Assume AI develops to the point where you can just tell it to make a game with your parameters or you're a billionaire who can self-fund a dev team without having to bend the knee to anyone. No limits or restrictions on what game you can make. What do you make?
I think I would do a GTA/Saint's Row style game, but with themes based on Death Wish. You've got a city with a gay hippie district, then various portions of the city are black neighborhoods, jeets, mohammedans, etc. You play as a White guy who has some tragedy that sends him into a vigilante quest Death Wish style where you do different missions in those neighborhoods, and as you play, you slowly begin to drive them out and gentrify the neighborhoods. Disrupt enough black gang activity in their portion of the map, burn down some drug houses, etc and they start leaving and White families move in and clean it up. Burn down enough Mosques and take down terror cells in the mohammedan section, and they are driving out and Whites move back in and so on.
Other White guys start joining your cause as well as you progress and turn your crusade into a movement. Could start out with the police being an antagonist too, as they would be, but as you start taking territory, maybe work in a political angle that sort of replaces a diverse city council with more and more White men as you play and take ground, and you see more White guys as cops who start being less hostile to your activities and start looking the other way. Missions where you have to rescue kids from the mohammedans or faggots, some missions outside of the city where you take out Chicom owned farmland where they have weapons and drones in secret storage and big drug farms. Hell, maybe there's a Little Tokyo or Little Koreatown section of the city that is neutral to you if you wanna go that way. Some kind of communist trained "community organizer" type mayor as the Big Bad you have to face near the end, in the heart of the Antifa held faggot downtown district to cap it off.
Obviously no company on earth would spend 5 seconds developing such a game, but if you could do it yourself and just release it out into the wild via torrents or something, I bet it would get some traction.
I've always thought the setting and trappings of Arcanum was not explored enough. That needs combined with System Shock 2, Alien Isolation, Hunt Showdown and while we're at it Gears of War.
So a single player, real time, squad tactics, semi fantasy steampunk RPG FPS. Squad members programmable with a fully codable priority system and customizable with different items and weapons, but never directly controllable. Enemies fight with advanced AI, bifurcated storyteller control systems and detailed callouts to each other, including an advanced, 3-dimensional binaural audio system.
Zero ambient noise unless it is actually generated by something in the world near you. If you hear clanging, it's because there's a wrench jammed in a generator. If you hear a crackling hum it's because there's a magic crystal device nearby. Hear pained moaning, there's a zombie somewhere.
Conversely, the noise YOU make is audible to everything else in the world. Weapons have unique sound profiles based not only on what gun you fire but what ammunition you're using. Fire a gun? Enemies and neutral NPCs can hear it, and depending on their programming might investigate or call for backup, or seal off doors.
And Arcanum's Magic vs Technology system. The further you go down either path, the less compatible the other becomes. Technology relies on the rules of reality, magic breaks it. So spellcaster might not be allowed to ride on a train at all, and if they are they get to be in the caboose car as far away from the engine as possible. While someone loaded down with technological gear and enhancements wouldn't be able to so much as light a candle with magic.
Open ended level design combined with large branching objective pathways, ala Deus Ex, helps to flesh out the branching paths and potential skills/traits/items you might pick up. Many tools available to the player, and when you're dropped into the level it's "here you go, figure it out".
All items are interactable in real time, including the maps as physical game objects. Want to place a marker on the map? You're putting an actual x on it with a grease pen.
Probably a weird cross between a JRPG, a FPS game, and something like KOTOR. So, Mass Effect with a little more youthful exuberance, adventurism, and style and less trying to be real edgy politics.
Very large, but in a way very linear too. None of these worlds where you chase dots on a map. All sorts of aliens and things and some of them would be savages some would be sophisticated. You play as a human man that looks like a human man should, you can't be a faggot, honestly I don't really care if there's romance shit at all. You are playing my designed story not a choose your own adventure. No women forced places they don't belong, race bullshit, no trying to respect the savages any more than a man of good moral character would.
I really don't care to add any sort of world simulation stuff where I get to blow up vile earth things. I'd rather be an optimistic and happy explorer of worlds.
A proper Tie Fighter replacement. - I like the Tie Fighter Total Conversion mod for XW: Alliance engine, but it really needs a stand alone release
Or, if I were feeling ambitious, a proper sequel to Terra Nova: Strike Force Centauri, a very old Looking Glass game from the MS-DOS era that was a commercial bomb, but was very cool to actually play.
Lastly, my MINO project would be to revive the old Crusader: No Remorse/No Regret franchise, and make a sequel.
1st/3rd person 3d open world crusader!
Death Wish? I see two movies both directed by chosenites. Do you recommend watching them?
As for the game, i still like playing some of them but after thinking that all the games do are basically just waste your time and propagandize you i've lost a lot of interest in 99% of them. As fun as it would be to play a based game, i'd rather try and become based in meatspace.
Need for Speed in the style of Blackbox is all i ask btw. They made masterpiece after masterpiece.
