, etc.), and post off your form. | | Then you'd receive a printout with the results of your actions | the following week. | | I'd love a modern online version of this, i.e. something that | limits you to taking a few actions a day or every few days, but | with a serious amount of depth underneath it, many players, | living worlds, etc. | | The thing I remember most is looking forward to receiving many | pages of printouts each week with all sorts of neat details and | descriptions of everything that happened and the world around me. | | The pacing and fact that it was text-based made me pay a lot more | attention to everything that I would for a graphically based | game. | rosmax_1337 wrote: | The masterfully crafted just-right roguelike. High emphasis on | performance and readable graphics, and keyboard manipulation | rather than mouse. But mouse interaction must also be well | integrated for newer players to learn the ropes. Traditional DnD- | esque setting, because it is palatable to everyone and very | cherished by many. Time-based, not only in unoffical ladders but | in mechanics. Play fast to win more, quick gambles and intuituve | descisions about talent progression and gear choice. For example, | perhaps a potion of rage lasts for two minutes of real time, | though the game is turn based. Quests should be similar, fast | completion meaning higher rewards. Difficulty should be such that | a player "taking his time" would never win the game. Perhaps the | world is about to end in 60 minutes, and you must become strong | enough to finish the villain in his lair before this timer | reaches its end. But losing is naturally not some terrible state | of game that you should be ashamed of. Just like in chess, you | just try another game, and if you got close to winning, then you | certainly had great success in your game session. | | The base game should actually be quite limited in scope, but if | the idea takes off, additional levels and challenges (rather than | gear and talents) will be added. Eventually a game like this | should grown in depth only, adding nothing but intresting | generators and randomized encounters, and enemies. Because | otherwise you end up inflating good gear and talent progression, | and there is only so many ways you can honestly make a +1 Weapon | before it just becomes another +1 Weapon, but its green. | albrewer wrote: | I've really enjoyed playing Downwell[0], which tangentially | covers a lot of these points. I've also enjoyed FTL[1] and Into | the Breach[2] (both made by the same people) because of the | time crunch aspect and irreversibility of your actions, | respectively. | | [0] https://www.downwellgame.com/ | | [1] https://subsetgames.com/ftl.html | | [2] https://subsetgames.com/itb.html | jessermeyer wrote: | While I've been waiting for this kind of game, some | approximation I've been able to whet my appetite with is the | old classic Baldur's Gate (I and II) with the following mods / | optional settings. | | Sword Coast Stratagems (radically improves AI, making mages | especially terrifying), INSANE difficulty Double Damage (only | damage dealt to your party is doubled) No Reload ("hard core" | mode. No save scrumming). | | These combinations turn the game into a strategically deep, and | tactically rich experience. And just the hell more memorable. | SteveGoob wrote: | I was about to recommend Caves of Qud, being a _traditionally_ | inspired rogue-like. However, it encourages slow and careful | play over fast play. The game is brutally difficult and the | main story long, so a run takes a long time, especially | experience the content off the beaten path. | | I don't think what it's you're looking for, but I do think it | is an incredible game, and I have thoroughly enjoyed my time in | it. | gamerDude wrote: | [Tactical Warfare] | | You create a set of complex processes/tactical moves that is then | simulated by computers to play against other players. This could | be a small team in something like call of duty, where you choose | your bots equipment, and decisions they would make for | scouting/in combat/etc. Then the teams of bots play against other | players bots to see who wins. You can then review footage of your | bots against other teams to identify weaknesses and "re-program" | them to try again. Leaderboard are how you see progress. | eproxus wrote: | They're not as free form as you described, but the Frozen | Synapse and Doorkickers series might tickle your fancy: | | https://store.steampowered.com/app/98200/Frozen_Synapse/ | | https://store.steampowered.com/app/248610/Door_Kickers/ | | (They both have sequels too) | narag wrote: | As a fan of the Stargate franchise, I'd like a game based on it. | Actually I haven't even checked if there is one already, I will | now. | | The last spin-off, Stargate Universe, had a nice set up: you're | in an old battered ship that you can't control, without even the | most basic resources. So you should use the gate and the shuttles | to bring materials, make repairs, solve riddles to gain access to | ship steering, fight nasty aliens, etc. | | Also the series had an open end a decade ago, so there's room for | extension. | jharohit wrote: | i think SG1 might make for a better game where every "season" | new planets could open up. Every set of planets would have | different challenges - think Talos Principle with FPS. | narag wrote: | I have found a game that seems close to release: | | https://store.steampowered.com/app/1523650/Stargate_Timekeep. | .. | songeater wrote: | Nagel: "What is it like to be a bat?" | | A first-person shooter played by sound alone. Screen is black. | Clicks go out and you locate targets based on echoes. | dqpb wrote: | I want a game, driven by AI, whose sole reward metric is my | biological response, like maximize heart rate, eye dilation, | adrenaline, etc. | | I want to see if an AI can break me. | Buttons840 wrote: | An FPSZ like Tribes. Apex Legends seems to be the closest modern | game in spirit. | thewebcount wrote: | I'll be honest, the best games I've played were games I had no | idea I wanted. I wouldn't have known to come up with the idea for | Portal, for example. Even some casual games like Sp!ng have given | me hours of enjoyment. | | I've moved almost all of my game playing over to Apple Arcade | these days because the games don't track you, don't have ads, | don't have scummy gameplay tactics (like paying for loot boxes, | etc.), and just generally don't annoy the crap out of me. | | My point being that I want something new and different and | interesting, and that isn't a crapfest of malware, tracking, and | financial extraction. | docmars wrote: | I felt this way about Supraland. It came out of nowhere from | friends recommending it and had already been out for years, and | once I tried it, I couldn't put it down and had to see it to | the very end. Now I'm eager to play the sequel! Absolutely a | new favorite series with a unique spin on first person world | puzzles & Zelda-like progression. | ddoubleU wrote: | Duskers was like this for me. | | https://store.steampowered.com/app/254320/Duskers/ | atlasunshrugged wrote: | There was an old starcraft mod that was like playing Risk and was | an absolute blast and could be played in an hour or so (as | opposed to normal risk games that take a few hours), I would love | something like that again | platistocrates wrote: | There was another starcraft mod called Golems Evolution that | was almost an idle clicker, but you had to choose how to evolve | your army. Would love something like that. | jlpom wrote: | An educational platform game where you can draw platforms by | plotting the graphical representation of functions. | iFred wrote: | A Sim Earth remake. | | I want a sandbox where I can take a planet from its bombardment | era all the way to a point where its start has started to | encroach on the planet's orbit. I want to see live evolve from | the soupy amino acid mixes that were brewed from shallow waters | and watch it grow to a multitude of competing civilizations. I | want my screen to feel alive in a "ants crawling over a petri | dish" sort of way. | | I want to do this with a very deep simulation, everything from | geophysics, climate, and even solar insolation modeled. I want to | see ice ages come and go with glaciers carving up the landscape | and leaving behind lakes and fertile soil. I want to see oceans | acidify and recover, cycling through colors. I want my screen to | feel lush like a moss carpet. | | I want my sandbox planet to have a moon. | | I want to have a time scale that requires planning, where a few | months of game play on the same planet feels rewarding. I want | this planet to be persistent and to be shared where friends can | just load up and watch or maybe even hop in. I want my friends | space faring civilizations to come and visit. | | I don't want a manual for anything more than interface. I want to | be surprised by what happens on digital ball of dirt. | | I want something that will have the fun spirit of Sim Earth, the | seriousness of Universe Sandbox, open endedness of Powder Toy, | and trigger that "into the unknown" feeling some of us got back | in the early days of Minecraft. | lbrindze wrote: | I want to play a game that's like kerbal space program (in terms | of technical detail), but where you instead run a national | weather agency like the ECMWF or NWS/NOAA. It would be a | simulation-like game where you invest in research and operational | elements (installing sensors, running super computers) all while | trying to improve the 'skill' of your forecasts in time to save | your population from different natural disasters. | | Each level could have different regions, terrains, and specific | disasters you need to optimize your forecasting system for (e.g. | hurricanes, fires, blizzards, etc.) | scotty79 wrote: | Mixture of UFO and Invisible Inc. Tactical game where rely on | stealth and elusiveness to infiltrate alien ships and bases to | steal their technology to develop new gear to ultimately defeat | them. | | Game that makes you feel like you are one wrong step from | detection and disaster like Invisible inc did. | pclark wrote: | Sim City on absolute steroids that constantly runs in the cloud | even when you're not actively playing | Aspos wrote: | Some sort of a Tamagochi Sim City? If you don't login often | enough your city dies? | pclark wrote: | Would a city die without a mayor? Maybe, maybe not -- but | yeah with legitimately good AI. I want a sentient city!! | Aspos wrote: | I think it is a great idea btw. Once city becomes big | enough, one may want to recruit more people to take care of | it and split roles. I love it. | ducharmdev wrote: | For a single-player game like this, instead of having it always | running, I wonder if you could simply design the game in a way | that the next state is deterministically calculated based on | the time. So the next time you start the game, it loads the | previous state + current datetime in order to produce the next | state. | | This would be prone to manipulation, if someone were to change | their PC's datetime, but would give the illusion that it's | always running without actually doing so. | YesBox wrote: | You might be interested in what I'm setting to out build. I'm | working on Archapolis, a city builder with real time traffic | simulation and interior views of peoples homes (which you can | customize/build yourself if you want). Very early stages of | development still. | | As for steroids, here's a tech demo of what I've been working | on: https://www.youtube.com/watch?v=7q0l87hwmkI | | I created a path finding algorithm that can simultaneously path | 300,000 units to random destinations at a comfortable frame | rate. Units can choose from any of the shortest paths between | two points (there are many in a grid), and from those paths, | can also choose the path that matches any preferences they | have. | pclark wrote: | This looks great! do you have a discord or other community | that I can follow to get updates? | YesBox wrote: | Thanks! For now I'm using old.reddit.com/r/archapolis | | www.yesboxstudios.com for blogging about development if you | prefer long form | multiplegeorges wrote: | That was the vision for SC5, if I rememeber correctly. Everyone | was pissed off that the game required the servers and the | servers would melt down regularly making it impossible to play. | | Perhaps just ahead of it's time? | BitwiseFool wrote: | I think people were more angry about the fact that the | persistent connection was required for DRM reasons, rather | than a bona-fide gameplay mechanic. It felt like EA being | user hostile rather than some genuine attempt to enhance an | aspect of the simulation like the GP is suggesting. | multiplegeorges wrote: | Yeah, thinking back more clearly, I think you're