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Games you want that'll likely never exist


Barothmuk

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-Cyberpunk elves, dwarves,... basically Shadowrun without magic and dragons...

 

I've always kindof wanted some kind of mix between Lord of the Rings and Mad Max. Like majestic elven and dwarven kings with tattoos and piercings riding death buggies in the wasteland.

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Wizardry 9

Might and Magic XI (from the talks of the devs, I got the impression that MMX:L didn't sell well enough for a sequel to be possible -- sadly enough, I liked that game)

 

I had this weird idea some time ago that it might be "cool" (if that's the right word) to have a kind of blobber style scifi adventure RPG that utilizes a sort of "Looney Tunes gone wrong" set up that mixes charicaturized Bugs Bunny style characters with grim reality and horror themes with a David Lynch and David Cronenberg inspired twisted reality storyline. A sort of violent "art house" game, or something. :lol:

 

I'd buy that.

Perkele, tiädäksää tuanoini!

"It's easier to tolerate idiots if you do not consider them as stupid people, but exceptionally gifted monkeys."

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Reminds me of the Twilight Zone rabbit trick:

 

https://www.youtube.com/watch?v=hJoPNBEdduk

Quite an experience to live in misery isn't it? That's what it is to be married with children.

I've seen things you people can't even imagine. Pearly Kings glittering on the Elephant and Castle, Morris Men dancing 'til the last light of midsummer. I watched Druid fires burning in the ruins of Stonehenge, and Yorkshiremen gurning for prizes. All these things will be lost in time, like alopecia on a skinhead. Time for tiffin.

 

Tea for the teapot!

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A sandbox Pro-Wrestling game where you can venture outside the ring and arena --into the outside world and do some real public mayhem. Carjack my way up to a tank and face off against some superheroes.

 

I could see this as a Luchadore based game. Like the El Santo / Blue Demon films where they'd fight in the ring, walk outside and be attacked by a horde of alien dwarf wrestlers working for Bond-Style super-villains, vampires and/or Aztec Mummies.

 

I'll quote myself from similar threads about something I'd like to see that'll never exist:

I'd also take a 1930s era pulp style game too (some of the pulp villains are just as crazy as anything High Fantasy or Sci-Fi - for example THE OCTOPUS by Norvell Page - throw in late Lovecraft, Dashiell Hammet, a little Shadow, Doc Savage, Spider and Avenger, some of the historical period - prohibition, gangsters, Japan's invasion of Manchuria, etc and you have a whole lot of things to design from)

 

 

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I cannot - yet I must. How do you calculate that? At what point on the graph do "must" and "cannot" meet? Yet I must - but I cannot! ~ Ro-Man

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As far as games that will never exist... Don't be so sure. Random seeded procedural content generation has a long way to go. Just look at things like SpeedTree and other uses of the golden ratio. How long before faces and even whole models can be generated in this way? What about dialogue? Well, just look at Siri. I can imagine a day when almost all content generation for game development goes the way of generate and touch-up. At which time, most of the development effort will probably be in writing the story, game mechanics and parameters for the content generation.

Fere libenter homines id quod volunt credunt. - Julius Caesar

 

:facepalm: #define TRUE (!FALSE)

I ran across an article where the above statement was found in a release tarball. LOL! Who does something like this? Predictably, this oddity was found when the article's author tried to build said tarball and the compiler promptly went into cardiac arrest. If you're not a developer, imagine telling someone the literal meaning of up is "not down". Such nonsense makes computers, and developers... angry.

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A Skyrim that is very well written and with good first person combat mechanics.

 

A well written GoT RPG looks and plays similar to Skyrim? 

 

 

At which time, most of the development effort will probably be in writing the story, game mechanics and parameters for the content generation.

 

From what I gathered it seems like devs don't care about writing a story for a game procedurally generated, they think gameplay & exploration is enough, which is why I don't like it. I like sandbox systems(f.e. some npc/s roaming the game map off screen - lucky/unlucky encounters with them) better than procedural things happening as we go(f.e. the same npc/s just spawns near the player for his convenience).

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Alpha Protocol sequel. Spiritual or "proper". Preferably with SIE and Heck cameos.

 

 

Stalker 4: *sob* One of the best game series ever. I want more!!

 

Yes. YES!

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- When he is best, he is a little worse than a man, and when he is worst, he is little better than a beast.

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At which time, most of the development effort will probably be in writing the story, game mechanics and parameters for the content generation.

 

From what I gathered it seems like devs don't care about writing a story for a game procedurally generated, they think gameplay & exploration is enough, which is why I don't like it. I like sandbox systems(f.e. some npc/s roaming the game map off screen - lucky/unlucky encounters with them) better than procedural things happening as we go(f.e. the same npc/s just spawns near the player for his convenience).

