Future Gaming Developers - Your Dream Games.

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grassgremlin

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Let's have a thread about future game concepts.
This is both tangible ideas and intangible ideas.

For those who either interesting in game development or are already making the steps towards the gaming scene, what kinds of games do you want to create?

What's a cool future video game idea do you have?
Will the mechanics be important or do you want to tell a story?
Do you want to do something that's just for fun or an artistic experiment?
Why do you want to be in game development?


Here's my Entry.
Because I don't trust people I kept my game idea vague.
It has a female lead.
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If there is one reason why I would like to get into game development is to create experiences you could never create in real life. My main focus in video game genres for me would be Platformers and Action Role Playing Games.

I've always been very interested in platformers with the freedom of control, something inspired by Mario 64 and something I feel that seems to be lacking in a lot of platformers.

It seems to always be, simple mechanic does a thing instead of giving the player the freedom to navigate the environment any way they please. Whether it be with speed or slowly.

The kind of game I been currently writing and drawing ideas for a platformer where every single action you perform is use to navigate the environment. Even the simple method of attacking enemies open platforming possibilities.

In motion I imagine this game where movement is seamless. The player would run forward with an enemy before them and attacking the foe would not slow them down. I'd liken it to a parkour video where everything is performed with a sense of bounding and near-constant movement in some sections.

I've always liked when people play mario and he's bounding like an athlete through the environment. It's a dash to a jump then a slide into a backflip. It's seldom you can get experiences like that.

One of the most lasting experiences for me has been when you start Mario 64 outside the castle and the game basically allows you to dick around. Hopping about and messing with the controls. I think I've had more fun doing that in the hub world then actually playing the game.

It's funny I say all this sense I'm a Sonic Fan-boy.

My magnus opus of game development is making something that doesn't feel tedious to play. Every aspect is injected with a thrill and fun. From level navigation to boss battles and all played out with a dynamic story. It's a very ambitious idea.

In the finality, You're not just emotional due to the game's cutscenes, you're playing the tragically epic emotional boss battle in dynamic fashion. The point where how difficult a boss battle is doesn't matter to a player is where I feel I would want to succeed.
 

Itdoesthatsometimes

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It seems to me, your are speaking of the movie crank.

Where any consequence the player faces from not just keep moving is far worst than the damage any enemy can dish out. I think that could be interesting. Maybe, have it to where if the player does not get to check point C by time X, the player goes back to check point A, versus death by enemy reverts to checkpoint B.

Groundhog Day meets Crank.

I agree with you I have my games that I plan to make, but want to keep quite about their details.

I have one special idea, that I know will take upwards of a hundred people to make. And I have two I can do on my own. Even those Ideas are a little beyond my scope, currently though. I am trying to come up with simple ideas to make small scale games. I keep putting too much into the concept when I come up with an idea, All of the sudden my small project that I wanted to do in a month turns into something I have to put in the back burner.

The special idea, the dream game, the one I could never do myself. Is a turn based RPG. The kind of experiment I want to work into this is to make the main protagonist, kind of fade away in importance to the story and game play. And that is about as much as I am willing to say about it. Kind of a pipe dream that it might ever exist, I hold out hope. That is the dream project.
 

grassgremlin

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Itdoesthatsometimes said:
It seems to me, your are speaking of the movie crank.

Where any consequence the player faces from not just keep moving is far worst than the damage any enemy can dish out. I think that could be interesting. Maybe, have it to where if the player does not get to check point C by time X, the player goes back to check point A, versus death by enemy reverts to checkpoint B.

Groundhog Day meets Crank.

I agree with you I have my games that I plan to make, but want to keep quite about their details.

I have one special idea, that I know will take upwards of a hundred people to make. And I have two I can do on my own. Even those Ideas are a little beyond my scope, currently though. I am trying to come up with simple ideas to make small scale games. I keep putting too much into the concept when I come up with an idea, All of the sudden my small project that I wanted to do in a month turns into something I have to put in the back burner.

The special idea, the dream game, the one I could never do myself. Is a turn based RPG. The kind of experiment I want to work into this is to make the main protagonist, kind of fade away in importance to the story and game play. And that is about as much as I am willing to say about it. Kind of a pipe dream that it might ever exist, I hold out hope. That is the dream project.
I grew up on arcade games. I like the sort of twitchy, speedrun type feel of a game.
I like experiencing Mario 64 speedruns that don't exploit bugs, just to see people leaping and bounding and ridiculous continuous feats.

Sonic comes to mind for me to some extent. My defense for at least some of the 3D games is how cool you feel playing. Doing tricks on a board or grinding rails. Things is you don't get a lot of times to feel like an athelete in platformers. It's always jump, attack and memorize pattern in some mundane way. I'd love to do like, the devil may cry of platformers.
 