right. | There was a _promise_ of deeper simulation with the extra | server capacity, but it ended up just being DRM and a pain | in the ass. | | I'd love a persistent, deeply simulated SimCity with cross- | municipal boundary multiplayer elements. | spillguard wrote: | I'm sure other people will suggest this, but does Cities: | Skylines with mods kind of solve what you're looking for | (admittedly missing the "runs in the cloud" aspect)? Some of | the builds people make with mods in that game are incredible. | pclark wrote: | No, Skylines is terrible IMHO. It's comically dumb. | zingplex wrote: | Please elaborate | pclark wrote: | the traffic/routing AI is terrible | rescbr wrote: | For me, it wouldn't run in the cloud constantly. I don't want | to have unattended disasters to take care! | | A massive SimCity, with at least SimCity 4 level of complexity, | without city tiles, like with a whole world simulation? Sign me | up! | pclark wrote: | imagine getting a push notification about your city rioting | about property prices, so cool! | notyourav wrote: | I want Factorio with more interesting enemies and stuff I further | expand. Played some popular mods but they don't cut it. | adv0r wrote: | honestly with StepN I'm making 1000$ a day by running, i don't | need any other game :D | mysterydip wrote: | I want a game to play together with my young kids (nonviolent, | cooperative, easy controls) but that isn't mind-numbingly boring | to play as an adult. Not only a large sandbox to explore, but one | that feels alive with NPCs to interact with, like a "baby's first | MMO" without grind/fetch quests. It's a game I'm building in my | spare time. | staindk wrote: | A game that was great fun to play with my grandma, parents and | young cousins at the same time was LittleBigPlanet. We only | played LBP1 and 2 so don't have experience with the newer | games. | | It's not really what you're asking for, but IMO it's lots of | fun and young ones can get very creative in the level editor. | mattcaldwell wrote: | Animal Crossing? | mysterydip wrote: | That's an inspiration for sure. Language and controls need | modified for a younger audience, and I have other ideas to | increase the interactivity with NPCs. | PaulHoule wrote: | One with really deep interactions with fictional characters. | Imagine a visual novel but instead of having 10 endings there are | countless endings. | roberthahn wrote: | I have two game themes to call out: | | 1. A first-person puzzler in the spirit of Portal. No guns, no | violence, just... elegantly designed puzzles that requires logic | and real world physics to solve. | | How Portal didn't immediately launch a sub-genre of platform | puzzlers I'll never know. | | 2. I wish there was a game where time travel was a core mechanic. | When we die or get stuck in current games, we revert back to a | save point, why not lean into that some more to build a | compelling game experience? | robwert wrote: | Not sure if these games exactly fit but they were the first to | come to my mind. 1.Outer Wilds 2.Braid | Asraelite wrote: | For 2. I think Outer Wilds and Deathloop are good recent | examples that heavily lean into time reversion, but another | example is Quantum League. It involves multiple timelines | interacting with each other, in a very basic sense. | winthrowe wrote: | 2. Achron from 2011 is an RTS fully and completely built around | time travel as it's core mechanic, perhaps to the detriment of | general playability. | | Available on steam or direct. | jharohit wrote: | for(1), Talos Principle was already mentioned. I would also add | The Stanley Parable to the list | roberthahn wrote: | Thanks to everyone who replied to this. I am thrilled to learn | about these options. | | To my Portal idea the closest I've found was Superliminal. | There's something wrong with the graphics though, it makes me | nauseous to play. | | But I will definitely check out your suggestions! Thanks again! | piceas wrote: | 1, perhaps Hyperbolica. | scotty79 wrote: | Quantum Conundrum felt Portallike to me. Apparently it was | designed by the same person. | ookdatnog wrote: | Braid [0] might (or might not) cover both itches. It's a 2D | puzzle-platformer with time rewinding as its core puzzling | mechanic. | | [0] https://store.steampowered.com/app/26800/Braid/ | danShumway wrote: | > 2. I wish there was a game where time travel was a core | mechanic. When we die or get stuck in current games, we revert | back to a save point, why not lean into that some more to build | a compelling game experience? | | ---- | | Shameless self plug, but I am currently working on a time- | traveling puzzle game called Loop Thesis (https://loop- | thesis.com) which features a completely internally consistent | simulation of time that's constantly running during the entire | game. | | All of the time travel mechanics are emergent from that | simulation, nothing is faked -- and the game takes that to an | absurd degree, even the way levels are stored in memory is | consistent with the core mechanics that the game teaches the | player about time travel. | | The point of having that kind of obsessive consistency is that | the game is trying to feel almost like a textbook; when you | understand the core mechanics of how the simulation works, if | you think of something that you should be able to do, it works | even if I didn't pre-plan it as a designer, because you're not | interacting with a set of hard-coded puzzles, you're | interacting with a simulation, and the rules you're learning | are actually the simulation's rules, not an abstraction of | them. It's meant to capture this joy of finding a complicated | system and just kind of systematically picking it apart and | then putting it back together again. | | ---- | | The game also supports multiplayer (although I'm not planning | on including that at launch), and the multiplayer runs on the | same simulation. That means that if player 1 goes back in time, | player 2 stays when they are; you can have someone in the past | making changes that affect the future, and it all just kind | of... works. It's a really trippy experience, at least so far | in playtests. | | And that obsession about internal consistency also means that | modding tools work pretty well. The game's core engine is | really fun to play with because you can just kind of change | variables and build little tools and just see what happens. A | couple of puzzles have come out of me just kind of noticing | something weird happening, and then realizing that there's a | consequence in the simulation that I didn't originally plan and | then building a puzzle out of it. So I'm hoping that beyond the | game itself that modders and level designers will have some fun | building new mechanics. | | ---- | | It's a top-down pixel-graphics puzzle game (not 1st person, | sorry), and still in very early development, even though most | of the core timeline engine is finished and I'm mostly at this | point just fleshing out content and doing a bunch of work | around that engine. The website (https://loop-thesis.com) is | also _horribly_ out of date, but I 'll be starting up full-time | development on it again soon, so I'm hoping to have more | updates at some unspecified point in the future. | zemo wrote: | for 1, some games that I haven't seen mentioned here are | Manifold Garden and Superliminal. Neither are very difficult | but both are very satisfying and well-crafted. | dartharva wrote: | 1. The Talos Principle | | 2. Prince of Persia: Warrior Within | krapp wrote: | 2. Life Is Strange? The ability of the protagonist to rewind | time is a central feature to the game. | balfirevic wrote: | > I wish there was a game where time travel was a core | mechanic. When we die or get stuck in current games, we revert | back to a save point, why not lean into that some more to build | a compelling game experience? | | Prince of Persia: The Sands of Time did something along those | lines. | | Outer Wilds too, although in quite a different way. | skocznymroczny wrote: | As for 1), I think it did? With games like Talos Principle, | Turing Test, Spectrum Retreat, and other like Antichamber or | The Witness, there's plenty to choose from. | | 2) this is a mechanic in Prince of Persia: Sands of Time, when | you die you can turn the time back to the moment before death. | weberer wrote: | Antichamber fits the first one, though there's no physics | puzzles. | | https://store.steampowered.com/app/219890/Antichamber/ | the_only_law wrote: | A grand strategy game, that my friends will be willing to play. | | I love Paradox games, but none of my friends are willing to play | a game that involves staring at maps and reports for hours on | end. | | That or something like the old Mount and Blade: With Fire and | sword conversion. | | I love musket warfare games, but they either feel too realistic | and immersive (War of Rights) or too much like multiplayer FPS | (Holdfast). | | With Fire and Sword though has mount an blade tactical mechanics, | but is also arcade-y and fun to play without devolving into | multiplayer nonsense. Update that with a modern engine and FPS | mechanics and it could be great. | syngrog66 wrote: | I have big lists of them. I've made a small subset, to date, to | scratch a personal itch. But I quickly learned that time is the | bottleneck, not simply having good ideas. | | I'm currently making a game, in my free time, about what might be | the most important topics facing humanity at present. (so... no | pressure! lol) | kesor wrote: | A game based on "The Richest Man in Babylon". Depending on | difficulty, you might be just poor, or maybe indebted, or maybe a | slave. And you need to follow good financial principles to get | yourself into a rich man. All the while you are lured by various | things you can spend your savings on, leaving you penniless. | EamonnMR wrote: | Give me an AR game where I can play a skirmish RTS (or, hell, | turn based) using the world around me as terrain. I want to be | able to set up a virtual tabletop game in a coffee shop | basically. | NetOpWibby wrote: | - follow-up to Deus Ex: Mankind Divided | | - Megaman Battle Network 7 | tarsius wrote: | SimSkiResort | throwaway1039 wrote: | Dual Universe but with a good UI/UX | bennysomething wrote: | A sequel to Goldeneye by the same team. Perfect dark just wasn't | as good and it wasn't James Bond! | | Yes timesplitters was close but not quite! | [deleted] | defterGoose wrote: | Give me a CaRPG with Rocket League mechanics and an open world | based on platforming and racing. Slow trickle of performance and | weapon upgrades for the car. | jsiaajdsdaa wrote: | A game where you can legally make money | mattlondon wrote: | I want a sort of civilization-but-for-countries. | | E.g. you are the newly elected president of Afghanistan/North | Korea/Iraq/Other etc - now go rebuild infrastructure etc, set | policies, see how the country develops as a result. E.g. do you | invest in universal healthcare, or transport infrastructure? Is | transport infra required while your country is still largely | subsistence farming?. What about education - save money there and | spend on natural resource extraction? How will that play out over | decades and centuries? | | It would be nice to have direct control over city-level layout | etc - demolish this neighborhood for flood defences, put in | railways, major roads etc linking different parts of your country | (not sim city levels of simulation, more just at the major civil | engineering level of that makes sense - happy for actual city | population to grow organically as a result of major works). | | Civ gets close, but it's too high-level and more focused on | conquest. I want to zoom in and have more control over where | major irrigation canals get built, where to best build a nuclear | plant, where that bridge should go or which mountains to tunnel | through for a railway etc. So instead of the grid being the | entire planet, the grid would just be one country. | | Edit: I am specifically interested in the "building" aspect (so | think civ-style grid with units moving around doing things), and | less so on simple a-vs-b decision game model you see in Democracy | et al. | tdrgabi wrote: | Suzerain - does that, more from the political pov. You are | elected president of a somewhat democratic country. Then you | are presented with choices and the game starts. | munk-a wrote: | I'd also highly endorse Suzerain - but I don't know if it's a | great fit for them. Suzerain is essentially a political | narrative game where the player is navigating through an | amazingly deep set of pre-scheduled events and crises and | trying to effect change. | | It's also strongly influenced by Turkish politics, | specifically the rise of Erdogan, which was a very | complicated time for Turkey. | ajmurmann wrote: | Maybe