What's your dream game /v/?
>fallout new vegas leveling system
>skyrim combat but better
>pc and next-gen release only
>no fantasy shit
>great customer support
>3rd and 1st person
So what about you /v/?
>fallout new vegas leveling system
i should have stopped reading right there, this is obviously bait but whatever.
>skyrim combat but better
yep definitely bait.
oh boy losing control of my character while it does an elaborate over the top fancy kill that ive seen thousands of times already.
>pc and next-gen release only
you blew it with next-gen
>no fantasy shit
this whole idea is fantasy m8
>implying graffix make or break your game
so I can wander around and try to figure out what the hell i'm supposed to do n- OH WAIT THIS IS SUPPOSED TO BE LIKE A BETHESDA GAME I CAN JUST FOLLOW THE FUCKING ANNOYING ASS GIANT QUEST MARKERS
you mean unnecessary clusterfucks?
with this kind of idea? fuck off.
with this kind of idea? fuck off.
oh god you want it to be some always-online bullshit? fuck off.
now i can be my favorite lgbt character!
>great customer support
get the fuck out of here.
>3rd and 1st person
you've asked for a good bethesda game. fuck off.
>hue hue hue i dont like this guys opinion instead of saying why im just going to act like a stupid piece of shit and shitpost! xD THAT WILL SHOW HIM! ahahahaha!!! im so damn brilliant! My friends on reddit will definitely upboat this! :^)
>fallout leveling system
Yeah I'm sorry I want to get an ability and attribute points to my character
>Skyrim combat but better
I'm sorry faggot, do you want your turn based JRPG?
>if I samefag it up, people will think I'm actually clever! YES! YES! I SHOWED HIM! :DDDD
Pressure will always and forever be my dream game.
>posting awful video game ideas on /v/
just admit that you're stupid and have shit ideas and delete the thread already
you can smell the summer with those reaction images alone, shitrim aside
Sam was just an ordinary American girl like most other girls her age. Until she wasn't. Now Sam must evade cyberpolice, digital hacker druglords and even the FBI in the ultimate game of cat and mouse. Will she survive? Will she discover the secret of the seven audio logs? Find out this summer when Sam finally...
the internet is a bunch of bullies. they dont value my ideas and praise me 24/7. if they wont bow down and suck my dick my dad will come and kill them all and send them to hell. this is true because my dad got high with a bunch of his buddies and wrote a book telling everyone how he was going to kill everyone ever. if you dont believe me go read the bible. seriously get on your knees and praise me or ill fucking have my dad kill you.
>3rd person ARPG
>Path of Exile armor/weapon design and world aesthetics
>Dark Souls weapon/shield/armor variety and moveset tied to weapons
>A more down to earth (animation-wise) Darksiders 2 combat system
>Torchlight 2 character building and enemy variety
>Age of Wonders 3 graphics and overall artstyle
>Dungeon Siege music
>Singleplayer focused, some multiplayer and co-op features
Not sure about level design
First of all, he never said "different", if it was different it wouldn't even fucking be Skyrim Combat, idiot. l2read
Second of all, I don't outright hate Skyrim's combat as it's not the worst ever (though it is bad. Like really bad), it's the fact that OP uses it as a benchmark for combat, proving he doesn't know what he's even talking about. There are many other games that could have been used as an example, right off the top of my head Dark Messiah blows it out of the water.
Also, fuck off.
>Randomly generated game world
>Randomly generated races and species all suited to ecological niches and sharing in evolutionary history
>Randomly generated histories with settlements and kingdoms and even nations if history is long enough
>Randomly generated quests and tasks. The world will be full of npcs and if history hasn't made them hostile to your characters you can talk to them, barter, romance, and sometimes obtain quests from them
>These quests range from gathering water and tending to the garden every day, for the slice-of-life player, to helping find a missing child, only to discover them caged in an orc camp, which kicks off a civil war between the local orcs and the humans, which leads into a sweeping, multi-hour, randomly generated campaign that sends you through forests and cross the land, from camp to outpost to dungeon, defending villages and pushing back the orc menace, culminating in the fall of the Orc High Shaman and his harem of Witch brides
>OR you played this game as an Orc or an Orc-sympathizing race and you helped kidnap the boy and many others to use as a source of power for your dark magic and sacrifices to your gods, allowing you and your tribe to lay waste to human settlements across the land, culminating in a week-long siege on the seat of human power, and the royal family being taken as beasts of burden and forced to serve you like lowly animals
>Or you could generate a volcanic world. Or ocean world. Or play as Elves, Kobolds, Centaurs, Mermaids, Harpies, or any number of randomly generated creature.
