Rock, Paper, Shotgun

Tell Us: What’s Your Dream Game?

By John Walker on April 12th, 2011 at 2:12 pm.

Someone should make a game set entirely in a thought bubble.

We work far too hard entertaining you. You do some work for a bit. I want you to describe your dream game. It’s not quite as ambiguous as it sounds.

For instance, my dream game, as I’ve written about before, is one that just lets me calmly survive. I want a vast island to explore, filled with treats to discover, but only if I can keep myself alive. I want to need to build a shelter with the physics of a Penumbra game, hunt for food using a bow and arrow I’ve made by stringing a branch and wedging a flint and feathers into a stick, building fires, and so on. The key difference between my game and all those I’ve tried that people have recommended is 1) it’s good, and 2) it’s not about frantically monitoring unrealistic levels. I am a greedy chap, but I don’t need to eat sixteen chickens an hour to stay alive. The budgeting of survival to exploration need not be so punishing, and I suspect is usually because a game really doesn’t have much to offer. That’s what I want.

So what do you want? Maybe it’s a whole new way of thinking about the first-person shooter. Or an RTS that doesn’t infuriate you by focusing on units when you really care about resources. Are you crying out for a management sim that doesn’t care about the happiness of the people?

Someone will read one of your comments and make a corresponding game. It’s inevitable.

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499 Comments »

  1. skurmedel says:

    I want a first person game where you are the gun. Or possibly one of the critters trying to stop the protagonist.

    • Berzee says:

      lol, lol, lol :D

    • diebroken says:

      Dungeon Keeper lets you possess one of your minions and attack the dungeoneers from a FPP view.

    • skurmedel says:

      diebroken: Yeah, I had forgotten about that. Although I usually ended up possessing a bile demon abusing chickens in the pen. But still, you are kinda the protagonist there. I want something where everything is about the cool hero and you are lowly henchmen trying to stop him.

    • Yosharian says:

      How about just making Dungeon Keeper 3? Yeah. Not gonna happen.

    • Henke says:

      Have you tried Dead Space 2 multiplayer? It lets you play as a necrothingydude, tasked with fucking things up for the human team, and it’s actually fun. :D

    • diebroken says:

      Natural Selection 2 should be actually/finally/ultimately/hopefully released this year as well…

    • danimalkingdom says:

      Do you remember Perfect Dark on N64 (OFF TOOOOPPIIICCC FLAMES)? It had that multiplayer mode where other players could play as the enemies, while player 1 went through the single-player campaign.

    • Perjoss says:

      pretty much what John Walker said, but a zombie survival game in an environment like GTA IV’s Liberty City. No driving around and weapons are very rare, a hunt for food and fellow survivors with a mysterious story. Something like the first Dead Rising but dark and maybe even scary.

    • Ultra Superior says:

      Well thats a pretty stupid idea.

      So you kill the big hero. Then what ?

      I guess you would go to a pen to abuse more chickens…

    • skurmedel says:

      Then he loads a quicksave.

    • Ankheg says:

      Oh, and there was an idea of playing Megatron in his transformed state.

  2. Kadayi says:

    Truly persistent universe with a strong narrative drive, and the ability to play single player or co-operative MP without the necessity for hard core grinding.

    • FhnuZoag says:

      Along those lines:

      The game is broken up into several sections. You start as an ordinary civilian in an eastern european city. This introduces the city and the gameplay mechanics, and lets you generate the character. Then one day, the nazis invade, and take over. This is the main part of the game, and involves you trying to keep you, your family, and any friends you have alive. Then at the end, the soviets push the germans back, the germans get really desperate, and things become *really* bad.

      The game should be mostly combatless – the germans are armed and trained soldiers, you are not. You’ll have to avoid them to stay alive. Lots of moral choices along the way. Do you collaborate with the occupiers? Help the resistance? Just try to stay out of the way? When people come to you for help, do you take them in, knowing it’ll put further pressure on your meagre food supplies? Save the wounded soldier or hand him to the partisans? And what do you do about the ghetto full of doomed Jews?

      Thief meets Pathologic meets Planescape Torment. Warsaw: the game.

    • Hallgrim says:

      1-10 player persistent world MO where you can have a huge impact on the game world and culture.

    • Web Cole says:

      First Person persistent high level simulated world, with faction building and management elements. In space.

      Something that could scale from the intricateness of Dwarf Fortress but in 1st person (the engine on your space ship is fooked and you have to scrounge around for parts and McGyver it back to life) to the galaxy spanning building your own empire from literally nothing and having to fight a galactic war for survival, picking your Admirals or even your crews, designing your ships, managing the funds and coordinating the fight on every level you want to be involved in (But in 1st person).

      I really can’t stress the 1st person part enough :P

  3. StingingVelvet says:

    Cyberpunk detective RPG with choice and consequence out the ass.

  4. AndrewC says:

    STALKER but happy, please.

  5. Metonymy says:

    -Regional world domination. You must play for your region, if you play multiplayer.
    -Faithful recreation of Earth, based on satellite imagery.
    -Accessibility to a comical level. Big buttons, no option screens, no menus. When necessary, these appear, but only after the game begins.
    -Unite everyone from SC1 pro-league to farmville players, all in one game, by providing a variety of tasks for players of all types, with particular attention given to non-competitive activities for women.
    -Every game archetype integrated, all functioning in real time, but most notably first-person activity, real-time strategy and economics, and intelligence gathering.
    -During yearly resolutions, the best players from the strategy archetype become global commanders, directly coordinating all other events in an attempt to subdue all mortal authority.
    -Every major world power group included in the fluff. Banks, governments, educators, religious leaders, etc.
    -No rules, other than those logically necessary to enforce. No moderation. No law.

    • Schmitzkater says:

      I guess I’m just misunderstanding something here, but:

      “non-competitive activities for women”

      Do you really mean it in the sense that those activities should be especially suited to women, because they wouldn’t want to play it competitively?

    • Rhin says:

      Is there something wrong with that notion?

      Some games that my guy-friends like:
      Call of Duty
      Starcraft
      Hon/Dota/LoL
      Marvel vs Capcom

      Some games that my girl-friends like:
      Katamari
      WoW
      Dragon Age

    • Shrike says:

      Yes; It’s the definition of sexism. Observable trends do not make generalisations correct. Once upon a time you would have been able to say: “I could name 100 female receptionists off the top of my head, but I bet you can’t name one woman who manages a company.”

    • Serenegoose says:

      TF2 is the most played game on my steam list. I’ve sunk several days into Bad Company 2. I also play co-op games with my friends. Am I some sort of double agent with amnesia, to dare find enjoyment in both competitive games AND co-operative games? Who am I?! :(

    • Schmitzkater says:

      I worded my question in the hope that you could mean something other than what you , you know, were implying.
      But if you really think that way… yeah, what Shrike and Goose said.

    • Rhin says:

      @Schmitzkater: Obviously, any individual has a unique set of motivations and interests. My examples were the most polarizing… but they were intended to be. I don’t think there’s a “one size fits all” solution; in order to bring games to a wider audience, we need games that push the envelope of the relationship between the game and the gamer and change the nature of the motivations for gaming. I’d love to see more female game designers in the future. I think they’ll have many innovations to bring to both male and female gamers.

      @Shrike: “Observable trends do not generalizations make” yes. Observable trends point to underlying issues. That’s how science gets started. Regarding the receptionists vs CEO argument, I definitely do not have the time to discuss such a complex topic, but my opinion is that negative environmental factors such as societal expectations and lack of role models accounts for the disparity and not any difference in motivation or ability to lead.

      @Goose: I, too, enjoy both, and in fact, in general I prefer noncompetitive games. I completely agree no one can be pigeonholed into one category or the other.

    • SpoonMan says:

      I know a game exactly like that (although some people don’t like calling it a game)! It came out aaaages ago… I remember one of its names was RL.

  6. Spinks says:

    RPG where the main mechanic involves roleplaying, not killing stuff.

    • trjp says:

      It exists – it’s called A Tale in the Desert (2)…

    • Serenegoose says:

      Ah. Someone got there first. I love RPG games but I find myself grinding away through the combat. I want to experience a world, and characters, and immerse myself in it, collecting information, talking to people, solving puzzles (not stupidly abstracted puzzles, I mean natural, intuitive ones (err, feel I need to provide examples. An abstracted puzzle would be slide the blocks into place to unlock the door to reveal the macguffin which vanishes unless you make it there on a timer. A natural puzzle would be to ask a question which gets you an appointment to meet with an informant who’ll give you a book with a secret message in it which directs you to a tavern within which lies your macguffin. I wouldn’t want combat not to be there, but I’d want it to be one of many options, rather than an apparently unavoidable consequence of existing, due to be paid every ten mins or so.

      Alternately, give me a Mistborn, Culture, or Laundry Files RPG and I’ll be quiet for a bit I guess.

    • Pinkables says:

      I concur. A story without the inevitable killing. Lots of interesting things transpire in life which don’t involve killing.

  7. arienette says:

    I’d go with something like your idea John, only some kind of earthquake/disaster survival in a city, proceduraly generated events and the like. Except coming up with a compelling reason to stay in the city is hard.

    That or some kind of sprawling rpg set in arabic history.

  8. Doesntmeananything says:

    First person superhero simulator. With destructible environments, obviously.

  9. diebroken says:

    Something in the Thief universe, but not an MMO of any kind. Open like Thief 3, but not like any of the Assassin’s Creed series of games either… where your actions have consequences in the long term.

  10. Cael says:

    A cross between metro 2033, s.t.a.l.k.e.r. and fallout 3.
    Post apocalyptic russian open world horror fps with rpg elements and an emphasis on exploration, somebody make it happen!

  11. bascule42 says:

    Arma + FarCry + Dead Space + Resident Evil + Gunship 2000 + Biowares story telling.

    Freedom/freeform, survival, killing, (duh), inventories, keys, flying machines, realistic combat, food & drink, bandages/medpacks – NON instant, open lush enviorments, dingy damp caves/underground complexes/large buildings, tropical/desert/ice land/jungle/urban/cites areas – the whole bloody world.

    Ground breaking graphics, supurb lighting, photorealism, real sounds, accurate modelling of real life stuff, guns/vehicles etc.

    A long in depth and above all immersive story.

    About 600 hours gameplay with massive replayability.

    It’s not much to ask.

  12. c-Row says:

    I mentioned this in the flight sim story already, but… a steampunk online trading flight sim. Think EVE meets Crimson Skies meets Elite.

  13. checkit says:

    A WW2 FPS where you play an American paratrooper on D-Day, named Baker or Miller or something similar.

    • Doesntmeananything says:

      Are you mad? Let’s at least be a little realistic.

    • Sarlix says:

      Yeah I think we need some boundaries here, otherwise people are just going to go silly.

    • skurmedel says:

      If we are going to be really wild here, what about a game where you run around in some kind of middle eastern city as a US grunt. Enemies with AK-47s crawl out of the woodwork, and all you have to stop them is your M4 with a holographic sight.

      You will fight these fearless, and endlessly respawning enemies in countless (but strangely population empty) bazaars, dusty medinas and crashed helicopter sites. Everything will be very sandy and yellow, because there is no vegetation what so ever beyond the Mediterranean.

    • ExMortis says:

      Personally I’ve always wanted a top-down arena shooter with programmer art disguised as a “retro-modern” look. Oh, and blistering techno music.

  14. Popish Frenzy says:

    Total war +EU3+crusader kings+Mount and Blade, period 1450-1700 :D

  15. Kdansky says:

    Why talk about it when I can just make it?

    http://blown-to-bits.blogspot.com/2011/04/introduction.html

    Hah, take that, silly RPS!

  16. Dawlight says:

    I’ve never been looking forward this much to a game before. So I’m gonna say that Portal 2 pretty much is my dream game. At least from what I have seen.

  17. Decimae says:

    A mix between a FPS and a sandbox game, in which you collect resources to build things. Oh wait, that’s minecraft.

    A FPS in which you shoot different things. Perhaps space manipulation thingies. Oh wait, that’s Portal.

    A timetravel RTS. Oh wait, that’s Achron.

    On a more serious note, I’d like to have a MMORPG in which the ethics and rules are (mostly) created by the players. I wouldn’t play it though, knowing me.

  18. Hentzau says:

    Syndicate, but with a massively expanded campaign side with more detailed agent management, R&D, branching missions a la Wing Commander and I have more control over my income than robbing banks/adjusting a tax slider.

    (A straight adaptation of Necromunda for the PC would also be acceptable.)

  19. Sceptrum says:

    Sandbox-game based on the Blue Planet pen&paper RPG setting.

  20. Vague-rant says:

    A cheery version of Amnesia, character driven rather than fear driven. I suppose like what Telltale do, except with more awesome puzzles, and more charm.

  21. Batolemaeus says:

    I basically want a persistent mmo combining Eve handled by more capable developers and a ground based rts-alike with terrain deformation, building factory complexes, and running around on the ground as a fully dynamic mmofps defending / assaulting such complexes. Ground based and Spaceship parts are economically interdependent, with certain basic and advanced resources only available in their respective domain, forcing people to cooperate and to give meaning to the whole thing.
    On PC, of course.

    Either that, or an amalgamation of wurm online and stalker. Huge world, fully deformable, building of settlements and landmarks, survival against nature and others wanting your stuff.

  22. ImperialCreed says:

    SupCom 40k.

    That is, the massive battlefields and super zoom of Supreme Commander where the armies are drawn from the Warhammer 40k universe. If you’ve ever seen Epic 40,000, you’ll have a good idea of what I’m talking about.

  23. vikingskull says:

    just bring out a decent skateboarding game on the pc. thats all i ask!

  24. Sarlix says:

    Baldur’s gate in a sci-fi/cyberpunk setting and with guns. Please.

  25. BebopBraunbaer says:

    a game where no one can help or spoil you, where you cant save or restart. you have to live with every choice you make and theres no tutorial or cheatcode. wait.. is this life im talking about?

    • disperse says:

      - a sandbox game where you make the rules
      - next-gen stereotropic graphics
      - 80-90 years of gameplay

    • MajorManiac says:

      But with far too much grinding for my taste.