A proper Dead Space 3, but with the endgame being you control a planet cracker ship to dismember a Brethren Moon. No coop shit or shoehorned love triangle.
They should have used a refurbished Ishimura to beat the brethren moons. I like the cosmic horror aspect with the moons being supposedly unbeatable but the gameplay and theme is about taking big enemies and breaking them down with industrial equipment, and a planet cracker breaking a brother moon works wonderfully thematically.
Metroid Prime 4: What it should have been.
I didn't even play it.
I Beat Prime 1 again instead.
I mean if I could, tech wasn't a limiting factor, I'd have a 'butterfly effect' game where you could change historical or fictional events and observe the ripples.
Like what if this certain battle had different results, what if this ship didn't sink, what if this fire didn't start, what if this guy didn't die, just being able to play out so many scenarios and observe.
VTMB2, but actually good.
RE: the the theme of your game: when ME: Andromeda was in teaser mode after 2012 I wished for the game I just knew a creatively controlled Triple A couldn't make. An actual open ended, but narrative driven, colony simulator. Multiple options for coexisting with or exterminating native populations, with intriguing consequences. ME3 was a letdown, too, because they did not make branching narratives based off of player choices of previous game; think Witcher 2.
My dream game for 2 decades has been filling in the short comings of Elder Scrolls (3 and 4, actual emergent RPG mechanics) and Total War, and mixing their scales together. It's infeasible for one person to tackle all of that, but I have been working towards glaring deficits in the Total War formula.
One is tangible logistics. There's a blogpost somewhere on the web about the poor economic fundamentals of the series. There's also a lacking model of supply lines and terrain on the campaign maps. At best there are tabletop game tier abstractions and handwaves. Real warfare is centered around access to resources, which classic base building RTS sadly do better. Real world nations tend to form borders around natural terrain such as mountains and rivers. In the case of empires, ability to rapidly travel and communicate across a distance. Grand Strategy genre should explore this phenomenon. Not complacent developers thinking "funny, inconsequentially formed lines on the map after 200 turns!"
2nd is a robust application of social science into the philosophy and composition of groups. In the free expansion Empire Divided, there is a desperate need for a full system deciding if you can convert enemy Roman soldiers and cities over to your control. How many decades their culture has diverged, proximity/isolation, and your personal power are relevant reasons that the player can expand or reclaim territory. Then we have political factions; what makes someone a Julii or Populeres? Are they a family member or household retainer, a leading politician or disgruntled peasant to be swayed? Do factions merge in face of a common problem, then split when the enemy is conquered and the population pushes capacity?
These questions needing real answers every step of the campaign map game, not disconnected gimmick mini games. The data structures are so poorly architected that in Atilla/Charlemagne (I think Med2, too) when you marry off a daughter, that daughter is deleted and another woman is generated. This primitiveness does not allow convincing political intrigue to occur.
Again like with logistics, politics is a pillar of real warfare. Not single entity legendary lord with absurd numbers face tanks 5000 Saurus warriors complete with jank animations. My goal is to work out the right maths that can satisfy 'this German confederation has centuries of West Roman and other influences, fled the Huns through a dissolved Roman Empire to form a uniquely identified kingdom in Spain', or 'this crusader kingdom is recognizably White Catholic with native Semetic civilians, distinct from the Nubians who just got bussed 1000 km to be next door.
Edit: Economic threads from Reddit. If there's another blogpost, it's buried deep in Google. https://www.reddit.com/r/badeconomics/comments/em3l26/victoria_2s_flawed_economic_model_and_the_good/
https://www.reddit.com/r/Games/comments/4bmf7m/lets_talk_about_ingame_economies_and_why_they/
https://www.reddit.com/r/truegaming/comments/9qymie/why_do_many_games_with_an_economy_miss_with/
Thanks for reminding me how much i dislike the shallowness of contemporary grand strategies.
I'd like what skyrim, fable and wildlands PRETEND to be. Namely a hitman level of detailed living country/region.
Cities where every NPC has a real home and job. Where they have a commute and routine, relationshop and they're all killable and to some level interactable such that they have an effect on the world.
Put in a real economy that tracks every scrap of food and $ spent to buy it. Such that burning farms in one city has a poor character actually die in another.
Posion shipments of grain for maximum terrorism. Assassination of an enemy with a land mine planted 3 days ago inside their home's personal shrine. Sabotage the wagon repair man in one city and steal all the farmers grain business when they can make deliveries.
I'd want it to be hard though. As much effort as there is in you doing those things there should be an NPC database of everyone who's seen you commit a crime and who theyv3 talked to. You become branded a terrorist or thief and there's no waiting X in Game days and i5 disappears, some people will never deal with you again. You have to become a true outlaw. And if you get caught with a murder rap, unless you've prepped some friends to bust you out that character is dead
Prototype 3.
More of 1 and some of 2 in a much bigger more active living world.
I'd get a team to finish Saint's Row 2 PC for IdolNinja.
But a completely new project?