>The game has deep RPG mechanics with a rich class system and multiple talent and equipment trees, so you can be a classic Pyromancer, or pick up some armor and weapons training and be a Flamesword, a warrior of light and fire that sears foes. Or a Knight with a hint of shadow or blood magic to allow you to terrify and drain the life from your foes.
But you could ZOOM OUT!
>You can play Settler Mode, which is akin to Fortress Mode. You embark with as many units as you like, all customized to your specifications in skills and supplies
>You set out on your randomly generated world and start building an outpost. With proper care it developed into a settlement, then village, then town, then city.
>Every unit has the ability to be specialized in the above mechanics, so you can set your army up to be full of mages and knights with a few hybrids, or all hybrid.
>You can train your workers in Necromancy so they can raise the dead to do your manual labor for you for a time
>You can fill wells and ponds with water using Hydromancers
>You can light forges and temper blades with Pyromancer Blacksmiths
>You can improve growth on your farms with Geomancer Farmers
>But everything has a cost you must weigh and balance. Mancer training likely precludes physical training, leading to physically weaker workers, while Knight training might lead to more hardy workers with fewer tricks up their sleeves.
But there's more!
>You can zoom out further and play a Civ-style game of multiple cities, using resources and armies from the Settler Mode you've developed, including Heroes you've developed playing in single player RPG mode
>Or you can ignore all of this and play on a new map every game and only focus on one mode
Of course, there'd be inter-dimension portals so you can visit other randomly generated worlds and trade with them or invade them. At the top level of Civ-style play, you'd unify your planet and begin visiting other worlds through the portals and fighting to conquer them, too, if not practice diplomacy and trading.
Basically, it's the ideal first/third person RPG, strategy game, and empire game all in one, all in an endlessly replayable, randomly generated package. Thousands of spells. Thousands of items. Thousands of creature options. Hundreds of race options. Dozens of world types.
o looks like it already exists lol
Not quite how I remember it, but I recall scary large insects you have to fight off, enemy colonies, and raiding/pillaging other anthills.
Not modern though.
You can generate a Lawful Evil inclined world and play a lone Knight in a world of monsters and recreate Dark Souls.
You can generate a low-population, highly savage world and play as a hunter of beasts, tracking down giant monsters a la Monster Hunter.
You can generate a medieval fantasy world with an average level of order, with a handful of dominant humanoid races, and play something more like an Elder Scrolls game.
You can generate an angelic, peaceful world and play as the Demon that corrupts and destroys it.
With just about a dozen criteria you could tweak the game into nearly anything.
>Time Period/Cultural Age (ie: is it stone aged or medieval or modern?)
And then maybe knobs for shit like number of deities or number of monsters (in this case, true monsters) so you could make a world full of god-like entities to serve or fight, or a world decimated by a 100 colossal beasts that prevent civilizations from forming, for your Monster Hunter gameplay.
With the above knobs you could tweak ice planet vs desert planet vs balanced planet. Dense forest vs light plains. Lots of creatures vs few. Lots of civilizations vs few. Nearly everything important can be generated here.
Then you'd need some god-tier radiant scripting and the hardest part would be coming up with enough fucking creatures and figuring out how to randomize them. How do you make a humanoid rabbit with lizard evolutionary history? How do you construct a 3D model of this in-game? How do you decide what traits it species possesses? If they're hostile or peaceful?
It's a pile of fuck but it's why I go to /agdg/. Maybe some day I'll be the next Toady.
>I get my opinions based on youtube videos
So let me get this straight. You think DM's combat is "floaty", but you think Skyrim's combat is solid? You are surely rusing me here.
Super Mario RPG 2
Super Mario Galaxy with RPG elements
Geno and Mallow would be back, along with based Booster
Yoko Shimomura on soundtrack
This https://www.youtube.com/watch?v=ioEcXZAxb0Yas the ending theme.
That's all I want from life.
Fun's up to you. You can generate a peaceful world where you build a house and farm and maintain relationships with the villagers. Maybe romance one. Watch other villagers get married, etc.