    • Baboonanza says:

      Yeah, those fetch quests to Sainsbury’s are really turning me off.

    • alick says:

      yer sum thing like gta ecseped no story u make your story like u make your life but un like life u can start a new carector after u die or get bored of prison and not know how or cant escape
      the objective is to make as mutch money as u can and how u do this is purley limeted by your creativity , intelegens
      the choses available are unlimited
      do u work on your own or do u work as a team with sum frends but then you have to shear the wealth but u can all way screw your frends over ner the end of your life
      do u kidnap the securety enginer of a bank and bet out sum inteleges and go in at night , in – out un detected or do u go in the midel of the day guns blazing
      do u fill a warehouse with weed plants an hire sum home less npc to sell if for u or do u sell it your self or do u not like drugs and u bort a flat t1o rent out to students
      do u take your fortune and by more land to grow more weed and consiqutley in cress the chans of a batel the ATF oficers or have u lost your diziers for wealth and you go of to sum 3rd world country and fund accommodation and food an water projeks just to cee the smiles on there faces or u don’t care about smiles and each flat comes with the condition of 3 years free labor

      sory i have ran out of time to propely spell chek sory

  26. Halo says:

    My dream game varies from time to time, but I frequently return to the thought of the MechCommander-that-could-have-been. One where I can play out a variety of campaigns, in a variety of settings. One where I can see the reputation of my mercenary company reflected in the contracts they are offered; a deft touch for getting in-and-out stealthily is rewarded with more contracts of that ilk, a reputation for violence sees not only friction with the factions I visit such violence upon, but a lot of contracts involving front-line fighting.
    In my MechCommander-that-could-have-been, I can dial up the realism from the style of MC2 (no component inventories, Mechs aplenty) to something approaching Harpoon or BC3K (repairs, bills, a running calendar and not a magical whisking from battlefield to battlefield).
    The alpha build of MechCommander Omnitech will never quite reach my aspirations, I expect. I heartily hope it’ll grow in the same manner as FS2Open. But it will continue to nourish me until I get the game that I want.

    [EDIT - link for MC:O] http://www.hard-light.net/forums/index.php?board=210.0

  27. Yosharian says:

    One of many would be:

    An ultra-realistic RTS with a brilliant storyline… where you can take control of ANY unit at ANY time and deliver FPS justice… then switch back to RTS style… Total War-depth strategy married with SC2/WC3-style unit controls… Warzone 2100-style tech tree with upgrades… RPG-style choice and consequence and a resulting branching campaign mission tree… objective-based multiplayer co-operative missions that take hours to complete… etc

    This game could never exist.

    StingingVelvet’s game sounds pretty awesome, though.

  28. AbyssUK says:

    Its a simple formula really,

    xcom + portal + minecraft + world of warcraft + eve + dwarf fortress = suspense + humour + boundless creativity + accessibility + economics + godlike attention to detail = dream game

    So basically a game where you attempt to fight funny aliens that build with sticklebricks, in a world were everything has a prrice and I mean everything!

  29. kurige says:

    This is a bit more abstract than most of the suggestions in this thread, but this is an idea I’ve been mulling around in my head for quite some time. Basically since I first played Elite and the power of procedurally generated content really because apparent to me.

    My dream game would be any game, of any genre, that had a compelling precedurally generated storyline. If I were a millionaire, I would make this an X Prize style competition.

    This could take a number of different forms.

    It could be a text adventure that doesn’t end, but rather reforms itself continuously as you progress, like the Young Lady’s Illustrated Primer in Neal Stephenson’s Diamond Age.

    In a more open ended game, like Minecraft, it could take the form of procedurally generated quests/goals that are part of an overarching, compelling storyline that is revealed bit by bit, but different every time you play.

    Maybe I should have saved my breath and just said, “Quinns’ Journey of Saga, but as a real game,” because that about sums it up.

  30. White Whale says:

    Full persistent Forgotten Realms mmo, that extends to the whole realm and doesn’t leave even a bit out.

    Generic setting, but I’ve always had a soft spot for it. It didn’t hurt that Baldur’s Gate 2 was the best game ever.

  31. Lambchops says:

    A game which has a so many convoluted branches and pathways through it so as to be replayable in an uttery different way each time, while still having a reasonable narrative and which allows you (perhaps either by you being a spy or a series of genetiall modified agents bred in a clone tank or whatever) to have a series of different personas whih can ll make their mark on the world in different ways with both positive and negative consequence for you (if someone you’ve charmed the pants off earlier crops up in a later scenario then use the same persona and get them to help you again, if you’ve pissed them off then either do so again or adopt a new face and be nicer this time etc.). Oh and a game that’s willing to kick you in the balls every once in a while without a “curse your sudden but inevitable betrayal” type twist.

    Oh and jetpacks, you can’t go wrong with jetpacks.

  32. Norskov says:

    Prototype-style game with Champions level of customization and L4D style Director to control the enemies. And if technology wasn’t a limit: Fully Destructible City.

  33. stahlwerk says:

    A world war I flying game / adventure with an open world first person engine so that you can run around the aerodrome, the nearby towns for R&R, need to evade capture when downed behind enemy lines, a story at least on Wing Commander 2 levels, but one that paints the whole mess in all shades of gray available. But I think the most important part of it would be to simulate the machine as something entirely detached from the player character, like in the DCS games, but which I think would work rather well with WW1 cockpit mechanics complexity.

  34. Sajmn says:

    A always-first-person game with free running, shooting, swordfighting, mech-piloting, multi-path conversation options. AFPGWFRSSFMPMPCO for short

    • Jesse L says:

      That’s almost Riddick. No swordfighting, but you can beat on robots with a pipe. No freerunning, but you can see your legs! And no multiple conversation options, but Riddick always picks the coolest option anyway.

  35. tstapp1026 says:

    I’ve been wishing for a dark Sci-Fi mmo a la R. Talsorian’s cyberpunk that is truly persisent and player driven much like that of Eve Online. This would come complete with the various gameplay types as described in the old pnp roleplaying books as well. Netrunning, if done right? F*ck yeah!

    • Tom OBedlam says:

      please please please please please please please please please

      I’ve wanted this since I was eleven. Gene-Tweak me!

  36. Ralud says:

    Stop it John, I will not have you encouraging the 12 year old fanboy within me.

    Just Cause 2′s game engine expanded to cover galaxies of the Mass Effect universe and you play as a spectre and and and… ENOUGH!

    • Metonymy says:

      You know JC is just a console game right? The PC ports don’t even add PC controls. How can you play this game after playing a FPS with a mouse? I still have my $8 controller for fighters and platformers, but I would never use it on a first/third person perspective.

      On topic, I approve of the sheer scale of JC. I’d rather have the scale multiplied 100 times over, even if it means the details drops by an equivalent amount. There would have to be a gameplay purpose for so much real estate, of course.

    • Ralud says:

      Keyboard and mouse works just as well as an xbox controller on the pc version.
      The mod support, the superior graphics and the benchmark function makes the pc version the superior one of this multiplatform title.

    • Baboonanza says:

      My main complaint about open-world games (including JC 2 and GTA4) is that when they’re ported to the PC they keep the ridiculously tight memory constraints from the console.

      I don’t want the world to reset when I turn a corner and I have many gigs of ram sitting empty while the bloody game needlessly culls objects. I left that burnt-out plane there for a reason dammit and I want it to be there when I come back!

  37. Navagon says:

    1. Precursors with a massive budget and more Stalker-ish qualities pretty much sum it up. Something not only open world, but open worlds. With more variety across the board and some more purpose to the space aspect of the game.

    2. Syndicate remake. Much more focus on being a company than a government. You never completely own a region. Instead you’ve got a market share to protect while whittling down that of the competition. Sabotaging them without revealing yourself to be behind the attacks is key. Or maybe you could persuade their own staff to do your dirty work for you? Action would probably be seen through your agent’s eyes, but you’d still have a large section of city to explore with multiple side quest options to further your own agenda.

    3. A game which could best be summed up as a proper X-COM sequel. Again, could be first person, (with highly destructible environments) but all other elements remain in tact from Apocalypse. With a decent ending this time too.

  38. csuzw says:

    A secret society/conspiracy theory/spy/investigation based RPG. It would include combat but it would possible to avoid it and it wouldn’t be the main focus. You coud have/hire companions but you only have high level control over them (ie you don’t micro-manage them, you just give broad orders like cover me, scout over there, investigate this object etc) and they’d be mostly mercenary so they might betray you over money but you’re not going to spend much, if any, time dealing with their emotional baggage or trying to get into their pants. Settings-wise I’m not so concrete on, I like the thought of a Warhammer 40k Inquisition setting, also a modern day, no/little future tech/magic would also be good. I really like the idea of most things being procedurally generated so that you wound never encounter everything in 1 playthrough and you could get very different stories and outcomes in subsequent playthroughs. I also have no idea how you’d make the investigative side of the game fun without it becoming a point and click adventure or having lots of mini-games that would become boring quickly.
    Failing that a new arcade space combat game with rpg elements like Freelancer would make me very happy. Also any RPG modern/very near future real world setting would interest me especially if it manages to take the good bits of Alpha Protocol but actually manage to finish the game with cutting myriad corners to do so. Or a Necromunda game (Cyanide could easily do this I’d have thought – BB:LE was damn good other than the questionable AI).

  39. Magga says:

    Turn-based modern combat or cyberpunk with advanced graphics and physics.
    Essentially I want Jagged Alliance remake to be turn-based and on Frostbyte engine.

    • briktal says:

      I’m thinking something like that, but set more like X-COM (cannon fodder units instead of super unique mercs, being outgunned by the enemy though you’ll probably have superior numbers half the time). It couild be pausable real time instead of turn based. But the big thing would be a lot more tactical options, either in context sensitive actions for things like throwing grenades around a corner or entering a room, or better/additional support items: smoke grenades, flashbangs, mines, machine guns, air support, etc.

    • Magga says:

      Also some economic macromanagement and detailed development of your soldiers and equipment customisation.

  40. zergrush says:

    I want a Warhammer 40K rts that actually works like the tabletop version.
    A Thief clone in a modern setting.
    A good online TCG.
    An action rpg with mechanics similar to Magicka but a bit more varied, mixing different skills from different classes in coop would be pretty cool.
    A Dark Heresy Mass Effect-style RPG with online multiplayer and a good mission editor.

    • jakobrogert says:

      Regarding a W40K RTS – Did you try the Firestorm over Kaurava mod? The attributes and mechanics in that mod are all made to simulate the tabletop rules.

  41. bit_crusherrr says:

    A Planetside style MMOFPS set in the WH40k universe,

  42. Berzee says:

    Anyhow, I have two dream games:

    1) A Christian game that isn’t blisteringly awful. You might think if you were making a game as an act of worship you would try to make it good…but apparently, in reality, making a game as an act of worship just prompts people to add lots of Bible trivia questions between levels, or come up with hilarious justifications for normal gameplay (i.e. you aren’t shooting people with a gun! you’re shooting internal demons with…faith bullets?). I have a long-term life goal of making the whole Bible into non-embarrassing computer games. There’s loads of untapped potential in the Bible for great games and new ways to play.

    2) I want an MMO with
    a) Only local chat. NO CHAT CHANNELS. If you want to talk to someone, find them in the world or (depending on setting) get their in-game telephone number.
    b) No UI. If you want to carry an item, you can put it in a bag. If you want to learn a skill, you will notice you’re getting better at it as you practice. If you want to tell how strong someone is, watch them fight.
    c) Interactive crafting (i.e. a physics model for what happens when you heat metal and hammer it — somehow translating into stats on the final product…but of course the stats would only be evident in how durable and well-balanced the sword was, since there’s no UI for stats)
    d) Ideally the MMO would be set in a world that is exactly like the 1990′s but with wizards. Hopefully guns will be explained away as gunpowder being too easy to ignite.

    3) I am SURE that I have a thousand more dream games, but the pressure of the moment is too great! Ah! I can’t think of them. Well, I will have to wait until the next slow news day to make my demands. =)

  43. delusionsofnoir says:

    Planescape Torment MMO in first person.

    • Stick says:

      Ohyes.

      As long as you get Mazed for acting like, well, an MMO player and not a character. (Let’s face it, Planescape requires some imagination and effort to participate in.)

  44. AbyssUK says:

    How about Minecraft…. but with atoms!

    • Voxel_Music_Man says:

      Megastructures: “After 8 years of placing individual atoms, I’ve made something that is visible using only a conventional microscope!”

  45. pakoito says:

    *A brawler where you can choose your moveset á là God Hand but you have to craft your equipment from carved monsters to improve your damage output so you can dare attack higher level monsters, even though they are never locked and can be taken out if the player is skilled and patient enough.
    *Open consistent world where exploration primes over mob camps.
    *Instanciated random dungeons with bosses, grindy or exploration quests. PvP and scripted arena bossfights.
    *Built-in cardgame where the cards are also crafted from monster pieces or natural resources.
    *On the other hand cities and most of the world common for everyone, lots of gathering and crafting to create your own virtual life, like in Second Life or Habbo. Create your own shop, build your house and you domains as in Lego Universe, Neverdaunt or Minecraft.
    *Non-explicit factions and faction area control control like in Darkfall. Castle assaults like in Mount&Blade.
    Basically “High Fantasy nobody simulator” with a competitive twist.

  46. RagingLion says:

    Ooh, I’ve already got a pre-built answer for this one. Here’s my description of a dream game that’s an open-world buddy road game that was inspired by a piece Jim wrote a while back lamenting the lack of the equivalent of a road movie in gaming.

    http://www.giantbomb.com/profile/raginglion/dream-design-docs-open-world-buddy-road-game/30-68733/

    Basically you have an end goal that’s a physical location but then have a lot of freedom as to how to get there and it’s all very dynamic especially regarding one NPC that you travel the whole journey with.

    That’s ‘a’ dream game though and not necessarily my ‘ultimate’ game. Really I just thirst for things that are completely original that we haven’t seen the like of yet, but I’d want something that’d move me emotionally and make me think and astound me. Something like The Witness holds hope for being that, though I’m speculating wildly without knowing how that game will end up feeling and actually be.