 

Right now they don't. But, as the technology changes it will be possible. Not with the story itself, but with the locations and NPCs involved. As far as NPCs wandering off map, that's typically a bug. That or, IMHO, a lazy developer who's created a spawn and/or move function/procedure/method that does not position check. The vid below shows how basic bounds checking is, but in this case it's for a 2d object in the game window instead of an actor on a map. Things get more complicated in 3D and, using middleware can obscure game object procedures and increase the possibility of bugs. Alot of Skyrim's issues stem from that I think, especially the long running NPC navmesh issue they had for player mods. However, the principal is essentially the same. (create new NPC, check if randomized x, y and z are beyond player navigable x, y and z.)

 

Fere libenter homines id quod volunt credunt. - Julius Caesar

 

:facepalm: #define TRUE (!FALSE)

I ran across an article where the above statement was found in a release tarball. LOL! Who does something like this? Predictably, this oddity was found when the article's author tried to build said tarball and the compiler promptly went into cardiac arrest. If you're not a developer, imagine telling someone the literal meaning of up is "not down". Such nonsense makes computers, and developers... angry.

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At which time, most of the development effort will probably be in writing the story, game mechanics and parameters for the content generation.

 

From what I gathered it seems like devs don't care about writing a story for a game procedurally generated, they think gameplay & exploration is enough, which is why I don't like it. I like sandbox systems(f.e. some npc/s roaming the game map off screen - lucky/unlucky encounters with them) better than procedural things happening as we go(f.e. the same npc/s just spawns near the player for his convenience).

 

Right now they don't. But, as the technology changes it will be possible. Not with the story itself, but with the locations and NPCs involved. As far as NPCs wandering off map, that's typically a bug. That or, IMHO, a lazy developer who's created a spawn and/or move function/procedure/method that does not position check. The vid below shows how basic bounds checking is, but in this case it's for a 2d object in the game window instead of an actor on a map. Things get more complicated in 3D and, using middleware can obscure game object procedures and increase the possibility of bugs. Alot of Skyrim's issues stem from that I think, especially the long running NPC navmesh issue they had for player mods. However, the principal is essentially the same. (create new NPC, check if randomized x, y and z are beyond player navigable x, y and z.)

 

 

 

I wrote off screen, not off map; not a bug but a good feature: f.e. You can cause an NCR officer to move from Primm to some NCR camp to the east of the map(forlorn hope?) in New Vegas and you can actually see him move from Primm to NCR camp in pip-boy map(provided if you have a quest goal to talk to him), you can even follow him in real time in the game/you can meet him at any point on his journey as opposed him being despawned in Primm and respawned in NCR camp. Tho things like these happen often in gamebyro games. When you see this and then you play games like Far Cry or DAI, you can see how lazy the devs are spawning everything around you as you go. Sometimes when you turn around and back again things spawn in front of you(in DAI) it isn't even funny. ...What I meant by sandbox systems.

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So Lexx's post over at the Psychonauts 2 thread gave me an idea for this one:
 
 

Broken Age probably would have been more popular if it'd be a game about pirates.

 

I want a Ron Gilbert headed Monkey Island that explains what the hell happened at the end of Le Chuck's Revenge.

No mind to think. No will to break. No voice to cry suffering.

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A well written GoT RPG looks and plays similar to Skyrim? 

 

I do like the world and the way it feels. But it doesn't play well hence I want better mechanics. And the writing is terrible.

 

 

If it'd be a well written RPG in Westeros that looks similar to Skyrim, I would suck it up and play with whatever's the gameplay. 

 

But let's see Kingdom Come: Deliverance first, maybe it would set a better example. There is also the obvious Witcher 3 but I don't like the third person view in it; exploration cam's distance/angle/fov/being third person limits the way I can appreciate the great scenery.

Edited by Quillon
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I would love a proper Birthright game. It was my favorite D&D setting. Roleplaying as a ruler or merchant-prince, or some such important figure.

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The area between the balls and the butt is a hotbed of terrorist activity.

Devastatorsig.jpg

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An exploration archaeology/treasure hunt game with little or no combat.  Fairly open levels where you visit nearby villages, talk to people, and hunt for information/clues, then descend into ruins and tombs and catacombs searching for relics, dodging traps, and puzzle platforming.  Basically a Tomb Raider that went in the polar opposite direction that Torture Porn Raider went.

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🇺🇸RFK Jr 2024🇺🇸

"Any organization created out of fear must create fear to survive." - Bill Hicks

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Freespace 3 perhaps. But like 2 and not very arcadey.