City State? | https://store.steampowered.com/app/774351/Citystate/ | pwillia7 wrote: | I'm sure it will end up costing $10k USD for all the DLC, but | Vicky 3[1] might come near this in some ways... probably still | too macro though. | | [1]https://store.steampowered.com/app/529340/Victoria_3/ | depingus wrote: | I think the Tropico games covers a lot of this. | pornel wrote: | I'm currently obsessed with an idea of scaling SimCity-like | simulation to a whole country. Since it's infeasible to place | roads and buildings manually at such scale, it would have to | have an AI to grow cities automatically based on simulated | demand and higher-level policies. | YesBox wrote: | You might be interested in what I'm setting to out build. I'm | working on Archapolis, a city builder with real time traffic | simulation and interior views of peoples homes (which you can | customize/build yourself if you want). While the game wont | scale up to the country scale, I do want the player to have a | more hands on approach to managing the city. Im thinking it | would be cool if the player could hire their own board if | they wanted to, otherwise they would have to manually manage | that aspect of the game (e.g. no fire marshal could mean | manually sending out fire trucks to fires, scheduling | building inspections, etc). | | Here's a tech demo of what I've been working on: | https://www.youtube.com/watch?v=7q0l87hwmkI | | I created a path finding algorithm that can simultaneously | path 300,000 units to random destinations at a comfortable | frame rate. Units can choose from any of the shortest paths | between two points (there are many in a grid), and from those | paths, can also choose the path that matches any preferences | they have. | | Very early stages of development still! | bryans wrote: | This is really cool, and I enjoyed hearing explanations of | your process and decision making in the video. It sounds | like you have a lot of ideas on how to develop | "personalities" for units, and that's something rarely seen | in game AI, so I'm eager to see where you go with all of | this! | YesBox wrote: | Thanks! I appreciate it. The player connecting to the | world they build is vital IMO. | | I'll be using old.reddit.com/r/Archapolis if you want to | know when the first release is out. | genedan wrote: | Have you Transport Fever 2? The AI manages growth of the | cities while you work on building out the logistics. The | better your network, the faster the cities grow. Since there | are planes involved I would classify the scale as being | nation-sized. | fendy3002 wrote: | Similar with it's predecessor, transport tycoon or the | newer openttd | pornel wrote: | Yes, but the scale of things in TF2 is very symbolic. | Cities are a couple of train lengths long at best, and grow | by attaching new short roads at random. That's fine for the | needs of the game, but isn't really a country-sized | simulation. | Der_Einzige wrote: | A game like this exists and has existed for many, many years. | It's a relic of the old internet. | | https://www.simcountry.com/cgi-bin/cgip?plogplay | konschubert wrote: | Why sim city and not cities skylines? | | (I don't have an opinion either way, just curious.) | pornel wrote: | I've just used a classic name for the genre. I'm a big fan | of Cities: Skylines. | | At a country scale some simulation techniques need to | change. For example, tilemaps become ridiculously | inefficient (a byte per 10m^2 becomes tens of GBs), so they | either need some form of compression, or the simulation has | to use vector-based maps instead (more like Cities | Skylines). | | Another quirk is that at a country scale agent-based | simulation becomes less interesting, because individual | agents don't influence much, only their collective behavior | is big enough to matter, and that starts looking just like | a normal distribution of the simulation data you put in. | prionassembly wrote: | https://duckduckgo.com/?q=emergent+behavior+agent+based+s | imu... | ouid wrote: | >at a country scale agent-based simulation becomes less | interesting, because individual agents don't influence | much, only their collective behavior is big enough to | matter | | This is very untrue, which is why this problem is | infeasible. | pornel wrote: | For example rush hour is an emergent phenomenon. But it's | something that is happening pretty regularly depending on | typical work schedules. You can simulate thousands or | millions of agents with their intricate goals of their | daily lives to have it emerge naturally (and it's very | fun to program that), or you can just hardcode fixed | times for rush hours. In a big-picture view of country- | wide statistics the difference between these approaches | is underwhelmingly small. | | It's soft of like simulating every atom of an object vs | using Newtonian physics. There is a difference in | accuracy, but it may not even become apparent or matter | for gameplay. | l33t2328 wrote: | Why do you say it's untrue? | sgtnoodle wrote: | I'm pretty sure they're using SimCity as a trademark- | turned-common name like Kleenex, band-aid, etc. | a1369209993 wrote: | The techinical term is "genericised trademark" IIRC. Same | goes for "Civilization" upthread, and for things like | "Tetris" or (edit: to the extent trademark offices are | corrupt enough to register it in the first place) | "Chess". | malfist wrote: | This somewhat reminds me of Majesty series of games. You built | cities and paid for people to be educated, but the goal was to | defeat monsters, but your only control was to place bounties on | them. The populous would do whatever they wanted. | Siecje wrote: | Have you played Democracy? | tut-urut-utut wrote: | The concept of the game of "Democracy" is nice, but the issue | is that its main goal becomes quickly winning the elections. | And once you start listening to the majority and adapt your | party policies to whatever the population wants currently, | you keep winning the elections, but can't do much to | influence what you think is right. | | If you really want to shape a country in your direction, | autocracy, or dictatorship is the only way. Otherwise, you | become just another populist leader that always wins | elections but nothing changes. | | Just like in real life ;) | kungito wrote: | Isn't that the point? It's harder to win while doing what | is right? Or you want the game to reward unrealistic do- | good scenarios? | Taikonerd wrote: | > Democracy is a nice concept, but the issue is that its | main goal becomes quickly winning the elections. And once | you start listening to the majority and adapt your party | policies to whatever the population wants currently, you | keep winning the elections, but can't do much to influence | what you think is right. | | So... it's pretty realistic then? | qorrect wrote: | Sounds exactly like the current implementation of | democracy. | throwawaylinux wrote: | Except in current democracies there are lots of important | popular issues that voters want addressed and yet | politicians refuse to, because their owners are against | it. | dalmo3 wrote: | Nah, I actually won the game (Democracy 3) by building a | libertarian utopia with zero taxes, no public services, | ignoring the clamor for new laws etc, and had all KPIs on | green. | | Then was killed by a nun who disagreed with my no-state- | religion policy. :D | Siecje wrote: | I played Democracy 3 and you didn't have to get elected the | first time. I reduced funding to religious schools and then | the religious voter demographic eventually went away after | a few elections and then there wasn't any opposition to | science funding. | whatshisface wrote: | Someone should make a version of Tropico but it's a | democracy and you're the media, deciding where things get | built indirectly by choosing which stories to run. | piperswe wrote: | "Headliner" is a somewhat similar concept, though it's | lacking the simulation aspect | kaoD wrote: | You might enjoy Rebel Inc. | | It's a bit more abstract and counter-insurgency focused than | your description, but sounds pretty similar. | | https://www.ndemiccreations.com/en/51-rebel-inc | erehweb wrote: | You might find Hidden Agenda interesting | https://en.wikipedia.org/wiki/Hidden_Agenda_(1988_video_game... | vijayr02 wrote: | For a more general list: | | https://en.wikipedia.org/wiki/Government_simulation_game | | I recommend: | | Conflict: middle East political simulator Shadow President | | There's also an interesting one reflecting Stalin's | challenges after world war 1 - he has to choose between guns | and butter to prepare for the coming conflict with Hitler. | Don't remember the name... | erehweb wrote: | Stalin's Dilemma. https://www.old- | games.com/download/4428/stalin-s-dilemma The author's "No | Greater Glory" on the US Civil War is also very good. | vijayr02 wrote: | That's the one, thanks! | fxtentacle wrote: | I would like to have a civilization where you start on earth | and then mid-game you launch your rockets and colonize another | planet with aliens. | genocidicbunny wrote: | This is basically what Civ 2 + SMAC/X is. | TrueSlacker0 wrote: | Before we leave is somewhat similar. | | Build up a civ on 1 planet, scale to multiple planets, | survive space whales... | | https://store.steampowered.com/app/1073910/Before_We_Leave/ | DylanSp wrote: | I think Paradox's games would be up your alley, with the | upcoming Victoria 3 probably being the best fit due to its | focus on economic details and sociopolitical dynamics. | munk-a wrote: | Victoria 2 was an absolute favorite of mine. I'm excited to | see what they'll manage to do with Victoria 3. Vicky 2 | unfortunately suffered from a pretty rough UX beyond even | what EU3 & HoI3 had in terms of information visibility and | user interactions. | DylanSp wrote: | Yeah, I'm really excited too. Vic2 is my favorite concept | of the Paradox games; simulating economics, | industrialization, and mass politics like it does is a | great idea, allowing for a grand strategy game where the | everyday lives of your populace still very much matter. But | the UI's not great, the economic simulation is kind of | janky, it's much more railroaded and inflexible than the | modern games, and it's extremely Eurocentric. | criley2 wrote: | I have been thinking about this concept / similar concept for a | long time. | | My chief complaint with Civilization games is that they've | become a history-themed board game. A fun board game, but less | and less it doesn't feel like a history simulator. | | The problem with "country" simulator is that countries are a | more modern concept, the vast majority of human civilization | doesn't feature strong nation concept. How do you model a | country that goes from Villanovans to Romans all the way to | Italians? | | How do you model a civilization which can boom and collapse? | How can you set the systems up to support things like the mayan | collapse or the bronze age collapse? The fall of the roman | empire? Technological regression? How technology truly | transforms culture, engineering, politics, etc? Adding +1 to a | score is nice and dandy but how you simulate your nation having | dynamic classes enjoying luxuries based on location, industry | and technology? | | I want to see that the urban elite are using silver utensils | while the farmers are stuck on wood. I want to see that the | civilization used wood too fast and used it all up, causing a | collapse. | | I actually envision the map as a grid with each grid holding | information about the people there. Population, class, | technology, industry, culture etc. A rural tile would have low | population and be influenced by other tiles. An urban tile | might be generating let's say `copper age 3` and in a radius | around it for some distance, their tools would be upgrading | towards that level. But invading and pillaging this urban tile | might lead to those levels dropping, setting a region back in | many ways. | | The hardest part I have is that I just want a pure simulation | with no user input. Gamifying it ruins the purity of my | simulation and leads to civilization the game! | muzani wrote: | Check out the Clarus Victoria games, especially Predynastic | Egypt. It's not quite a city builder, but closer to Civ. You | start from building a settlement - some basic fields, huts, | cemeteries, temples, barracks, and so on. It's nice, the map | changes based on progress, and you end up growing from a city | to taking territories up and down the nile. | | Marble Age is notable too and has some mechanics unique to the | game. Story is mostly the same, but there's three city states | with slightly different tech trees. E.g. you'd need to fight | the Persians at some point. Athens would be the classic path of | farming, making alliances, building a wall and armies. Spartans | need to