    • Oozo says:

      Read that. Like it. Want that now. (And, contrary to a lot of other suggestions here, it seems utterly feasible. Will anybody step up to the challenge?! Though I would maybe completely get rid of the guns.)

    • gwathdring says:

      I love the general frame of the idea. Except the capture part. It could work, but I think there are more creative ways to make the same sort of tension that would be dependent on the setting and the plot.

      I can see a post-apocalyptic Rage/The Road style game, but I can also see this working in many other environments. The same general idea could be easily made into a compelling frontier exploration game or a medieval Europe setting (maybe your character joins a seasoned traveler on the long road to Jerusalem to join Richard’s army after your homestead is ransacked by bandits or by a rival lord of your master’s; with nothing really to lose, you set out and over the course of the journey Jerusalem changes insofar as what it means to the characters).

      Setting aside setting, one of the first things I thought about was whether or not the characters reach their final destination. Not on account of death, but especially in a post apocalyptic world, maybe this paradise doesn’t exist (maybe the experienced fellow was making up stories because he truly believes in it and figured he could use help getting there). Or maybe they learn something radically new about it on the course of travel and change their minds. Or maybe they find something else along the way. Or some catastrophe between the two characters leaves one heading toward the final goal and one walking away by choice.

      It’s a simple, but elegant story that we as a culture love to tell. And it has so many variations … it’s a great story to tell with a game, especially an open world game. In my head it’s something like Mass Effect, Fallout, and Bioshock (character driven, extensive dialogue; open world travel, frontier atmosphere, scarcity of ammunition and supplies; characters as a form of environment, madness and competitive survival, the living world feel, environment as an antagonist) with a healthy dose of new ideas and material, adherence to the commandments of video games (thou shalt not make checkpoints right before cut scenes) and a fair bit of ye olde Oregon Trail: a final destination, with path choices (more extreme, of course, as this is to be open world) and a stable combination of random and pre-set events and obstacles.

    • danimalkingdom says:

      This really interests me, especially because the idea is tantalisingly feasible.

    • Quarok says:

      OH MY GOD!
      Guys, look up the character Prester John (or Mandeville) and his place in forming the way the West though about the Orient for hundreds of years. Now THAT would be an awesome story to premise this game on.

  47. President Weasel says:

    Something with the overarching vision and ambition of EVE, where all the players are in one population rather than split into servers. Players able to shape the world and the economy and have lasting effects on the setting.

    Ideally, something like EVE but with individual planets and stations that people can live their whole in-game “lives” on, within solar systems that people can fly around in space-ships (with journeys between planets taking hours of in-game time) , within a cluster of solar systems that take considerable time to travel between – so a group of players could, at considerable investment of in-game assets, purchase a vessel capable of travelling between solar systems, then set out on a journey that takes two weeks of real time and have a massive effect on the economy of a frontier world by turning up in a ship full of manufactured goods, and stocking up on raw materials for the return journey – only to be shot out of space by some scrappy little pirates, because the crew were all logged out or afk.
    Persistence of assets – Spaceships can be relatively safe docked at a reputable space station (although still vulnerable to sabotage if someone hates you badly enough), but they won’t disappear when you log out.
    Larger ships requiring multiple human crew to run them efficently, with automated guns, missiles, countermeasures etc being much less effective than when a crewmember with the relevant skills is manning the station.

    That’s what I’d like.

    • zbeeblebrox says:

      (with journeys between planets taking hours of in-game time)
      And, I would hope, tons of awesome fun stuff to do on your ship while idling away. :|

      I appreciate the spirit of your idea, but what you ultimately described was “Time Sink: The Game”

  48. Branthog says:

    My dream game is EVE-Online, thirty years from now, when it has not only involved even further in complexity and freedom and countless options of ways to live your in-game life, but is presented to you in either a holodeck experience or a “plug a cord into your skull and play the game in your mind” way.

  49. MadTinkerer says:

    Procedurally Generated Immersive Sim. With, unlike Minecraft for example, actual NPCs, places, and storylines. Also unlike Minecraft, not infinite but rather following a proper main storyline as well as optional sidequests in a particular generated setting. Also unlike minecraft, geometry should not be based on voxels and blocks but rather prefabs (see Valve dev wiki, but the term is used by others) of certain standard dimensions.

    I’m not picky about the details of the setting, but an immersive sim with a world that is generated from scratch when you start a new game is pretty much the Holy Grail of gaming in my opinion. I’ve actually done quite a bit of theoretical design work on it, but I’m not ready to make it myself yet. Still learning C++ and DirectX and all that.

    • HexagonalBolts says:

      I think Notch actually wants to add people, places/castles and quests / a storyline. I suspect the towns won’t be very developed though. God I’d love that.

    • danimalkingdom says:

      Some simple settlements and a dynamic npc system of some kind would be the icing on the cake. I don’t think minecraft needs much more than that, buyt the idea of a village of other people, perhaps in the next valley, and having to gauge their intentions, reason with them, etc, that makes me drool. metaphorically.

  50. Adriaan says:

    Dwarf Fortress with 2D isometric / 3D graphics, or another RTS + City Builder and management game. More or less Age of Empires 2, Cossacks / American Conquest, Anno and Stronghold smelted together on the scale of a large country or small continent. This without it being turn based, and also being able to either zoom out a la Supreme Commander or have a large map overview in some other way whilst still being able to zoom in to a level of detail of the earlier mentioned games.

    • Birdy says:

      @Adriaan

      Yeah, you hit the nail on the head, and being able to play as any one of your soldiers and haveing a combat system like mount and blade would be my dream game.

      the depth of dwarf fortress with the combat of mount and blade.

      but being able to zoom down and still manage your supplies/cities for your armies, being able to save a specific “schematic” for buildings so you can place it down and your people will build it quicker.

    • HexagonalBolts says:

      Dwarf Fortress in isometric still makes me weep with desire several years on

    • Pinky G says:

      Heard of Dwarf Fortress Stonesense?
      http://www.youtube.com/watch?v=GloHmrd9wak

  51. Robin says:

    A real-time, non-sharded hard cyberpunk MMO. Sci-fi technology would be used sparingly to make gameplay more convenient (no hand-waving solutions like cloning chambers, but accelerated/automated medical technology, manufacturing, construction, etc.). Economy as fully realised as EVE. Possible to play without ever getting into a combat situation. Probably played in the browser.

    On the single-player front, a dungeon crawler with the level of inventiveness of King’s Bounty. You deeper you go, the more crazy and unexpected stuff you find. Like Ultima Underworld in a volume of earth the size of GTA San Andreas, cubed.

  52. Hazzard65 says:

    Luckily it seems EVE developers CCP have this same vision in mind but I will post it anyhow.

    Basically what I want is millions of players fighting for supremacy in a single galaxy with hundreds of thousands of stars systems to battle over. Vast armadas tear each other apart in the upper atmospheres of planets as hundreds of dropships funnel men and equipment to the surface to establish a beachhead. Thousands of flakfire rounds obliterate vessels coursing through the burning skies, men pouring out of these tiny boats into a forest of complex machines, laser beams, dirt, blood and explosives. That would be one minutiae of a war waging across an entire galaxy.

    You would choose infantry or navy and you would progress through your career in your respective clan/ faction. Factions could even be completely self run but the emphasis is on absolute, star destroying warfare.

    Planetary battles could be quick, or they could be a slow, brutal war of attrition where two sides might vie for supremacy on it’s surface over weeks or even months, turning it’s once glimmering cities to rumble strewn labyrinth’s similar to Berlin at the end of WW2.

    Deep space warfare would take place between massive ships and naval fleets around key locations and bottlenecks.

    It would be epic, astounding, ridiculous and way beyond what technology could provide today… BUT it is my dream game :).

  53. juliainleuven says:

    A Heavy Rain type game with an actual good story and psychological depth. It doesn’t have to have a gazillion endings and whether or not I had jam on my sandwich in the morning doesn’t have to come back in a meaningful way in the last act. It should start slow, I want at least three days of dreary commuter existence before strange things start to happen.

    An Mass Effect type RPG set in ancient Rome/Greece. When I use the persuade option in dialogue I want my character to come up with a massively stunning rhetoric as to why these graverobbers should stop their evil graverobbing ways, instead of seeing my girl go “hey, you, you guys shouldn’t do that”.

    Also, a fun co-op runny jumpy climby whee game that can offer two players with vastly different skill levels a challenging and fun co-op experience (not sure how to do that either – but the Lara Croft co-op game was heading in the right direction)

  54. sinelnic says:

    My dream game will adapt to me and my circumstance every day, making me feel powerful, smart, elegant and charming in such a way that I won’t notice it was on purpose.

  55. bwion says:

    I’ve got a couple of dream games.

    * A turn-based, squad-based, open(ish) world D&D game. Jagged Alliance but with D&D rules, basically.

    * A serious science fiction RPG that isn’t (a) post-apocalyptic or (b) shooty space opera (much as I love both of those things). Preferably set on an alien world (or several of them). Ideally, violence wouldn’t be the sole, or even primary, approach one would take to the game (though it would remain an option).

    * An action RPG in which you fight orcs and goblins and trolls and dragons. As a giant robot with rockets and lasers.

    * Take Minecraft, Space Rangers 2, Morrowind, and Dwarf Fortress, and throw them all in a blender. I have no idea what sort of game would emerge, but I have a feeling it would be *glorious*.

  56. quietone says:

    Hi, I’m new around these oarts, just a lurker for a couple of weeks.

    I guess you might have tried it but just in case…The Unreal World is as close as it gets to the game you described in your article (minus the mechanics and anything close to good graphics, but it compensates that by being very, very deep and detailed…and also unforgiving)

    That was THE definitive survival game for me. I completely forgoto about it until I read your article. I googled it up and it is still around after all these years and apparently still being updated. I would recommend you to give it a try.

  57. Fondue says:

    1. Pretty much your idea – survival, but I’d prefer it with a Stalker-ish bent: scrounging scarce ammunition to subvert an invading army or something. Taliban The Game?

    2. The whole EVE/Dust 514 idea but with more active space combat.

  58. Stranglove says:

    MOWAS with decent pathfinding.

  59. Mattressi says:

    My dream game is pretty much exactly what you described, John. Funny, most of my friends feel the same way. Why will no company ever even attempt a game like this? Clearly there’s a great demand for it (likely made even stronger because of the small taste of it that Minecraft provided).

  60. Lobotomist says:

    Combination of Minecraft and Dwarf Fortress.
    Imagine 3D graphic of Minecraft , but instead of you doing the work , your lead these dwarf colonied that build stuff.
    Now slap online play on it
    And take a looong holiday ;)

    ———–

    Also

    ELITE Online (EVE but with twitch based flying , meaningful “walking in stations” – and less orientation on killing)

    Game that simulates Warhammer board game (like Blood Bowl) with exact turn based rules

    ANOTER GAME LIKE NWN 1 !!!!
    With easy to use editor, online play and Dungeon Master mod !

  61. LTK says:

    I have a dream game controller, does that count? It’s technically a form of motion control, only not gimmicky: What I dream of is a first-person game that you control with your entire body. There is an existing concept for this, and it’s basically a giant hamster ball where a person walks around in with VR glasses. But it’s not perfect.

    There are many things that the giant hamster ball controller can simulate by varying the speed at which it rotates: Accelleration, deceleration, and slopes. So you can simulate hilly terrain with reasonable accuracy. But there is one thing that’s missing from this control scheme, and that is obstacles. The ideal game controller lets you feel the splintering of wood under your foot as you kick in a door, or the impact force of a tackle in rugby. I’ve thought long and hard and I haven’t come up with a way this could be reliably simulated without something like forcefield technology. Any ideas here?

  62. Faxmachinen says:

    Minecraft, except you start in a series of interconnected rooms with a bunch of puzzles to solve, culminating in making explosives and blowing a hole in the wall to discover the vast outside world.

    Also, a procedurally generated world that has variety and meaning.

    Also, The Dark Mod with a campaign made by the original LGS crew.

  63. Gothnak says:

    1. Sim Baron: You play Sim Ciy in a Fantasy Medieval Setting above ground, and build a Deathtrap Dungeon experience below town. The buildings you build attract heroes who will take on your dungeon for riches and rewards. However, don’t make your dungeon too difficult or everyone will die and no one will try it next time, meaning no spectators and no income.

    2. Call Of Cthulhu TBS: Similar to Xcom but set over 70 years. Starts in 1890 with the hero as a teenager, ends in 1960 with them as an old man.

    3. MMOCCG: A massively multiplayer game exactly the same as any other MMO except battles are done with cards rather than clicking 1-10. Loot is cards, multiplayer is card battling. Payment is per month rather than per pack. people that play the game the longest get better stuff, not based on paying money. In short, Multiplayer Shandalar.

    4. Soul Calibur RPG: You start the game with a basic hero with basic moves, as you explore dungeons you get equipment and learn new abilities, setting them to combinations on your hero. Each adventure has a randomised dungeon and therefore you end up with a randomly generated fighter by playing the single player game. Then take it online with your unique skills and scare the crap out of people who have never seen a character fight like that before.

    5. A decent F1 Management game.

    That is all.

