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MajorTomServo

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Jan 31, 2011
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A post-apocalyptic MMORPG where players work together to rebuild civilization.

From scrap metal shacks to skyscrapers! Assemble tribes, settle villages, and form countries! Declare war on other server's civilizations or form alliances!

I think it'd be fun-ducational...
 

Alssadar

Senior Member
Sep 19, 2010
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Basically, and idea of roleplaying Magic the Gathering and turning it into a third-person strategy-rpg.
The gameplay focuses on showing the strength of the mage. You have all kinds of spells you can cast, creatures to summon and varieties of spellbooks you can form (based on which elements you pick). But just think about it--soaring through the air on angel's wings as you watch your legions charge beneath you, casting bolts of lightning as your enemy's fliers near you. Flying along the enemy ranks, you spy their mage--a man made of fire and brimstone, hurling fireballs as his demonic minions follow in tow.
Falling to the ground, your wings catch you in their last grace, preventing any damage as you draw out a chosen weapon--a large mace. As the enemies and your opponent close around you, you smile as the field around you bursts with a blinding light--and your holy friends from the Heavens have descended to aid in your fight. The battle joins, and combat is a fluid mixture of movement, attacks and spells.

Also, idea:
The Greek myths were all about singular or small groups of heroes going to uncharted territories to perform impossible tasks, fighting a wide variety of cultures and creatures. The gods have their aids to you and the wills of mortal desire can always take into effect.
Aren't those the groundwork of great rpg's? Why can't we see more Greek/Roman adventures instead of standard medieval culture?

Extra: Captcha would like to remind me that "I'm only human." o_O
 

SajuukKhar

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Sep 26, 2010
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The_Blue_Rider said:
(Doubly so If you dont even need a reference before educating people).
90% of the time I don't have to look something up, I will occasionally just to double check, but I got most of it memorized.
 

CommanderL

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May 12, 2011
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an mmo rts where every play controls there own custom built race in a huge galaxy with tons of diffrent resources ,minerals,and elements plus there will be a reprduction part and research that is focused
 

Slenn

Cosplaying Nuclear Physicist
Nov 19, 2009
15,782
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A game involving Electromagnetism laws plugged into the physics engine. I've taken enough physics courses on EM to think of different ideas. For instance, with magnetic fields you can redirect current streams and plasma shots. A changing magnetic field can induce an electric current in metallic objects. There could be lots of puzzles with electric charges on conductors and insulators. And building up charge to fire lightning and electron beams. And you could even make electromagnetic waves.

Another thing that I thought of was relativistic racing. That is to say racing with speeds close to the speed of light. Race tracks would be conducted throughout the solar system. When you're moving at relativistic speeds, close to the speed of light, the image that you see in front of you gets compressed into a fisheye's view with everything that you already past at the edge of the view.

Time Dilation factors, gamma, at example speeds:

80.00% Speed of light: 1.7
90.00% Speed of light: 2.3
99.00% Speed of light: 7.1
99.90% Speed of light: 23.0
99.99% Speed of light: 71.0

Skip to about 21:30
 

White Lightning

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Feb 9, 2012
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Big monsters... REALLY big monsters. Like imagine the biggest monster you can, and than double that and that would be half as big as the monsters would be.
 

Setrus

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Oct 17, 2011
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I know it's a childish idea, a game most would sneer at...but I'd LOVE to play a dragonfly-simulator. :p

Imagine, flying through tall grass, landing to rest, only to be forced off before the ants you didn't spot bit into you, hunting down smaller insects to feast upon while avoiding gigantic birds...maybe even try steal away some sugary treat from the humans relaxing on a beach...without being killed by that one mean kid. ;-)

Yeah, that would actually be fun in my mind, like a minature flight simulator (played one before with you as a model airplane in a house, but this would be more fun...and gorier once you feast on a fly. )
 

Kopikatsu

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May 27, 2010
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Game with sprite-graphics where you play through a fairly cliche fantasy RPG, gathering party members and going to overthrow the evil Empire (Feeling like a full game at 20-30 hours). Then after the closing cutscene, you get a title marker saying 'PROLOGUE END' and the 'real' game starts 20~ years later. Turns out, the 'evil Empire' had only done what they needed to in order to keep the world from falling apart. The former heroes came to realize this after overthrowing the original Empire, and so out of necessity they had to rebuild it (Some of your former characters take up positions of power in the new government while others retire or take up another career).

The story then focuses on a second generation of heroes who set out to liberate the world from the new Empire, but the former heroes are savvy enough from their own experiences to know how to stop the new heroes. By upping their game (Such as sending out their main force to kill some of the second generation before they can grow strong enough to put up a real fight), the second generation goes and gathers allies to form an army of their own. Keep doing that, advancing the time between each setting more and more while technology and morals change with each new scenario.

So the game starts as a generic fantasy game and ends as a brutal deconstruction in which the world is torn apart by the various power struggles of each new generation. Main concept is necessity verses idealism.
 

Domogo

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Aug 7, 2012
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Kopikatsu said:
I've actually had an idea similar to the beginning portion to that one where you start out in 'the only land/area/world you have ever known' and then at the end of a regular length game you stumble onto the rest of the aforementioned location and then the game changes style completely like from shooter to RTS as you move from liberating/discovering/taking over the smaller area to freeing/conquering/dominating the rest of the world so that the game actually has a feel of scale.

and then at the end of that it moves to a space sim and you get to sandbox the rest of the galaxy.
 