raid for slaves for growth, but hold off on killing | neighbors before facing Persians. Corinth would be more trade | based and consider buying mercenaries and buying out the other | city states. | | I've bought all of them because they're an excellent ratio of | time for fun as far as games go. | rixrax wrote: | That would be a fun game. Do as well as you might, and then in | the end, you get screwed over by one or more of the global | powers. Would you like to play a nice game of Kobayashi Maru? | sogen wrote: | There are plenty of boardgames to choose from: | | - World in Flames | | - Churchill | | - Fort Sumter | | - Food Chain Magnate | einpoklum wrote: | Special bonus action subgame for Afghanistan: Exfiltrate stolen | central bank funds from the US :-) | | https://therealnews.com/afghan-central-bank-calls-us-theft-o... | hereforphone wrote: | Plus free equipment donated by the USA. Plus no media | coverage at all covering your atrocities because the media is | aligned with those that pulled out, so everyone's going to | focus elsewhere (Ukraine as an example). | | I lived there for more than a year and a half. The things | happening there now are terrible. But you don't know about | it, because it's politically incorrect to discuss it right | now. It's a massive tragedy. | assbuttbuttass wrote: | I'm really enjoying Workers and Resources: Soviet Republic | | It lets you control a small country and build basically | everything from scratch, factories, railways, housing. | | Honestly it hits most of the points you describe above. | [deleted] | rcfox wrote: | It's somewhat old, but the Caesar series might be what you're | looking for. | jonny_eh wrote: | Isn't that more of a city builder, like Sim City? I only ever | played Pharaoh, so I may be off. | rcfox wrote: | It does start off like that, but I think after you start an | industry within your city, you gain access to empire | management, where you start organizing trade between other | cities, building roads, managing armies, etc. It's been a | long time though, so I might be misremembering. | forty wrote: | It's really mostly the cities, outside of the city | management is really secondary (at least in Caesar and | Zeus which I have played the most). I strongly recommend | the whole series, they are really great games. | pgruenbacher wrote: | U want victoria 3 game by paradoxplaza | loceng wrote: | This post is brought to you by Epic Games looking what feature | set to add to Fortnite next, so they eventually become Ready | Player One to launch into any game with your already bought and | infinitely expanding inventory of purchased skins. | apelapan wrote: | A race track building/management simulator. Start with a small | gravel loop, organize race events and bring in money. Bit by bit | expand until you have an epic Nurburg Ring-sized complex. | | Of course, there must be a tie-in with some racing game that lets | you test drive your track if you wish. | manuelmoreale wrote: | Give me Red Dead Redemption 2, with infinite random tasks (both | lawful and unlawful), a slower in game clock and the ability to | do some base/village building and I'd be the happiest gamer ever. | dprophecyguy wrote: | I wish for a game like GTA but with a lot of advanced mechanics: | - Driving like NFS - Shooting like COD - Fight mechanics like | Batman - Open World exploration like Elden Ring | dartharva wrote: | So, GTA V? | xcambar wrote: | A game with faster horses. | | ;) | msszczep2 wrote: | The Glass Bead Game, from the Herman Hesse novel of the same | name. I could see myself really getting in to that and getting | good at it. | corobo wrote: | Star Trek Armada 3 | | Great RTS Star Trek games, but the license got lost in | beancounter hell at some point. Can't even buy the old games | anymore | | E: oh damn 2 is on GOG now. That's my weekend sorted! | https://www.gog.com/game/star_trek_armada_ii | linsomniac wrote: | Godus, but without the freemium model/churn that defined the | actual release, after asking for funding from pre-orders via | Kickstarter. Or even just Populous ported to a modern platform | that I could play it again on. | | I've often wanted to play Populous again, in the decades since I | had an Amiga, and was anxiously awaiting Godus. But on first play | it pretty much embodied everything I hate about gaming these | days. | kderbyma wrote: | Kingdom hearts 3 without the rest of the junk they included.... | essentially what it was supposed to be a la 2006. | mindofbeholder wrote: | Honestly just any game where I can craft my own custom spells and | take on hordes of enemies. Very satisfying. | wly_cdgr wrote: | Faeria, but successful | zeruch wrote: | A large scale sequel to Enemy Territory: Quake Wars | | Seriously. I still play ETQW, 15 years after release, so...yeah. | lykahb wrote: | A game that employs the surreal visual style of the early CGI | between the 70s and the 80s. They had a certain style that is | easy to recognize. Dark backgrounds, models of the world and | characters that are meant to express a technical achievement, | high contrast, etc. The animation series ReBoot came later but it | heavily relied on that aesthetic. | wolframhempel wrote: | - A low-brow, open world space sim. (Yes, I'm aware of Star | Citizen, No Man's Sky, Elite and all the others, but hear me | out): | | I would love to fly my cheap, derelict Lada Riva equivalent of a | spaceship into a space station. No landing sequence or wrestling | away of controls, I want to land on my own and I want to land | shittily. As I touch down, garbage is stirred up and space rats | scurry away from the landing site. I get out of the ship (of | course, the canopy jams and needs some hitting to open) and some | spaceport employee alien comes running towards me to complain | that I'm parked across two landing pads. I walk away, muttering | "yeah, whatever" and head to the bar. | | ...you get the picture. This world, with trading, exploration, | space and land combat and great characters and stories and I'd | never stop playing it. | post-it wrote: | This is basically the Star Wars aesthetic, I hope we get a nice | non-MMO open-world Star Wars game again. We probably will. | staindk wrote: | I could see something like this being REALLY cool in VR. | | Elite Dangerous supports VR but everything is too clean. You | need that layer of dirt and wobbly landings for authenticity. | | (Disclaimer - I've only played all of like 15 minutes of ED in | VR) | RhodesianHunter wrote: | In this same vein, I want a modern remake of Escape Velocity | with the high quality choose-your-own story arcs, but | multiplayer. The graphics could be absolute garbage and I'd | still play it daily. | moffkalast wrote: | Fwiw Endless Sky is a pretty good remake of EV, though it's | fairly linear and single player. | wsc981 wrote: | I think Mount & Blade: Warband is a bit like that, but in a | medieval setting, of course. | mbrameld wrote: | Sounds like Space Quest but with modern game play. | huhtenberg wrote: | Lol... very much so! | HellDunkel wrote: | This is what i want!! Space quest with Botw gameplay! | r3ctilinear wrote: | With a sidekick called... Murty? | matheusmoreira wrote: | > trading | | How can that be enjoyable though? You're just hauling cargo | from point A where it's cheap to point B where it's expensive. | Even in Eve's player driven economy it's a grind. | | > exploration, space and land combat and great characters and | stories and I'd never stop playing it | | Completely agree. I really enjoyed exploring planets in Elite | Dangerous. | bironran wrote: | WC: Privateer is a little bit like that, especially if you | played the WC (wing commander) games first. Moving from a | military, "we have budget for everything" (ammo, missiles, | fixes) to a "oh, should I fix my auto pilot or buy an extra | missile?" setting feels a little bit like that. | | Plenty of low-brow there as well, and basically being forced | into the plot against your will is very on-point for a "I just | want to make a buck" character. | twobitshifter wrote: | reminds me of battlestar gallactica and landing without clamps | moritonal wrote: | You're describing the game X4, minus the land combat. | | https://store.steampowered.com/app/392160/X4_Foundations/ | AdrianB1 wrote: | I played the X series since X2, I found the latest X3 (TC, | AP) more enjoyable than Rebirth and even X4. X2 had the | landing part (quite annoying, in reality), X3 had the fun, | later games had better graphics but not the same immersion. | Unfortunately the universe is quite limited, even with 100 | sectors, and very static endgame. | artful-hacker wrote: | X4: Foundations, gets closest to this for me. | vorpalhex wrote: | Ostranauts definitely gets the "flying heaps of scrap" and | manual landings down. Last run my first ship was a converted | cargo container with no life support. | astrange wrote: | Problem with the space heap of scrap aesthetic is that in | real life space, even aside from all the other problems you | need a lot more radiation shielding than that to survive | outside low Earth orbit. | moffkalast wrote: | Not if you know how to cure cancer ;) | russellendicott wrote: | Not a video game but there's a board game called Galaxy Trucker | that ticks a few of these boxes--low brow, space trash, best | effort ridiculousness. | | https://boardgamegeek.com/boardgame/31481/galaxy-trucker | throwaway4aday wrote: | I'm imagining the 1970s but in space, like a Heavy Metal[0] | video game. | | [0] https://en.wikipedia.org/wiki/Heavy_Metal_(magazine) | selimthegrim wrote: | Space Station 13? | d--b wrote: | Beyond good and evil 2? If it ever goes out... | gfaster wrote: | Try the new Rebel Galaxy game. It does blue collar space game | quite well, even if it didn't end up being my cup of tea | xbar wrote: | Thanks for the referral. The trailer sure looks like | something I'd be into. | BalinKing wrote: | Star Citizen itself is my answer... I remember reading an | article in Popular Science about it [0] when I was a kid, and | specifically the sentence about "For example, designers modeled | each ship's landing gear to retract without interfering with | the hydrogen fuel system that feeds the nuclear reactor." That | sounded like the _coolest_ thing ever. | | So, now that I've gotten eight years older but still haven't | seen the game release, it makes me kinda sad. | | Relatedly, _another_ PopSci article [1] promised that flying | cars would be available by ~2015. That never happened either | :-( | | [0] I read it in print, but here's the online version: | https://www.popsci.com/article/gadgets/space-game-gets-real/. | revolvingocelot wrote: | I, too, wish Star Citizen existed. It currently doesn't, | despite periodic appearances to the contrary. | zionic wrote: | LevelCap has done some great star citizen videos recently, | just him and some friends playing the game. If you're | interested in the current state check out his channel: | | https://youtu.be/ONYFCKdrPLs | coayer wrote: | Star Citizen was the first thing that came to mind too! I | "pledged" in 2017 as a teenager and now I'll be graduating | college next year. Unbelievable how poorly the game's been | managed. | landon-young_ wrote: | A single player rpg where I wasn't the most important/powerful | person in the world. Something with NPCs interacting with each | other and affecting the in-game world entirely independent of my | actions. NPCs could collaborate with me or compete with me | depending on their goals. | bluetidepro wrote: | I want a modern version of the Command & Conquer RTS | mpettitt wrote: | Everything sim. You start with, say, Sim City. You find that your | rail network isn't working properly, so you switch contexts to a | kind of Transport Tycoon style game, where you can optimise the | train schedules and destinations. You realise that the factory | you're delivering stuff to is struggling, so you switch context | to a Factorio style optimisation game. You realise that the | inputs to the factory aren't pure enough, so you switch context | to an Opus Magnum/SpaceChem style atomic manipulation game. You | zoom back out, and find that your hospitals are struggling too. | Context switch to a Theme Hospital/Two Point Hospital style sim. | You need medicines, so switch to a Big Pharma drug production | sim. You can optimise the machines here with the same interface | as you used for the factory. Zoom out a bit, and you can see a | football stadium, with the option to switch to a football | management game, or to jump into a game and start playing | directly. You zoom out again, and are now looking at a country | where your city/region is just one part. You can context switch | to a country management game. Keep going out, and you realise | you're on a planet, so start working on a space program. Keep | going out, and you can build a Dyson swarm