Unlimited Budget = Original IP Dream Game. What would yours be?

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ResonanceGames

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A first person immersive sim heist game -- like a cross between Hitman, Thief and Ocean's 11.

I have no idea how you'd do such a thing, but I guess if you had unlimited budget you could pull it off.
 

ThoughtlessConcept

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duckymcfly99 said:
Original IP, eh?

A nuclear fallout type world set in a historical city. It's an RPG/First Person Shooter and there's these big green guys called Super Mutants...wait. That's Fallout 3.

Oh! A first person shooter where you fight a forigin threat! Yeah! Then there's going to be this part that's SUPER controversial. SHIT! That's every modern shooter on the market!

Getting serious here: I would make a Pirate RPG. Set on 3 islands, each populated differently. One is a regular 1700's type city. It would have English people, shops, and a seedy assassin's league hidden somewhere.

The other islands are tribal areas that the King would want for its vast resources. You can side with the assassins, the king, or the tribal people. It would be pretty kick ass.
Risen 2:Dark Waters should be out soon, it sounds extremely close to what you described.
http://www.gamespot.com/risen-2-dark-waters/platform/xbox360/
 

Vern5

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ThoughtlessConcept said:
Vern5 said:
With an unlimited budget I would by the rights, materials and talent to recreate planescape torment with a semi-updated graphical engine and more pervasive voice-acting.

More realistically, I would create a game somewhat like Skyrim in that it would be a free-form, low-fantasy adventure. The setting would be on the cusp of an industrial revolution affecting a fantasy world (think Arcanum). Your main incentives in this game would either be pursuing wealth, pursuing glory (in the form of accolades given to you for performing certain combat tasks while being affected by a specific handicap *kill 20 giants using only a scalpel and a loin-cloth*), or pursuing wenches (or whatever the male equivalent is).

That's mostly my idea behind the perfect game. A game where you can measure your success in wenches.
That's not an original IP.
I never said the first one was. The idea of an unlimited budget appeals to me and I just love Planescape: Torment.

The second idea is based on my idea of something Skyrim could have been and beyond that I can't be bothered to think of a specific setting to apply that to. All I know is that there needs to be a low-fantasy game where you can measure your success in wenches. And where you can have a morality of "Lawful Bacon"

Satisfied?
 

Elfgore

Your friendly local nihilist
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I would make a Elder Scrolls game where you can go to every single province as well as akavir, or I would make a massive Elder Scrolls style game set in the forgotten realms setting of D&D.
 

ThoughtlessConcept

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Vern5 said:
ThoughtlessConcept said:
Vern5 said:
With an unlimited budget I would by the rights, materials and talent to recreate planescape torment with a semi-updated graphical engine and more pervasive voice-acting.

More realistically, I would create a game somewhat like Skyrim in that it would be a free-form, low-fantasy adventure. The setting would be on the cusp of an industrial revolution affecting a fantasy world (think Arcanum). Your main incentives in this game would either be pursuing wealth, pursuing glory (in the form of accolades given to you for performing certain combat tasks while being affected by a specific handicap *kill 20 giants using only a scalpel and a loin-cloth*), or pursuing wenches (or whatever the male equivalent is).

That's mostly my idea behind the perfect game. A game where you can measure your success in wenches.
That's not an original IP.
I never said the first one was. The idea of an unlimited budget appeals to me and I just love Planescape: Torment.

The second idea is based on my idea of something Skyrim could have been and beyond that I can't be bothered to think of a specific setting to apply that to. All I know is that there needs to be a low-fantasy game where you can measure your success in wenches. And where you can have a morality of "Lawful Bacon"

Satisfied?
I am liking the wench idea, maybe you could store these wenches in a mansion of some sort?
 

Vern5

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ThoughtlessConcept said:
Vern5 said:
ThoughtlessConcept said:
Vern5 said:
With an unlimited budget I would by the rights, materials and talent to recreate planescape torment with a semi-updated graphical engine and more pervasive voice-acting.