L. Declis

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Apr 19, 2012
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Imagine Mass Effect.

Now put it into the 40k Universe.

You are an Inquisitorial agent on the bottom rung.

Now include the Nemesis sytem for all the NPCs, including your own and other Inquisitors, Planetary Government politics, and so on.

This is my dream game.
 

Saika Renegade

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Well, I have a couple of dream games and am currently doing some work on one with a couple of teammates as a side thing. I think I can talk a little about the basics at least. We've got a 2D action platformer plotted out mechanically that's basically Bionic Commando meets Strider with a hearty spoonful of Contra or Metal Slug. You have two mobility tools (boost pack, grappling hook) paired alongside a selection of ranged and melee weapons. The fun bit is that they're all freely aimed--one stick for movement, another for aiming your grappling hook and attack. Between those and triggers/face buttons/d-pad (carefully employed so that we don't ask for some insane hand positions in the course of normal gameplay) we should be able to keep the controls as intuitive as possible. You should be able to run, hook, slide, jump, double jump, and air dash without any of the moves feeling clunky or hard to accomplish.

The whole premise is that there's two types of platforming experience we want to embrace--run-and-gun platforming and what we've loosely termed 'speed' platforming, where the thrill comes from simply using your mobility to its fullest. The idea is that it has to be just as much fun to move around in a space as it is to fight in it, so we'd better do a damn good job of both. That, and I personally enjoy games with neat mobility mechanics, especially when I can use them to defeat a slew of opponents with finesse even at high speed. In the game we're designing, if you are sufficently dexterous you could theoretically leap off a ledge, grapple a light post, activate your boost pack, and go hurtling along at Mach 1 as you grapple along a series of anchor points, gaining speed and subtly changing your flight path each time you swing or use your boost pack. In the process you might be asked to fight, and be perfectly able to destroy rows of static defenses above and below you while in mid air, then decapitate a sentry in passing without your feet ever having touched another platform. The idea being that when a player can do such a thing right (while being a challenging but not frustrating series of maneuvers to pull off) they should feel spectacularly badass for completing this task.

No ideas thus far on the visual aesthetic, story, or the setting yet, though we've bandied about the obvious choices of steampunk and science fiction--we're currently focused on making the mechanics as fun and intuitive as possible first and then having the visual design serve the gameplay. We're not aiming to just skip having a story, but we know that if we're going to be making a platformer we've better make something either damned interesting or damned fun mechanically to make it in that market, and we're hoping that working from the angle of 'fun to play' first will make it easier to get people to give it a try.

We're hoping to do this for fun, as a lot of these little team projects tend to be, but if we can get a backer or turn a profit from this crazy idea, I won't immediately turn down the option, myself. As for why we're getting into game developemnt... well, no one's seemed to make this game yet. The games I mentioned above, Bionic Commando, Contra, Strider, each have something similar to what we want, but not quite enough things falling into place to make it the fast, sleek, fun game the team wants to play
 

fortysevenarms

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Oct 18, 2014
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My dream games are very very small and ones I am currently working on right now (I know I don't dream big but my skill set is abysmal so it's big for me.)


Right this very moment I am writing and working on an interactive first person narrative about living with Post Traumatic Stress that all takes place in your bedroom (Basically, a PTSD Simulator).

My "dream big" game is to make my own dating sim that is basically just an in depth, painful, and embarrassing account the player trying to navigate the world of relationships and failing, including toxic relationships, general distrust, anxiety, getting in to relationships but not really knowing why or if it's a good idea, self sabotaging behaviour, etc.

Both games are extremely personal accounts of my own experiences so I am not too scared about someone stealing my ideas. Also I think it would kind of weird if someone stole these ideas because I'd be wondering why anyone else would ever want to work on these things haha
 

Ambient_Malice

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My dream project is a first person survival horror game which takes place on a haunted highway. Your car is both a vehicle and a sanctuary. NPCs on the highway can be assets, threats, or both. I really want to do cars RIGHT. The way a car feels when you're sitting there in the darkness with only the dashboard lights. Rain falling outside. Knowing the battery will go dead if you run out of fuel to recharge it. Wondering whether you should trade your flashlight for a weapon.

Discovering that sometimes monsters are not all they appear to be.
 

Quadocky

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Aug 30, 2012
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Post-Modern JRPG with Diverse Characters. Kinda like a more modern Breath of Fire with huge splashes of color and very convoluted story about just how hard it is to 'save the world'.
 