and get some | interplanetary government vibes going, all while being able to | zoom back in on any part. | | Pretty sure my original concept was for this not to be a single | game so much as a common interface for basically every other | game, where unoptimised parts work, but aren't great, passing a | kind of middle-of-the-range set of values whenever queried. By | linking multiple games together, you'd be able to control | everything. | armchairhacker wrote: | This combined with the "fractal game" concept. | | It would be a big open-source project (I mean it could be | closed-source but it's a massive effort with massive risk, it | would take a billion-dollar company and I doubt any wants to | invest in this). | | It starts out as just a super-general world simulation, but | people can flesh out the details by providing more specific | simulations and also mini-games. All of the mini-games are | optional, and the localized simulations aren't run if they're | not requested because they get blurred out* into the bigger | simulations (e.g. you can simulate population and income | without caring about one cities' paper production efficiency), | so contributors have a lot of freedom in what they can make. | | e.g. someone creates a "Fifa" style soccer mini-game. If you | don't like playing soccer, there is also a basic "soccer- | management" style simulation where the soccer teams play | against each other automatically and the team rankings / income | / effect on news and culture will update. If you don't even | care about soccer, the soccer/management simulations won't even | load, and the effects on economy and culture will be blurred | out. | | How it could be implemented: there is a massive shared database | of resources on everything (population resources, income | resources, hospital resources, building layouts - all by | location), and functions to automatically compute these | resources over time when the players not explicitly interacting | with them (e.g. update population and income, but also generate | new cities and building layouts). Basically, everything in the | game has data by some sort of location, an automatic state | transition function, which may take other kinds of data and | other locations, and possibly a way to manually interact via a | user-controlled simulation and/or "hands-on" interaction mini | game. | | Along with this there is a standard-issue game engine and | libraries which the smaller simulations and mini-games are | built with. Each of these smaller-systems and mini-games are a | module which can be loaded in when they are requested, but are | "blurred out" by default. Initially only the global simulations | are enabled. | | The player makes up their goal: it may be to maximize the | worlds income and happiness however they want (e.g. by building | nice buildings, an efficient factory, train stations). Or maybe | the player is evil and wants to kill off the population via bad | decisions which cause the economy to crash, and unsafe research | causes a deadly virus to be released. Or the player just wants | to build cities and roads which are fun to race in and then | drive a race car around everywhere. | | Anyways, it's obviously super ambitious but it would be a nice | experiment. Like a generalized, open-source, modular | reimagining of Dwarf Fortress. | | * When a simulation is "blurred out", I mean it's affects are | roughly estimated when the user doesn't explicitly load it. | Otherwise a) the game would slow to a crawl because of 10,000 | simulations running at once, and b) a poorly-implemented | simulation (e.g. which allows the player to generate infinite | money, or just crashes a lot) won't ruin the entire game, the | player can just ignore or even specifically disable it. | Simulating every minute detail of the world is a kind of hard | problem, but since this is ultimately a video game we can just | ignore 99+% of it, throw together some basic population and | economic theory, and later on transportation theory and | culture/politics sim etc., and say "close enough". | cbuq wrote: | This reminds me of the Crusader Blade mod which combines | Crusader Kings 3 and Banner Lord 2 to let you fight the | normally simulated fights in CK3 in the battlefield of BL2, and | passes results back and forth between the two interfaces. | fendy3002 wrote: | This can be done, but not as interlocking or real time as | everyone thinking. It's designed around "points". Factory (or | maybe materials) points, health / hospitality points, etc. | | Basically you'll be given some "special" buildings where you | can place the other-genre games . Let's say that you have a | "60x60 1 level hospital" that when you placed it in the city, | you can interact with it via theme hospital style. | | Now in theme hospital-like, it has reputation / ratings where | it translate directly to "hospitality points" for your city. | When you exit the mode, it stopped the simulation and the | points freeze. Similar with factory points. | mpettitt wrote: | Kind of. I picture it as being a function of input to output, | so if the input changes, the output does too, but the output | change is based on what changes have been made by the player. | | E.g. if you have a hospital which can handle X patients per | day and has a reputation of 90 when doing so, increasing the | number of patients to 2x would probably decrease the | reputation. You don't need to model the full hospital to | determine this though, just have a "max patients" value | which, when exceeded, puts a fractional multiplier on the | output. | fendy3002 wrote: | Well that's what "city stats" do. As you've said, | population number decides the # of patients, # of workers | in factory (we don't have that advanced assembler yet, | haha), # of students for educational area. | | And those "points" will also feedback as the input. Such as | better hospitality points increase population cap, higher | factory points allows the use of more equipments, higher | education / tech points allows the use of more advanced | equipment and ability to hire better doctors / engineers. | | Now each "special building" have "budgets" assigned to them | by the city. Those budget that'll be the balance and limit | for equipment / room purchases and hiring, rather than | directly received it from patients. | YesBox wrote: | That would be quite an impressive game. Each simulation would | need to be automateable in case the player does not want to | manage that particular aspect of the game. Otherwise the game | will fall into the trap of "trying to please everyone pleases | no one". | | Anyways, I'm working on Archapolis, a city builder game. The | game will feature more hands on management than existing games | in the genre, such as being able to design/build your own | buildings. The player will see the interior of the buildings so | making the exterior pretty wont need to be worried about. I'm | also aiming to have a city board that will automate parts of | the game for you if you choose (like having a fire marshall to | handle fires) | | I've got a tech demo of the path finding code up on youtube | here, in case you're interested in path finding hundreds of | thousands of units efficiently | | https://www.youtube.com/watch?v=7q0l87hwmkI | mpettitt wrote: | Yes, I imagined that a component could provide some inputs | (e.g. Grain) and outputs (e.g. Bread) with some default link | between the two, and that would apply to all instances of | that component within the world, unless a player took control | of an instance and modified the behaviour. The nice thing | there is that backing out of the instance allows for a | different link between input and output to be created, | without needing to simulate the full process. | CMay wrote: | Also been slowly brainstorming a city sim technical design on | and off for maybe 7 years as a side project that has a few | similar goals in regards to large unit counts and custom | buildings so it seems we have similar interests there. It | feels like it has a high risk of becoming an endless feature | creep project, though, so it's been hard to prioritize as a | focus until I can settle on what the soul of it should be | which informs all other decisions. | | Just guessing From what I see, it looks like you may have | chosen a technical path that doesn't scale well even if the | resource usage is reasonable at this scale (constant time != | constant resource). There are certain features I want to have | that I think your approach doesn't make viable, so depending | on how your game evolves the algorithm may get in the way. | You've probably already thought through some of that and | figure with some optimizations maybe it will be enough for | your needs. Might even have a little extra versatility in | other ways. | | Hope you find success! I'll keep an eye out on your project. | One bit of feedback though, I would personally change the | name. It's not fun to read and doesn't roll off the tongue | very well. | YesBox wrote: | I've figured out how to make the path finding scale well- | enough. Before I was using a hash table but that ate up | 12.5 GB of space for 10,000 nodes. I looked around for | better hash libraries and managed to lowered the RAM needed | to 10 GB. | | Then I figured out a way to store the results in a vector | while still maintaining constant time access, which lowered | the space needed to 2.5 GB. (This discovery came after the | linked video, hence not being mentioned) | | For reference, 10,000 nodes would be about 50 x 50 blocks | (~4 nodes per intersection). Using Manhattan sized blocks, | that's about 13 square miles of city, which is the same | area as 3 x 3 Cities: Skylines tiles. Should be way more | than enough! | | Regarding the name, my first choice Metropoly was taken by | existing companies (plural), and there's a domain squatter | holding metropoly.com. Im not attached on the name yet so | there's room to change it. | jfrej wrote: | This sounds cool if a bit overwhelming. | | I always wanted to combine the Sims and Sim City. I imagined a | multiplayer mode where you could live in the same city with | your friends and your choice of career would allow you to use a | different game mode at the SimCity level. E.g. your sim becomes | a teacher, so now you decide where to place schools, etc. You | have to work as a team to make sure all sims are happy in the | city. | crooked-v wrote: | Tomb Raider (2013) hit a real sweet spot with stealth elements, | action setpieces, and some (but not all-encompassing) open-world | exploration, and I still want more games like that. | I-M-S wrote: | I'd like to see more games that reward altruism. A mechanic that | might achieve this is a game in which the player who wins is the | one who's closest to median number of points between all players | at the end. | OezMaster wrote: | I'd wish for something like TES Oblivion with the darkness of | Berserk. | liquidgecka wrote: | I heard about this ages ago as a concept and I thought it was | being made but I never saw it come out. | | 'Witch Hunter' the MMO based on the world of 'Witch Hunter | Robin'. Basically there are two classes. One are hunters. They | work as teams, coordinate and try to capture/kill witches. This | groups levels up via witch captures/kills and has to work | together as they are often very out classed by individual | witches. This group has a map with detected witch activity that | they can use to go find witches, as well as some team building | functionality to build raids real time. Think "Rainbow 6" for | game play. Ideally there is the possibility of AI hunters as | well. Level of response is allocated based on level of detection. | | The witches are individuals, they exist in a procedural generated | world. They need to practice their witchcraft without being seen | and if they do get seen they need to flee the area and re- | establish. This becomes more of a survival aspect like GTA's | wanted framework. If a witch gets attacked by a hunter and | survives they get XP, and ideally level up based on that. Witches | can also find other witches and attack them or for some skills, | work with them to level up as well. Witches can be given classes | (fire, water, telekinesis, etc) and once the witch dies it is | dead and a new witch must be created and placed in the world | somewhere. | | Two different games kind of, but paired together to make it fun | for both sides. =) | opan wrote: | Maybe a boring answer, but free software versions of games I | enjoyed in the past are mostly what I want. | | Graal Online, Maplestory, Terraria, Starbound, Minecraft (there | are a few clones already), Rust, CS:GO, Super Smash Bros, | Splatoon, Animal Crossing, Rockman.exe, maybe something like | Prototype or Ultimate Spider-Man with fun physics so you can | swing around and do whatever. | | A