Or you could generate a harsh, violent world. One where you spawn into the village and start a garden and build a house and the very next day a ravaging army sweeps through and kills you and everyone you know.
If you're playing hardcore, you're dead permanently. Maybe you have the choice to reincarnate, maybe not. If you're playing off of hardcore mode, you're only knocked unconscious and come to after a period of time. Maybe the army's still there, maybe they've left.
Or maybe the local King's men come and draft you into combat at the tip of a blade and you can either resist and try to fight your way out or submit and get basic training and equipment and dispatched to war.
Or maybe no outside force shows up. Maybe the mayor's corrupt or a jealous villager decides they want you dead or two big clans in town start feuding. Or maybe just lightning strikes a building and you need to help put out a fire or drag people inside to safety.
I need to figure out how to juggle all of this. Maybe a politics option. So you can avoid areas with a lot of large-scale, international fighting, and small areas with tendency to feud or fight civil wars.
You'd have to have a button to push to choose between
>No hostility. Peaceful town life.
>Minor accidents and troubles to deal with.
>Conflicts within the town
>Conflict with other towns
>Conflict within the nation
>Conflict between two or more nations
>Conflict between worlds
That last one could be fun. Some world-unifying civ in some other dimension might begin invading yours and as a result a portal would open outside of town and you'd have to organize a militia to fight the invaders back or hold the line until the Kingdom could send a battalion to do the job.
>with proper boat combat and integrated into the gameplay (as in trade routes with a map design to make it work)
>slightly better combat (a bit more fluid and some mechanism to execute attacks with varied intensity).
>more in depth economy and city development
>better commands while in-combat and giving orders to your units while on the map (follow my orders motherfuckers!)
And that's it. I'd like a finished Outerra engine to run it, just make a continent or two and we are good to go.
After recently playing both Neverwinter Nights 2 and Divinity: Original Sin:
>Open world (obviously)
>Proper scale, none of this 5-house-town shit.
>Based on some D&D ruleset that isn't 3.5. Maybe 4E, maybe Fantasycraft, maybe 2E, but something that allows for large amounts of fine control over the abilities a character has to interact with the world.
>Properly party-based, though single-person FPSRPG could work too as long as it has advances systems for stealth and combat, or a solid Turn-Based system in combat.
>Fuckin' real dungeon crawling. Requiring light source management, lots of realtime checking for traps and things.
Actually, with the advent of online, drop-in/drop-out multiplayer, I'm thinking that maybe it could be a system where up to 4 people play a first person RPG (like Morrowind) in a party, but they're playing it a bit like MMO dungeons where everyone has their own job and agency (Rogue gotta be checkin' for traps, Cleric turning undead and stuff, etc.), and a DM in realtime adding enemies or treasure or challenges for the players as they go through it.
That might be cool.
dark souls combat and graphics
Elder scrolls type open world
Legacy of kain style of dialogue/ voice acting
dark age of camelots pvp
dragon quest orchestrated soundtrack
One day, anon. Faith in Toady.
I actually had a dream about a game. Here's what is was.
>a game similar to Journey
>more immersive gameplay features
The problem is, nothing underwater is scary.
I mean, it's scary in theory, I guess, but it really only matters if YOU are in the water too. Like, if you're on dry land (or inside a station), fish can't get to you no matter how scary they look. And if the game is just based on the base bursting open, well if the water pressure didn't kill you instantly, I guess you'd just float there helplessly until some big, fictional sea creature eats you? I mean, you can't really expect to be fighting off giant sea monsters in any way, but they're also not scary unless you're in the water with them, and if you are, it's just a "game over" screen.
So I don't really see what the actual gameplay of a game like Pressure could be if it's attempt is to be realistic.
I just realized this could replace Harvest Moon/Rune Factory as well.
Turn off the conflict, make sure vegetables have quality levels, allow you to influence those with proper treatment, fertilization, etc.
But then of course you'd get to choose between growing them traditionally or using magic, assuming you didn't disable magic.
Do you spend the 200 gold from your first harvest on Geomancy lessons or do you spend it on more seeds and some fertilizer so your next harvest is even better?
And it wouldn't be "buttons" for the hostility/conflict settings, it'd be sliders. So you can have like one in-town crisis per year or 10. And then you can have anywhere from one internal war in 100 in-game years to constant war. You can mix and match these as you see fit, so you can have a hostile home and hostile world, or a peaceful village in a chaotic world, or a hostile village to play with while a peaceful world watches on.
