If you designed a game, what kind would it be? What would it involve?

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jackpackage200

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Jul 4, 2011
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For me, it would be an openworld RPG like Skyrim and Fallout. The set up would be that an astronaut returns to earth to find that humanity has disappeared. The many cities and towns have become covered in vegatation. As the player explores the remains of human society, he/she finds that tribes of evolved mammals and reptiles are at war for the human technology. The player's choices influence the outcome of the war. So it is New Vegas meets Planet of the Apes.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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A survival horror game set underwater (yes damn it, I am going to keep saying this).

A stealth game with third person shooter elements based on a band of guerilla fighters.

A Commandoes/Silent Storm- style turn based squad game where you play as terrorists.
 

shrekfan246

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May 26, 2011
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Stock plot:
Imagine a post-modern world. Technology controls everything. It's integrated into everything. Skynet, if you will. People go about their daily lives much as they do now, with little a care for the inner workings of the system. But a fringe element wants to take the system down. They believe people rely too heavily on technology and that the technology has moved past the point of being benevolent to culture. The government can't allow that to happen.

The game-play:
The story revolves around two separate threads - Espionage and stealth while working to bring down the government as a character in the fringe element, and squad-based tactical encounters while controlling the government cronies.

The stealth segments would include things like realistic lighting and being able to use shadows to their full effect, as well as being able to create distractions or muffle your movements by way of loud noises. Footsteps and other sounds such as breathing (exemplified by a stamina system altered by the things the player does; a free-running character will be a much heavier stamina user than the spy who hides in shadows, but they will have varying levels of physique that alter how the stamina is used) or misstepping would be taken into account, things such as rubble would be able to be created by the player or used from locations already placed in the game world. Objectives would be reachable by any manner the player could think of.

Need to get to the top floor of a massive building? Blast your way through the front door, find the back door, scale the building itself if you've found the proper items. Or disguise yourself as a worker of the complex, cleverly making your way by all of the guards and other workers in plain sight. Or bribe an NPC to create a distraction for you, even if it might cost said NPC their life. Or hack the power and send the block into disarray, making your way up the tower through the shadows. Or plant an explosive charge on one of the nearby buildings and set it off, causing authorities to come rushing to the scene, meaning you'd need to be a little sneakier because the guards are all on high alert already. Or if you want to just kill the person on the top floor and you don't care about collateral damage, set charges in the basement of the building and take the entire thing down in one fell swoop. Or make your way to the roof of an opposite building and take the target down with a well-placed sniper round. Non-lethal options available for those ethical rebels, with dialogue encounters optional for key targets, allowing you to interrogate them for additional information that might be harder to obtain if you elect for a lethal route.

Story events alter themselves to go along with the player's style. If you go the terrorist route and destroy entire buildings to get at one person, it will have greater repercussions on the world around you. The system will be thrown out of whack by the sheer number of pieces you've removed from the grid, and security might be a bit more disorganized in future missions, but the consequence of which might be that they're far twitchier and much more trigger-happy.

For the government missions, you have indirect control of a squad of government agents, direct control being exerted over whomever is the most important. Missions are a bit more structured than with the rebel faction, collateral damage may have negative repercussions if it goes too far, and the levels encourage you to order your squad about in various ways. You can have them fan out and investigate areas, set up covering sniping positions, evacuate areas you believe house the rebels to minimize collateral damage, or set up a trap if you happen to discover where the objective will take place before the rebels actually show up. Because, oh yeah, the world will act dynamically without direct input from the player.

Obviously there would be some limit to the freedom that the game AI actually has, but it would be entirely within the player's capability to discover things like meeting locations for rebel leaders or the office of a prominent figure in the government and then have the ability to lay a trap designed to take them out while they aren't actually at said location. By the same token, you would be able to miss certain things if you weren't paying enough attention. Targets would be able to get away, dialogue battles would be able to deceive you, the opposing side might actively work toward achieving its goal if you neglect it for too long. The player would be given opportunities to still achieve their own goal, however, even if they failed to stop the opposing side. The consequences would have a greater impact on the game world and whatever organization you're currently playing, though.

