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Old 04-29-2019, 02:17 AM
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If you could design a perfect video game


Assuming there's no limits on number of polygons, time and effort needed and that you could have any video game you'd like, how would it look like, would it be an improved version of a game that already exists, a combination of different games, maybe something completely new?

Here's mine, to sum it up it's Gta with a realism level slider set on 9000, so Gta, but:

- with more RPG elements (real jobs (military officer, factory worker,...), several choices to talk with pedestrians, to ask them for directions, ability to buy&sell stuff from street sellers, etc.)

- realistic vehicle physics for everything, not just good car physics and bad plane physics

- several large cities and many smaller towns that are really far from each other (at least a distance of an hour or two in real time between large cities, so that when you travel to another city to do missions, it feels like a whole new journey)

- different countries with their own police and army factions. These factions can occasionally enter a war and fight other's armies,etc. (think of gang wars in Gta San Andreas or Saints row 2, but on a much larger scale, this would also affect pedestrians, traffic,etc.)

- meaningful public transport in which you can ride in first person, trains, buses, subways, airplanes (so that you reach cities in 10, 20 minutes instead of driving for hours)

- police that doesn't know automatically who and where you are if you commit a crime with no one around and police that doesn't send dozens of cars and choppers on you, but also police that will keep passively searching for you until you bribe someone or escape to another country somehow. If you kill someone and no one sees it, you still might get wanted after some time (due to police investigations), stolen cars will not automatically have police chase them (unless you are seen breaking in), but if you drive a stolen car and don't change the plates, the police will start chasing you when they see you. If chased by the police, you could hide and wait for them to go away and they won't just spawn to wherever you are like they do in Gta, so it would be much easier to escape them, but they would come to your house or workplace, so you would have a higher incentive to bribe them, instead of the classical having 5 stars, hiding in a subway tunnel and exiting after a minute as if nothing happened. Wearing masks, being stealthy and so on when doing missions/robberies would make it much harder for the police to identify you.

- hundreds of military vehicles, weapons,etc, each with realism on Arma 3/DCS/Squad level

- ability to join armies as a soldier for a salary (to train for using various weapons, to participate in mil exercises and wars) or to even command armies at different unit levels (which you would be able to do by doing the real jobs rpg element and going to a officer academy to become an officer)

- ability to buy many different houses and objects and have bills&taxes related to them, the larger the property, the larger the expenses. If your wallet gets empty and you can't pay, you are out on the street and you have to earn money from scratch to buy or rent a new house/apartment.

- real time duration

- optional food, drink and sleep system, you'd buy food at shops, street merchants, pick up fruits in nature,... and store food and drinks in the house or a backpack. If you somehow get broke and can't afford anything to eat or drink, you progressively get sick (since it's real time duration, it would take a few real hours), you could also sleep on the street if you have nowhere else, but weather, animals and criminals could disturb your sleep and you'd have a risk of getting sick, injured or mugged.

- construction system, you could buy a empty lot and build a house like you would in Sims, the more you earn, the bigger the house you can construct

There's probably a lot more I could think of, but that's most of it, a Gta type world that is much, much larger and that is much more realistic, where you can choose to be a criminal and have police on your back, police which is there to stay unless you bribe them, get arrested,etc. or a ability to live a life of a normal citizen and have different careers, earn to buy vehicles, properties, food,etc., drive in public transportation if you don't own a vehicle (and don't want to ride in a stolen vehicle) and much, much more.

As far fetched as this all sounds combined like this, each of these things I counted already exists in various different games, Arma 3 for example has gigantic terrains, AC Odyssey and even the old Scarface game have a system of passive chasing by the police (mercenaries) and bribing them to leave you alone, games as old as Mafia 1 from year 2002 (yep, almost 20 years) have a first person public transport system (a tram and a light rail system), many survival games have food, drink and sleep systems, many games have construction systems and ability to manage properties, there are a lot of strategies in which you command with various military units, pretty much all of those things have directly or indirectly appeared in games for years now, but haven't been combined in a grand scale open world game, for now at least, but computers are becoming more and more powerful and games will only become more complex as time passes, so who knows, maybe some day we could see a game that has all this.
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Old 04-29-2019, 04:46 AM
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Well, the way I see it, a threadshit is better than no response at all, soo...

I'm not sure I would even consider what you've outlined to be an idea.
Among AAA games the goal has basically always been more realistic graphics and physics, better AI, more interaction and generally more content. There are probably a dozen studios that have partially achieved some of the things you've described and are working (too many) hours to remove the "partially" and "some of".

To engage with the OP a bit more though, my dream game would have all the detail and complexity that you describe but would be more of a fantasy environment. I want escapism. That doesn't need to mean orcs and magic, in fact I look forward to more games being less based on conflict and combat. You don't need that to make great games e.g. Subnautica, The Witness etc.
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Old 04-29-2019, 05:47 AM
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Minesweeper with real IEDs, just to keep things interesting.
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Old 04-29-2019, 11:47 AM
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A crossover between Dig Dug, Leisure Suit Larry, and the Aliens movies.
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Old 04-29-2019, 12:30 PM
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I basically just want Better Skyrim that isn't limited to one backwater of the world and has more reasonable population densities (not necessarily realistic but not goofy). Maybe a little more variation and depth to the magic and combat systems.