Maybe these settings influence race generation. Maybe by default hostile settings make the races generated for the world more avian or reptile, while peaceful settings favor mammalian like features, so a mean world produces reptile-men and a peaceful one produces rabbit-like features.
But you'd need to be able to turn this off, so players could make worlds of vicious bunnies and gentleman crocodiles.
The dream is real.
>Custom Robo combat
>Custom Robo setting
>Strange Journey tech
>Megaman Legends aesthetic
>Persona visual novel during non-combat
>Pre-rendered backdrops for non-combat areas
>Dark Souls online player-vs-player connectivity
>Three factions/routes for story and online PVP
Fuck. The day that Toady reaches this level of complexity and some other genius creates a seamless advanced version of stonesense is the day that Dwarf Fortress becomes the greatest game ever made. I can already see the fucking stories, man. It's gonna happen.
It's inevitable, truly.
And it'll happen well after the rise of Oculus Rift and even more immersive technologies. IS YOUR BODY READY?
I dunno man, back in 2008 people were coming up with some really great gameplay scenarios.
Namely smaller, human sized eel monsters that could invade flooded parts of the base.
And then swimming in the open ocean between base sections would be like SA-X in metroid or pyramid head I assume.
in other words
Like a giant serpent wouldn't have cause to eat you unless you used your flashlight or swam erratically.
Or if it became too AAA, inevitably enemies like this guy would show up.
I experimented with designs as an exercise back when some of the first people were wasting their time "making" Pressure. My only idea was that if you want it to be an actual game, you need some sort of enemy that can engage with the player in a way that isn't just "Omg ur in water watch out for the sharks who eat you". A game just doesn't work very well if the only gameplay is fighting off water-based enemies, especially considering underwater levels are always the worst in every game.
It just didn't end very well.
>Open world RPG set in the Half-Life universe
>Witcher style morality system
>hybrid character creator some where between Saints Row and TES, pick voices, personality, looks, race etc.
>3rd person perspective
<Exploration of the HL universe
Well I always thought the point of the game was to show you COULDN'T beat the monsters, which is always the scariest thing.
>seeing pic related before shit hits the fan/GAME OVER
But I liked the idea of little evil lampreys, crazy humans trying to survive, crazy humans trying to release radiation to strengthen the monsters, and especially doing several steps around the whole station in order to set up a trap/device to kill the big ones.
It always seemed like the station (I forget what the ended up calling it) was the real enemy in the game. Always changing and reacting to your choices/enemy activity. Trying to find maps and fire escape placards to figure out where the fuck you are going and how the hell you can get out of there.
>>skyrim combat but better
the whole was awful, bland and generic - but the combat was one of the major flaws.
how could someone want that?
but the rest seem kinda good.. just don't understand what does the fallout nv leveling system better than any other fallout...
still, the closest you can get with those settings is kingdom come: deliverance and a bit of mount&blade bannerlord
hopefully they won't be shit.
>Skyrim combat but better
So you want the shit stained corn from a log of corny shit? That's your dream food?
It's better than Fallout 3 which is the only fallout which did it bad. And OP is an underage who never played 1 or 2. Proved also by the fact he thinks dream worthy combat would have anything to do with Skyrim.
>Say pc and next-gen release only
>Not saying PC and CURRENT-GEN only.
>Being a flithy pleb and wanting it on consoles in the first place
>Mod Support on consoles
Are you fucking retarded, or are you doing this on purpose.
Here you go OP, this is my dream.
A sandbox game built around you and a group of people getting together to build a base for yourselves. The game is a FPS MMO where you and friends go and create a base for yourselves on plots of land, with extremely in depth base creation tools. Other players have to compete for land to build their bases, so they come to the base youve built to take it from you, since youve built it you have home field advantage, making each raid of another players base a new experience. The more bases you take gives you more land to expand your base in, more efficient player groups having large plots of land. Base creation being a huge point of the game, having an effective base building player who can create bases to utilize your teams strengths and weaknesses are heavily sought after. Large amount of guns of many different projectile types to facilitate different forms of gameplay and to make each base raid that much more unique. The more victories over other players you achieve gives you options to customize your character aesthetically, meaning the more skilled you are the better you look, which means a visual representation of who is better and who you can handle in a fight. Groups warring between one another can be side swiped by third parties if the battles carry on for too lengthy of a time, creating moments of chaos as three teams fight for the base theyre in.