free recreation of Graal Online would be especially cool as the | content was all player-made with the available development tools. | They just let the PC version of the game wither and die. If | someone just made a solid base, a community could form to make | the actual stuff to do. I've heard people compare Graal to | BYOND/SS13, although I never experienced those. There's SS14 now, | but it seems pretty focused on... space station stuff. I don't | know that it's similar enough to Graal for me. | chaosharmonic wrote: | I've toyed around for similar reasons with trying to get Melee | Light running on a local in hopes of at least getting its | codebase up to modern versions of JavaScript and the | dependencies it was using, but it's larger in scale than | anything I've ever previously tackled solo and I'm not even | sure what thread I'd even pull on to untangle the build config, | let alone everything else. | | An interesting concept actually occurred to me on this same | idea, albeit still sort of blocked by the first thing -- what | if this or an engine like it were moddable on purpose? | | An open set of tools for generating character data or making | engine customizations could actually open up a _lot_ of | possibilities around more easily implementing roster additions | or even just enabling total conversions that are less likely to | get DMCA 'd. | iepathos wrote: | The original guildwars was way ahead of its time and they | completely gutted the pvp and skill system for guildwars 2. I | wish a new game was made that actually stayed true to the spirit | of the original. | hwbehrens wrote: | I want a game that is a spiritual successor to Bullfrog's Gene | Wars -- something that builds on an ecological / biosphere | motivation. Seeding new plants to change local ecologies, | breeding creatures (units) to select for needed characteristics, | base building reflecting on the environment... I think there's a | lot of interesting gameplay in that area that hasn't been | explored yet. | paulnovacovici wrote: | Portal 3 | ImageXav wrote: | Myths & Legends MMORPG | | A replica of our planet, where you can play as either a hero or | creature from ancient mythology. Your choice is limited by your | location, so you can learn about the stories of cultures that | previously inhabited your location. | | Who or what you are affects the world around you, and players | could join to expand their 'nation' into other countries, giving | birth to new mythological creatures and heros based on how the | cultures mix. | | A giant but fun mythology lesson, effectively! | CSDude wrote: | iPad game similar to Red Alert 2, anything from Command and | Conquer series (except 4), Age of Empires 1-2, Rise of Nations, | Company of Heroes, Battle for Middle Earth 2 etc. You get the | idea. Real, Real Time Strategy games. Would pay 50$. No in game | purchases though. Only DLCs. I'll do this when/if I exit my | startup. Even basic tower games are rigged. | dTal wrote: | You want Hostile Takeover / Warfare Incorporated. | u03c6 wrote: | FPS where you are an animal or an insect in an urban environment. | Like a game where you are a cat surviving on a neighborhood, | looking for food, avoiding dangers, even fighting with other | cats. Or a game where you are a spider in a garden, catching | other insects, hiding from predators. Or a game where you are a | bird, flying in the city, making a nest in the trees, looking for | food. | thegigaraptor wrote: | It's not an FPS, but Tokyo Jungle is worth checking out if your | looking for something like this. | dTal wrote: | YES to Urban Cat Simulator. This should be an MMO. | imdsm wrote: | I grew up playing Runescape before World of Warcraft, and always | loved the high fantasy theme. I'd love a single player game, | fantasy style, with Runescape like aspects. The colours, the | elements, the warrior/archer/ranger, the music. One thing you | have to say is that the Runescape music really worked for us as | kids back then. | | Perhaps not the grind. | | But the high fantasy atmosphere is something I wish I could | experience again. | ckosidows wrote: | I want this as well. I loved Runescape as a kid and OSRS is | fun, but it really doesn't feel like I'm the target audience | anymore. | | One thing I've loved is their concept of Leagues. I would love | a game like OSRS that has a persistent mode and a sort of | seasonal Leagues type mode. | | Also a game with improved running mechanics. Running feels | awful compared to other games you can play these days. | | And improved PvP; the wilderness is a cool concept, but I think | it would work better to have a duplicate world "underneath" the | regular world that's the exact same but with faster xp and | rewards along with the risk of player killers. | | Also better afk-ability, since the game is meant to be played | over extended periods of time. | | Supported macro-ability and better inventory management? | | These things will never end up in OSRS because they'll ruin the | way the game has been played, but I really want a game that | checks these boxes. | pg_bot wrote: | I would like to play an inverse of a typical Zelda game. You | start off as a strong wizard/warrior but every time you use your | powers you get weaker. Your items break and can't be repaired. | The difficulty ramps up as you can no longer rely on overpowering | enemies with gear or spells. | Spellman wrote: | Didn't Sword and Sworcery kinda do this? At least the get | weaker over time aspect. | dustractor wrote: | Grand Theft Pro Skater? | evo_9 wrote: | A modern version of MULE you can play online. No enhancements, | it's perfect. I mean maybe 'flashy new graphics' but also keep | 'classic 8-bit mode'. | | Seriously one of the most under appreciated classics from the | beginning. | theandrewbailey wrote: | A spaceflight combat game set in an existing sci-fi universe | (like Mass Effect or Halo). | sharno wrote: | Generals 2 that played like a mix between Supreme Commander and | Star Craft 2 | romanhn wrote: | When I was a teenager, I came up with a concept for a game that I | think still would be amazing. It would be called something like | "Fate" and would explore that same concept. The idea is that you | have certain goals to achieve as a god (whether benevolent or | malevolent) of a civilization, pitted against other gods, in a | multiplayer setup. You can't make people do things directly, but | rather you control the environment in a way as to create the | circumstances that might achieve your goals (e.g. floods, famine, | etc). | | The kicker is that there are higher gods that similarly control | your environment, whatever that might be. You're never aware of | their presence, but you do end up impacted by various things | outside your control, as you keep trying to achieve your goals. | As you succeed, you just might ascend to the next level. Each | level is won or lost through some interplay of your own decisions | and those beyond your grasp. At some point, the whole thing wraps | around and you find out that the first civilization you | controlled was in fact the one most ascended. | dharmab wrote: | From Dust (2011) sounds like a very lite version of some of | these ideas. The Raven Tower is a novel with a very similar | plot including a war between gods who work through willpower | rather than direct conflict. Receiver 2 has elements of the | multiple layers of reality idea (and to a lesser extent, | Anathem) | romanhn wrote: | Similar to the sibling comment, I think the multiplayer | recursive nature is what would set this game apart. The | overarching theme being the exploration of the concept of | fate, how much is within your control, and how much | predestiny might play a role. And to be clear, I'm entirely | non-religious, so there isn't a deeper agenda here. | anthk wrote: | Black and White? | romanhn wrote: | Maybe when it comes to the basic mechanics. I think the | multiplayer recursive nature would be the more interesting | aspect. | tickthokk wrote: | I've always wanted a sequel (or spiritual successor, or rip-off) | of "Final Fantasy Crystal Chronicles: My Life as a King". It was | just a WiiWare game, but I really remember enjoying the building | and simulation aspect of controlling RPG characters. | erehweb wrote: | I would like to see a historical simulation or strategy game, but | at a higher level of command. Most such games require you to | micromanage to decide what every factory should build etc. | Instead this game would be from the level of a country's leader - | not worrying about low-level details but setting grand strategy. | KingOfCoders wrote: | HL2 open world. | JAlexoid wrote: | Transport Tycoon Deluxe upgrade. | | I just love that game and nothing really replaced it, to my | knowledge. | netRebel wrote: | See https://www.openttd.org/ which is still actively developed. | rhn_mk1 wrote: | I want a game with a metagame of breeding/evolution. Cross and | mutate your pets to see how they face obstacles and overcome | challenges. Watch them get born and die. Watch the shape of the | family tree: will it split into specialized subtrees? Will you | accidentally lose some genetic diversity you need to progress? | | Massive Chalice was a great example, where the pets metagame was | about managing a dynasty of fighters, and at the lowest level it | was a tactical fighter. The genetics system was relatively | simple, and I want to see what it's like when it's developed | further. | omoikane wrote: | I would like 2D remakes of some of the currently popular 3D | games, kind of exact opposite of how they remade some old 2D | games into 3D. | | https://xkcd.com/880/ | phenylene wrote: | A slower paced, less micro-managy StarCraft and WarCraft 3 for | iPad. | ad404b8a372f2b9 wrote: | Aurora 4X. It's an unbelievably deep 4X space game that exists | but is unplayably slow so in essence it doesn't. | bglazer wrote: | Bird of prey simulator. | | I would love to "pilot" a golden eagle on the steppes as it hunts | sheep on a cliffside. Or an owl using its incredibly acute | hearing to locate mice in the dead of night. Or a swift flitting | around the top of a river collecting bugs rising from the water. | Or a peregrine falcon diving at 150mph onto a flock of | unsuspecting ducks. | meiro wrote: | bradenb wrote: | Give me another Freespace game. I never expected to get such | excellent storytelling from a space sim. | | Other than that, I'd really like to get a game based on Mistborn. | I think the allomancy mechanics could be very fun in a video | game. | ranprieur wrote: | One of my favorite games is Lords of the Realm II (1996). It's a | medieval 4X game with turn-based county management and real time | battles. I've always wanted a game on that framework, but with | way more complex management, and battles where you can zoom in to | play a single soldier, or zoom out to play tactics. | barrysteve wrote: | Autocalc this battle?? | new_stranger wrote: | As a kid I wanted Zelda: Ocarina of Time - but with Pokemon | edmcnulty101 wrote: | I want an MMORPG. | | Except with the ability for the community to develop new content. | | And the community at large to vote on what new content goes into | the game. | | Let the players build the world and balance the classes. | gwill wrote: | Sea of Thieves but in space. | flenserboy wrote: | Not so much a new game, as a new aspect to current games -- I | want to have access to NPCs of all sorts under my control (think | zerglings in StarCraft, or linebackers in Madden), able to have | their behaviors rewritten through a (hopefully) simple script or | even some sort of setting of hierarchies of behavior. In | addition, having accessible MOO elements undergirding RPG worlds | would be a really neat addition. I don't want better graphics -- | I want more control, the ability to change how aspects of the | world (or at least my stuff in the world) functions, and the | chance to modify/replace AIs (think about doing this once you've | beaten a game you thought was too easy) with plug-in alternates. | bkmn wrote: | For the swedes: Jonssonligan. | transcriptase wrote: | A Star Trek Bridge Commander (2002) type game on a modern engine | with minimal gameplay changes. | | There seems to be nothing like it since - combat with large | complex ships where everything is about power management, | positioning, and strategically targeting the components of other | vessels. | | Divert power to shields? Your weapons recharge slower. Divert | power to engines? Other systems are hampered linearly. Fighting a | fast ship? Target their engines. It's tough to describe because | there's no games out there that come close. | | The mod community over the years ported nearly every sci-fi ship | out there from Star Wars, Stargate, BSG, etc and actually made | some effort to balance them. | hkt wrote: | Cities: skylines but