I ALMOST loved Elder Scrolls Online, but the fact that my favorite part of TES games is exploring the various dungeons finding unique notes and armor and designs is really lost given than ESO's dungeons are all based on the same handful of templates, there are effectively no unique items to find, and the cities are all cookie cutter clones with functionally identical vendors.

If they wanted to set it in the world of Dishonored instead of TES, I wouldn't argue, either.

Alternate: an open-world, meticulously-detailed game set in ancient Rome. Movement and exploration like an Assassin's Creed game, but without the plot baggage of that series. And more interiors and interactions with characters at different levels of society.
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Old 04-29-2019, 12:56 PM
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A Fallout MMO. But not just another MMO lootfest.

First of all, I'd want it to be huge. As in, hundreds of square miles of several different areas mapped out: California, Nevada, east coast, and fill in some areas between showing the progressions of the BoS.

And no fast travel. There would natrually be vehicles, from motorcycles, motorboats, and technicals all the way up to BoS airships and vertibirds. But to get from place to place, you would actually have to travel in real time. For areas that are not adjacent, say the northern half of Illinois and Omaha were game areas, but Iowa was not, you'd have to talk/drive/fly through a generated landscape with random encounters. Or maybe instead of actually spending 9 days of playtime walking, you say "Ok, I wanna go to Omaha." And while you still have to wait however long it takes your vehicle/feet to get there, you get notifications through an app or something that tells you you have an encounter/locations/situation, and from the app you can choose what to do. Kind of like the wasteland encounters in 1/2. Maybe you bypass the town, or check out the enemy's stats and just click the 'fight and continue' button. Or of course, log in or use a lite version of the game on your device to play through the encounter.

The ability to rise up in rank, and command/participate in large-scale battles. The battles would mostly be fought with NPCs, but high-level PC 'commanders' would be calling the shots, and other PC 'squad leaders' with a squad of NPC could be out in the battle, possibly using skills/perks to buff their squad.

Enough side quests, or smart side quests, so you don't run in to instances where something is gone when you get there, or the objective has already been accomplished and you have to wait for it to respawn.

Different servers set up with finite end games e.g. objectives like Risk. Once the objective is met or time for that game is up, everyone gets booted, takes their experience, and finds another server.

Real factions that matter. All factions playable, including no-faction roles such as settlers or shopkeepers. Factions are largely permanent in the current game, but can be switched once the game is over and a new one is joined.

I'm not even close to done.

Last edited by Sicks Ate; 04-29-2019 at 12:56 PM.
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Old 04-29-2019, 01:51 PM
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The ability to rise up in rank, and command/participate in large-scale battles. The battles would mostly be fought with NPCs, but high-level PC 'commanders' would be calling the shots, and other PC 'squad leaders' with a squad of NPC could be out in the battle, possibly using skills/perks to buff their squad.
That's something I've always liked the idea of- where you'd start out as Private <whatever>, and you'd be a trigger-puller, and that's it. As you got better in the game, you'd get offered promotions to higher ranks, and with those promotions, your gameplay would change.

For example, if you were promoted to Corporal, you'd be a fireteam commander, meaning that you'd have some authority over 3 or so other players to accomplish a mission.

If you were promoted to Sergeant, you'd command a squad- 2 fireteams. You'd issue your orders to the fireteam leaders.

And so on, up the chain. I suppose they'd need to cap the rank at a certain level for each game- if you were playing "Enlisted Man", you'd probably cap out at Captain/company commander. Then you'd have to buy "Field Grade" and play battalion and brigade level commanders. Then "General" and play division, corps, army and army group level roles. You'd be able to play upward and transfer characters upward if you so chose, for purposes of cosmetic stuff and what-not.

I suspect that the pyramidal nature would be taken care of naturally with good game design- the vast majority of people would want to only be enlisted and shoot the guns, with fewer wiling to play at each higher level- how many people want to actually play the Eisenhower role versus playing the Captain Miller role anyway.

Of course, there would have to be some sort of reprimanding mechanism for insubordinate players- if you're a fireteam leader and one guy keeps lone-wolfing it, you'd have to have some kind of mechanism for the leader to reprimand him in an effective way- like if you get a severe reprimand, you have to sit out 3 matches or something. And also some kind of upward review mechanism as well- that way, if someone was ok by their commander's view, but sucked to play for, that would be taken into account.
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Old 04-29-2019, 05:56 PM
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Of course, there would have to be some sort of reprimanding mechanism for insubordinate players- if you're a fireteam leader and one guy keeps lone-wolfing it, you'd have to have some kind of mechanism for the leader to reprimand him in an effective way- like if you get a severe reprimand, you have to sit out 3 matches or something. And also some kind of upward review mechanism as well- that way, if someone was ok by their commander's view, but sucked to play for, that would be taken into account.
It's my dream game, I have no doubt there would be such a mechanism and that it would work flawlessly
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Old 04-29-2019, 06:14 PM
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Remember "L.A. Noire"? A Playstation 3 game made by Rockstar, with a semi-open-world environment, but based around the gameplay mechanic of finding clues, organizing them, investigating leads, assembling more clues, talking to people using an "intuition" system where you have to read their facial expressions/tone of voice and choose whether they're lying outright (which would need to be backed up by proof), being untruthful but without proof to confirm that they're lying ('doubt'), and believing them. Really cool 1940s aesthetic, car design, actors motion captured meticulously onto the characters (including some of the cast of 'Mad Men', in both major and minor roles.)