And no stupid health-sponge enemies either. One well-placed bullet is enough to take down any human target, and damage would be according to the location you hit. Leg? They fall to the ground, maybe have a difficult time getting back up and are pretty easy to catch. Arm? Well, maybe they could shrug that off if they're hardy. Chest or head? Down for the count, unless they have armor and even then it would cover a realistic portion of the chest and would still likely make them stumble.

The player responds the same way, of course. No regenerating health, no healthpacks, no magic life restoring potions. Bullet wounds to the arms or legs would need to be treated accordingly to stem blood-loss. No gun would be a hitscan weapon, but yes, cover would need to be used liberally whenever you elect to engage in an actual gunfight. You would be able to get Kevlar armor, though, to add some leeway in the difficulty of a gunfight. The enemy AI would attempt to flush you out by flanking in various ways, using high ground, and using things like flash/smoke grenades, hence the heavy encouragement toward being stealthy. Cover would have to be used dynamically. Anything large enough could be turned into cover, but it would also have durability proportionally based on the material of the object. A wood table wouldn't provide much cover against an assault rifle, and a concrete wall might give way after repeated fire. But you would also be able to slip out of a gunfight in multiple ways. Smoke grenade for cover, moving behind cover and slipping off into the shadows, breaking line-of-sight and making your way out of the local area, or, hell, using a grenade to blow out a section of the floor and dropping down to a lower level.

Every enemy target in the game would be able to be taken out in a stealthy way, and if you are spotted, they won't have psychic precognition giving every opponent in a mile-wide radius the instant ability to find exactly where you are. Only an enemy in the same room will know where you are, and they will attempt to warn other nearby enemies of your location but will be able to be cut off. However, gunfire will alert enemies in a fairly wide radius if you're not using a silenced weapon. If you take out one enemy who is in an area that another patrols and move the body away from that area, the patrol will realize something is wrong and will attempt to search you out, which may also cause the area to go into a state of elevated alert.

I imagine I could put more thought into that, it would likely be absolute hell to try and balance, and it would probably end up being the nicheiest of any niche title to ever grace the niche section of gaming. So it'd be a commercial and critical flop, I'd lose tons of money, and go out of business. Man, it's a good thing I'm not working as a video game developer.
 

Bitcoon

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May 16, 2012
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Should we assume that this is the BIG game we would like to make some day if we had all the money and people to help us do it? Let's assume I'm not already a developer, then...

I would make a big action-RPG in a similar vein to Monster Hunter and Dark Souls, in terms of combat. Unlike those two games, this one would be heavily rooted in a story, taking place in a fantasy world of mine with a lot of lore behind it. A lot of this is already somewhat fleshed-out, actually.
The story would a very character-based one, focusing on the main group of characters and their interactions with others as they all try to live their lives in this world and coming to terms with/bringing closure to the various terrible things that have happened to them in the past. It would all sort of come together as the story progresses, culminating in a huge finale that winds everything up and ties all those characters back together.

Progression itself would be one character at a time, kind of like Odin Sphere but you're not doing the whole story 5 times from different angles. You'd play through a part of the story as one character, and when that "chapter" comes to its conclusion, you'd move on to a different character. Their chapter might take place at the same time, it might have some crossover with other chapters, or it might continue where you left off.

Each character would have a different play style, their own unique abilities and weapons. One crazy idea I had that would show how unique some character are is, in one chapter you'd play as a blind character. Your screen would be black, and you would only "see" the resonance of sound waves around you. Making noise yourself would cause sound waves to appear, but would also distort and brighten your view, so it would be harder to see objects around you. The best tactic would be to stand still and let your enemies come to you, "listening" in on their sound waves. Since you wouldn't be able to see their actions well, you'd have to rely on your own hearing as well as slight visual cues to tell what kind of attack an enemy is going to use.
 

D_K_Head

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Sep 18, 2008
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...A hybrid game featuring two viewpoints.

