[HN Gopher] Ask HN: What game do you wish existed?
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       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.
        
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