Well, I recently re-watched Mad Men and I thought it would be amazing to have a similar game, wit the same cast of characters, the same design aesthetic (but set in the late 50s and early 60s), that's simply a Mad Men video game adaptation, that would use the very same gameplay mechanics as L.A. Noire, except instead of cracking cases, it was designing advertisements. All the different ideas - the concepts, the visual art, the slogan, etc, would have to be formed, and it would be done in the same way - by gathering aesthetic clues from the environment; from talking to a variety of people to get their advice, including psychologists, pop culture figures, etc, as well as the other advertising designers in the agency (played by the actual Mad Men actors, acting in their Mad Men parts....Roger Sterling, Peggy Olson, Pete Campbell, etc). Each "case" like in L.A. Noire would instead be a different ad campaign for a different product. But just as in LA Noire there'd be an overarching story.

I guess you'd either play as Don Draper, or play as Ken Cosgrove (since that guy already did the lead part in L.A. Noire and proved that he could convincingly do a performance as the lead in a video game)....or you could design your own character or something, the "new guy/girl at the office" but all the other characters would stay the same. Also since the office is filled with innuendo and co-worker hookups, there would be aspects of the game where you could hit on other characters or react to being hit on and possibly establish a relationship (or make enemies, depending on what you do right or wrong.) Anyway, just basically L.A. Noire, but with Mad Men.

Last edited by Lamoral; 04-29-2019 at 06:15 PM.
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Old 04-29-2019, 08:05 PM
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A JRPG like the early Final Fantasy games, but with a few points where the game can branch in a different direction. I知 not talking about something like Elder Scrolls where you can move from one adventure to another in whatever order you want. I知 thinking more like having points where if you池e character or party are at a high enough level that you can change the whole direction of the game. With Final Fantasy IV, for example, one branch point might be Cecil winning his fight against Kain during the siege of Fabul.
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Old 04-29-2019, 08:33 PM
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Well, the problem with what I want is nobody would do it. I want a fantasy MMO that requires a monster computer to run it. They've been doing least common denominator graphics for a long time. But if you have a monster machine and set it on ultra, I want it to look as real as anything out there.

Last MMO I think that tried that was EQ2.
Such a game won't happen because nobody's gonna make an MMO that will drag 90% of the user base's computer to it's knees.

And, obviously, it has to be a good MMO, as fresh as can be.

Last edited by Ashtura; 04-29-2019 at 08:35 PM.
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Old 04-29-2019, 08:44 PM
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Whatever the user interface is, there would be an easy and intuitive way to scale it to the perfect size on your particular machine.
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Old 04-29-2019, 09:06 PM
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I壇 like to order a Dark Souls-style third person RPG, with difficulty comparable to the Soulsborne games and similar oblique environmental storytelling. But the game has a Marvel Comics license and a wide range of playable characters. Equipment pickups and the like - as well as NPC interactions - would all depend on the character you choose, and the play style from character to character would vary so widely that each playthrough would effectively be a new game.
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Old 04-29-2019, 09:11 PM
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Here's mine, to sum it up it's Gta with a realism level slider set on 9000, so Gta, but... [long list of requirements] , so who knows, maybe some day we could see a game that has all this.
It exists already. Check out "real life", available for every platform today. Be aware, though, that there are no refunds, the death system needs a LOT of work, and it's always multiplayer with a bunch of idiots.
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Old 04-29-2019, 10:18 PM
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Old 04-29-2019, 10:21 PM
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The movie had its flaws, but Surrogates (2009) is pretty close to the idea of the OP. From the safety of your interface chair, you control a superhuman robot and get to fully experience what it experiences, though hopefully without the death part. The film depicts surrogate soldiers jumping into battle and it's easy to imagine any kind of sporting event or scavenger hunt or any other challenge being crafted for the robot to navigate.

And if it's too much hassle to have the robot walk through the real world, I gather it could far more easily be virtual.
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Old 04-30-2019, 01:13 AM
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I thought decades of Soviet research already culminated in Tetris, the ultimate video game. There is even a cognitive effect named after it.
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Old 04-30-2019, 05:11 AM
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An open-world game based on the Dresden Files books, with a strong story and characters, complex, interesting missions, and a good balance of magic/hand-to-hand/gun combat (with some driving thrown in). Sort of a cross between Witcher 3 and GTA.
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Old 04-30-2019, 07:12 AM
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Star Wars. No RPG has ever captured it as well as the original Old Republic games. No space sim has ever captured it as well as the X-Wing space sims. So staple those together.