More realistically, I would create a game somewhat like Skyrim in that it would be a free-form, low-fantasy adventure. The setting would be on the cusp of an industrial revolution affecting a fantasy world (think Arcanum). Your main incentives in this game would either be pursuing wealth, pursuing glory (in the form of accolades given to you for performing certain combat tasks while being affected by a specific handicap *kill 20 giants using only a scalpel and a loin-cloth*), or pursuing wenches (or whatever the male equivalent is).

That's mostly my idea behind the perfect game. A game where you can measure your success in wenches.
That's not an original IP.
I never said the first one was. The idea of an unlimited budget appeals to me and I just love Planescape: Torment.

The second idea is based on my idea of something Skyrim could have been and beyond that I can't be bothered to think of a specific setting to apply that to. All I know is that there needs to be a low-fantasy game where you can measure your success in wenches. And where you can have a morality of "Lawful Bacon"

Satisfied?
I am liking the wench idea, maybe you could store these wenches in a mansion of some sort?
Wench storage? That could work. Even better: start up a brothel and earn a little money while you're out beating zombies with their own leg bones.

This is what the fantasy genre really needs: Over the top yet practical ridiculousness that can only be realized through a fictitious medium.
 

LilithSlave

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The most ambitious MMMORPG of all time. And I would actually do some rather controversial things when making it, such as taking out character customization.

Instead, I would have people choose from characters in a pre-designed world and completely dynamic society where every character is completely different. At least as much so as our own world is.

What people would lose in character customization and lack of character death, they would gain in a supreme role-playing experience where every character is a unique, relevant, and believable character in a believable world, with a believable economy, and believable society.

There would be two very different things to "level up", the character, and the player account. The level of the player account would be much more important and be based upon accomplishments your players you have played have been. The grand majority of account rewards being from roleplaying well. Making player death far more trivial in the long run, as you can gain a lot of points for a compelling and emotional death in the first five minutes, but lose all of your points and be warned or even banned/kicked off the game/server by roleplaying badly.

This meaning if one has an account with enough privileges, the better they can inhabit the body of the type of character they want, that might be in more demand.

As such, I would have almost no NPCs in the entire game. As I would attempt to fill as many of those roles by players as possible. If anything, I would have NPCs control their characters when they are out of game. That is, a completely revolutionary idea of having the players all of the NPCs, and NPCs only exist in rare instances or to control the player while the player is out of battle. I have rarely if ever, heard of something similar outside of games such as EVE Online.

Furthermore, I would make the world completely like Minecraft in a way. In that, while massively multiplayer. And while I would start the game off with a society and land and world completely set, the entire world would be malleable. And politics, kingdoms, jobs, land, can all change based upon the actions of the players at large. Players will be able to play other players, permanently

I would plan to fix all possible PvP or other problems that might arise from this by:
1) Waiting until the technology is sufficient enough, both in home computers, and in internet speed around the world, for this to be feasible
2) Spending over a decade and pouring many many millions of dollars fine tuning the code
3) Setting very advances algorithms that base how good roleplaying is by how well it fits in with the feel and progression of the world. Does not decrease population too much, for instance. And complicated criteria which should overall improve the world. And take invasive measures when necessary in order to improve the world.

Think Final Fantasy Online, Guild Wars 2, and EVE Online mashed together and multiplied by several thousand.

Other than that, it would be your standard, common "anime(fantasy) mmorpg" which makes of the majority. That is, it would look and feel a lot like Final Fantasy Online, just with super dynamics unlike the gaming world has ever, ever seen. The realm would be a completely legitimate alternate world that feels completely real to players. And would even work almost as a precursor to the "matrix" the movies are about. The closest we can get to a Matrix in this generation of technology.

And the game itself would play a major part in helping to usher in the coming Singularity.
 

Freechoice

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Stealth game where the stealth mechanic is a somewhat long lasting (between 6-15 minutes depending on the player's movements and lighting), but permanently exhaustible cloak. Moving quickly increases the cloak's profile and makes it easier for enemies to see the player.

Player character has an array of weapons and ammo stored in hammerspace that are accessed by the expenditure of energy. You've got your low power tranq pistol all the way up to the mighty minigun and rocket launcher.

A wide variety (about 20 in total) of melee attacks of both lethal and nonlethal variety come standard with the potential of engaging large groups of enemies ala Arkham Asylum save for everything being a 1-hit kill.