SonOfVoorhees

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Openworld WW2 game, its FPS game but with missions etc and you have freedom in how you complete missions.
 

the December King

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As a game maker, I love to dabble in my own high-fantasy worlds, usually rendered in very simple cartoon visuals to appeal to younger players, while having some story depth and character development to appeal to older players. I haven't been able to settle on a play style nor mechanics, really- my ideas keep wavering.

As to what I'd like to play, well...

I want more S.T.A.L.K.E.R.

I wanted the Zone to spread across all of the former USSR/Eastern Europe, and to have a sandbox big enough to accommodate that, FULL of new anomalies, mutant horrors, and most important of all, almost endless areas to explore- warehouses and secret bunkers and laboratories and caverns and cities. I am also not ignorant of the fact that part of the appeal to me is that the game is set in a temperate zone much like where I'm from, but culturally vastly different, which when taken into consideration makes the game different and engaging, seeing glimpses of another place and peoples.

Like S.T.A.L.K.E.R meets Skyrim, I guess, but Slavic instead of Nordic, and Apocalyptic instead of Fantastic.

I know, I have to let it go. Still... it's a dream game, right?
 

Nimzabaat

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So this is the thread we can reference when we want to sue someone for stealing our ideas? Awesome!

A game idea I had that would probably never get made is this:

Nightmare on Elm Street.

Players play as Freddy and a lot of the game is spent in the dream world running around and trying to avoid the wrathful spirits of the parents who burned him. The dream world looks a lot like the town and it's only through the set up of nightmare scenarios that Freddy can gain enough power/fear to protect himself in the dream world. Kind of like building a mouse trap. If the scenarios are too simple Freddy doesn't gain a lot of power/fear so it would need a pretty elaborate tool set. It's a niche game but it could be good, maybe.
 

Itdoesthatsometimes

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Nimzabaat said:
So this is the thread we can reference when we want to sue someone for stealing our ideas? Awesome!

A game idea I had that would probably never get made is this:

Nightmare on Elm Street.

Players play as Freddy and a lot of the game is spent in the dream world running around and trying to avoid the wrathful spirits of the parents who burned him. The dream world looks a lot like the town and it's only through the set up of nightmare scenarios that Freddy can gain enough power/fear to protect himself in the dream world. Kind of like building a mouse trap. If the scenarios are too simple Freddy doesn't gain a lot of power/fear so it would need a pretty elaborate tool set. It's a niche game but it could be good, maybe.
Since you brought up suing people. Let me state right off. One of the games I am working on, has some similar ideas to what you brought up. To be quite honest they are very different games. But this post in no way inspired my idea. To blur the lines a little more, I would like to point out that the devil, demons or other monsters are open source. You could get around the Freddy licences with making your own monster. Kind of the first thing that popped in my head is a Wile e Cyotye Marvin the martian Jason like character. Which you can take if you wanted.
 

Ushiromiya Battler

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Leon Declis said:
Imagine Mass Effect.

Now put it into the 40k Universe.

You are an Inquisitorial agent on the bottom rung.

Now include the Nemesis sytem for all the NPCs, including your own and other Inquisitors, Planetary Government politics, and so on.

This is my dream game.
Great, here I was thinking of what my dream game was and then 'BAM' someone gave it to me.
So yeah, this is my dream game.
 

MrHide-Patten

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My little game idea is about a (expectant) mothers ability to endure, through a blend of Mark of the Ninja, Journey and Shadow of the Colossus fusion.

Afraid to divulge more then that because I'm actually working on it, my idea dang it, get ya own. Currently in the concept art phases.

Although I will say whenever I hear people talk about putting big games together (like Skyrim meets Pokemon in an open world) then I just laugh, and fondly remember what all my teachers kept on crying about when we made our "small" open-world game; scope.
 

MirenBainesUSMC

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An open world Action/RPG Sci Fi game in the sense of games like the Elder Scrolls --- only its planet exploration, ship building, crew gathering, and space/ground combat.

I suppose something in a mixture of the upcoming Star Citizen meets Skyrim, meets Star Trek, meets Star Wars, meets Firefly. Where you have an assortment of parts and schematics to where the player has free reign over what kind of ship he or she wishes to construct, the design of its interior, a free and open means for modders to expand upon it --- along with a nicely written single-player campaign and rich characters.
 

the December King

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MrHide-Patten said:
Although I will say whenever I hear people talk about putting big games together (like Skyrim meets Pokemon in an open world) then I just laugh, and fondly remember what all my teachers kept on crying about when we made our "small" open-world game; scope.
A very good point for solo/indie-devs, to be sure.

But to be fair, at least in my instance, that S.T.A.L.K.E.R/Skyrim concept I wrote about wasn't one I wanted to make, it was a game I'd like to play! Making it would be years and years of a dedicated core team work, and possible subcontracted teams of asset creators... in short, a monumental task, even for a bigger company.