Give me new stories, modern RPG mechanics (I'm a fan of the Divinity games), and crank the graphics and scope to 11.
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Old 04-30-2019, 03:44 PM
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I guess you'd either play as Don Draper, or play as Ken Cosgrove (since that guy already did the lead part in L.A. Noire and proved that he could convincingly do a performance as the lead in a video game)....or you could design your own character or something, the "new guy/girl at the office" but all the other characters would stay the same. Also since the office is filled with innuendo and co-worker hookups, there would be aspects of the game where you could hit on other characters or react to being hit on and possibly establish a relationship (or make enemies, depending on what you do right or wrong.) Anyway, just basically L.A. Noire, but with Mad Men.
Can you have cigars and scotch as power-ups? And also a sexual harrass-o-meter that you need to maintain in order to not be seen as a sissy around the office. Otherwise you値l lose your crack at the Pepsi account.
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Old 04-30-2019, 04:22 PM
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It's my dream game, I have no doubt there would be such a mechanism and that it would work flawlessly
Battlefield 4 had the capability for someone to play the commander in some modes if I remember right, but didn't have any kind of reprimand ability for the commander- basically you were some guy who issued orders, but your people could entirely ignore you without repercussion.
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Old 05-01-2019, 02:31 PM
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Can you have cigars and scotch as power-ups? And also a sexual harrass-o-meter that you need to maintain in order to not be seen as a sissy around the office. Otherwise you値l lose your crack at the Pepsi account.
There were no powerups in L.A. Noire so not that kind of thing, no. But things like offering cigars or drinks to certain people during a discussion would absolutely have an effect. You don't want to offer a Cuban cigar to someone who's a vehement anti-Communist. You don't want to offer a drink to someone who can't handle his liquor. Or in some cases you DO want to offer a drink to try to manipulate the client or whatever, but it could backfire if you don't do it the right way. And yeah there would absolutely be some kind of meter that would measure your credibility at the office, your reputation or whatever, and you could play the game with different playthoughs depending on whether you want to be a straight arrow or a cocky asshole...it would dramatically change what outcomes you'd get, sometimes better, sometimes worse.
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Old 05-01-2019, 05:03 PM
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There were no powerups in L.A. Noire so not that kind of thing, no. But things like offering cigars or drinks to certain people during a discussion would absolutely have an effect. You don't want to offer a Cuban cigar to someone who's a vehement anti-Communist. You don't want to offer a drink to someone who can't handle his liquor. Or in some cases you DO want to offer a drink to try to manipulate the client or whatever, but it could backfire if you don't do it the right way. And yeah there would absolutely be some kind of meter that would measure your credibility at the office, your reputation or whatever, and you could play the game with different playthoughs depending on whether you want to be a straight arrow or a cocky asshole...it would dramatically change what outcomes you'd get, sometimes better, sometimes worse.
As a fan of both Mad Men and LA Noire (maybe you can read a client with facial cues like you read suspects in the original game) I would love to play this.
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Old 05-03-2019, 08:46 AM
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Star Wars. No RPG has ever captured it as well as the original Old Republic games. No space sim has ever captured it as well as the X-Wing space sims. So staple those together.

Give me new stories, modern RPG mechanics (I'm a fan of the Divinity games), and crank the graphics and scope to 11.
In other words, "The Old Republic," but way better.

The Old Republic was pretty good, in all honesty, but not good enough to crack WOW's hold on that genre. I went back to it a few months ago and had a little bit of fun, but it felt dated already, and was so insanely easy - I guess they nerfed it - that it seemed pointless.

If you had the world's best designers, a billion dollars, and supercomputers, yeah, that is my ideal game.
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Old 05-03-2019, 11:25 AM
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In other words, "The Old Republic," but way better.
Yep. I was excited for that one, but the truth is that I find MMOs to be inherently un-fun. The goals and design philosophies of MMOs are completely different from other games.

Last edited by Johnny Bravo; 05-03-2019 at 11:26 AM.
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Old 05-03-2019, 12:01 PM
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A game like Skyrim but with a fully modeled economy and world where you can gather allies and affect things politically, economically, religiously, or militarily. You only get to see what is immediately around you, anything else you will rely on messengers to tell you what's going on. But if you so desired you could travel there to see/participate yourself. I know there are a few mods like this for Skyrim, but what I mean is a fully realized and functioning game.
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Old 05-03-2019, 12:22 PM
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Yep. I was excited for that one, but the truth is that I find MMOs to be inherently un-fun. The goals and design philosophies of MMOs are completely different from other games.
My biggest disappointment with SWTOR is that it was far, far too similar to other MMOs, and that's even accounting for the fact they did do a number of new things with it.