One of the "Commander" that travels an open world full of soldiers fighting each other for no goddamn reason so that he can capture and brainwash a few of them and guide them into battle to level up the abilities that he can trigger for them in battle through an overhead view, as well as equipping them with guns, gadgets and misc toys...

And the second as the first-person viewpoint of those soldiers, featuring combat against bots until a commander and his team appear to try and subdue you... Until you're captured, your class and equipment are randomised before each bot fight... Once you're captured, your class is locked into what you had when you got subdued.

At the base, a commander can select a team of up to five players from his list, provided the players accept... If a player is already active as a soldier on another commander's list, his name will be unselectable.

A player can have one Commander and as many Soldier profiles as they like, all linked under one big profile.

...Yep, I put some thought into this.
 

War Penguin

Serious Whimsy
Jun 13, 2009
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A 16 or 32 bit action RPG with the gameplay of Zelda, the open world of Skyrim, and the leveling of Fallout.

It would be a fantasy game that made fun of the average tropes and stereotypes that you see in the genre, but still respect the rich stories that they've produced. Sort of lovingly mock.

Oh, and they would have both elements of WRPGs and JRPGs.

... Thought that it would take longer to explain. Huh. :p
 

ultrachicken

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Dec 22, 2009
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An FPS/RPG hybrid set on the homeworld of an alien society that was laid to ruins after a strange spore was released onto the planet, causing overgrowth of plants that released toxic gas into the atmosphere. The air is only breathable in vast underground tunnel networks. It would be open world similar to Fallout but with a gas mask system. It would also have scenery porn galore in the form of insane plants and weird architecture topped off with an alien sky. The player would be about the same strength as NPCs, so using gadgets effectively and organizing surprise attacks would be paramount to success.

I have no idea what the plot would be. Maybe it wouldn't need one if the exploration were handled sufficiently well.
 

Sean Hollyman

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Jun 24, 2011
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Zhukov said:
A survival horror game set underwater (yes damn it, I am going to keep saying this).
I've thought about a horror water game too, it could be terrifying if done right.
I'd like an RPG where, when you beat it, your previous character becomes the final boss of your next playthrough. Depending on your actions, he could be good or evil.
 

VoidWanderer

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Sep 17, 2011
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*Squeaks with glee*

A sand-box game similar to LA Noire. You are a CSI who has to solve cases by finding clues, analyzing data, etc. While you do this, you gain experience and you can level up your skills. As you work you earn money which you can use to pay rent or buy another apartment/house. The main hook is that there will be random cases to work on, with a light chance that they are linked by a Serial Offender. There would be bonuses you can kept by subscribing to appropriate magazines. Cases can get thrown out due to evidence tampering/falsifying. If this happens you DO NOT LOSE the game, if this happens enough and it is your fault you can get fired.

AND

Also a D&D open-world game with most basic classes unlocked. As you adventure through the story, you unlock more things for the 'Legacy' mode, where you can forge your own story. You can do things like buy properties and set-up things like a mercenary guild if you want, etc.
 

The Ubermensch

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Mar 6, 2012
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I have 3

A sandbox zombie game... kinda like the Day Z Arma II mod, but with better animations and AI etc. It would have RPG elements in that you could pick your starting pack (Sales clerk family man/woman or former military enlisted. you could even put Special forces, have high leadership and weapons skills but make it so its really hard for them to level up) and their family state. The single player side of things would revolve around surviving for 6 months and you would have random events that triggered at different times. These events would be a lot more fleshed out compared to bethesdas "Radiant AI" system but would run along the same sort of idea. aside from that you would have to manage food, water and if you have companions morale.

Free mode goes along the same kind of idea but keeps going, and then you have to consider agriculture and community, unless you lone wolf/bandit it, then you just kill and pillage.

MP works like free mode but with other people playing rather than NPCs. In theroy you'll get clans and communities forming and others simply free lancing. If you die you lose all your stuff; so do you risk letting a stranger into your community (Who could be spying for the local bandit clan, you don't know) or do you simply kill the unknown? You could have traders, there would be junk items that could be used as a currency, but we wouldn't set down a firm currency.

