Ever seen the movie Blue Thunder? Helicopter dog fights over city streets. Flying real fast the avoid getting shot down dodging the buildings and setting. Kinda like that unreleased game Propeller Arena, but with helicopters. Cause like the movie demonstrated, you could hover behind a building to get the drop on the other guy looking for you.
Either a modern reboot of Super Thunder Blade, or make a full game of Cobra Command, instead of an FMV game, its a full blown playable game with the scope the old FMV game showed.
Look me in the eye and tell me you wouldn't play it.
Kingdom Hearts combat, in the sense that attacks home-in on enemy targets, context based, meaning that the kind of attack performed depends on the distance from the target, if they are air born or on the ground, the number of targets surrounding the player and the health of the target. So any attack in the combo can become a finisher depending on these variables.
Ninja Gaiden style de-limbing, depending on the target's health or how they were hit, it could result in a body part being severed from the target.
Crash Bandicoot 2 style hub world, where you enter portals to different worlds. After finishing all portals, you can either travel up to the final boss or down for an endless arena survival mode.
Survival mode in the style of Devil May Cry 4 bloody palace, and progresses like Kingdom Hearts Olimpus Colusium cups, where yoy select a cup and fight to the end.
Each portal takes you to a linear level like in the Crash Bandicoot games on the PS1, but it's wide enough that rotating the camera around actually makes sense to see everything.
These linear levels have a progression like in Quake, in that finishing one linear map sends you to the next linear map, and there are branching paths. All in all, there are 6 segmented levels inside each of the 6 portals.
And there is a final boss at the end of each.
So, 6 portals, 6 levels and 6 bosses.
666
There is a degree of randomness to the design.
The game has an invisible clock that determines the time of day, weather/season of a level.
If the game finds that you are playing too good, it can drop a boss on top of you like in Dragon's Dogma: Dark Arisen.
There are levels that change the gameplay to break monotony, these are based on arcade video game genres, levels that play like caravan shooters such as Blade Buster or levels that play like driving games such as Outrun 2.
Going up the warp room, is 4 segmented levels to get to the final boss, but there are bosses per segmented level.
Secrets are scattered about and mechanics that the game will never explain, so there are always things to keep the player surprised.
I too want a game where chamber pots get dumped out windows, lepers lay dying in the streets, forced conscription of the peasantry is the norm, disease is rampant, and medicine is worthless. And on the bright side, every man gets to wear a codpiece and every woman a corset.
I too want a game where chamber pots get dumped out windows, lepers lay dying in the streets, forced conscription of the peasantry is the norm, disease is rampant, and medicine is worthless. And on the bright side, every man gets to wear a codpiece and every woman a corset.
A Mad Max-esque game with an actually interesting world (read: an open world that isn't like the boring open world stuff you see everywhere in gaming), lots of vehicles, deep customization, realistic driving physics and a good procedural system for side missions with a lot of variety.
- A game with clear creative vision.
- An engaging, sprawling narrative that retains a tight pacing.
- Plenty of cutscenes.
- Snappy yet considered dialogue from characters that are always trying to make smart decisions.
- A single player campaign of at least 5 hours on a first playthrough.
- Gameplay systems that are easy to learn, hard to master.
- A clean, minimal UI.
- Memorable score (critical)
- Must be Sandbox, not open world.
- Absolutely zero microtransactions of any kind.
- A fully fleshed multiplayer that permits at least 3v3 PvP.
- Well designed, memorable bosses
- Variety mini-game modes of play
- A game with clear creative vision.
- An engaging, sprawling narrative that retains a tight pacing.
- Plenty of cutscenes.
- Snappy yet considered dialogue from characters that are always trying to make smart decisions.
- A single player campaign of at least 5 hours on a first playthrough.
- Gameplay systems that are easy to learn, hard to master.
- A clean, minimal UI.
- Memorable score (critical)
- Must be Sandbox, not open world.
- Absolutely zero microtransactions of any kind.
- A fully fleshed multiplayer that permits at least 3v3 PvP.
- Well designed, memorable bosses
- Variety mini-game modes of play
- A game with clear creative vision.
- An engaging, sprawling narrative that retains a tight pacing.
- Plenty of cutscenes.
- Snappy yet considered dialogue from characters that are always trying to make smart decisions.
- A single player campaign of at least 5 hours on a first playthrough.
- Gameplay systems that are easy to learn, hard to master.