It is interesting how much in RPGs and MMOs, conceptually, is totally unchanged from things David Arneson, Gary Gygax etc. invented forty or fifty years ago. Virtually all RPGs, either single player or MMO, rely on a core mechanic of eXperience Points contributing to a player's progression in discrete overall levels (most games) or discrete ability levels (Elder Scrolls.) More levels equals more capability against adversaries of a fixed level, and usually additional abilities granted at discrete levels achieved. I've NEVER played an RPG that did not work this way; it's just an assumed thing now.
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Old 05-03-2019, 01:32 PM
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Remember "L.A. Noire"? A Playstation 3 game made by Rockstar, with a semi-open-world environment, but based around the gameplay mechanic of finding clues, organizing them, investigating leads, assembling more clues, talking to people using an "intuition" system where you have to read their facial expressions/tone of voice and choose whether they're lying outright (which would need to be backed up by proof), being untruthful but without proof to confirm that they're lying ('doubt'), and believing them. Really cool 1940s aesthetic, car design, actors motion captured meticulously onto the characters (including some of the cast of 'Mad Men', in both major and minor roles.)

Well, I recently re-watched Mad Men and I thought it would be amazing to have a similar game, wit the same cast of characters, the same design aesthetic (but set in the late 50s and early 60s), that's simply a Mad Men video game adaptation, that would use the very same gameplay mechanics as L.A. Noire, except instead of cracking cases, it was designing advertisements. All the different ideas - the concepts, the visual art, the slogan, etc, would have to be formed, and it would be done in the same way - by gathering aesthetic clues from the environment; from talking to a variety of people to get their advice, including psychologists, pop culture figures, etc, as well as the other advertising designers in the agency (played by the actual Mad Men actors, acting in their Mad Men parts....Roger Sterling, Peggy Olson, Pete Campbell, etc). Each "case" like in L.A. Noire would instead be a different ad campaign for a different product. But just as in LA Noire there'd be an overarching story.

I guess you'd either play as Don Draper, or play as Ken Cosgrove (since that guy already did the lead part in L.A. Noire and proved that he could convincingly do a performance as the lead in a video game)....or you could design your own character or something, the "new guy/girl at the office" but all the other characters would stay the same. Also since the office is filled with innuendo and co-worker hookups, there would be aspects of the game where you could hit on other characters or react to being hit on and possibly establish a relationship (or make enemies, depending on what you do right or wrong.) Anyway, just basically L.A. Noire, but with Mad Men.

Fuck designing adverts - make it a full business sim. You're the CEO of the Widget Company. You have a perpetually limited time to invest in research every time you release a new Widget - you can research your banker or your possible investors, or your consumers (possibly personnified by journalists/reviewers/instagram "influencers"), or the media, or the political regulators... Learn their tells, their triggers, their personal principles and absolute fuck nos ; or just gamble on reading them at the big meeting. Hire people to do it for you, or trust in your gut and invest in Widget-making infrastructure instead, or simply paying Widget-making employees a living wage if you so choose (they might even become Widget consumers as a result)...
And so on.
There are a few business games out there (although none did it better than Capitalism+ back when I couldn't grow a beard) and many 4X empire building games ; but none emphasize or even consider the simple albeit dreadfully important human element of it all. Who you know, and how you can play them. Who will slip your card to someone else, and in exchange for what. Who you can trust and who's out to fuck you. Who's in your pocket, who owes you, who just likes you, and who's in it for the paycheck and will jump ship at the earliest opportunity. And so on and so forth.
And to be honest, I'm not sure which studio could actually pull that one off competently - Rockstar has the human simulation & acting down pat but couldn't business sim if you business simmed them in the head. Paradox can sim anything, but they wouldn't know about hu-mon inter-action if you made them watch The Wire. BioWare of course would only make every business contact fuckable...
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  #29  
Old 05-03-2019, 04:37 PM
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A JRPG like the early Final Fantasy games, but with a few points where the game can branch in a different direction. I知 not talking about something like Elder Scrolls where you can move from one adventure to another in whatever order you want. I知 thinking more like having points where if you池e character or party are at a high enough level that you can change the whole direction of the game. With Final Fantasy IV, for example, one branch point might be Cecil winning his fight against Kain during the siege of Fabul.
Have you checked out Chrono Trigger? It's pretty much FFIV with choices, non-random battles (no enemies on the map screen and you can see enemies in "rooms") and special combo attacks (uses two party members turns for extra power).

There aren't too many choices but there are at least two major game-changing choices you have to make, knowingly or not. There are also a few funny false choices which I won't spoil.

~Max
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Old 05-04-2019, 08:29 AM
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Not a full game, but a crafting system I'd like to see in a Diablo-like or an MMORPG:

Monsters drop reagents, and you can put a bunch of reagents and a base item in a crucible or something to make a new item. So far, pretty standard. But the catch would be that item creation is procedurally pseudorandom. Every possible combination of ingredients would make something, but most of them would just be something so bad it wasn't worth bothering with, and even the developers wouldn't know what the good combinations were, except by experimentation. And some items would have a curse associated with them, and most (but not necessarily all) of the best items would have a curse, that you'd have to decide if it was worth it.

To elaborate: Every ingredient would have a "random" (but guaranteed unique) item code, a mojo level, and a list of attributes it could give (some of which would be positive, some negative). You'd take all of the ingredients, add up their item codes, and use that as the seed value for a PRNG to generate a set of attributes for the item, then determine the strength of each of those attributes based on the amount of mojo. The chance of getting curses would increase with the amount of mojo.