Second, Space based horror game. and before you say "Dead space anyone?" Dead space is action, not horror. Saying that, the game would start off as a horror and as more information was found out about the enemy it would become less and less horror-y.

It would break the fourth wall a bit in character creation because ideally I would want the player to project the entirety of themselves on the avatar. Back story would be in 2020 there was an epic conflict, global population coupled with the west using rejuvenation to extend life span caused a resource war. The conflict raged on for ten years. Your government, deciding that the continued conflict was futile made a "live" ship and stored 50,000 people in cryogenic status.

You then pick your class (Civilian[monetary backer of project/Politician/engineer], Academic[Scientist/Artist/philosopher], Military[pilot/soldier/mechanic]) and then you wake up from cryogenic suspension with amnesia save for the innate abilities from your occupation during the war. You check your locker and find a side arm (And perhaps some armor and a small weapon if you picked Military) when all of the sudden a banging starts on the bulkhead door. A message pops across the screen that tells you that you can hide in your locker, and you can do that (you would have additional options, I'm just trying to set a mood). A few more taps and something bursts through the bulk head. you take a peak through the vents and see an insectoid silhouette with a metallic sheen and a few glowing red lights. It looks synthetic but it drips a viscous fluid that makes you think its partially organic. It scans your pod, Its come for YOU. It follows the trail of slimy cryogenic stuff you've tread all over the deck and its about to find you're hiding spot when all of the sudden the pod next to yours begins its thawing process. the creature turns to investigate. it interferes with the thawing process, much to the computers dismay and drags the occupants body out of the room.

You then have to survive for a while (food/water/sleep) and there are hints on various control panels advising you about where to go, where there are weapons and so on. You encounter the enemy and you always have several options on how best to engage, you can bypass, attack directly or find an airlock or something. Ideally I would want passage of time, some help eventually comes in the form of sexy blue aliens. You would eventually leave the ship with the sexy aliens and find that these things had over run the galaxy. The aim then is to survive by managing your own food/water/sleep, morale of your NPCs as well as there access to food/water/sleep which would be based on raw elements for your hydroponics bay, fuel for your ship, ammo for your weapons, armour for the ship etc. Planets would be procedurally generated and you would release episodic content.

As the game progresses you find out more about why you were selected for the mission. I have some ideas for crazy shenanigans with AIs, Imperiums and Weapon Development that breaks the Geneva convention. Lets just say you adapted to a hard world. But you have amnesia now, so is that really your fault?

And finally; Ghost in the Shell SAC Proto 2

You are the newest member of Section 9 after the events of Solid State Society. This one would be very straight forward compared to the other two. More so dealing with the ramifications of AI development and data manipulation. There would be a few attempts to mess with the player characters mind.

-- These are all clearly too ambitious for a normal development cycle, but when I semi-lucid dreamed them they were epic (I mean I lucid dreamed them then I forgot that I was dreaming and they retained their structure for the most part)
 

Esotera

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May 5, 2011
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I'm currently making my very first basic one with Unity, I'm thinking that it'll probably be a 3D maze exploration game with very few mechanics. Basically just a world you can walk through and interact with by pressing buttons.
 

karcentric

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Dec 28, 2011
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It would have to be an adventure game involving a fish man hunting for his stolen fur coat and he'd have to battle Eco-mentalists and hyper kinetic rats.
 

kingthrall

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May 31, 2011
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1. a story that is highly original with a few plot twists, maybe a few scary moments that jump out of you. Not to make it a horror game but to give it something different.

2. Realistic factors such as non-homing arrows, area of impact damage (headshot instant kill ect), experience, terrain, light/shadows depending on the game.

3. Make Tcp/IP, Lan the primary source of on-line multiplayer with an online public lobby to invite people as an option to play with or with your friends in your game as well. Kickable feature to players as well as a "wank option" to permanently make unwanted people hidden from the server

4. Online not required, and that expansions would constitute the only DLC.

5. Platform exclusively Pc, screw consoles

These are as non-specific genre things I would include to any game if I made one.