  64. Firkragg says:

    I have a dream.
    WH40k game, where the player starts out on a Hiveworld with no class/alignment whatsoever. The player “chooses” which career he wants to play by going a certain direction. Subtle hints will tell the observant player what career he is heading towards, such as an Imperial Guard recruiting poster filling a tunnel, Imperial Navy gangs clubbing in another area or perhaps a chance encounter with an Inquisitor just by following a Skullremote.
    The thing I love most about this kind of starting system is that perhaps you develop a new expansion, this is reflected in this “starting zone” by a new addition to the geography, a new street being opened or a new building becoming accessible and new encounters.
    The core game could just have a large open area to explore, with only 2-3 careers open to start off with. These could include a Space Marine career, Imperial Guard or local Planetary Defence Forces.
    And it doesen’t have to stop there! Space Marines have many roles too, you’ve got your regular spacemarine, your chaplain, librarian and so on. Same goes for the Imperial Guard – Footsoldier, Commissar, Karskin, each role within a career with matching equipment.
    Imperial Navy sound too dull? How about becoming a fighter pilot (spacebound + atmospheric), security detachment that fights off boarding actions, commit boarding actions or patrol the ship during warptransition? Or a lowly gangrating, trying to survive in a hostile enviroment where the guns of the ship is as likely to kill you as the enemy’s guns.
    And these are only a small part of careers and roles I’ve been thinking about. There’s also Chaos (which again could be subdivided into Tzeentch, Slaneesh, Khorne or Nurgle – who wouldn’t want to play a Tzeentch psyker?). Or just simply be a Tank Commander or Sentinel driver in the Imperial Guard. Possibilities for expansions are endless if you have the imagination.
    To sum up: Have an open starting zone where your decisions, guided by hints in the enviroment, lead to a campaign with that career, with possible roles with dividing storylines. For example, a normal space marine recruit’s (Neophyte’s) campaign would focus on his skills and missions in trying to become a Space Marine in full, while a normal Space Marine would have a whole other storyline for his campaign, off fighting Orks, Tyranids or whatever threatens the Imperium.
    I have a dream.
    P.S. Hope that was somewhat understandable.

    • zbeeblebrox says:

      “…where the player starts out on a Hiveworld with no class/alignment whatsoever. The player “chooses” which career he wants to play by going a certain direction. Subtle hints will tell the observant player what career he is heading towards”

      This is sort of like something I wish MMOs would do. I never liked how RPGs (and MMOs by extension) so totally front-end the experience with tedious stat manipulation of attributes which – until you actually start playing the game – have absolutely NO in-game meaning to you. WTF is a “wizard,” in comparison to a “paladin” exactly, and why should I care? I shouldn’t. It makes so much more sense to limit pre-game customization to the purely superficial aspects like appearance, and allow class/alignment to be an emergent element of how you play and what strategies you employ for your given character.

  65. xrabohrok says:

    I always was fascinated by the likes of Scotty from star-trek, how they could keep the whole ship from exploding on the spot with the frantic pressing of buttons. So a game that lets me be the bad-ass ship engineer would be cool.

    Also, a next-gen X-COM that sacrifices nothing the original did (destructible environments, hard enemies, sheer tension).

  66. Saul says:

    We seem to share a brain lately, John. I was just thinking along these lines a couple of hours ago. And the genre blurring stuff has been on my mind lately, too.

    My dream is that game developers will hire good writers. I’m available.

  67. Dom says:

    I had a dream the other night where I woke up, panicking that my Milkybar was gone. When I rolled over and saw it was still there, on the bedside cabinet, I was filled with an overwhelming sense of relief. It was safe!
    When I woke up in reality, realising the Milkybar wasn’t there, I was so angry I could’ve punched someone.
    Then I remembered I never had one in the first place, and I don’t care for white chocolate that much anyway. Also, I did not read any of article past the title.

  68. Unaco says:

    Mount & Blade mixed with Total War with a little Die by the Sword, but with better combat/duelling/challenges… more believable NPC’s with actual ‘personalities’ and agendas rather than just being on a certain branch of some decision tree… all freeform, with emerging dynamic narratives, but still a cinematic, almost scripted feel… A Randomly generated (think DF) Dynamic world and people and factions and happenings… Lots to explore, multiple ways of doing things (violence, diplomacy, deceit, economics, etc). A fantasy/medieval based, civil war simulator, between 5 or 6 factions, all vying for a central crown/position… where you get to lead (or are at least be a part of) one of those factions… commanding the army and your Lords and your realm, but at the same time controlling your character, riding at the head of your army, challenging your enemies on the field, involved in the intrigue in your court, making friends and enemies and doing things to them.

    You’d start in character ‘creation’… choosing the very basic things, a name, the faction/family you belong to, perhaps appearance… then you’d get to make a few, reasonably vague choices about how you will dedicate the first 8 – 12 years of your life… do you want to concentrate on combat, or learning, or tactics, or leadership, or a blend of them all. Also, during this time some random events may occur… maybe your mother dies, in mysterious circumstances (perhaps your father, or your sister, or her sister killed her), maybe you get a scar from training with your brother… these events beginning to shape your character. After that, you get to choose more specific things for each of the next few years… you spend a year at your Uncle’s castle learning the spear rather than the sword, or a year at one of the family Ports, learning trade and commerce… maybe get to engage in some of them, as well as some random events. Then, when you hit about 15-16, the tutorial would start. You’d be a young man, joining the ranks of your fathers Lords… maybe controlling a small army, or running a small town.

    Then, sh*t would kick off… your father/family would be killed, there would be treachery and bloodshed, and then the game would begin proper… you’d be left in control of your families holdings, against the other major houses, vying for some ultimate goal… Uniting the Kingdoms, or defeating the others and taking the crown for yourself. How you do that is up to you… Crush your enemies, along with allies… become the power behind the throne… sow division between your opponents (convince the younger brother of Faction A’s King to declare for himself, then watch as they pull each other apart)

    I picture Epic battles (capital is intentional)… armies of 1,000s clashing on the field (mostly peasants/conscripts/levies) but also the Lords and Knights of each faction… you’d be able to get stuck in, challenging enemy Lords to combat, or just wading through the fodder. I’d expect 100′s, if not 1000′s of different stances and forms, all having to be learned and trained and practised. I’m still slightly unsure how combat would be done… keep it real time and you’d have to stick with only a few ways to attack (vertical/horizontal/jab), add some sort of slow down/pause to it though, and you could expand that a lot… Combat would have to be very cerebral though… you’d have to learn your opponents (prior to the fight), learn what stances/techniques they favour, find what can counter them etc.

    tl:dr… A game for which the design document is a Fechtbuch, mixed with A Song of Ice and Fire, some European Historical tracts. Basically a Medieval Lord Simulator.

  69. Alex Bakke says:

    I want Deus Ex – But with an addition to the story.

    SPOILERS START HERE
    -
    -
    -
    -

    Deus Ex has you working for UNATCO at the beginning of the game, killing terrorists from the NSF, purportedly upholding peace and ensuring that everyone gets their vaccine to cure the Grey Death (The important people, anyway.). Throughout the first third of the game, you’re drip-fed clues as to UNATCO’s purpose, origins, allegiance and so forth, before discovering a brilliantly implemented conspiracy with the help of your brother, Paul. You switch sides.

    So, near the end of the first third of the game, you’re ordered to upload a message on UNATCO’s satellites warning all NSF soldiers to go off the radar, so to speak, which as a consequence reveals you as a traitor to UNATCO.

    My main problem with this is that you’re *ordered* to upload the message. For a game that prides itself on having accounted for choices made by the player (kill/save Lebedev, lose/save Paul etc.) in order to keep immersion throughout, it strikes me as baffling that RPGs with such potential don’t account for *you* making the choices.
    I understand that back in 98/99 technology was primitive compared to the lovely stuff we have now, but this is the future; I don’t care if the same engine is used, what I *really* want is for you to have the choice to remain with UNATCO, despite their corruption.

    For me, that would complete Deus Ex, and leave me very, very happy.

    -
    -
    -
    -
    -
    END SPOILERS HERE

    • el_Chi says:

      I too felt that this was one of Deus Ex’s (few) failings. At the time, the 700-odd MB it took up on our hard-drives was huge and offering a choice like that would’ve made it an even bigger and more ambitious title than it already was.
      It was the right decision to keep things on a straighter narrative path there, but it is a shame you couldn’t have just flown to UNATCO and confessed to Manderley.

  70. Bloodloss says:

    1. Another great, classic style western RPG. You know, the type your grandfather used to play, with choices and consequences, tons of well-written dialogue and plenty of stat checks, like Fallout 1, Planescape: Torment, and Arcanum. The setting would be sci fi and a blatant rip of Firefly. Just like the show, you’re a bunch of rebellious mercenaries travelling across the black, taking on any and all jobs, morally dubious and otherwise, avoiding the alliance and generally getting up to no good. The combat would be strategic and turn-based and the scope would be magnificent with all kinds of different, varied and interesting planets to explore and characters to meet. It would put all the classic games to shame with the amount of choices you could make and every playthrough would be significantly different.

    Now, several times in the past few years it seemed like there might be a revival of this type of game, but every time my hopes are dashed. The latest example being Dragon Age: Origins which was a pretty great RPG, with its main flaw being the copious amounts of filler combat. We all know what happened to the sequel, though.

    2. A game that has the best bits of Eve Online mixed with the best bits of World of Warcraft, and all grinding elements mercilessly destroyed. I love Eve’s freedom, and I love WoW’s world. I want to be able to land on different planets and explore, etc. Even if Eve implements this, it’ll be incredibly barebones and not really worth doing. Both games require too much grinding for my liking.

    3. A game somewhat like Civilization except with a much, much greater focus on diplomacy. The diplomacy would be incredibly deep and rewarding. It could just be Alpha Centauri II perhaps… but all of my games are set in space so far, so we’ll just go with an Earth setting.

  71. pakoito says:

    Pretty much everyone wants the same thing: a Second Life world with their liked setting. Some happy Matrix to be plugged in forever. Level 13…no wonder :D

  72. Mr Chug says:

    Some sort of cross between Wurm Online and The Ship. Thousands of players set loose in a vast late-Medieval landscape to build settlements, countries and weapons for killing each other and hone skills based around crafting/hunting/building, etc, with player persistence (players who are logged out are simply asleep in game). Meanwhile, all players are given the name of a single person somewhere else in the game world who they need to identify (by travelling to the settlement in question and asking personally, or asking someone who’s seen them about them for a rough description) and kill. If you kill your target you choose a unique high level item relevant to your skills, and if you’re killed by your hunter your character is perma-dead and you start afresh (usually you’d respawn in a player designated ‘home settlement’). Paranoia and community crafting/building together at last.

    • Berzee says:

      This sounds AMAZING.
      Of course you could kill others who weren’t your target as well, right? With all the risks that usually involves.
      I am imagining being assigned a high and mighty individual, and working for days or weeks or months to be trusted by him, until you find yourself alone in the wilderness and BAM, murder O_O … but the thing is, what if you become fast friends in the meantime? Doing The Ship in a persistent world is just *cruel*…and brilliant.

  73. dangermouse76 says:

    I want to somehow, weld GTA’s world creation skills, with elder scrolls / Fallout 3′s rpg story telling elements, with a level editor as powerful as the cryengine and as easy to use as minecraft.
    It will encompass the ” can complete all tasks without a kill ” philosophy of MGS and include AI elements from a future game that has not yet been made but will have kick ass AI.
    There will be no story but a behind the scenes procedurally generated series of events and relationships that grow organically as you interact with the world.
    Plus zombies….

    And co-op…..

    And dynamic weather….

    And pizza I like pizza.

  74. zipdrive says:

    Maybe a strategy game (TBS? RTS?) that really allows you to command armies, rather than micromanage soldiers into place and click-click-clicking on them all the time.

    Something with a command hierarchy and logical time constraints like some of the operational hex-based wars, only graphically alluring and narratively engrossing. Allowing for misinformation (a-la Ruse?), incomplete information and sophisticated unit behaviour (a-la Men of War)

  75. Cr4ke says:

    G20: Total Riot

  76. Mutak says:

    A shooter/rpg hybrid that lets you use guns or magic or both. Maybe with an on-rails sequence or two where you take part in a gunship vs dragon dogfight or other things along those lines. But of course, it’s got to be done right – Mass Effect meets Dragon Age meets Deus Ex.

    Great action, story, and characters, well-balanced progression paths, and meaningful choices for players to make? Sounds easy enough! Let me know when i can sign up for pre-orders! ;)

    • Mutak says:

      And if i can’t have that, i’d like a turn-based wargame (NOT an RTS) that feels like playing Warhammer/40k so i can play against my old tabletop gaming buddies who live 6 hours away.

  77. matty_gibbon says:

    You know what I want? Spore. But not Spore as it turned out, but Spore as it was FIRST presented to us by Will Wright.

    The creature mode would be enough, but with the way you designed your creatures actually having a direct effect on how they behaved and their abilities, to a fine detail (example: speed derived from a calculation using the number of legs, muscle mass in them, weight of the creature, creature’s energy at the time etc. rather than what feet they’re wearing).

    I remember seeing a creature drag a bloody corpse to a secluded spot to eat it in the demonstration/ It made me think about dragging the kill through water to mask the scent, making sure I wasn’t downwind of scavengers I could see, burying the corpse for later, how long my particular creature would be able to last until the next meal. In my head it was awesome.

  78. terry says:

    Open world procedurally generated universe, only weapon a camera and virtual notebook, you play a rad space journalist.

  79. Evil Otto says:

    I desire
    1. an increasingly absurd psychedelic journey through late 60′s California, featuring a soundtrack by The Doors.

    2. A lego game by Traveller’s tales of Dr. Strangelove or how I learned to stop worrying and Love the bomb.

  80. fer says:

    Just start with Elite, the orginal, wireframe version on the BBC Model ‘B’. Implement these – and only these – changes:

    1. Allow the purchase of / transfer to other single-pilot ships.
    2. Make it multi-player.
    3. Make the universe persistent.
    4. Implement very simple communications (ship-to-ship in space, player-to-player in the stations).
    5. Nice to have: deliver the whole thing in-browser.

    That’s it. A game you can learn in 10 minutes, and then fail to master for a very long time.

  81. Ergates_Antius says:

    Your (Mr Walker) dream game sounds like one of my dream games too.

    My other dream game is an MMO with a vastly more advanced crafting system. I’m thinking this would work best in something sci-fi based like Eve.

    In MMOs when you make an item It’ll be identical to the items that anyone else has made. The only way to turn a profit is with bulk – make more of them then ayour competition and sell at a lower price.

    What if you could design and build from your own blue prints. And (most importantly) how these things performed would depend on their design. E.g. you design a better starship engine that is more powerful or more efficient that the standard one. You can charge a premium for your engines because they’re better than other peoples and turn a profit that way.