For instance, you might get a Tongue of Flame as a drop from killing a firebreathing monster. Stick that in the crucible with a weapon, and you'd have a chance of getting +fire damage on the weapon, a boost to fire-based spells, a halo of fire whenever the weapon is equipped, a penalty to your fire resistance stat, or your attacks now damage friendlies as well as enemies (the last two would be the curses). Just those two ingredients, and you'll probably get a weapon that adds a little bit of fire damage, or boosts your fire spells a little (though you might still get the curses). Stick a bunch of other high-mojo ingredients in there, and you might get a weapon with a whole bunch of fire damage, or possibly a whole bunch of whatever else the other ingredients have on their list, but you're likely to also get friendly fire, or a big penalty to your fire resistance, or whatever curses the other ingredients can give. Or maybe, if you're really lucky, you'll find just the right combination of ingredients that gives a super-powerful weapon without any curses, and you get to be the one to go online and tell everyone about the godly combo you found.
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Old 05-04-2019, 08:59 AM
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If I had any programming skills whatsoever I'd make a game that grows with the player. So you'll start with a character who owns a rusty shortsword and the shirt on his back, and over time you'll slay monsters and build a reputation and people around you will see you as a hero. Some of them are willing to follow you into battle, and with experience they too will become heroes.

At this point you'll be able to base yourself in a settlement and attract more followers, and gradually equip and train an army with which to fight and conquer other settlements. You can either command battles yourself or send your lieutenants to deal with things, and also upgrade settlements as necessary with the gains from your conquests.

Once you conquer an entire area, you'll form your own shire, with trade, taxation and diplomatic relations added to the previous layer. You'll no longer be dependent on loot to finance your endeavours, but you also need to be careful not to make larger kingdoms declare war on you, or to get drawn into someone else's conflict. You'll form your own dynasty and shape the growth of your realm into a kingdom, or maybe even a great empire.
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Old 05-04-2019, 11:43 AM
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The difficulty with that, Telperion, is that different people will enjoy different parts of the game, and even someone who enjoys all of them might just be in the mood for one type or another at any given sitting. So it's better to just make them separate games, possibly set in the same universe.
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Old 05-04-2019, 12:11 PM
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The difficulty with that, Telperion, is that different people will enjoy different parts of the game, and even someone who enjoys all of them might just be in the mood for one type or another at any given sitting. So it's better to just make them separate games, possibly set in the same universe.
It wouldn't be good game design to take things away from the player so a king who enjoys exploring dungeons should of course be able to keep doing that, only thing is that their heir would take over the kingdom if they die. And kings would get different benefits depending on their playstyle, so a combat focused hero would gain fighting power, a leader who's out on campaign a lot would gain leadership skills, and a leader who focuses on administration would gain administrative skills.
  #34  
Old 05-04-2019, 05:38 PM
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I'd like to see an RPG with a morality system where the entire third act was dependent upon the player's morality. For example, a good player would be the Righteous Hero and embark upon a great crusade to banish the Evil Ones to Hell once more, while an evil player would become the Avatar of Darkness whose goal is to remake the earth in Hell's image and rule as it's new dark lord. An option for neutral players would be cool, but I can't think of an example right now. Not just different abilities and gear and dialog options, but completely different quests, enemies, locations, followers/friendlies, everything about the endgame would change based on the PCs morality. And, since the OP said "no limits" I'd like adult content built into the game. Graphic violence, sex, language, all of it. Make it dark in places.

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For areas that are not adjacent, say the northern half of Illinois and Omaha were game areas, but Iowa was not, you'd have to talk/drive/fly through a generated landscape with random encounters. Or maybe instead of actually spending 9 days of playtime walking, you say "Ok, I wanna go to Omaha." And while you still have to wait however long it takes your vehicle/feet to get there, ...
Sick Ate,I was with you for the most part, but you lost me with this bit. I really don't want a game where I can't advance the story for days at a time because I'm travelling through an area that's not worth fleshing out.
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Old 05-04-2019, 05:41 PM
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I don't want a game that lets me do anything, because most things a person can do are boring. I want a game that only lets me do things that are fun.
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Old 05-04-2019, 08:06 PM
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Sick Ate,I was with you for the most part, but you lost me with this bit. I really don't want a game where I can't advance the story for days at a time because I'm travelling through an area that's not worth fleshing out.
But there will still be 'stuff' and 'people' and 'places', they just won't be directly connected to the main story. Which would make sense, because none of the big factions have bothered with Madison County, Iowa, for obvious reasons.

I don't want to have to sit for 9 days holding down the "W", but I also don't think that in a game as expansive as I'd like it would be reasonable to go from one side of the map to the other in an instant, especially in an MMO when there are major conflicts going on between real factions.

That's why I threw in the "encounter" part. Yeah, if you decide that Nashville sux and you want to go to Boston, you can. But that'd better be a pretty solid decision, because it's going to take you out of the big picture of the game for a couple days/weeks.