Objectives are not revealed and the map must be discovered as players venture through the level. Along the way, the player can find various objects ranging from flavor files to additional weapons, melee attacks and witty descriptions of items that are references to other games.

Third person with an extra dimension of mobility provided by climbing and dangling from walls and ceilings. All of the above draws from a finitely regenerating energy pool.


Or, you know, just have Obsidian make KotoR 3.
 

hazabaza1

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I dunno if it'd be my 'dream game', but a massive dungeon crawling with permanent (a splitscreen!) multiplayer mode using a Dark Souls style combat system would be jizztacular.
 

Lunar Templar

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i do believe this post from a while back bares a repeat

Kitsuna10060 said:
RPG.
modern setting, at the start anyway

set at the start of the second age of magic, when all manners of monster and magical entity's return to the earth. you would play a girl who has the 'honor' of being one of the lucky humans you 'suddenly' gain magical powers (less sudden then it sounds it'd be explained some time later the humans who got magical power where descended from ether humans with said ability's, or a cross breed with a magical being of some sort) who decides to hit the road in order to explore her new ability's. and the games main story would pretty much center around her and what amounts to a quest for power. no rebellion to take part in, no world ending cataclysm to stop, just you, a rapidly changing world and getting a grip on your place in it.

the side quests however, would function differently, they would be on an unseen timer that starts when you collect it. the quests would change depending on how long it takes you to complete or even get around to it. for instance say you've been enlisted to deal with a demon summoning cult. if you get right on it, you'd only have the cultists and a handful of weaker demons, say you stick it on the back burner cause your in the middle of another quest and come back a few hours later, now you might have to deal with more powerful demons, and cultists and in greater number, and say you just forget you have it, and come back WAY later, well, now you have to not only clear the cultists lair of demons(which would be infested with very powerful demons), but the town that you got the quest from as well. every side quest would have this function, since its a natural progression kinda thing, but you'd easily be able to tell what quests would have to take priority.

dungeons/caves/towns/anywhere but the world map, would fallow after the Valkyrie profile series, IE 2D plain, with several layers to explore, and graphically would look similar to Odin Sphere, or Muramasa: The Demon Blade. combat would fallow more after Xenogears, with a stamina bar and normal attack combos, with the addition of being able to throw a spell in the middle (if you have the feat for it) and this would result in there being lots of hidden combos to find. (which would be compiled into a list to make finding them easier if you did one on accident) leveling up would have you staring down skill trees and setting stats your self, for all party member's, every body would have a set 'class' but enough options in those classes to support numerous different builds, with the main character being the only one with a set ability's gained through main plot events.(which, btw are dragon powers in the vain of Breath of Fire, hybrid dragon form, actual dragon form, and a far stronger dragon form tied to a side quest)

moral choice would exist, but would more or less tie to the side quest timer, IE the longer you take to do things the less people will like you, and there will be plenty of reason to procrastinate, dungeons would be all over the map, opening up as you progress through the game, most tied to side quests but many more just there to explore and pillage for loot and EXP. which leads to 'power creep' enemy's would level up with but have a max level, (meaning a level 1 enemy would have a level cap of 6 or so) this is so there's still some challenge, but your still making real progress as you level up.

and that's all i got
 
Jul 24, 2011
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Zhukov said:
I've said this before, but...

I would make a survival horror game set almost entirely underwater. The player character is in a scuba suit, or perhaps one of those old-timey Big Daddy deep sea diving suits.

The setting would give a perfect excuse to make everything dark as hell. There would be an oxygen meter to keep the player moving and add an element of stress. You could have safe zones in the form of boats and/or underwater habitats.

Also, enemies. Oh, the possibilities. I love the idea of walking the sea bed, looking up, directing my meagre light source into the murky waters and catching a fleeting glimpse of a great tentacled mass, nigh-formless but unmistakably alive, writhing through the beam.
FUCK YOU! That's terrifying. Fuuuuuuu---!!

Awesome idea, but I'd have to play that with the lights on... with Sesame Street playing on a TV next to me to balance out the creepiness.
 