base building and team coordination between builders and team members to be crucial to surviving, meaning writing up blue prints and showing others what youve made, then discussing ways to improve it to increase your chances of survival in a raid of your base. Everything from placement of Windows, boxes, doors, hallways, open rooms, stairways. If you had a whole team of shotgunners, creating a giant maze like base with no long hallways would be a way to use your base building and team play style to your advantage. In a situation like the maze base something like a sniper rifle wouldnt be as effective, meaning that you need to stick with your team to better utilize your weapons strengths because youre in another groups base and dont have the advantage.
>RPG set in the wild west
>Legit fucking western, no fantasy, no steampunk, no bullshit
>cool story and quests
>lots of dialogue options
>drop-in multiplayer and randomly generated NPCS so interaction can actually seem fucking genuine
this will never exist, there's nothing even close
why do people not like westerns as much as i do?
The problem is context in horror.
In Amnesia, the monster is scary because you can't fight it, but it is also there to endanger you, but you have enough agency to stay alive by running away and hiding. It's like being in a real confined space with a monster.
Just staring at some big, dark shape that looks like a big hungry fish without any way to save yourself, what's the point? Where's the horror? You're just watching yourself die because there's nothing you could possibly do.
But then, why would something so big even pay attention to you if you're so small? Fish in the deep sea are blind, how could they see you inside a station? And if they could, why would they cognate that you're somehow food, and breaking the glass to get to you is a thing they can and should do?
A 2D dungeon crawler/metroidvania where you explore a huge dungeon in a non-linear fashion. Unlike a lot of metroidvania games out there, the item requirements for progressing would be very minimal. The movements would be somewhat tanky (think Out of This World) to give it that slow paced, cautious feeling. Also puzzles, not too many enemies and an eerie atmosphere.
That's what I really want to make and hopefully will make one day.
Once again I sorta thought that was the point.
Like going into the open is basically an "instant game over" (ie bottom of the screen in sidescrollers) but if somehow you get the proper upgrades and equipment it's something that suddenly isn't so scary.
>Harpoon guns, sonic emitters, etc. Something to ward off the instant death, giving a reason to swim across the expanse to save time going through corridors.
Or like a little submersible you find that you can plausibly escape to the surface with, which then becomes a battle of avoiding the giant monster/using weird weapons on board to distract it.
Or like "You must get this important component on the seabed".
So you use some sound emitter than attracts all the biggies to investigate it, and then sneak past them to get the part you want.
I dunno, I almost never thought of "combat" in Pressure, just sudden events that you have to wit your way out of quickly. Constant enemies ruined deadspace for me.
Sounds very plausible if you get the experience to make it. Like it wouldn't be that technologically complex to make.
However I've realized that the only way my dream story could exist is in video game form. And the only way it could possibly play well and serve it's thematic purpose would my as a third person open world action RPG with a massive budget.
>Woe is Me
That is my dream game. It's just...I just don't see a company making a game like that, I myself am not a game designer, nor do I see myself becoming one, but that combination of things I mentioned in my posts is exactly what I want.
One of things that always turned me on to shooters (Especially Time Splitters) was the map building aspect of it, creating maps for you and your friends to play. I just want to take it to the next level, and have it be an entire planet of people vying for room to build a base, but with so many different things you place that you can create an actual living space instead of just a bunch of corridors and copy paste walls.
>Fallout New Vegas
>with Caesar's controlled area added
>Star Wars with 1313 bounty hunter premise
>travel around the planets (read: not just chest high corridors
>hunt down bounties
I suppose more of a single player SWO
>goes from KotOR to New Republic
>Land to Space battles
>Galactic Conquest with more Total War elements
A game where I can play as qt3.14 milf who struggles to keep her baby boy and herself alive in a post-apocalyptic alien-invasion setting.
It'd be one of the most heart-wrenching and sad things to ever be made into a video game.
Until the son becomes the CHOSEN ONE to bring piece with the aliens because his mother was secretly inseminated by an ancient alien to prevent the destruction of earth.
JK, your game actually sounds like it could be GOTY material if there were actually games that came out just for the story.