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  #37  
Old 05-04-2019, 08:20 PM
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And now that I think about it, it would be a great opportunity for modders. Do you WANT Madison County, Iowa to be a real place? Mod it in. If I also want it to be a real place, I'll install the mod and stop there on the way to Omaha.

Last edited by Sicks Ate; 05-04-2019 at 08:21 PM.
  #38  
Old 05-04-2019, 08:41 PM
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The difficulty with that, Telperion, is that different people will enjoy different parts of the game, and even someone who enjoys all of them might just be in the mood for one type or another at any given sitting. So it's better to just make them separate games, possibly set in the same universe.
Yeah - brings Spore to mind, which tried to be something like that. Starting off as a bacterium in a kind of bullethell thing, then a weird sort of survival simulator, then a simple RTS, then a civ game, and finally a space conquest 4X. Each stage not really fleshed out and underwhelming and too simple to hold much attention because, well, none was the real focus of the game. Nothing seemed to have been, really ; except perhaps the walking cock, I mean the creature builder/evolver. Spore was a neat concept in theory, but in practice it was pretty naff.
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  #39  
Old 05-05-2019, 05:51 AM
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Yeah - brings Spore to mind, which tried to be something like that. Starting off as a bacterium in a kind of bullethell thing, then a weird sort of survival simulator, then a simple RTS, then a civ game, and finally a space conquest 4X. Each stage not really fleshed out and underwhelming and too simple to hold much attention because, well, none was the real focus of the game. Nothing seemed to have been, really ; except perhaps the walking cock, I mean the creature builder/evolver. Spore was a neat concept in theory, but in practice it was pretty naff.
It would be nothing like Spore, which was disjointed and detached from itself. Instead it would be a game that expands with character growth. Picture a game that starts out something like Dungeon Siege, with a large map filled with dungeons and settlements. Eventually you'll be a famous warrior and build up a warband and the gameplay expands with features from Powermonger, where you can attract followers and equip them with weapons to fight other settlements. Eventually you'll have built up a sizeable and experienced army and be a famous conqueror, at which point other rulers may take you seriously and will possibly accept trade agreements or other treaties, and you can carve out a region to call your own.

This would be something that is an added layer to the game, not a separate part. So you'll still have the dungeons and the battles throughout the game, but it would be a good deal more complex than an RTS. The idea is that there should be tangible results from your actions and you have to earn being a king.
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Old 05-05-2019, 06:22 AM
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I don't want a game that lets me do anything, because most things a person can do are boring. I want a game that only lets me do things that are fun.
Agree.

Real Life is often tedious and complicated. The more a game emulates Real Life, the more the game becomes tedious and complicated. The problem then is that you end up wasting a lot Real Life trying to play a game that is emulating the worst parts of Real Life itself. Sandbox games already suffer from a lack of focus.
  #41  
Old 05-05-2019, 07:20 AM
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Plus, if you make the passage of time in the game match the passage of time in the real world, what if your character gets ambushed while traveling, at 3 AM? You don't want to be dragged out of bed just to deal with some game. And if you abstract away "well, you can wait to play out the ambush until after you get up/get home from work/finish dealing with your kids/whatever" (which might be several days, for a player with a real life), then why not abstract away the travel time entirely? Set out on the road, then a screen comes up for a few seconds that says "Five days elapse", and then show up in the new city.
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Old 05-05-2019, 07:57 AM
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It would be nothing like Spore, which was disjointed and detached from itself. Instead it would be a game that expands with character growth. Picture a game that starts out something like Dungeon Siege, with a large map filled with dungeons and settlements. Eventually you'll be a famous warrior and build up a warband and the gameplay expands with features from Powermonger, where you can attract followers and equip them with weapons to fight other settlements. Eventually you'll have built up a sizeable and experienced army and be a famous conqueror, at which point other rulers may take you seriously and will possibly accept trade agreements or other treaties, and you can carve out a region to call your own.