CaseClosed343

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Zhukov said:
I've said this before, but...

I would make a survival horror game set almost entirely underwater. The player character is in a scuba suit, or perhaps one of those old-timey Big Daddy deep sea diving suits.

The setting would give a perfect excuse to make everything dark as hell. There would be an oxygen meter to keep the player moving and add an element of stress. You could have safe zones in the form of boats and/or underwater habitats.

Also, enemies. Oh, the possibilities. I love the idea of walking the sea bed, looking up, directing my meagre light source into the murky waters and catching a fleeting glimpse of a great tentacled mass, nigh-formless but unmistakably alive, writhing through the beam.
This is a great idea. I really want to see something like this get made.I can imagine the player being in that really dark layer of the ocean and would just see all those lights from the fish dancing around him. This would especially scary for me because I have a fear of deep water like lakes and oceans.
 

F4LL3N

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I made a thread about 7 months ago about an MMORTS idea, the thread got no replies, so obviously people didn't like it. But still, I think it'd be awesome. [link]http://www.escapistmagazine.com/forums/read/9.306424-Poll-MMORTS#12327495[/link]

To add onto it, I'd want a feature that allows you to go into 1st person mode, with an engine like Skyrim's. And it'd have a fairly Final Fantasy/Star Wars vibe about it.

Of course, an unlimited budget wouldn't be enough. I'd have to wait until the hardware could handle it.

EDIT: I just remembered a word document where I expanded on this original idea and neatened it up, although it's still unfinished. No one steal my idea without my permission.

Concept:
- Sci-fi/fantasy, MMORTS with First Person capabilities.
- The gameplay and engine would be similar to Company of Heroes.
- A branching Age/Era progression, like AoE, but more similar to Rise of Nations. (The basic concept will follow human history, but will extend well beyond our future, and the alternative eras will be significantly different also; I'll give examples later on).
- 3+ playable races: Humans, Elves, Ancients, something sci-fi, etc. (Example).
- Hero units and gear, similar to Warcraft 2. Fully control Hero Units in First-Person perspective.

Planets: Maps will take the form of full, spherical planets, as opposed to the traditional flat map found in RTS games. The galaxy hosts an uncountable number of planets, often unique in size and geography; ranging from thriving forest worlds and earth-like planets, to desert wastelands, 'waterworlds', and snowy mountains. Planets may host anything from peaceful natives, to monsterous beasts capable of destroying your entire army in a matter of minutes.

There are two ways a player can explore this thriving galaxy. The first is through portals (stargates); this can be done by either building your own, assuming you can gather the rare resources required to do so, or by discovering alien portals built by the ancients millions of years ago. The second method of exploration is by airship. This can be done manually, or automatically through the use of the "Map System". There are currently five known planets types written in the system; however, it is not known how many there truly is.

1. Homeworld: This is the players base/capital, it cannot be attacked or landed on by enemies, although you may allow allies to occupy this world. (In the interest of 'galaxy space' and ease of navigation, this world is "instanced", with around 200 (+) spread across the galaxy. Many players will appear to share the same planet, but in reality it is your unique Homeworld. This planet type can only be accessed on the "Map System" by you and your allies (if you allow them)...) Homeworlds are all the same in size, although they can differ in geography. A set radius around this planet is also a no fire zone, and 'out of bounds' for enemy nations.

2. Resource World: As the name suggests, this is primarily a resource gathering planet. Only resource, outpost, and simple defense buildings can be built here. It is a PvP world, and all players can enter. These planet types have some of the riches deposits of minerals and resources, therefore it is worth the visit.

3. Battlegrounds: This planet type is primarily for PvP battles. Although planet types two (2) and five (5) allow for PvP battles, these worlds are unique as resources are rarely found and no base building at all is allowed.

4. PvE/Quest World: This planet type is "instanced". Each planet has different rules, i.e. population cap, buildings allowed, solo or party, etc. Quests can be found almost anywhere in the galaxy; written on scrolls, carved in stone, spoken to by NPCs, etc.

5. Colony World: This is a hybrid of the first 3 worlds. It is a PvP world, all players can enter and all players can be conquered. All buildings can be built. Resources and native NPCs may be present.