    One fairly simple (and achievable) example: In Eve you can build large refineries (raw material in, usable product out). Now combine this with SpaceChem – you can improve the internal workings of the refinery to make it more efficient, or faster (or both).

    A game where geninue invention is possible and profitable.

    No idea how you’d implement this, but this is a dream right.

    • zbeeblebrox says:

      If you think about it, the vastly detailed combat systems in many games totally go to waste by only being used for combat. All of the principles available there could be put to use in crafting as well.

      Imagine going on a crafting “quest” that’s just as fun and exciting as hacking your way through a dungeon. That’s something I want.

  82. Phinor says:

    So many things come to mind like, simply, Deus Ex but even better.

    But since no one has mentioned it yet, the ultimate racing simulator. That is, vastly improved iRacing physics, the best force feedback you’ve ever seen (or rather, felt), all major and even minor race tracks from around the globe laser scanned, a hundred or so different cars (no need for hundreds of silly road cars a’la Forza/Gran Turismo, only proper racing cars.. ok, maybe some road cars, but just some ;)), proper AI drivers for offline players, hundreds of thousands of non-retard players online (so all car classes have enough participants day and night) and all this without monthly fees :)

    Notice how I didn’t mention graphics. Any decent 2005+ racing simulator has good enough visuals for me. Audio is a bit more important, though.

  83. starclaws says:

    A game that doesn’t require, recommend, and encourage the use of repetition or replay of their product. We keep getting stuck with 5 hour games, or 25 hour games that only see repetition of certain aspects. Cast this spell 50 billion times at 3 minutes per cast. Watch this door open 500 times. Kill this same creature… BUT A DIFFERENT COLOR OH NO! 500 billion times. Oh you have to play this game again to get the secret special ending but its exactly the same playthrough other than maybe some storyline/character changes! Or the plain scary word: achievement

    But dream game I have is just too extensive to even comprehend… But here’s a few numbers … You can have some thought on the scope of it though. 1.7 million, three thousand, fifty thousand, 40,075, and probably a few more I can’t remember right now. All representing different important things.

  84. Rond says:

    Morrowind II. I want a complete overhaul, with “living” NPCs a-la Gothic, quests having consequences, a better fighting/spellcasting system, maybe some kinda faction wars in the Great Houses’ quest lines. Also it would certainly need better dialogues. And without dumbing dumb the RPG system, maybe even making it more complex actually.

    And, not exactly about a dream game, but, after playing Anomaly Warzone Earth, I thought that not only tower defence games can have such an opposite. What if the same was done to an FPS? What if the player was in control of the usual countless action-game baddies trying to stop an overpowered space marine (or a team of them)? Imagine a multiplayer game with a live AI Director, huh?

    • Rond says:

      Ooh, and I’d like a space combat sim with “realistic” physics. I like to shoot shit up in space, but things like “your max speed is 250m/s” (Newton’s second law, hence my max speed should be around c if I fire my engines continually), sound spreading through vacuum, laser beams visible from any angle etc put me off. And a damage model wouldn’t hurt, I want to be able to blow off engines, guns and wings (or whatever space ships have for wings). So there it is, a flight sim taken to vacuum and a couple thousand years ahead.

  85. Duke of Chutney says:

    A cross between Deus X and Hardwar, with the detail of both.

    - so essentially an open world game set around a city or planet, where you can pilot a craft, and enter buildings or area on foot for rpg/fps elements. The more proceedurally generated and replayable the better.

  86. Graeme says:

    My ultimate game is splinter cell crossed with xcom. Set in the worlds of Deus Ex and Sydicate. So basically augmented humans, in trenchcoats, creeping around a turn based world doing covert mission, framing rival corporation, kidnapping scientists and assainations.

    OR

    The world / history generation of Dwarf Fortress built into (a lagless) Minecraft, so I can explore a world and come across massive statues like The Argonath and abondond ruined cities and temples.

  87. riadsala says:

    I always though a roadtrip/racing game could be fun. You’ve got to drive from John o Groats to Land’s End as fast as possible for some reason, or more likely, from the Eastern USA coast to the west… come up with some plot to add excitement (a Monsters (the film) style alien invasion crossed with a love story), and off you go.

    The game would be a bit like the road trip sections in half life 2, but over a far larger area, so you can chose and plan your route (motorway, or stick to quiet backroads?). Add in some adventure and rpg elements, and lots of good story telling, and off you go. Do you take a detour to explore, and risk death, or keep driving down that road?

    Passage, crossed with Farcry 2, crossed with HL2 crossed with GTA crossed with Fallout.

  88. Spatula says:

    OH OH!.

    some great ideas already- but mines of a firefly bent. Not in that universe, but i’d like a space based MMO that has you piloting small ships but in ONE system only. I.e ours or some {insert random exoplanet system here- let’s use gilesse for now}.

    There’d by a ‘homeworld’ with cities on it (3-4 ‘big’ ones), but there’d also be other areas of interest, such as mining outposts, bandit camps etc etc. There’d be 4-10 planets, each with a main space station- some uninhabitable (out of the goldilocks zone) some habitable- with colonies and stations representative of this fact.

    There’d be SPACE. As in large areas with bugger all in it- like REAL space. Hidden stations and pirate camps could be located within.

    Comets, asteroids belts and other factors would be included.

    It would be a primarily 3rd person game, combat with over-shoulder shootyness, but guns are rare- certainly anything above pistol is extremely rare.

    Ships have guns and missiles at a maximum, no lazers etc and again, good gear is rare- most things are cobbled together.

    Now, the crucial thing. Air.
    The ships would need to be modular in their construction (game wise) to allow hull breaches and air would have to be factored in- i.e. no air = death and explosive decompression = death and hatch opening = sucked out of ship etc etc.

    Space suits would be needed for exowalks and reparis/leaks could be fixed by spacewalking with a spray can of leak filler TM.

    Ship is not pilotable unless you’re at the helm (and sat in chair). There’s no dog fighting here, but combat similar to STO- sit in chair and you get 3rd external view option.

    or something along these lines :-)

    • Spatula says:

      OH ,and also you can board other ships and attack the occupants and when a ship/crew dies their corpses/ships don’t de-spawn- but await salvaging/exploration by others (perhaps a beakon could go off automatically for those in the area).

      Sabotage also a viable option in stations with components of a ship that are vulnerable.

      Ships would also need repair/maintenence in flight by crews occasionally- especially after attack/sabotage, before anyhting else can be done.

      Whole game is a trading/social/combat game- though the combat is rare,.

    • DarkFarmer says:

      This is my favorite of the ideas i’ve read so far here.

    • Dances to Podcasts says:

      I have requested this before on this site. Though I like to call it a Cowboy Bebop game. :)

  89. FCA says:

    A game set in the Revelation space universe by Alastair Reynolds.
    As for the actual game, you could be a cop in the Rust (or Diamond) Belt around Epsilon Eridani, sort of Shattered Horizon with additional adventure/RPG elements (and Lovecraftian horror of course!), or you could be a new Ultra, traveling from colony to colony, encountering strange and frightening things, together with some selling and trading (and questing for artifacts of unimaginable power and horror). And also pirating! Think about zero-g combat, in and around a 2 km ship travelling at 99% of the speed of light (so random specs of dust in space are very deadly), with ships that make the ships from battle fleet gothic look positively mundane and boring.

    • DarkFarmer says:

      I love Revelation Space. I think because of how his narratives often follow arcs through relativistic time dialation, it would be difficult to make it multiplayer(Where are you? Chasm city? When are you? 300 years ahead of you, dude) but would make a fascinating singleplayer game, if such things still can exist on the PC.

      However I have no doubt many of Reynolds’ ideas will make it into games in the future particularly the treatment of ships and weapons as godlike things. Of course any ship that can travel at relativistic speed would be capable of easily destroying a planet (by ramming it) and possibly even a star, so they must be powerful artifacts that transcend “just a world”.

    • dogsolitude_uk says:

      Oh yes indeed. Bring the Revelation Space universe to PCs, films, DVDs, anywhere… It’s criminal that this awesome series of books seems to have been largely ignored by the mainstream.

    • Dances to Podcasts says:

      “However I have no doubt many of Reynolds’ ideas will make it into games in the future”

      Mass Effect. :)

  90. Oozo says:

    A lot of you guys seem to crave “The Road: The Game”. Come to think of it – so would I.

  91. frenz0rz says:

    I want to play a first person medieval combat simulator set during the Hundred Years War. You would start as a lowly man-at-arms fighting to survive, perhaps with the first few levels taking place during small battles such as Cadsand. As the game progresses, you loot more equipment and gain more experience, and you might have the opportunity based on your performance to become a captain of a small band of men, with have the ability to rally them under you and fight as a unit during battle. This probably would occur around the Battle of Crecy. Later, you might become knighted, and then the real fun begins – you’re able to plan the battle yourself by making key decisions beforehand (“do we fight here, on this hill or here, near this marshy ground?” “when shall we order the cavalry to charge or the archers to fall back?). This might occur by the end of the game – the Battle of Poitiers. Or, on the other hand, you might perform terribly throughout the game and spend the entire thing as a man-at-arms, unable to influence anything and simply fighting to stay alive.

    Each battle/event would be seperated by a different ‘encampment’, sort of Bioware-style, where you can freely walk around, talk to people through dialog trees, and further the storyline. There would be a main, overarching narrative during the game which is normally played out during these encampment sections, which in turn might effect the battle. For example, you learn on the eve of Crecy that one of the King’s trusted men is going to switch sides during the battle. You then recieve an optional quest to hunt him down during the battle and, in the fray and confusion, kill him before he can turn traitor.

    The combat would be fluid and brutal, but not too fantastical – big heavy men beating other men over the head with bits of metal, with arrows flying overhead. The most exciting thing about the game would be the dynamic battles – each side, French and English, has the ability to win or lose. As a lowly soldier, anything can happen and you’re largely unable to affect the turn of events, unless you go Rambo and somehow manage to kill an enemy commander or something. As the game progresses, and you gain more influence over planning the battle itself, your decisions will effect whether your side wins or loses, and eventually, whether or not you win the war.

    This is a game I’ve been daydreaming about for years now, and I’d be overjoyed if anything even remotely like it became a reality. I’ve got tons more thoughts to share on it’s concept, if you’d like, but for now I should really get back to working on my dissertation. Which is, oddly enough, about medieval mercenary soldiers.

    • Jesse L says:

      In the ‘remotely like it’ category, there’s the virtually unknown console title “Bladestorm.” I found it fun in a sort of similar way to what you’re describing – as a mote in a medieval war storm. You control one unit at a time and the tactical level of engagement never goes above or below that, but it IS the Hundred Years War and that must count for something. Takes about 100 hours to finish as well. Tip: do not pursue The Black Prince!

      Edit: and you can fight for either the French or English (because you’re a mercenary).

      Edit edit: and you can win or lose any battle, except for the famous ones.

  92. phlebas says:

    An adventure game with modern graphics, good voice acting and generally high production values but that didn’t feel the need to try and be a movie or an action game. No arcade fight sequences, no QTEs, no drawn-out non-interactive cinematics. Taking it from first principles and seeing what you could do with a state-of-the-art engine and budget with inspiration from the great text adventures/IF – maximal interactivity, minimal interface, nonlinear narrative. I’d like it to have puzzles. Make them challenging rather than arbitrary. I want to smile when I work out how to do something. No excuses for generic ‘you can’t do that’ responses – anything you can’t do, there has to be a reason why. Maybe an intelligent undo function to avoid having to save every ten seconds without compromising interactivity. No ‘achievements’, only story events. No walkthroughs.
    (Yes, this would require a significant revolution/regression in the mindset of players as well as an immense budget. It’s a dream.)

  93. Icarus says:

    Mass Effect 2 style game, set in the 40k universe with the player taking on the role of an Ordo Xenos Inquisitor. With much more in-depth RPG mechanics, a variety of squadmates with their own agendas and personalities, Puritan/Radical story paths, Chaos Taint, genuine and probably unforeseen consequences for your decisions, the ability to talk your way out of situations, and a WoW-style talent tree setup for you to customise your character and each of your squadmates. Far Cry 1-sized mission areas for you to approach as you see fit in a manner entirely reminiscent of classic Deus Ex- Combat/Stealth/Social/Hacking/I Have A God Damn Space Marine Get Out Of My Way as you see fit. Baldur’s Gate 2 style inter-party dialogue pre, post and during missions.
    And a chance to fail the mission beyond just ‘you died, game over’, in a way that you’ll have to actually deal with. That gang lord you were questioning about the heretic’s plot to attack an Arbites precinct? The Deathwatch Space Marine that you decided would be oh-so-useful in a firefight just shot him through the face for making an off-colour remark about the Emperor. Good luck trying to track down another lead before the heretics make their play.
    No romances. That female Eldar sniper you recruited (which the Deathwatch marine left the squad in disgust over)? Disgusted by the very thought. That novice Battle Sister? Vow of chastity. That Callidus Temple Assassin? Nope. The Imperial Guardsman? Too scared by your high office. The Deathwatch Space Marine? ….Just get help. Flirting with NPCs is of course a possibility, but no silly squadmate romances. Saving the Imperium is a serious job. And, of course, you might have to make the choice whether to execute one or more of your team for heresy by the time the game is done.

    Alternatively, they could just do a 100%-faithful word-for-word remake of the entire Baldur’s Gate saga in the Dragon Age 1 engine and I could die happy.

  94. McDan says:

    We were talking about our dream game a while ago on RPS-steam-o-chat. Can’t remember who with though? But we came up with an amazing idea of being in the police force and working your way up through the ranks in a fully persistent world akin to GTA4. I’m really not doing it justice, we had so many good ideas, if anyone who was there at the time sees this could they elaborate on my poor description please.

  95. el_Chi says:

    A game with highly-developed and in-depth freedom of choice, which affects events and characters you meet and which takes five to six hours to complete.

    Games like Mass Effect offer an admirable level of choice and consequence but I feel their replay value is limited by their epic scale.
    I’m not going to spend 30-or-so hours replaying Mass Effect 2 just to see what happens if I choose a lady rather than a man and act like a bitch instead of a gallant peace-keeper.