Right Hook

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May 29, 2011
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The_Blue_Rider said:
SajuukKhar said:
Domogo said:
If only my friend, if only
No that really is canon in the Elder Scrolls

the whole fact that the game is a dream is why our character can pause time when he opens menus, and come back from the dead using save-games, because you are a character in a dream, but you know it, thus you gain mastery of the dream.
Damn you SajuukKhar and your extensive Elder Scrolls lore knowledge, I miss when I thought The Elder Scrolls universe was like a quirky Middle Earth. Why you gotta be so damn interesting?
In seriousness though you deserve the title of a fucking scholar. After reading your posts and seeing just how in depth the lore is, all I can say is that I'm impressed. (Doubly so If you dont even need a reference before educating people).
Let me go ahead and be sufficiently impressed as well, this concept is fucking enthralling and I plan on wasting many nights pondering just how possible it is that our lives amount to about the same worth as the hollow character.
 

Kopikatsu

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May 27, 2010
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RyQ_TMC said:
Here's a concept that's been bouncing around in my head for a while. A game where the main character rebels against being a game character.

He takes on various game designers, and all challenges are them screwing with their respective bits of the game. Level designer might make parts of the levels disappear or rearrange themselves, AI programmer might make the monsters more dangerous or unpredictable, graphic designer might mess around with colours and stuff like that. After each one is beaten, their part of the game becomes more primitive, until at the end, the main character takes on the lead designer. And then the player. Probably by fighting against the control scheme somehow.
Sounds like a Nippon Ichi game.
 

Domogo

New member
Aug 7, 2012
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SajuukKhar said:
Domogo said:
If only my friend, if only
No that really is canon in the Elder Scrolls

the whole fact that the game is a dream is why our character can pause time when he opens menus, and come back from the dead using save-games, because you are a character in a dream, but you know it, thus you gain mastery of the dream.
Well I don't like to be uneducated where would one find all the information you posses easily (or difficultly if easy is not possible)?
 

Pink Gregory

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Jul 30, 2008
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Sort of an extension of the kind of gameplay in Hitman, but couldn't really work without co op.

Basically, kind of like in Commandos, the two-player team are a spy and an assassin; the spy can disguise himself, sneak more effectively, listen in to conversations, tap phone lines etc, while the assassin, well, is an assassin, he does the dirty work and sabotage.

So basically it's two radically different play-styles benefitting from each other.

Doesn't really work all that well, but its an idea.
 

SajuukKhar

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Sep 26, 2010
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Domogo said:
Well I don't like to be uneducated where would one find all the information you posses easily (or difficultly if easy is not possible)?
Most of it can be found on the Imperial Library, the largest source for Elder Scrolls lore.


You can also go on the official Bethesda Elder Scrolls Lore forums and ask them about it there, they could pull links to countless sources.

The explanation can be best found here though

The Metaphysics of Morrowind: part 3
Divine CHIMistry, or: How Vivec Accessed the Construction Set.
https://fallingawkwardly.wordpress.com/2010/10/25/the-metaphysics-of-morrowind-part-3/​
 

Violator[xL]

New member
Nov 14, 2007
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A blend between simulation type games like Silent Hunter and IL2-Sturmovik with military shooters like Battlefield, in a WW2 setting.
Big, realistic and historically correct maps. Large numbers of players, filled up with AI to control stuff like flak cannons, gun emplacements and such. Persistent frontlines.

Basicly what War Thunder is trying to become. They still have a long way to go though.
 

Cranky

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Mar 12, 2012
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A multi-genre MMO that caters to everyone and affects the system by how people play too.
 

MeChaNiZ3D

New member
Aug 30, 2011
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A dual mech game where generals (RTS players) fight in RTS-style, commanding scavengers, hiring mercenaries (like heroes except actual players) and producing smaller mech units from factories. These generals work for one of several companies, large player factions (everyone must join one when beginning) which, based on success, will produce new parts and weapons, and depending on location (real-time territory system) would have access to support in areas of the world they own when a battle takes place. Pilots (Armored Core/Hawken/Chromehounds players) fight in fully customisable mechs (third person) and can be hired in real time into a battle (the RTS that generals are playing), with a crew of NPCs that are player-created (everyone creates a crew member which is then placed in the pool of crew members), given attributes and personality and show up randomly as rewards after a battle. Based on their personality they will only survive if the player is accomodating between battles (for example, not overworking one on mech repairs and then having them man the turret in an intense firefight). Having everyone ready and in the right mood will result in small bonuses to performance, like reload speed and turning ability, whereas severe mistreatment could result in a crew member abandoning their post mid-battle. The mech would also have to be maintained, although nothing will break, it will get rusty and difficult to manoeuvre if crew are not assigned to its upkeep. Pilots will have access to company-exclusive weapons and parts based on their faction (given for free if performance is exemplary), although they will be able to buy most parts produced by other factions as well. Players can switch factions, but it would cost something (haven't thought about it yet) that would prevent players from switching whenever a new part is made. Only top-tier players would have all the exclusive weapons having worked for each company, but even then, the other factions develop new parts and weapons (my tireless dev team making new parts and weapons as factions progress).

I'm assuming I have infinite time and can make all of these things interesting and fun. Because this would be a trainwreck if all the micromanaging was boring.