I've been working on a non extraction ... extraction style game. Everyone has their own home zone (yours is different from mine is different from someone else's.) where only you can see it. That's where you bring your gear and loot. Then you hook it into the decontaminator device that is above ground, so that you can collect and use the gear in the underground base. (It's not a virus, it's not a fungus, it's a computer virus from space that is trying to upgrade itself using anything it can (think the movie Screamers or Virus)
You put together teams of people you rescue that become NPCs that can help your base. There's tech people, medical people, science, military, etc. They all have a use. And depending on how you spend your time helping and fixing and who you're looting for and with, you can have NPC groups that shoot and defend competently above ground looking for things like food and water and essential gear. But it's up to you to tell them what to look for, and how much they should try and seek it out. There's also failure states for this. Like, if you don't have your NPC retrieveal team bring someone that can get past security gates in military installations, they'll just tag the spot on your map and say 'we saw [this and this] here at [time]' which is sort of the game's way of telling you where the good shit is for now, unless someone or some other faction gets it first. Factions by the way sometimes don't keep the good shit, they'll sell it to the highest bidder, so it's good to get in with at least one or two factions.
For example, if the NPC collection team you send out trip over a weapon or a backpack or a canteen, that got dropped from a fire fight that happened recently, they'll bring it back, even if you don't ask them to, because it's easy to just grab and keep going, but if you don't tell them to look around, they just get what they're supposed to and haul ass back to your base. You will however miss out on the location of higher end gear that they can try and get or mark on your map and tell you of a contested hot zone, or loot behind a door that needs a specific card key or something.
NPCs not in your faction or group will loot while you're looting, it's up to you to either take them out, or help them out, and earn faction cred until they like you. Then you can trade with them, and be civil with them. And if they like you enough, they can be called in to help you out in a fight. And when you become like you're one of them, (maxed out cred) you get access to their best gear. The opposite happens too, if they catch you killing or looting from them enough, you become shoot on sight. They'll even put a bounty on you and allow other users to try and take you down for high end gear and faction rep with them.
There's also a few factions that just hate everyone and will shoot you regardless. Taking them out earns rep with whatever group of the month the crazy faction currently hates. They wander along looting and shooting like you.
So far I have everything I want in there, but the AI is super finicky. Sometimes I'll max out my cred with a faction, and the opposite effect doesn't happen with the hated faction of the group that now likes you. So if you do anything for the group that should hate you, the other group just gets fucking livid and I haven't found out why that is yet.
A fantasy strategy jrpg with some fan service. Or a new Halo that doesn't suck.
Finish star citizen
Unironically...
blatant Ocarina of Time inspired adventure game with an overworld, towns, dungeons, and sidequests. Loosely based on either Saint George or the Arthurian legend.
Same combat system, same design philosophy, just a new world and characters.
There was a game announced in the 90s called The Forgotten. It was canceled for whatever reason but the gist was that the world had a superhero team like the Justice League who had cleaned up the whole world, defeated their enemies, and years later went full Justice Lords and decided things were better run with them in charge.
One of the villains they'd believed they'd killed had survived and has woken up a decade later. Now it's on him to organize resistance, hunt them down, and get revenge. Handled correctly, this could be great.
Bring tanarus back online with modern graphics.
Space pirates
I'd make the fantasy everything game.
Alternatively: Skyrim, except every aspect of it is great instead of mediocre.
Angry goy 3 but in FPS format
Think of Shadow Warrior but with kikes and niggers for demon replacement
o'neill cylinder simulator. no idea what you'd do in the game, it would just be a complete and populated cylinder with all the shit actually working.
Dark Age of Camelot 2.
A RPG like mass effect
I like "swords and planets" sci-fantasy, but it's a rare genre. I'd like a turn-based tactics SRPG based in the genre. Full on noble-bright. Bad guys are bad. Good guys are good. With roguelite elements to it! If Embrace Of The Fog can prove that roguelike grid-based turn-based tactical RPGs can exist, then it's only a matter of making such a concept in the genre idealized, with a proper story and polished gameplay and animations.
Remake that weird space station npc game. Sentient? Replace with Mantella AI for the npcs for conversation. It’s sorta a murder mystery, all you do is talk to NPCs to try to figure out how to save the space station from hurling into the sun. Advanced for its time- looks like dogshit 😂
I’m having a weird retro visitation with PlayStation 1 currently. Just so many games, I never even knew existed.
Germ: literally the first open world PlayStation one game. Very rare.
State of D'aquan
A game like State of Decay but not made by massive faggots with no funding or talent.
The bones and concept are great but the executions have left a sour taste in my mouth.
True open world, multiple cities, suburbs, towns, rural areas.
Good acting, good combat, a real story besides "escape", or at least more options like sustainable living.
Multiplayer Tactical First person shooter like R6S. The catch is, every map is procedural generated with AI so there is no memorization of the map or its component tiles. You have to actually approach the map tactically. Oh and the map is completely destructible.
I have other game ideas, but those I can actually make myself.