    A shorter game could free up developers’ time and/or resources to broaden the possibilities for interaction and choice.
    It would mean that replaying the game to discover different locations, characters and quests, or seeing the effect of different approaches to characters/quests you’ve already encountered, wouldn’t be such an undertaking for players.
    “Multiple endings” would mean a lot more than “different cut-scenes set in the same location.”

  96. Hoaxfish says:

    Much like “your favourite game/film/book”, I don’t think you can have one.

    You can have “right now”, but not a permanent “this is it”.

    Right now, I’m trying to make it, in javascript+svg (because “lol, flash is dying” seems like a good opportunity to learn around a specific goal)…

    It’s a rpg -style/X-com style game, where you take control of 4 or so robots/vat-spawned creatures which act as a galactic troubleshooting team (literally living in a sealed space-ship and only awoken to deal with “problems”… which they reach by drop-pod).

    Each “mission” is essentially a dungeon, but combat is as a group (with the “resource” being your squad members… e.g. you set one to “spotter” so another member can “bombard”, no “energy”, no xp).

    Loot is researchable items. Research can be sold, as well as used to equip your team, etc. Equipment allow members to use certain skills (e.g. you need a rifle to “snipe”).

    Missions are randomly generated, and you have a little starmap to travel around.

    Of course, I’ve only managed to place a circle in javascript, so this’ll probably never happen.

  97. dangermouse76 says:

    Red Dead Redemption in space……. wait that’s Brave Star as a game, fuck yeah.

  98. BunnyPuncher says:

    Can I have Laser Squad Nemesis back please? (the servers died a while ago)

    My ideal game would be a refined version of Laser Squad Nemesis. More maps/units/factions plus maybe some 3D. Find a way of removing chance. And make it playable within 1-2 hours rather than restricting it to PBeM. That would be one hell of a game…. but actually I’d be happy enough if I could play the original :(

  99. Antlia says:

    A stalker-like survival multiplayer FPS that has big, open environments and servers that have about 200 people each. Shelter building ripped from Garrys mod. Players could form clans and battle for rescourses and hidden treasures that are scattered throuought the vast (at least arma 2 size) landscape. There could also be some monster and zombie hordes wandering around.

  100. caliwyrm says:

    It probably won’t be popular to say, but SWG was in many ways my dream game. (Obviously not from a bug-free stand-point)

    If the devs had stuck with the original vision and had been able to work out the kinks it truly could havve been the WOW of its day..

    My personal highlights of SWG:

    Broad System Requirements: Check. I played SWG on quite a few computers at home and on the road and it looked quite good on all of them.

    Social Tools: My server had a player town that only allowed wookies, players spent HOURS just hanging out in the cantinas watching the musicians/dancers while chatting away. Combat, while fun, wasn’t a necessity in SWG.. Sure a dancer couldn’t beat a pistoleer in combat, but most people were pretty cool with that. The most inffluential person on our server didn’t have a lick of combat skills trained, instead he was a trader who offered people free extractors and paid top money for resources. He was a diplomat before the class came out running his own little town and everything.

    Sandbox: In what other MMO could a player earn a sizable income doing nothing other than decorating houses, dancing, or playing music for others? Setting up your own player towns with whatever rules you could (and enforcing them with your own town militia) Want a town for just zabraks? Just wookies Imperial only? Imperial zabraks only? All possible. Someone griefing you in your own? Shoot them with the militia..

    Strategic Combat: Since you were free to spend your Training Points as you wished, me and my friends came up with some really fun combinations when we grouped. Finding a way for us to take down a rancor as a musician/pistoleer, TKA/dancer and Doctor/hair designer (Image designer?) was one of the funniest game moments I’ve had

    Exploration: Each planet was totally unique with its own mobs, ambient music and terrain. I spent hours/days/weeks just running around on foot soaking in the sights..

    Gathering: SWG had this in spades. Anything you could loot had a house decoration graphic to it (My favorite: “Juicy Ewok Spleen” in a bottle). The resource shifts were truly an amazing concept. Heck the whole class Bio-Engineer was based around gathering happy

    Crafting: One of the best crafting systems I’ve ever seen. No 2 pistols were alike unles they were made by the same person in a factory. This has always bugged me in every other MMO: Why is the Item of Uber Troll Slaying *exactly* like the one you made? Between the nearly unlimited resource combinations and experimentation points there was no “uber #1 Holy Grail of all items”–if there was, there may be a better one made in the next resource shift or 2..

    Character Building: With 250 Training Points and effectively unlimited respecs I could create *MY* Pistoleer/Combat Medic/Musician. Yes, some people stacked certain skills (TKA/Rifleman or BH/Commando) but it wasn’t THAT common (at least on my server). What other game could allow people to be a dancer, politician, Image Designer? Heck, there were people that made hundreds of millions of credits just decoration people’s houses. You didn’t HAVE to be a combat class to ‘change the world’–you just had to be talented and/or a decent person..

    Auctioning: Bazaar/custom Vendors. It was genuinely fun to watch the mouse droids giving directions/deals of the week in places like Mos Eisley/Coruscant City..At the time, it was the only MMO I was aware of that had these things.

    PvP: I, for one, never had an issue with the PvP in SWG. I was an Imperial out on Talus and 2-3 times a week we’d have a huge force of Rebels attack us. We had good fun for 1 or 2 hours, everyone would de-agro and we’d all heal each other up in the med bay/cantina and shoot the breeze. No name calling, no flaming, just alot of “Good Fights” and “Man, you almost had me there a few times, lol” type banter. Like WAR, PvP in SWG was a huge draw but in SWG it wasn’t the ONLY option as a player.

    Story: Star Wars, (before the introduction of the ‘new’ Episode I-III trash). Seriously, what more needs to be said?

    Bugs: This is where SWG had massive failings. The devs of SWG constantly removed/drastically changed things if they couldn’t fix them.. One week you needed Novice Scout to call your speeder, mount and/or pets, the next week you didn’t, 3 days later you did, then you needed Scout to call your pets/mount but not your speeder, 2 days later you didn’t need scout at all, etc. They couldn’t fix battlefield objectives or the GCW in SWG so they took them out.

    • Berzee says:

      *sigh* I never played that game because I was waiting for the bugs to get ironed out, and then the whole game got ironed out. o_O Your stories make me sigh (*SIGH*) for what might have been. =)

  101. J-Spoon says:

    Everything from production line to foot soldier to RTS commander to 4X macrostrategy handled via modular metagames, all wrapped into an overarching MMO. Each “team” has general resource collection handled via a casual, Zynga-esque game that can be played on Facebook, mobile, etc. This feeds into an RTS player’s UI as the production base for THEIR game. They control militaries comprised of a literal army of FPS players. Tech upgrades? Handled by another subgroup playing something akin to Spacechem (and other such puzzlers). This entire metagame then gets fed into the 4X player’s UI, who deploys various RTS commanders into specific regions on their map.

    Each player get his own persistent stats and can get recruited to a team. Smaller teams without all the above components can choose to hire themselves out in-game for currency to buy or develop the equipment they don’t have the players to produce. Or they can raid other team’s bases, a la piracy in Eve, to fill their coffers.

    Now, I think Eve is trying to do this, so maybe I’ll see my dream game after all :)

    • godgoo says:

      awesome, imagine being part of an organised fps army , no respawns but realistic life expectancies/ medical support. awesome.

    • Adriaan says:

      Yes, also this, in any setting (medieval, ww2, current day, futuristic etc.)!

    • HeavyStorm says:

      Actually, very cool. Too bad it seems impractical — I guess people would dislike depending on others like that. But it would be very cool.

    • tomeoftom says:

      I’m keen!

    • J-Spoon says:

      I think what would be GREAT, is if some extremely talented developer just makes all of these different games, in different genres, over time. Xsoftworks makes an awesome puzzler, awesome FPS, awesome RTS, Flight Sim, 4X, etc.

      And secretly, there’s code in there that allows it to be plugged into the overarching MMO years down the line, when everything has been released! Surprise!

      Wholly impractical, though, I agree.

  102. Robin says:

    x-com 4
    (“4″ not counting the more or less shitty spinoffs )

    or

    dwarf frotress
    completed, refined and with a proper interface.

  103. Chris D says:

    This doesn’t have to be a realistic dream, right?

    Start with something maybe a little bit like Civ or a little bit like Sim City. As well as all the political, economic and military factors you have you also generate a bunch of different characters with their own motivations, allegiances, agendas and morality. Some of these will be top level movers and shakers, some just guys on the street.

    Stick all of this into a pot, stir well and poke with a stick until plots start to emerge.

    Enter the player, you don’t get to see the top down view, at least not yet. You explore it as an RPG. Maybe you come across a village being threatened by bandits. You could go and wipe them all out and collect the bounty. Or you could take over the leadership of the group and start your own criminal network. Maybe you discover some of them only joined up so they could feed their starving families and if you can work out a way for them to do that they will return and become productive members of society.

    Everything you do would have knock on effects, so if you get rid of the bandits the village may grow into a flourishing trading post, or maybe another group arises to fill the power vacuum.

    Rather than simply choosing good or evil, the primary choice would be whether to increase your personal power at the expense of others or to forego personal reward but make the world a better place, which may have knock on effects like access to better equipment or allies who will come to your aid but that’s never guaranteed. You’d also have all the grey areas in between, maybe you can only aid one group at the expense of another.

    At the end of the game maybe you’re lord of all you survey, but all you survey is a burned out wasteland or maybe you sacrificed yourself in a heroic last stand that inspired generations to come. Maybe you tried to walk a middle path, if you give away all your power you’re not in a position to help anyone else so you have to make some tough decisions.

    It would also have a setting that was fresh and vibrant and not in the least bit generic.

    Ok, now somebody make this happen, I was promised it would be inevitable.

  104. El_MUERkO says:

    Massively Multiplayer War Game.

    Single Shard (EvE)

    Semi-Simulation levels of detail, think ARMA2: A.C.E.

    Flight a-la iL2, A10, Black Shark.

    Non-flight vehicles done to a similar level of detail.

    Within 100 years of present day (in either direction).

    Map = Earth, deepest oceans to communication satellites and everything in between, I want it to dwarf every other MMO in scale.

    Destructibility and physics that surpass the best of Havoc (Crysis 1/2) & Frostbite 2 (BF3).

    Human animation that surpasses Euphoria (GTAIV).

    I want the best minds in the business making the game as deep and feature rich as possible while maintaining accessibility.

    Command structures that allow people to RTS manage armies of Player and NPC combatants when they prove they can do it well.

    A titanic struggle for land and resources in a world where actions matter, where a fire once started will spread, and dam broken will cause a flood, where results of your actions will remain until someone does something about it.

  105. rhizo says:

    One particular combination I’ve wanted to see for quite some time now, is that of properly deep strategy level gameplay and engaging tactical/action level gameplay. The olden UFO did sort of this in 90s standards but I would like to see a game that brings those two components together while delivering AAA quality of content and gameplay on both counts. That’s basically like asking for 2+ games in one package, but a boy can dream. And in case you were thinking Total War, I really don’t think it manages this in any of its instances.

  106. dangermouse76 says:

    I want the matrix…plug me in.

  107. Bureaucrat says:

    Sweet Sweetback’s Baadasssss RPG, In Space.

    A party-based sci-fi RPG with interplanetary (but not interstellar) travel, a 70s-blaxploitation theme, and the funkiest soundtrack imaginable. Basically Countdown to Doomsday, as told by Pam Grier, George Clinton, and Sun Ra.

  108. Wizardry says:

    A turn-based RPG set in a huge open world with simulation heavy interactions between NPCs and the environment where every single interaction, including movement, uses the statistics and skills of the NPC performing them. It’s a simple goal yet almost impossible to achieve. No game has come even remotely close. No developer seems to be interested.

  109. MikoSquiz says:

    First person co-op dungeon crawler. Like a cross between Diablo, Left 4 Dead, and Team Fortress.

    Hell, even a four-player co-op PvE mod for Team Fortress would be close enough.

    Alternatively: Split the difference between Disgaea (a cutesy-bizarre highly abstracted turn-based strategy with a slathering of RPG elements and a heap of rather strange mechanics – sadly not available on PC) and Silent Storm or X-Com.

  110. 18Rabbit says:

    There are several games I would love to see:

    A Shadowrun RPG (or even an MMO)

    A MechWarrior RPG that focused on personal skill development and story as much as beating shit up with mechs.

    My “dream game” would probably be a combination of Xcom and Jagged Alliance with FootballManager. Basically a mercenary manager sim where you scouted the worlds armies and special forces to assemble teams to send out on missions against aliens/zombies/hositle forces and the combats were played out in turn based battles. This game would focus on finding raw talented mercs and training them up while also keeping them alive in combat and under contract to your organization. You’d have to balance out building your infrastructure, training, vehicles as well as R&D and salaries for your mercs, trainers and talent scouts for the various nations. You would also have to compete against rival merc squads for talent and jobs possibly doing a little bit of espionage against them while trying to quietly lure away their best talent to your squad.

  111. godgoo says:

    something with ‘RPG elements’ but with a minimal approach to background information, I’m basing this on Shadow of the Colossus which has had the most lasting impression on me of all videogames and I think that’s why; leaving so much to the imagination adds to the sense of adventure and allows the player to project themselves more easily. I’d like to see more games that behave like novels in this sense, allowing enough scope for you to feel as though you are the protagonist.
    With this in mind I’d also like to see more 1st person rpg’s set in the present day that spend more time establishing relationships (but not necessarily a ton a background info, just the way you feel about other characters, based on multiple choices with consequences) before anything kicks off.
    for example; lets say this rpg is set in modern day, all you can choose is gender and an age, say either 15, 25, or 40- the different ages and gender differentiate the opening ‘act’ of the game a bit like DA:O. if you chose to be a 15 yo male the first few hours of the game would be going to school, living with parents etc, would explore relationships with parents and friends and the responses you make to the various situations here determine the type of character you become further down the line. for me this would all have to be first person and with minimal management of items and almost no hoarding/grinding, really like interactive fiction- those realistic survival elements would work here- not having to grind for/carry/consume 16 loaves of bread becuase, well, who needs that much bread?
    i realise im spouting drivel here but I’m always optimistic about RPGs, I always want them to engage me emotionally the way great books and films do and they almost always fail, it leaves me wondering how this could be achieved, I think writing quality id definitely key too.