Additional Info: Planet types 2, 3, and 5 can be completely destroyed (become wastelands/uninhabitable) through war or natural disasters. Planets would typically be atleast twice the size of a large map found in traditional RTS games (depending on how a small map would feel/look with the spherical concept I described earlier). Planets size can range up to 30 times larger than a traditional RTS map. All planet types have varying rules, i.e., population cap, number of nations allowed at any given time, etc. Additionally, worlds may be classified as 'ranked', meaning for example, a highly progressed empire would not be allowed to enter the airspace of a planet, or attack a planet, if that planet is occupied by a lower leveled empire. Fifty percent of planets have been recorded in the 'map system'; therefore, it is almost essential to at some point explore the galaxy manually. These non-recorded planets have a significantly higher percentage of rare resources and artifacts.

Age/Era Concept (Example):
Humans: Nomads>Bronze Age>Iron Age>Dark Age>Renaissance Age>>>BRANCHING>>>
1. You find an Ancient Artifact, and advance into a Steampunk Era. (Choose either 2 or 3):
2. You then find an Ancient Water Artifact and advance into an underwater Steampunk nation.
3. You find a magical stone and advance into a magic wielding Steampunk nation.

Eras: Ancient>Classical>Middle Ages>Early Modern Age>Industrial Age>Modern Age>Information Age>Exploration Age>Golden Age>Dark Age>

- The Ancient era through to the Information Age is based on human history.
- The Exploration Age is characterized by vast exploration of the galaxy. The discovery of rare materials and advancements in science allow for a vast improvement in technology.
- The Golden Age is a direct result of the exploration of space. The most powerful societies in the galaxy live in a near utopia, and the seemingly unlimited supply of resources essentially eliminates the need for war.
- The Dark Age is characterized by the discovery of turning dark matter into energy. However, many other minerals and resources become exceedingly rare to find, or extinct altogether.
-

Era's are basically like classes in a typical MMORPG. What powers will your nation process in their final form? Magic? Swords? Magic and swords? Advanced human weapons? Sci-fi weapons? Muskets and magic? Nature? WWII weapons? Will you choose to worship a god to rain meteors down on your foe and summon the beasts from hell? Or will you instead invest in proton technology and rupture the very skies of whoever you deem unworthy? Will you command hordes of weak units? Or simply command a small number of highly trained warriors! Will your units fly dragons or drive tanks? Will they fly F-16s or ride giant wolly beasts?

What will you invest the most into? Military to build a strong nation? Economics to take advantage of the in-game resource and 'unit trade' system? Politics to forge vast alliances? Technology? Magic? Religion? Education?

Each race and era may offer you different options. Each attribute has a 'branch system'. Technology: Will you invest in stealth technology, proton lazers, clean and reliable energy, a better airship?
Religion: What path will you follow? Christianity, Buddest, or perhaps a pagen god?
Magic: Will you wield fire? Ice? Electricity? Dark? Light? Water? Earth? A combination? Summons? Psyenergy?
Education: Will you invest in this? Or are your points better spent on military?

Era's are equivelant to leveling up. You must gather resources in order to level up/advance eras. Alternative Era's require special items, i.e., artifacts, extremely rare resources. Even non-alternative era's may require special items, especially in the later levels of advancement. These can be found naturally all over the universe. Attributes, as described above, are equivelant to skills. These form the basic foundation of your empire; however, they are different from regular unit upgrades.

The Old Galaxy (Game's Lore):
Millions of years ago lived an ancient society, native to the planet Omega392. Being the only true humaniod race in the galaxy at the time, these 'Ancients' thrived in a philosophical race against knowledge itself. Around three million years ago approximately 99% of the population vanished. It is not known where, or how, not even by their own descendants. The only evidence of their very exsistance is the ruins and artifacts, spread across every corner of the galaxy. Entire cities still stand, many still in a condition as if they were built only yesterday.
 

Patathatapon

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Hmm. I would probably try to make a game where you could have many different skills, and abilities, and whenever you had to beat a boss, you would be able to defeat them in MANY different ways. Which of course would include the ways to get to the bosses, and also to force you to have everything customizable. For example, If you were to specialize in stealth, if you got to maximum level, you'd probably be able to complete 60% of each skill (if you made it all even out).