with no private transport - no regular roads | etc. | | Also, more scope for political economic choices, in particular | state owned enterprises, cooperatives, etc. There's real world | evidence they behave differently in how they invest, weather | recessions, and so on. | | It'd be neat to be able to build trade links with different | partner countries who have ideological outlooks, too. | pornel wrote: | City State II expands the political side of city management, | but the city-building part is very clunky compared to Cities: | Skylines. | romanzubenko wrote: | [VR Time Machine] | | Teleport to historic and ancient cities and just walk around | immersing yourself in architecture, languages, commerce and food. | Imagine walking around in ancient Mayan, Egyptian cities hearing | speech that is close enough to what people spoke at that time, | witnessing day to day life thousands of years ago. | m12k wrote: | A tactical game where I can play semi-competitively even if I | only play a couple hours each week. Most competitive games like | (CSGO, Apex, Starcraft, LoL) have a "twitch" element that take | years to build up, and requires constant practice to maintain. | And many tactical games like chess have an element of rote | memorization that gives it a super high barrier of entry to be | competitive as well. So I'm looking for something non-twitchy, | but tactical, with ideally at most a moderate sized barrier of | entry to get into it. The closest I've come was Hearthstone, but | I decided to give it up when I finally acknowledged how | exploitative their monetization is. | polmuz wrote: | Rocket League? The skill ceiling is super high but the ranking | system works pretty well and in the lower ranks tactics and | positioning is more important than mechanical abilities. | rbtprograms wrote: | I thought Tooth and Tail fit this bill pretty well, kind of | like a StarCraft lite. Games are meant to be quick, about 5-12 | minutes. Good strategy RTS that isn't hard to get into and I | had a lot of fun with it. | wmeredith wrote: | Try Transformers: Tactical Arena currently on Apple arcade. It | scratches this itch for me very well. My son and I just found | it a couple weeks ago and have been having a blast. It has an | active developer, too. I've been pleasantly surprised with the | update content/frequency. | zemo wrote: | you might like Wargroove but I'm not sure if anyone is still | playing the multiplayer. It's a turn-based tactics game. | jl6 wrote: | Factorio but with RTS-style units whose behavior I can program in | Python/Lua/Whatever. | namlem wrote: | A remake of Alpha Centauri with Civ 5 mechanics and modern UI but | all the original writing, voice lines, setting, etc. | XorNot wrote: | A true planetary scale RTS, which kept the conventions of the RTS | genre intact. | | Supreme Commander gets close to this, but I want the full surface | area of a planet as the campaign. | margor wrote: | Isn't planetary annihilation exactly the type of game you're | looking for? While I don't think it's as good as supreme | commander (it gets too complicated to operate stuff in late | game IMO), but it executes the premise of using full surface of | planet (and multiple planets in fact!) for the campaigns. | XorNot wrote: | I've played it, and it does some neat things (spherical | battlefields lead to interesting tactical decisions). | | But the idea I was thinking on was closer to, when Command | and Conquer has you advancing across Europe...I want the map | to just keep scrolling at that scale. Let me finish a mission | by building an MCV and having it just drive way off the map. | MaxikCZ wrote: | Well, yes, but actually no. Its true that you get a spherical | planets, but their size is still small like any other RTS | theandrewbailey wrote: | The planets in Planetary Annihilation always feel too small | to me. 80x80 maps in SupCom feel bigger to me than a series | of (what feels like) golf balls. | Scarblac wrote: | A grindy 2D platform MMO like Maple Story, but set in the world | and with the art of Ori and the Blind Forest. | dawson wrote: | Vampire: The Masquerade - Bloodlines 2 | Akronymus wrote: | An MMORPG with a procedurally changing world, that changes in | accordance to interactions with the players. Where those | interactions aren't just "pick from a list of actions" but rather | interacting how youd would in real life. | | But that'd basically require an AGI to handle conversations and | content, along with a BCI for interactions. So, unlikely to ever | exist. | psyc wrote: | 1) A time travel game that is a simulation based on some coherent | model of time travel, rather than a narrative. | | 2) Dwarf Fortress, but with at least Double-A 3D production. | | 3) A proper Groundhog Day sim. There have been a dozen piss-poor | cracks at this. | rsaarelm wrote: | There's All Things Devours for 1). | | http://www.amirrorclear.net/flowers/game/devours/ Working | online interpreter link: | https://iplayif.com/?story=http://www.amirrorclear.net/flowe... | staindk wrote: | DF is getting what I hope will be a Single-A 2D release on | Steam sometime soon[1], in case you weren't aware. | | I like your thinking, though damn that would be one hell of a | project. | | [1] https://store.steampowered.com/app/975370/Dwarf_Fortress/ | OnionBlender wrote: | For Groundhog Day, have you played The Forgotten City? While | not a simulation, you do relive the same day over and over. | | For time travel, exploiting quick save/load is a sort of | backwards time travel. | birracerveza wrote: | The Stanley Parable somewhat resembles 3. The end is never the | end is never the end is never the end... | invalidOrTaken wrote: | I want an _ethic_ around team-based multiplayer games. | | Games like League of Legends, Overwatch, DotA, etc. are _amazing_ | in terms of their strategic depth, variety, and power fantasy. | However, the culture around them consistently gets to a narrow- | minded, unfun state. What 's needed is _something like_ the ideal | of "sportsmanship" in real-life sports. | staindk wrote: | What you could do is try sign on to pickup services, or if you | have a team of friends perhaps sign onto leagues. I normally | just solo queue ranked games in Dota and sportsmanship is... | lacking, as you say. | | Sometimes, though, some people in our scene (South Africa dota | players) will start up the FACEIT pickup hub and we'll have | ~100 somewhat active people playing in a more serious league | that lasts a couple months before things peter out. I much | prefer that over typical ranked dota, even if things still | sometimes get messy. | zemo wrote: | a lot of that is a function of the matchmaking system. Your MMR | (matchmaking rating) goes up or down only based on win/loss, | not any characteristics of how you played that game. If you do | phenomenally well but your teammates are terrible and your team | loses, you lose the same amount of rank they do. The idea that | the culture of a game is influenced by the rules of the game is | explored in Nick Yee's book "The Proteus Paradox". | mikkergp wrote: | I want a game somewhere halfway between an MMORPG and a MOBA. | Like an MMO in a bottle, or a Massive MOBA. A good example of | this may be Alterac Valley from World of Warcraft but on a bigger | scale. | | Two sides, each side has 100 to 500 people, and the map is the | size of 10 WOW zones. The game lasts some limited amount of time, | with some forcing function similar to the shrinking map in | Fortnight. | | There are all the different kind of activities you may perform in | an MMO; Dungeons, mobs, quests, crafting; You start as level one | and you could play the entire thing PVE solving quests or you can | be PVP or somewhere in between as like a rogue that is sabotaging | the other side. But everything you do helps your side or hurts | the other side. Every quest you do may gain resources for your | side or help your army grow bigger, or help arm your team. (You | could go find special weapons, or just gain resources to help all | people on your team get progressively bigger weapons). | tcbawo wrote: | A modern single-player Ultima franchise game | meheleventyone wrote: | Not Ultima but very much in the vein is Skald the prologue demo | really invokes the feeling of earlier Ultimas. | | https://store.steampowered.com/app/1069160/SKALD_Against_the... | marban wrote: | NBA Jam 2023 without touch controls | fendy3002 wrote: | RTS that focus more on macro than micro, while the micro is | handled by AI / custom scripting that player can customize. | chaostheory wrote: | That would be Stellaris | fendy3002 wrote: | Really? Haven't try it. | ski_dog wrote: | Oni | | https://www.bungie.net/Oni?LOCALE=en | iancmceachern wrote: | An update/remake of the old car company simulation game called | Detroit. | | An update/remake of the incredible machine. | crackinmalackin wrote: | A Diablo type ARPG, but set in the Starcraft universe. | rc-1140 wrote: | Star Wars Republic Commando but with true co-op. There are games | like GTFO, Deep Rock Galatic, and Killing Floor that are | objective/wave-defense co-op shooters, but there isn't anything | on the market that has a cool structured campaign or meaningful | challenge to it. | | Call of Duty: Modern Warfare 2 had an interesting co-op mode | where you and a friend could be deployed into a customized | campaign level, accomplish the objective, and exfiltrate. I'd | love a game to really own this: good characters, fun gameplay, | custom levels, mutators, etc. | mstevens wrote: | I love the building in subnautica, I'd love something that | focuses on that aspect of the game. | est wrote: | a 4x strategy game focused on terrain and logistics | | Geography shapes nation borders and supply plays a decisive part | of winning wars. | | in a Civ game, a battle unit siting in the wild for hundreds of | years is just absurd. | cubes wrote: | Robotech, specifically Macross. I know there have been a couple | attempts, but I haven't seen one that scratched the itch. I want | variable controls depending on the mode of the Valkyrie/Veritech. | NiagaraThistle wrote: | A 2-d circa original NES jrpg video game version of ICE Middle | Earth Role Playing TTRP game using all the ICE source material. | Not the garbage LOTR console video games that horribly emulate | the movies, but an immersive world setting of Middle Earth with | non-trilogy storylines and open-world play. It can't be done due | to copyrights and trademarks, but it would be awesome and I've | thought for decades of creating it for personal play, but I think | that would take a single non-game dev forever to build. Just | going to have to dust off original NES Dragon Warrior and Final | Fantasy on the NES... | diwcoder wrote: | I would like a Dark Souls that isn't always so dark and has more | NPCs. I love the aesthetic of the games, but when all the NPCs | are either psychotic or suicidal it starts to get too depressing | for me. | | Also, more games where the NPCs don't just stand around like | statues. I like playing games that are immersive, and that more | than anything really just kills the vibe for me. | nevinera wrote: | A squad-based instanced dungeoneering game, halfway between World | of Warcraft dungeonering and Heroes of the Storm, but with | community-contributed dungeons and dungeon progressions. | | Specifically, I'd like people to be able to use something like | the StarCraft map editor to design and build whole complexes and | progressions of dungeons through which they and others can play | (and potentially compete). | | Ideally, the classes themselves could be customized/buildable. | happy-dude wrote: | A first person shooter where you are a reporter taking photos or | videos of historical events. | | Basically, Pokemon Snap but for history. | zemo wrote: | have you tried Umurangi Generation? | weaksauce wrote: | more thief like games really. stealth is so underrated in games. | slightwinder wrote: | A game with a good, complex and deep magic-system. Magic normally | is just limited to cast predefined spells, bought at the shop or | learned along the way. At best they have some elements interacts, | but barely more. | | What I want is something where you can literally research magic, | discover new effects, combine them to create new magic in form of | spells, artifacts, rituals and so on. It should be easily | accessible, after all it's a game, and not work. And have a bit | of liberty in world interactions and movements. So maybe a easy | metrovanian like Ori or Hollow knight, where you get new | movements and open new paths through magic discoveries, but can | decide your own difficult-level by either using some slow and | safe magic in form of a ritual, or fast and dangerous by fighting | directly with battle-orientated spells. | | There are a bunch of games which go a bit in the direction, but | are not complex and deep enough, like "Mages of Mystralia", or | the Magicka-Games. Thinking about, a sandbox-environment might be | the best for this, so Minecraft with some mods, or Noita would | also go in the direction from a different angle. | haunter wrote: | Path of Exile. It has the most complex and detailed magic | system from any game right now. Insane amount of unique spells | that you can combine several ways with all the different | weapons and armors and on top of that you have a gigantic skill | tree | | Just the passive tree alone makes my head hurt all the time and | that's just one single aspect of adjustment of your character | https://poeplanner.com/ | moultano wrote: | Old school arena shooter with a focus on different movement | styles. I want to see quake rocket jumpers facing off against | tribes jetpackers against realCTF tractor beamers against unreal | teleporters against any other thing you can imagine. I want to | see the whole world of FPS movement mixed together in the the | most insane ways. A small set of elegant weapons with no spam, | and the rest of the focus on movement. | jakzurr wrote: | B-52 mission from Dr. Strangelove. OK, sorry if that offends, | because yes, it's a seriously sick topic. | | Closest I've seen: https://en.wikipedia.org/wiki/Megafortress - | modified B-52; very early flight-sim, so pretty weak, and no | nukes. Best on Amiga, but easy to play today with Dos-box on a | PC. Multiple crew stations, but single player only. I would die | for a re-make with multi-player co-op. | | Any flight sim fans seen anything remotely similar? | roberthahn wrote: | A game that rewards actions driven by empathy rather than combat, | death or killing. | | Real empathy is hard and the real world could stand to see more | of it. | mrjay42 wrote: | YES! One possible implementation of empathy in a game is | cooperation -> | | It can be deep, complex, simple, fun, easy to play hard to | master, whichever kind of cooperation -> leading to more | synergy, dare I say symbiosis between the players! | | Ok, random idea that just popped in my brain: You could have a | cooperative game where the goal is to handle nutrients, etc. in | order to cooperatively build a baby inside's a female womb. | Basically, it would be about achieving "life" by cooperating: | repelling microbes, driving whatever fluids/vitamins/hormones | are needed to the right places, etc. etc. | tomxor wrote: | Not as complex as you are suggesting but in an older FPS they | simply added medic ability to all players, so that any other | player can heal another if they switch from shooting to that | mode by simply pressing a button (delaying ability to switch | back to a weapon)... Even though it's incredibly basic, it | created a different sense of value among team mates that | merely another shooter does not. | Comevius wrote: | Human embryos are actually very aggressive, they breach the | mother's body and steal everything. Before implanting the | embryo has to convince the mother that it is viable by a | trial of strength in a hostile environment, the endometrium, | which has an auto-destruct button the mother's body can push | to reject the embryo. If accepted the embryo and the mother | starts a nine month tug-of-war. They bombard each other with | hormones, they try to suppress each other. Behind all of it | the conflict is between the paternal and maternal genome. If | they both prove to be capable fighters they both get what | they want, a healthy baby and mother. If one side gets the | upper hand things go wrong. | | This is why pregnancy is so perilous. It's a war, presumably | because human development requires a lot of resources, and | the father can always find a new woman to impregnate, so it's | genes best served by trying to steal said resources, as long | as most women most of the time are capable defending | themselves until the baby is born, preferably longer things | chug along. | [deleted] | Sohcahtoa82 wrote: | A "True Pacifist" run of Undertale would fit that bill. | jharohit wrote: | Don't Starve Together? Great game to develop empathy | dllthomas wrote: | Have you tried Spiritfarer? | dartharva wrote: | Undertale | | And oddly enough, Detroit: Become Human | yakkityyak wrote: | An official MechWarrior/Battletech game in VR. | swalls wrote: | A Hitman-esque stealth hacking game with real VMs running real | software would be cool to see. | xyproto wrote: | "Bloodstraw" | | A first person mosquito simulator, where you fly around in teams, | suck blood and also can upgrade your mosquito. Hiding in a sneaky | sort of way together with sinister music should be a central part | of the game. The annoying buzzing sound should not be on by | default, but be possible as part of a future mosquito upgrade. If | it's on a level with many humans, it could be on the form of | "capture the flag" or counter strike, but where a designated | subset of the humans would need to be sucked blood from, and then | the first team to lay eggs in water and spawn new mosquitos would | win. There should be no ranged weapons, but a way to zoom in and | jet forward once a target lock was acquired. The upgrades should | belong to the account, but only some should be possible to select | at the start of a level, according to how many "upgrade points" a | level has. One NPC squatter that tried to squish mosquitos should | be controlled by an AI and placed in each level. The mosquito | upgrades could be pretty extensive, from "supersonic" to "jet | pack" or "hurricane force blood suction". Victory dances of the | mosquitos and the music should also be part of the upgrades. | Money should be made by selling the game for $2 and by selling | hats in game for $0.5 each. | incel wrote: | cassepipe wrote: | There actually was a Japanese PlayStation 2 game where you had | to play a mosquito. It was rather hard. I can't remember if it | was good. | glenneroo wrote: | I guess you're referring to Mister Mosquito: | https://en.wikipedia.org/wiki/Mister_Mosquito | | Never played it but heard it was frustrating. Even the | trailer suggests it's not easy: | https://www.youtube.com/watch?v=zGz8_F03t8c | cassepipe wrote: | Right ! | | I do remember being a bit frustrated. | [deleted] | oxff wrote: | new game+ on my life, fuck | silentsea90 wrote: | I just want to play Age of Empires 2 on AR on a table, with tiny | armies battling it out. I have seen games like that exist but I | want them to look like cool, not headache inducing. Something | that invokes my Indian in the Cupboard memories (other than | bloodshed or a permanent sense of loss of life :)) | tmaly wrote: | I would like to see a multiplayer version of the original final | fantasy in the browser. | | I think browser based games have some interesting potential. | mmmuhd wrote: | I tried making a game BazaarJump while learning unity solo, it is | a game about chase in the bazaar making destruction of stuffs in | an endless alley bazaar. I never got to finish it when they stole | my laptop. I am still hoping to get time and rebuild the game. | Vladimof wrote: | Subspace Continuum was nice ... a Linux or web version would be | nice. | rawling wrote: | I want some kind of "space habitat simulator" where I can see | what it would look like to be on a ringworld, or a Culture | orbital, or other sci-fi habitats (a spindle? Dyson sphere?) | | Something like Elite Dangerous so you can fly around it or visit | the surface. (ED has rotating asteroid parking garages, maybe you | can walk around them by now.) | | Just something with realistic (!) scale, lighting, atmospheric | effects etc., rather than just an arch painted across a skybox. | BigCatStuff wrote: | I would love some kind of game where spoilers on the internet | don't affect the feeling of discovery within the game. It seems | too easy to just look up game secrets on the internet now, and | it's almost necessary to do so in order to 'keep up' with other | players (mainly in an MMO type game). I don't know if something | like this exists now, or how it might be done. | | One idea I've been kicking around is to have some sort of | disincentive to posting in-game discoveries online. For example, | the usefulness or power of an item is inversely proportional to | how many instances of the item have been found. Not sure if this | is really feasible in practice though. | diegoperini wrote: | Soccer game but you are the... | | * ball | | * referee | | * goal-keeper (FPS) | | * commentator | | with graphics of modern Fifa games. | DevKoala wrote: | Elite Dangerous but with Gundam/Robotech-like mecha instead of | boring ships. | sicher wrote: | Gravity Force + Elite | tunesmith wrote: | I feel like I just want an old-school mystery game that takes | deductive logic to its limits. Awesome graphics, great story, and | lots of clues, where if you struggle to combine new clues | (premises) and they're not otherwise needed, they'll disappear | and be replaced with a lemma/therefore/derived-clue that gets you | closer to your end goal. Ultimately it would be a whole bunch of | dressing on top of those grid logic puzzles, but where the system | role-plays it and helps give you more clues if you spend too much | time struggling with those certain hard parts. | bitxbitxbitcoin wrote: | A vanlife game that allows free roaming of a world that uses the | real world's roads :). | adamrezich wrote: | I was talking with some friends the other day about EVE Online | and its failed console shooter counterpart DUST 514. the premise | was going to be that both games take place in the same shared | universe with the same shared economy and at some point console | shooter players would be able to in some way participate in | conflicts that affect things for the PC space/economy sim | players. it didn't really pan out that way, and to this day the | only lasting legacy of DUST 514 is its brief appearance in John | Wick. | | the idea of having multiple games, each with its own separate | playstyle (and therefore player demographic), that are connected | somehow by a shared economy and game-world, is endlessly | fascinating to me, and I don't know why more attempts at this | have been made yet, aside from obvious design complexity issues. | bsenftner wrote: | "Earthquake" : You are randomly assigned an identity, could be | male, could be female, could be any age or ethnicity. Your | generated identity could be at any stage of life, doing | practically anything from laundry, to getting married, to | engaging in violent crime or performing medical surgery. | | Whatever country you live in, the city this occurs in is the | largest, most local that also experiences earthquakes. A | magnitude 9 quake hits, pretty much leveling the city. The entire | earthquake itself is a massive pre-calculated physically accurate | simulation of what that city would actually experience, including | at least a week of after quakes. | | The first game level is simply surviving the quake. Where ever | you are, your situation is different, but it's all playing out in | "bullet time" - slower than normal with visual streaks from | motions. The initial quake is at least 1 minute long, 5-10 | minutes in "bullet time". After a quake ends, time is normal, but | every aftershock it's "bullet time" again. | | If you die, you died this incarnation of the game. If you died an | impossible to recover death, you get randomly assigned a new | identity. If your death was preventable, you live that same life | again. If you are trapped, you are trapped and you must get | someone's attention to rescue you, while whatever injuries you've | received accumulate against your life reserve keeping you alive. | If you survive, what you do next is up to you. | | The game starts over every day/hour or whatever frequency makes | sense, playing out until the last person quits/dies or the after | quakes end, about a week of simulation time. It's massively | multi-player. | | It's like "Groundhog's Day", the movie, but with life or death | circumstances for everyone. There's modding capabilities for | people to implement objects, so EMT techs, police, criminals, and | everyday people's various tools actually operate. | | Due to the open ended capability of modding, there might be a | need for a separate 'Earthquake in Alice's Wonderland' after a | while, but the game needs to be created first. | | A separate, parallel mini-game is the 'outside journalists': an | excuse for people to create 'news clips' of themselves or any | other player's activities framed in a "news reporter over the | shoulder explainer" clip. These are fed into a teaser streaming | channel anyone can view, playing the game or not. | | FWIW, I left the game industry. So, if you want to make this | game, please do. ___________________________________________________________________ (page generated 2022-05-25 23:00 UTC)