  112. BunnyPuncher says:

    Mass Effect…. but when you replay it with an alternative character you are playing in a world that has been shaped by your initial character. So replaying the game grants a new perspective, opens new content, and reinforces the impact of your initial playthrough [i]as well as letting you try out different weaponry and a new personality.[/i]

  113. Gap Gen says:

    I want something that’s more about manipulating ideas that manipulating things. Most games are about stuff happening in physical space, whereas the most important things in the world are often religion, politics, national alignment, who you like and who you hate, what you like and what you hate, etc.

  114. dartt says:

    Planetside was great but before it came out I pictured an MMO where it was possible (but not necessary) for players to form mercenary black ops units that would be hired by player run corporations to attack/infiltrate/sabotage other such corporations in order to steal/destroy plans or equipment or assassinate/kidnap key personnel.

    Crucially, none of this would be instanced or given boundaries, corporations would need to hire AI or other players to guard their facilities or rapidly respond to threats. This wouldn’t be the only thing going on in the world, elsewhere would be full fledged war zones with overt battles between large armies, cities with all kinds of non-violent activities players could engage in. I wanted a huge semi-futuristic sandbox world where the players are given lots of tools but very little is enforced. I understand how improbable all of that is, given that it would be near impossible to prevent players going on bloody rampages through peaceful towns but it all works wonderfully in my dream.

    Basically it’s a Planetside/EVE/Star Wars Galaxies (early version!)/Hitman/SWAT 4/Transport Tycoon/Peggle mix.

  115. Boult Upright says:

    A Ned Kelly RPG, with world starting at Wangaratta in the north west, across to Beechworth, south to the Wombat Ranges and then across to Benalla. I don’t know how you can ‘win’ as Ned Kelly, but there’s a great story in there somewhere.

    • Prosper0_cz says:

      Hey, I actually thought of something vaguely related myself – basically an Australia mythology/history based RPG… Not too much in depth, just though the setting was cool and mainly totaly fresh.

  116. Joe Duck says:

    Ok, I start from one or two well known games, specifically GTA4 and Assassin’s Creed. I see the ambition they have, that is, to recreate faithfully a place and then let you interact with it.
    Well, my ideal game goes a bit in this direction. I want a much, much more detailed recreation of an interesting place full of interesting NPCs in a simulation (or Minecrafty) style of MMO, meaning no hand holding, no stupid quests, no skills, no achievements, no superpowers, nothing of that baby crap. Just your wits (the player’s wits, not the character’s) and human means to discover the thousands of cool things that are happening in this persistent world. The actual world has its narratives created in a procedural way, that is, they come from the interactions of the NPCs but not pre scripted. NPCs analyse th world around them and react, so that when the player alters that world (by killing the king, for example), the NPS adapt and go on according to their very “human” reactions. So you can go into politics or military or become a missionary or a thief or whatever.
    You will age and eventually die, but then you can take control of one of your sons/daughters if you cared to have them. So the motivation is to leave your heir in a better starting position than your own.
    First person of course, dialogue would not use trees but speech recognition so that you actually spoke the same way with NPCs as with other players. Oh, and combat kills for real. If your character dies, you either restart from zero or pass on to your heir.
    I also have 3 possible settings for this unambitious project, the Greek and Roman Mediterranean, from Iberia to Egypt, Germany during the Thirty Years War and 18th century Caribbean.
    So yes, that is my game, the Sims+Asassin’s Creed+Fallout+Thief+EVE+Minecraft+orders of magnitude more of attention to detail.

  117. noethis says:

    My dream game isn’t a game so much as an experience. I want a human flying simulator. As in Peter Pan. To get the full experience, it’d probably be best to play it in a CAVE where I’m suspended from the ceiling and the player interface would be Kinect-based. And while we’re at it, why not hook up to a super high fidelity version of Google Earth wherein I could load up my neighborhood and just fly around, landing on people’s roof’s.

  118. Acosta says:

    Minecraft (building) + Dwarf Fortress (management) +EVE (persistent world with thousand of players, strong economy and “real” PVP with consequences.)

    I could live in that game.

  119. dangermouse76 says:

    A realistic FPS where you sit in a bunker across from some foreign folk and look at porn all day.

  120. caramelcarrot says:

    It seems that a lot of people want the MMO-but-better/clones of real life, which I think I’ve always wanted too, but I know that I don’t actually play MMOs like EVE online or much minecraft, precisely because they demand too much time.

    So, I want something like an MMO which can scale from having a 5 minute to obsessive players who want to dedicate their entire lives. I don’t know how that’d work economics wise, since how can someone have fun in 5 minutes and it still be worth investing lots more time?

    I guess I’m sort of imagining a mix between a calm graphically amazing exploration game and garry’s mod. Pretty much minecraft, then, I guess. The problem with procedural generation is that it often ends up quite samey, so after a few minutes minecraft exploring doesn’t really have much more to offer. I remember wandering around the Rockies in Canada thinking about how you’d do the geomorphology and I think there’s still a lot in there, especially with modern engines.

    You could even continue it with a plot, as you start finding features of a civilisation strewn around, which eventually takes you everywhere and beyond. I guess it’s a bit like Fallout 3, but that was also fairly combat-orientated, I quite enjoyed just the exploration bits.

  121. mcwill says:

    One day I’ll manage to get funding to make Sole Survivor. Basically it’s the survival game you described, John, only in space using the “only survivor of a spaceship crash” cliche (so the intial survival tools are made from scrap from the spaceship crash, giving you a bit of a headstart).

    Unfortunately it’s never gotten even a second glance at the pitching stage and we don’t have any chance of self-funding to the extent needed to do it properly. So you’ll have to wait.

  122. Juiceman says:

    Until they come out with Matrix-esque virtual reality shit, I think they have already made everything I can think of. Where’s my virtual reality Stalker, developers?

  123. Sinnorfin says:

    An MMO that cant be scribed into databases,,guides,,grind-plans .. and is not best played with calculator.

  124. agent47 says:

    An open world Zombie survival game, it focuses more on survival and character development, you have to gather supplies/ get medicine etc.
    There aren’t guns lying around everywhere for no particular reason, the game is mainly played with makeshift melee weapons that you’d find around everyday, zombies aren’t the only enemies, other gangs of people are looting etc.
    This is sort of like the upcoming Dead-State, but in first person.

    Also STALKER but without the really annoying scripted missions that inevitably screw up at some point with your AI allies standing behind a door, so that you have to reload a save from ages ago, those missions suck when they work anyway …
    Yeah, I just gave up playing a game of Clear Sky because of this…

  125. LeFronk says:

    Sandbox game like Minecraft with Dwarf Fortress Complexity and RPG-Charakter Progression / Skilltreethingyandstuff

  126. Gnomad says:

    (1) An open-world horror FPS/RPG steeped in Lovecraft mythos.
    (2) An action/adventure game that spans the evolution of life on Earth (and beyond!) (no, not Spore.)

    I’ve been reading RPS for two years! This is my first comment!

  127. TheManko says:

    A game that combines Heavy Rain with ArmA 2 and the branching plot style of visual novels. So you play for maybe 5-10 hours before ever seeing combat as the game establishes characters and the setting at home.

    Then the unjustified war (aka Irak) starts and you go and fight there for maybe 20-30 hours in a super serious solider sim while still retaining the drama, character and mundane interactions in order to do day to day things. The plot will be branching so depending on player actions your friends might or might not survive and the friend deaths will cause the player PTSD which plays big into the last act when the player comes home and reconnects with his normal life for maybe another 5-10 hours of non-combat dialogue and story based gameplay. Of course it will have plenty of branching posibilites since the game throughout has meaningful dialogue choices.

  128. Jad says:

    I’ve said this before on here, but I think Far Cry 2 was about 60-70% of my perfect game. Just make the game that everyone thought it was going to be after that brilliant opening. Factions that you can bribe and gain favor with. Civilians that you can protect or oppress. Open-world with AI that does not shoot unless you actually are their enemy. Multiple mercenaries with different personalities and quirks. In-depth dialog trees. Fewer people shoving missions at you and more you choosing merc contracts at will. Not an overt morality system, but choices of missions that range from maybe-these-are-the-good-guys-but-are-there-any-good-guys-really to evil amoral cruelty.

    But also very important: absolutely no “RPG systems”. No leveling up, no dice rolls when you shoot, just really good, solid, skill-based FPS combat. With multiple ways to go about the combat — stealth, hit-and-run, vehicles, explosives, fire-propagation, sniping, walking-tank-with-a-machine-gun. Maybe some kind of limited squad commands for when you get enough money to hire other mercs.

    Stalker is clearly the closest to this dream game, and I dearly love those games, but I’m also interested in the difference in setting. The horror-survivalist-supernatural vibe of The Zone is great, but I really enjoyed the sweltering violent anarchy of Far Cry 2′s Africa. And I really like the mercenary angle of that storyline, the “real world” atmosphere, and the fantastic engine that game was made with.

  129. Teddy Leach says:

    CthulhuTech made into a PC game. Failing that, a 40K RPG where you play as an inquisitor.

  130. Napalm Sushi says:

    A first-person, exploration based RPG based on Toady’s ultimate vision for Dwarf Fortress’ procedural world generator, complete with all the generated world history and all the emergentism this implies.

    This appears to be what Notch wants to make Minecraft into, so I may be in luck, although Notch seems to lack Toady’s disturbing, pathological attention to absurd detail, which I think would be required to truly enable such a thing.

  131. Nickless_One says:

    set in vast procedurally generated ever-swirling limbo of shattered world, players would either have the option to band together and navigate the world in great zeppelins and flying islando-fortresses or exploring the dangers and riches of the world only with their trusted plane/baloon/giant eagle…
    also: the world terrain would be modifiable in-game
    think LOVE/Eve Online/Project Nomads/Flying heroes in a low-magic mechano-steampunkish setting
    oh and also make it first-person with some rpg and not forcing you to kill and break stuff…

  132. Sorbicol says:

    I can think of 2 to be honest.

    1. The cross between Elite and Eve. Just being in a space ship and trading yourself up to some sort of uber Ace pilot. Maybe eventually buy and operate your own carrier or Cruiser. Just the ability to go off and explore a persistent well crafted galaxy.

    2. Proper TBS X-COM remade. Is it really that difficult? Silent Storm almost got this right! Failing that GW’s Necromunda remade as an TBS squad based tactical game. This could be an MMO Were your gang is persistent in the underworld and you are constantly fighting against other gangs for influence and territory.

    • Ralphomon says:

      Try Escape Velocity. It’s the same idea as Elite but 2d, top-down, with cool storylines and lots of opportunity to go out and do your own thing. Kinda old now, but you might enjoy it.

  133. adonf says:

    I was just thinking that a multiplayer game where you can play a boss against an army of much weaker players could be interesting. Maybe it’s been done already…

  134. catmorbid says:

    I want a single-player hardcore sandbox cyberpunk RPG, something like the old Cyberpunk pnp rpg. Story-driven, with tons of freedom and top-notch turn-based combat, high realism in every aspect, multiple depths of interactivity (netrunning, faction warfare, corporate takeovers and shit), choice and consequence, dynamically generated sandbox content, tons of procedurally generated weapons and hardware, and the ability to craft them yourself. All this shit wrapped inside superb visuals in the style of Bladerunner.

  135. Stuart Walton says:

    After seeing Outerra my first thought would be to slap on a game that’s a mash of Battle Engine Aquilla, Planetside, Chromehounds, Supreme Commander and League of Legends.

    Make it an MMO where you launch your Aquilla (chosen from a family of tactical alternatives) from an orbital station letting you join battle anywhere on the globe within minutes. Providing mobile fire support in a war raging across the globe populated with AI controlled armies. Your presence can turn the tide of a battle but be wary that dropping behind enemy lines will deprive you of any support and the enemy can track your launch and have a good guess at your destination and meet you there. To stop all players converging on the same location, returning to base will take a long time and while 50 Aquillas will steamroll any force, that’s 50 Aquillas that are effectively out of action while the enemy can make progress on multiple other fronts.

    My long standing dream game is to have a sandbox world that models dynamic AI behaviour at NPC and faction levels and creates missions/quests for the player dependant on relationships between AI states, both with each other and with the player. An over-arching plot will funnel the player towards their own unique end-game dependant on which prominent NPCs and factions are present and the relationships between them. The game will also tailor the nature of these missions dependant on how the player has acted in the past. A tendancy for diplomacy over violence will result in a bias towards more diplomatic options later, but without stripping out all other possibilities entirely.

  136. Stevostin says:

    It’s not really a dream game as I think it could be made and probably will be made up to a point. Basically it’s a mix between the gameplays of S.T.A.L.K.E.R, Fallout 3/NV, GTAIV and Mount & Blade.
    Let me explain : I think one point that some old game got right and that is now largely lost in modern gaming trend is the very deep pleasure of gaining control over an hostile, initially unknown environment. I think it’s at the very core of male’s instincts. Explore, exploit, secure. All of the above games are allowing that, by a mix of improving your knowledge of the landscape, improving your gear and abilities, improving your player’s skill and neutralizing some key stronghold / menaces around while still having some background hostile activity generated on the long term.
    Now to do this at its best, you need to give the player “maximum fun” (insert nanosuit voice’s here) in each of this separate aspect. And that’s why I mentionned all of the above game.
    For me the dream game is an FP FPS/RPG (as long as their is FPS action and inventory I am ok with RPG, although I’d love to see a RPG freed of leveling) conceived on several layer.
    First their is an interesting world. Post Apo, Urban, Fantasy, Sci Fi – no matter as long as it’s inspired.
    Visuals will matter but the inner logic of this world will matter even more. You make sure just travelling through this world is good time to the player – and this even when there is no hostiles. GTA does this mainly with vehicle’s fun, Stalker with anomalies, hunger, sleep – you pick. But the “Horse that never fall” from Oblivion or WoW is forbidden. Traveling shall not be trivial. It must cost resources and require constant player decision. Oh, and 1st person view is mandatory, because we’re after immersion.

