Me and a friend have had some ideas over the years, and if I someday got a lot of money I’d try to get three of the created…
The first is a truly free, post-apoc sandbox rpg, with no restrictions on how to play. It would have to be big, partly desolate, no fast-travel, with a reastricted inventory to encourage use of vehicle transport of goods, Lots of different cultures both at the outskirts of the deserts, in the big, run-down cities etc.
We wrote up a very complex mechanic for hunger, thirst, insanity/sanity and damage(incorporating modifiers for direct damage on different parts of the body, illness etc.). Funny thing, to delay the onset of serious mental illness while travelling alone through deserts, or just lack of human contact in general, one could create a plank-buddy.
We had several intricate story lines planned, with context-specific music, wich was supposed to drive parts of the story by itself.
But yeah, no way two lazy people busy with school could pull that off.
The second is an open-ended, three-part zombie-zurvival, with focus on survival, game.
You start at the onset of the apoc, in your apartment in a medium-sized city. From there you do whatever you want. You can block your door, you can gather a band of hysteric people, and take lead, or just do as you are told, join another band etc. The worst idea in this scenario would be to go head on against zombies, because they will most likely kill you.
The second part, if you survive, will be some months after the initial confusion has died down a bit. You’ll lay down strategies for raiding, getting fuel, food, drinkable water, medicine, firewood etc. To survive, you will also have to build or set up ways to get in and out of your base quick and safe. You will after a while get hints to get building supplies to build your way over to neighbouring blocks. You can choose to ignore it, but supplies will become more and more scarce, and it will become impossible to stay put.
In the third part the game will become more like an open-ended rpg of sorts. A makeshift city has built itself onto the city, from block to block, leaving travel by ground almost unnecessary. The new city will be randomly generated, with different bands of people having set up camp here and there. Now the game becomes more of a ur-political, tribe-warfarish game were the goal would be to eventually get some sort of peace between the survivours. Zombies will still occur, and be just as hard to kill, but not nearly as prominent a feature as in the previous parts.
The third game is an adventure/puzzle/exploration thing. It is very difficult to explain, but it will have several different perspectives incorporated as a feature, sometimes forced. It will also seem mostly incomprehensible at first glance, or by explanation, but I’ll try. I’ll describe it as a mix of myst and killer7 heavily inspired by the residents, RATL, and expanded cinema. It heavily focuses on atmosphere, with sudden changes all over the place, but usually fundamentally subtly disturbing.
The game will end by the player character entering an italian post office for a reason the character does not quite remember. The character takes a que-note, with the number visible. From then the player can interact with npc’s and check the note or write, doodle, whatever. There will be references to the earlier parts of the game, r other things, hidden here and there. If you try to interact with an npc, he/she will yell at you in a language you do not understand. Everytime the player checks out how many people are ahead of him in the que, the number on his note will have risen. This lasts for ever, in loop. It’s the italian post-office limbo.
None of these will probably ever be made, but one can hope…
Btw, John DiFool, I read through the thread, and some of the ideas were interesting, but I will have to say one thing: When making a balanced mmo, IMO is seems complicated structures would make for complicated solutions, which make complicated problems, which again make other complicated solution that may bring up other even more complicated problems.
Why not make simple structures with simple solutions? F.ex: The problem of feeling like the hero of the story, making a difference etc. There is a very simple solution… Nobody matter unless they themselves put in the work to be regarded as one, ala Ultima Online, EVE etc. Everybody is a nobody, unless they interact with the world in a way that makes other players recognise them as someone.