- A clean, minimal UI.
- Memorable score (critical)
- Must be Sandbox, not open world.
- Absolutely zero microtransactions of any kind.
- A fully fleshed multiplayer that permits at least 3v3 PvP.
- Well designed, memorable bosses
- Variety mini-game modes of play
Hi, I'm a representative from UbiSquarEAninteSegaNKvsCapcom (pending merger approval). I've reviewed your proposal and we've concluded that we will go through with your game, but with a few modifications:
We are going to bring on a bunch of different directors to work on it. Good news, though, Uwe Boll and Zack Snyder said they'd love to do it so long as we have at least one classic franchise represented. And Joss Whedon is coming on board to script doctor if anything goes wrong.
We're going to keep that narrative tight so that it can continue onto the sequel/additional disc sold separately. We can not guarantee the pace is the same from one to another.
Plenty of cutscenes, you say? We'll make sure it's hard not to trigger one.
Well, like we said, the dialogue is in good hands, and we'll be adding in a little sidekick who always thinks he knows best and gets into all sorts of trouble so our smart leads can go chasing after him.
What if we make the single player part multiplayer? And we make that a mandatory feature. That way, we won't have to include a multiplayer mode.
Gameplay is going to be pretty complex, so it might be hard to learn. But don't worry, we'll balance that by making it easy to master.
The UI is going to have everything on it. No submenus needed; just look in any direction.
Ooh, music. Okay, so we'll save money if we just hire some late 90s to mid-00s buttrock bands and call it a retro flashback to the good old days of music.
Sandboxes sound hard. How about you can build one house in one part of the open world, which you should have room for in the vast empty parts of it?
Maybe a few microtransactions? Like say, you can play through and earn §1 per enemy you kill to buy the glowld armour for §3000, or you can just buy the glowld armour for $3000. You earn enough at work to make that more efficient, right?
Multiplayer should work like the single player mode, but PvP will require a minimum 50v50 at once. Gotta pay for those servers!
Could you also make sure to include tutorials up until the final boss fight of the game?
I'm also enamoured with the prospect of having to create an account for each one of the companies that merged to comprise your Megacorp.
And, and, if it's not too much to ask, could you make sure it releases in a buggy, unplayable state for upwards of 3-6 months, and then blame me the consumer for demanding devs meet a time limit I have no recollection of setting?
I'm referring to end result. The ability to produce (through iteration or otherwise) a cohesive experience. A "whole" thing, that embodies the creator(s) intention.
All games that hit the market have gone through (or at least are supposed to have gone through) rigourous testing and iterations, yet the end result can still lacklustre if any single component is lacking in substance and/or completeness, in conception/execution
A world that isn't just open spaces, idling from A to B. Size is nothing without depth. Characters that are more than simple quest givers; they need to have actual personalities, routines.
Player agency should exist within interesting, meaningful decisions, but the world should also run irrespective of the player. Commerce and trading should obey valid dynamics.
There’s this huge patch of something green that you can traverse on, everything around you makes you feel alive, the environment is comprised of various brutalist structures and you can actually talk to someone that isn’t an npc!
Great graphics, high difficulty, boring main quest, great side quests, very grindy. Limited-time free to play, high monthly subscription fee thereafter.
An open-world RPG with a fighting mechanic similar to the soul games.
It wouldn't have a set story, the game would start with a character of a background you choose (royalty, farmer, adventurer...) And that background would put you in a different starter area depending on what you picked.
Different skills/proficiency would be available to develop with a variety of activities. Stealth, mining, crafting, combat skills...
There would be a lot of NPCs that give you quests and through those quests you'll get to learn about the world and about different factions you can join.
A key aspect would be the factions: you join one and start to climb ranks in them, ultimately becoming the leader figure (or the right hand of the leader)
A party system with up to 2 more NPCs/followers. If you want to do something but you don't have the required skill (like opening a chest that is locked) you can take an NPC skilled in that and they'll do it for you.
Friendship system that can lead to romance/brotherhood oath. The NPCs would have routines and so the game would have a calendar and time system (you would be able to find certain NPCs doing specific activities on Mondays only, or during night time only)
The enemies would level up as you do, certain areas would have enemies that are always a higher level than you are. Some enemies would only start to appear once you reach a certain level and/or you clear a specific quest. Some quests can lock you out of others, and as you clear more quests, the world around you change (for example you clear a quest to kill a dragon and later on you find a village under construction in the area where the dragon was)
The world setting would be like in the etrian odyssey games: fantasy world with monsters, different races and magic, but underneath all of that lies the ruins of an old world: skyscrapers, old facilities like laboratories, even entire cities in ruins.