This would be something that is an added layer to the game, not a separate part. So you'll still have the dungeons and the battles throughout the game, but it would be a good deal more complex than an RTS. The idea is that there should be tangible results from your actions and you have to earn being a king.
And if I don't want to spend my time managing trade agreements, and instead prefer to focus on whacking people on the head with a sword, can I still finish the story? Or will I be forced to do things I don't enjoy doing?
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Old 05-05-2019, 08:06 AM
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And if I don't want to spend my time managing trade agreements, and instead prefer to focus on whacking people on the head with a sword, can I still finish the story? Or will I be forced to do things I don't enjoy doing?
Sure, but the consequence is that it might be more difficult. The tradeoff is that with low leadership skills you wouldn't be able to command a very large army and with low kingdom skills it would be harder to strike alliances, but on the other hand your character should be a formidable force on the battlefield after all that combat training.
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Old 05-05-2019, 08:24 AM
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It would be nothing like Spore, which was disjointed and detached from itself. Instead it would be a game that expands with character growth. Picture a game that starts out something like Dungeon Siege, with a large map filled with dungeons and settlements. Eventually you'll be a famous warrior and build up a warband and the gameplay expands with features from Powermonger, where you can attract followers and equip them with weapons to fight other settlements. Eventually you'll have built up a sizeable and experienced army and be a famous conqueror, at which point other rulers may take you seriously and will possibly accept trade agreements or other treaties, and you can carve out a region to call your own.
Ah, I see. That game sort of exists, then. It's called Mount & Blade:Warband . And it's pretty janky, but still pretty fun. Admittedly the "kingdom management" portion is a bit threadbare from what I understand (never made it that far myself), but I'm sure there are mods out there, it's a pretty popular niche game.
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Old 05-05-2019, 08:43 AM
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Ah, I see. That game sort of exists, then. It's called Mount & Blade:Warband . And it's pretty janky, but still pretty fun. Admittedly the "kingdom management" portion is a bit threadbare from what I understand (never made it that far myself), but I'm sure there are mods out there, it's a pretty popular niche game.
Yeah, I see that more as a battle sim. It's fun, but there isn't a whole lot more to it, and you can only ever have the one army.
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Old 05-05-2019, 01:31 PM
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Yeah, I see that more as a battle sim. It's fun, but there isn't a whole lot more to it, and you can only ever have the one army.
Actually with the diplomacy mod it has everything you listed. You can recruit lords and outfit them with armies of their own. Give them general orders. You set up businesses and trade with other kingdoms. You can get married and forge alliances. You set your tax rates, social polices, and chose things like how centralized vs decentralized you want your economy to be. You can hold feasts and invite all the other major players to your castle so you can schmooze. You take over towns and cities and you have to decide what to do with them. You can keep them for yourself but your nobles underneath you won't like that. Or you can choose which person to give them to, which can make the others jealous to the point where they rebel against you. You can take other nobles prisoner and ransom them off.

All of this starts from just your guy in a strange city holding a cheap short sword. It's up to you how far you want to progess in society. You can avoid all of that above stuff and just amass a small but extremely skilled and well outfitted bandit gang of 25 or 50 people if that's all you want to do.
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Old 05-05-2019, 04:44 PM
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Actually with the diplomacy mod it has everything you listed.
Well, I played the game as released and it had none of that. Anyway, that user interface is pretty clunky to begin with, so I can hardly imagine it does well with more complex options.
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Old 05-06-2019, 02:54 PM
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Oh, here's an idea I've been kicking around for years whenever people talk about video game ideas:

I'd love to see a large-scale sci-fi FPS shooter where each player spawns with a squad of AI-based teammates. You spawn as the sergeant with a customizeable squad of various roles. You can assign some basic commands and behaviors. If your character gets killed / disabled, instead of being out of the game or respawning, you take over another soldier in the squad (MAYBE you can switch at will, too, but I actually suspect the game would be better without that).

The combat can occupy big maps with tons of soldiers, but only needing a handful of live players. The problem of coordinating individuals online would be minimized, but coordinating between players could still be extremely beneficial. Obviously getting the AI right would be a huge challenge, but, if done decently, I think it could result in a shooter that has a profoundly different feel than most and allow battles that are much bigger but less frenetic than other large-scale-combat games.

In my dream vision, I usually picture this game being Warhammer 40k branded, and players having the options to spend personal resource points to spawn things like vehicles or mechs as well.
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Old 05-06-2019, 04:42 PM
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Oh, here's an idea I've been kicking around for years whenever people talk about video game ideas:

I'd love to see a large-scale sci-fi FPS shooter where each player spawns with a squad of AI-based teammates. You spawn as the sergeant with a customizeable squad of various roles. You can assign some basic commands and behaviors. If your character gets killed / disabled, instead of being out of the game or respawning, you take over another soldier in the squad (MAYBE you can switch at will, too, but I actually suspect the game would be better without that).

The combat can occupy big maps with tons of soldiers, but only needing a handful of live players. The problem of coordinating individuals online would be minimized, but coordinating between players could still be extremely beneficial. Obviously getting the AI right would be a huge challenge, but, if done decently, I think it could result in a shooter that has a profoundly different feel than most and allow battles that are much bigger but less frenetic than other large-scale-combat games.

In my dream vision, I usually picture this game being Warhammer 40k branded, and players having the options to spend personal resource points to spawn things like vehicles or mechs as well.
I'd play that- although I think that a game like that would have to have careful game design so that the inherent tension between having to command other players as well as participate in a first-person shooter isn't just frustrating.


Mainly what I'd like to see is a military-themed FPS with actual risk. As in, you get killed, you don't respawn for like 2 rounds, or five minutes in real-time, or maybe best of all, you permanently lose your most recent gear acquisition, be it purchased or earned.

The idea is that it would force people to play conservatively, not like spazzy jack-in-the-boxes who do stupid stuff secure in the knowledge that they'll just respawn in 20 seconds anyway.

Oh, that and make sniping HARD. Like nearly impossibly hard.
  #50  
Old 05-06-2019, 05:00 PM
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I'm big on a decent story line for a fantasy RPG. And I'm a huge Tolkien fan.
Fortunately Lord of the Rings Online already exists!

I realise it's an old game (2007 ), but I've been playing it for over 8 years and intend to keep going (especially as they keep adding new areas.)
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