 

And maybe a 40k total war game, somehow. Barring that a CRPG of Dark Heresy

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Why has elegance found so little following? Elegance has the disadvantage that hard work is needed to achieve it and a good education to appreciate it. - Edsger Wybe Dijkstra

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Basically a Tomb Raider that went in the polar opposite direction...

...of every TOMB RAIDER since the first one?

I cannot - yet I must. How do you calculate that? At what point on the graph do "must" and "cannot" meet? Yet I must - but I cannot! ~ Ro-Man

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Basically a Tomb Raider that went in the polar opposite direction...

...of every TOMB RAIDER since the first one?

 

No.  

 

The first Tomb Raider actually had very little combat and what little combat there was was mostly against animals.  That game was heavily focused on puzzle platforming, (I'm guesstimating here) about 85% exploration and puzzle platforming and 15% combat, and thus is my favorite game in the series.  Every Tomb Raider after gradually increased the combat percentage (much to my dismay) to the point where Underworld was like 65% exploration and puzzle platforming and 35% combat.  Even with the increase in combat, that game was still focused on puzzle platforming (though much less than I'd like).  Then Torture Porn Rider pushed it much further in the combat direction to the point that the 2013 reboot was about 75% combat and 25% exploration.  I purposely didn't mention puzzle platforming because, while technically there were some puzzles, they were so childishly easy that it was flat out insulting, thus I argue they don't count.  I'm not saying this as an exaggeration for emphasis, I legitimately felt insulted by the "puzzles" in Tomb Raider 2013.  The earlier games, though less about puzzle platforming than I'd like, still had puzzle platforming as an integral part.  The "puzzle platforming" in the reboot felt like an afterthought, like they were patronizing me.  It was sad.

 

Anyway, what I want is a game even less combat focused than the first Tomb Raider and more open and with more human (non-killing) interactions with people.  Like talking to them.

Edited by Keyrock

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🇺🇸RFK Jr 2024🇺🇸

"Any organization created out of fear must create fear to survive." - Bill Hicks

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Wizardry 9

Who owns the rights to Wizardry right now?
It would be real fun to do something similar to Wasteland 2 where we get the leading lights of the series (Woodhead, Bradley, Brathwaite) back together for another game.


Considering that Wizards of the Coast doesn't seem to have a problem with making money off previous editions anymore, I'd like to see a game which contains a perfect implementation of the 1st Edition ruleset, including stuff like potion effect mixing, and all that weird **** from Unearthed Arcana. (Not to mention the Bard being essentially a superhero).
I wonder how you'd implement all those different types of insanity, though... Edited by TrueNeutral
merged double posts

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The first Tomb Raider actually had very little combat and what little combat there was was mostly against animals.

 

 

Perhaps it shows a distinct lack of empathy to my fellow man but the sheer amount of endangered species that Ms Croft slew in her earlier outings really made me uncomfortable, as opposed to her few runs in with fellow treasure hunters. I'm such a big wuss when it comes to this, in the Witcher i'll ride away from bears and wolves when at all possible. As for her slaying of the dinosaurs she found, I was aghast to say the least, 65 million years of extinction and the young lady decides she has a right to decide their fate once more?

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Quite an experience to live in misery isn't it? That's what it is to be married with children.

I've seen things you people can't even imagine. Pearly Kings glittering on the Elephant and Castle, Morris Men dancing 'til the last light of midsummer. I watched Druid fires burning in the ruins of Stonehenge, and Yorkshiremen gurning for prizes. All these things will be lost in time, like alopecia on a skinhead. Time for tiffin.

 

Tea for the teapot!

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The first Tomb Raider actually had very little combat and what little combat there was was mostly against animals.

 

 

Perhaps it shows a distinct lack of empathy to my fellow man but the sheer amount of endangered species that Ms Croft slew in her earlier outings really made me uncomfortable, as opposed to her few runs in with fellow treasure hunters. I'm such a big wuss when it comes to this, in the Witcher i'll ride away from bears and wolves when at all possible. As for her slaying of the dinosaurs she found, I was aghast to say the least, 65 million years of extinction and the young lady decides she has a right to decide their fate once more?

 

Ideally, Lara would have had a tranquilizer gun rather than her dual pistols.  That said, after seeing her origin story in the reboot, it's pretty clear Lara is just a stone cold killer and sociopath.  I mean, there is that brief moment when she momentarily struggles with her first kill.  A short time later, she's just murdering everything that moves on the island.  I doubt Lara is concerned with the preservation of life in any form.

 

Anyway, I've harped on that game long enough for now.  Apologies for the ranting.

Edited by Keyrock
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🇺🇸RFK Jr 2024🇺🇸

"Any organization created out of fear must create fear to survive." - Bill Hicks

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