Thanks to that, some enemies in certain areas could be robots or even humans of the old world that just woke up from crio sleep. You could even get a robot as a follower
I had this idea of a Final Fantasy mish mash game. It takes the concept of Final Fantasy I, where you have to create a party of four.
You don't get to create characters from scratch, instead you select from existing playable characters from Final Fantasy I to X-2, this includes Tactics, Tatics Advance, basically any game that was still published by Squaresoft and has turn based combat.
So you select characters from these games, you do not get to name them. But you get to create their back story. After creating your cast of four heroes, you have to assign each one a backstory, where in the world they grew up or came from, if they were isekai'd or not, what kind of life they had before the story. Did they come from bad or good families if at all? etc.
Depending on the back stories you give the characters it affects what happens in the overall story.
The general idea is that one of the four becomes a traitor or dies, if they are a trator they might be redeemed later depending on the direction of that play through.
Just like how Final Fantasy I, was a homage to Dungeons and Dragons, this game has randomization for each play through, the world will always be the same, but the story is dynamic for each play through, certain events or factors will still remain the same, crystals play important roles in the plot, there is a aky ship, there are Cid characters, chocobos, moogles, bangas and vieras, you get to explore the world of Final Fantasy I, but how the plot progresses, main events, who the final boss becomes, will depend on character back stories and motivations. Depending on player choices, it could shift who the final boss is at the end, as the final boss is also dynamically chosen from any of the final bosses from the different games in the series.
The combat is ATB, like in X-2 with job switching and all.
Post automatically merged:
Battle Realms but it plays like Dune: Battle for Arrakis on the Sega Genesis, controller friendly and selecting a building pauses the game for me to select the unit or action I want.
Also an FPS like Quake, simple like Doom but 3D, automatically switch to melee attacks if an enemy is within range of a melee attack, and the kind of attack is dynamic depending on the enemy's position reletive to where the player is facing. If they are to the side, attack with a shove, if infront they get punched or gun whipped, etc.
Main weapon functions like Devil Daggers, tapping fire gives a shotgun like spread, holding down fire shoots like a machine gun.
Infinit ammo for main weapon, 2nd weapon is basically the granade launcher from Resident Evil 5, shoots six different ammo types. ( explosive, flash, acid, flame, electric, nitrogen )
You do not have regenerating health, but you do have regenerating armor. Armore functions like in Quake, having max armor, in this case 255, lets you absorb damage 100% for 1 attack.
I've been thinking about my dream game for so long that I ended up writing a huge .txt full of ideas, lol.
Basically, it’s a mix of Minecraft, Cube World, Terraria, Elder Scrolls, and some strategy elements from Total War/Paradox games. A procedurally generated world with realistic terrain (mountains, rivers, caves) plus fantasy elements like floating islands, dungeons, and giant trees. Latitude would affect climate and biomes, and different continents would have unique monsters, fauna, flora, and architecture inspired by real-world cultures.
Gameplay? Like Elder Scrolls but with a bigger focus on melee/ranged combat—swords, blasters, bows, even siege weapons and early firearms! Resources would be scarcer than in other games, encouraging trade and cooperation.
And the strategy part? The map is split into regions, each with a capital. Player clans could take control, manage cities, wage wars, or engage in diplomac (just like in grand strategy games).
There’s this huge patch of something green that you can traverse on, everything around you makes you feel alive, the environment is comprised of various brutalist structures and you can actually talk to someone that isn’t an npc!
Brutalism is to architecture what PS2 graphics are to gaming: Nifty at first, but then you realize it looks like crap compared to everything else we have now including its own contemporaries. I will take any other architecture style, including the new 5 over 1 style (which is honestly underrated and much better than amateurs think it is), over brutalism. (Well, okay, maybe not baroque. Maybe.)
Brutalism is to architecture what PS2 graphics are to gaming: Nifty at first, but then you realize it looks like crap compared to everything else we have now including its own contemporaries.
My point was the PS2's graphics looked good if you never saw the GC, XB, or even DC's graphics. (Note that PS2 RE4 looks worse than GC RE4.) And they are very muddy and grey when compared to later generations.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.