I'd also pay Yahtzee to say it was the best game ever.
 

Pandabearparade

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Unlimited budget original IP...

It would be like Skyrim, but in a world with only humans and elves (no cat or lizard people). If I have a truly unlimited budget, I'd hire famous fantasy authors to pen all of the dialogue, and the entire world would be built to scale and feel like a real planet with real people going about their daily business.

In fact, if I had an unlimited budget I'd want that times fifty. Or a hundred. Too bad there is no such thing as an unlimited budget. :(
 
Jul 24, 2011
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Pandabearparade said:
Unlimited budget original IP...

It would be like Skyrim, but in a world with only humans and elves (no cat or lizard people), and the planet would be built to scale. If I have a truly unlimited budget, I'd hire famous fantasy authors to pen all of the dialogue, and the entire world would be built to scale and feel like a real planet.
I've been very intrigued by the idea of virtual digital worlds built to scale for video games ever since I've seen game engines that employ that kind of tech. We're probably 10 years out from really seeing something like that, but it'll be incredible to finally see it.
 

CrimsonBlaze

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I have a few ideas for games that I would like to create.

One is a action-RPG that tells the story of 6 different warriors with different skills/motivations/back stories whose paths cross on many occasions on their journeys through a medival age continent. Some of the warriors will become friends, some will become enemies, and many will need to work together in order to accomplish their goals.

Another action-RPG involves two worlds, one futuristic and technologically advanced, and one that is modern and mostly rural, that are connected through space and time, with the futuristic world watching over the development of the rural world. Strange things begin to occur simultaneously in both worlds and it is up to a lone and powerful warrior to discover the cause, which seems to originate from the rural world.
 
Sep 14, 2009
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Ultratwinkie said:
It would be a super hero/villain game.

Its an open ended RPG, you choose your morality (good, neutral, bad) and your power set (mage, mutant, techie, or normal) and back round. You get to build your own base, create other super powered NPCs, and dick around in a city.

The city is dynamic with destructible environments. Thieves steal, banks are robbed, and heroes come to stop them. You can do whatever you wish in the city. It works off a GTA design where the military and even a paramilitary wing of the government becomes involved if you go on an unstoppable crime spree.

Your base is completely customizable. From a choice of locations, to a choice of design. Want a super high tech megabase? A magic sanctuary? or a sewer hideout? you got it. The base can have defenses and if your base is discovered, you must repel invaders from other villains, government soldiers, SWAT teams, and heroes. Civilians who see your base must be dealt with, or they will notify the cops. The items you buy for your base gives you bonuses, and abilities. Magic, tech, etc all have different bonuses and abilities. Some items however can also give penalties. For example, a hangar may provide you with a fighter-bomber or VTOL in battle, but it harms your base's ability to stay hidden and takes up a lot of space. For the "normal," your base gets a gang member and mafia-esque bonuses and power sets. For example, your base may build a designer drug lab, which gives a huge cash bonus.

The heroes, and villains can create their own organizations. The NPCs such as engineers, scientists, and soldiers can be customized to your liking. These NPCs can go on missions that you assign, and success rate is based on their stats and level. These NPCS are also dynamic, and will be found in areas your organization has a heavy presence in. Organizations for NPC heroes and villains can also be created by you to ensure you can have competition if you so choose. If you also choose, you can design the base of NPC Villains and heroes as well that you can raid. Though these bases are hidden, and placed at a random pre-determined location.

You can research using the base's libraries for mages, using the base's labs for techies, and research missions for everyone else. Some missions include stealing a crate of experimental weapons from the government or other organizations, buying research from crooked scientists, etc. These gives you bonuses, new unique weapons to play with, new vehicles, new armors for you and your NPC army, new NPCs, etc.

The game comes with a mod toolkit to allow players to create their own cities, and other assorted goodies. Possible multiplayer so players can battle each other using customized organizations or take them on solo.

Am I doing it right?
very right, i'll take my funding and add it to yours.

actually, i'll buy all the rpg dev teams out there, then pool our resources together to make this game.