    Second, their is a “mount & blade” layer. You populate this world with shops, stuff that can be harvested (plants, beast, minerals, etc.), hostiles, quest generators and geographical position to be conquered. You make sure just playing this is close to endless fun. You make sure that just keeping what you have requires some effort : a thief can rob you, the administration can confiscate your ship, etc.
    Then, instead of releasing the game, you go up to the next layer
    Next Layer is you Fallout New Vegas Layer. You don’t have to aim for such a large tree of storytelling, but you do need one, or better, several trees. Say a Main quest line, several side quest lines (like “how to reign on this guild / region / etc.) and all the good writing that goes with it. When designing the quests, you’ll try to allow the player either to solve those via the specially designed places you’ve made for that OR by other longer harvesting means that could fit the player’s own choices on the “Mount & Blade” layer. Typically, if you create a quest where the player needs one million caps, you create a subquest where there is a bank robbery but who knows – maybe the player actually focused on money making so far and has the million in his backpack. You make sure both ways have their own rewards for the player.
    And that’s it. If you do this, you make sure the basic things you’re doing are fun, that the player has a feel of freedom because he isn’t just a “NPC tool” but can also make his own decisions and that the experience still feel alive and stimulating through a real story. All of the games above are already great but lack something. For most of them, it’s good travel gameplay and good free roaming gameplay (the mid layer). Or in the case of Mount & Blade, the lack of a main storytelling limit the epicness and feel of “something shall be done” that other provide.
    GTA Chinatown was quite close to a good balance on the small scale of a GBA game – thanks to its “drug dealing” gameplay that provided cash – that was for once needed in a GTA game to collect flats. It’s a good exemple of really wonderful cocktail, where every interaction between each layer (exploring, harvesting, fulfilling a destiny) is done via interesting gaming moments. So now let’s do this at a AAA PC Game’s scale !

  137. Barts says:

    Before I die, I would like to play a role-playing game that would allow me to truly shape the story, to make choices that influence me, my in-game friends, the story and the world. Not one or two clearly defined points – the whole universum and narrative should respond to what I do. The end of the story should reflect my decisions and leave me with my jaw on the floor. I should care for the world, for the heroes and my character should be, well, me.

    So far, Dragon Age: Origins came close. Memorable characters, brilliant dialogue, interesting (even though a little generic) world, lots of decisions, lots of options. Too much grinding, though, too long, losing its narrative a little at times. But still great (unlike the steaming piece of horse excrement that its sequel turned out ot be).

    Deus Ex also was close in its time – technical limitations didn’t allow for as much freedom as I would like, but in its era it was pretty damn impressive nevertheless. I also loved Planescape Torment and Morrowind, each not without its own faults, but each engaging, with great world, characters and dialogue.

    • Bloodloss says:

      Have you played Fallout 1? Just find it strange you didn’t mention it. It’s a bit short, but definitely a good example of this type of thing. Me and you have fairly similar tastes (see my post on page 2).

  138. Morlock says:

    A Terminator-type game where you need to go out and find this one person in a huge city, and eliminate him/her. Alternatively, you can set out to protect the person. You need to get money, equipment and weapons. You also need to be careful not to get caught comitting a crime (or get rid of the witnesses).

    Everytime you start a new game, it’s a different person. Also, most content is semi-randomly generated, including city layout and indoor levels. However, the randomisation code is brilliant and things don’t get to look samey. Each game should only take a few hours. Oh, and there’s multiplayer.

  139. porschecm2 says:

    If you cross Minecraft with Oblivion/Morrowind, you’ve *almost* got my dream game. Throw the survival aspects John mentions, and you’ve got it entirely. An exploration/survival game, with lots of cool dungeons, and sidequests, and loot. Also, the ability to manipulate the world and dig holes and build stuff.

  140. Makariel says:

    An open space (open world? WORLDS!) Battletech RPG with choice and consequences and proper Mech combat similar to those back then in Mechwarrior 2.

  141. Hellraiserzlo says:

    WTF this thread filled up so fast with comments, now I won’t ever get to tell the lesbian joke I wanted to when I saw the title.

  142. Alec Meer says:

    UFO: Enemy Unknown.

    • MCM says:

      This. But also, imagine doing it in the Buffyverse, where you’re The Initiative (or something like that). I don’t know why every X-COM remake/successor sticks with aliens. Demons would almost be better.

  143. Ralphomon says:

    Combination space exploration/trading/combat meets strategy RPG with relationship dynamics. Take something like Elite or Vega Strike or (my favourite) Escape Velocity, make it have a huge exploration element and secrets it takes years to find. Give it an X-Com twist by having actual turn-based gunfights (or possibly real-time, I guess, since all this talk of Syndicate has inspired me). Then make it so that all of your crew members form actual relationships with each other, like rivalries and (b)romances, which have effects on the other parts of the game – say one guy gets shot down in a firefight, and his best buddy/girlfriend/boyfriend/husband/wife goes into a murderous rampage. That kind of thing. Something that could combine high space opera stuff with the more personal touch of something like Firefly.

    Either that or the Epic 40k/SupCom thing mentioned above. I want Titans.

  144. poop says:

    eve online with gameplay that doesnt involve laggy spaceships and spreadsheets

  145. bill says:

    For the longest time it was An Immersive Sim System Shock Deus Ex meets Jedi Knight. Where I could customise my character between a Gun Weilding buinty hunter (ala han solo) or a First person swordfighting jedi or a force wielder.

    My other one was Tie-fighter meets Mechwarrior 2: Mercenaries where you could buy your own Falcon, choose your missions and upgrade it, and run around the inside in 1st person (to repair damage or man cannons).

    But recently starwars has jumped the shark to the degree that it would actually put me off the game now.

    So I guess these days i might like:
    - a first person adventure game with multiple paths and solutions.
    - an RTS game that isn’t boring and repetitive
    - an RPG set in the real world which has little to no combat.
    - space hulk with modern graphics
    - a Paranoia MMO
    - 3d remakes of all the black isle games
    - something new that i haven’t thought of – because those are the games i enjoy the most.

  146. mandrill says:

    My dream game? Someone else has dreamed it already. CCP’s ‘Future Vision’ (Link) encapsulates their vision of EVE becoming the ‘ultimate sci-fi simulation’.

    From pounding the ground as a footsoldier, to piloting their (cancelled in the video) air support, to flying the starship letting loose the orbital strike, to piloting the anti-captial frigate that blows it up, to being the backstabbing co-ordinator of the whole assault, to being the babe that puts a bullet in his brainpan, to simply being just some guy enjoying a drink in the bar they’ve both just left.

    I want the option to do it all if I choose in a living, breathing dynamic world where events are driven not by a predetermined storyline canon, but by the interactions of real human beings. This is my dream game and I will do anything to help CCP make it happen. (even if it means being critical of them once in a while.

  147. MCM says:

    My other dream game (besides Buffyverse+X-COM) is Total War: Tropico. The problem with Tropico is that it’s really just a sandbox. Even the scenarios are just arbitrary victory conditions with non-random events. But the mechanics and detail are great.

    By contrast Total War focuses almost completely on real time battles and abstracts away too much of the actual ruling.

    Weld these two half-games together and get something great! Especially if it developed the RPG side a bit more, with the family management, dynasties, hiring retainers and other characters, etc. Ironically Tropico actually gets into this a little bit with the avatar traits and flaws. It’s not a huge leap between the two.

    Add in some Master of Magic-style ruins to explore and questing and this is the best game ever. Trust me.

  148. omicron1 says:

    1. Homeworld+Freespace

    2. An RTS set in ancient history, with the scale of SoaSE and the tactical considerations of Total War.

    3. Oblivion in ancient Mesopotamia

  149. Stupoider says:

    A first person action game in a similar vein as Zeno Clash but with RPG (customisation, skills) elements, largely freeroaming but linear in the same sense as Mafia. Monster hunting goodness in China Mieville’s world of Bas Lag (I couldn’t help but feel how brilliant the setting was in Perdido Street Station without imagining a game based around it).

  150. mont3core says:

    I want an elder scrolls-esque RPG but TRIBES’d out with jetpacks. Forget horse armor, I want rocket pony armor.

    But seriously, a hard RPG with lots of equipment and upgrade options set far far away from dragons and elves and swords. Big environments, no fast travel, interesting combat.

  151. Todeskuh says:

    I’m easy to satisfy, so I’ll simpley take Homeworld 3, or Tie Fighter with modern graphics… or maybe a mixture of both…

  152. DiamondDog says:

    A Big Trouble in Little China RPG.

    With all the original cast back to do the voices. Even the dead ones. It wouldn’t be right without Egg.

  153. rodds says:

    MicroProse’s Darklands Remake… and that’s all…

  154. HeavyStorm says:

    Believe me or not but my dream game is a game about dreams. A game set in a universe where people have dreams machines (much like those in inception), and they become addicted. You are a reporter working on a murder case, and you are not a “user” (a guy addicted to the dream machine).

    There are two races in this world (which is a kind of isle, for size sake) and one is a kind of slave race… being less developed than the other race, they have no choice but to have the worse jobs, being underpaid, etc. The thing about the murder is that it goes up to the “council” or whatever — their parliament.

    And while investigating it, you get entangled on a conspiracy. It has to do with the dream machine and manipulating people through dreams. When they wake up, they do the controller’s bidding, because the confuse reality with dream.

    The most cool thing about the game is that you will enter the dream world — a fantastic, crazy, amorphous world, and then when you came back, the real world will feel like dreaming and half of the game you won’t know whether you are dreaming or not. And make a lot of moral choices along the way.

    It may seen like a rip off from inception, but’s not. I don’t remember where I got my inspiration, but I thought about this five years ago. Oh, it should play like an adventure of sorts. Whatever an adventure should play like nowadays.

  155. Skip106 says:

    My dream game would be a Battletech/Mechwarrior fully persistant MMO. Much like EVE Online, or Planetside, the galaxy would function as a single persistant entity, with factions able to capture, hold, and use planets and bases to help in their war effort.

    Obviously, the vast majority of the combat would happen on individual planets in mech vs. mech combat, but also fighters, bombers, tanks, infantry, and space combat would also play a large part.

    Players would also be able to join mercenary groups who could rent/sell their services to the different factions to help in their war effort, in addition to being able to chose a faction and fighting for them.

    There would be a “front lines” so players would always know where the large battles were being fought within the enormous galaxy, and territory could change hands many times over the course of the server’s life.

  156. Consumatopia says:

    Take a survival/building game like Minecraft or Dwarf Fortress, and combine it with a programming game like SpaceChem or Manufactoria. Rather than directly control agents in the world, players write programs that determine what agents in the world do.

    It doesn’t even have to be a 3d spatial world–they could be non-metaphorical (though sandboxed) programs running on the same “operating system”, competing and bargaining with each other for access to shared resources like CPU time, memory, and network bandwidth.

  157. Prosper0_cz says:

    A new next-gen Jedi Knight game – being jedi, using stealth(!), open world – different planets and stations, all with travelling and using vehicles, (at least some) dialogues, choices etc.

    Therefore, Jed Knight, that’s been smarted-up, rather than Kotor being dumbed down. Hey KOTOR 3 wouldn’t hurt either…

  158. sokkur says:

    A game with humerous detail where you control a tribe of orcs and goblins and your goal is to let your tribe be the biggest and strongest tribe out there.

  159. Jonathan says:

    The game I keep starting to make, Frontier Station (generic & instantly forgettable sci-fi names ftw) is a RTS/turtling/tower defence/resource management game. Its direction changes every time I start to work on it (it’s currently basically a simplified Stronghold in space) It basically started out as tower defence in space, then I decided it would be great if you could build non-combat things, like research modules, and maybe then needed habitation modules to provide the crew to man your guns and carry out your research, and then entertainment centres to keep your people happy, etc. I think I was mostly just very affected by PvZ’s approachability, and wanted to try my hand at something similar, complete with asides like the Crazy Dave missions (for example, a mission that’s basically Asteroids but you have no control over your guns — just the ability to maneouver your base).

    It will never be finished, but it’s the game I most want to play. That and Skyrim.

  160. Outsider says:

    The game I would want would be an absolutely massive open world sandbox type of affair, like Fallout 3 except several times larger. In fact, I’d like it to be post-apocalyptic like Fallout 3, but like you John, I’d rather it be more about survival than about shooting stuff in the face. It’d be great for combat and shooting to be involved if you so choose but not really on the same “take on 6 supermutants at once” type and more careful, plodding and dangerous.

    I’d like to scrounge through ruins of buildings pulling down light fixtures and prying screws out of stripped and charred beams to fashion really maskeshift weaponry. Found weaponry, like a firearm (civilian grade) would be nice if it was rare and hard to supply ammo for.

    The ideal would be a focus on exploring places, and surviving and finding things, all sorts of things. Where finding a jar of nails is like finding a +3 sword. I’d like there to be roving bands of raiders that one would need to avoid (or join?) and I’d like it to be multiplayer too.

    • Ultra Superior says:

      And those raiders would be poorly equipped as well ? So… you can steal their junk and its not that precious all of a sudden.

      Better have giant rats or dinosaurs around, so that you can’t easily loot ;)

    • Outsider says:

      I’d say varying levels of equipped, but nothing ridiculous, maybe one or two guys have a shoddy firearm at most with almost no ammo. Of course killing them if you’re on your own or with one or two people would probably be impossible just because you’d be outnumbered. Maybe there would be a way to track them or shadow them and try to steal food and/or a weapon from their camp at night?

      And definitely, some dangerous critters about. Realistically dark nights would be cool too, so finding a good place to camp would be a worthwhile endeavor so as to avoid the nocturnal critters and other pitfalls you might not see.

  161. Ultra Superior says:

    1) An Mass Effect/KOTOR type RPG in warhammer 40K universe with inquisitor as the player character. Space marine as a companion etc. If you become radical you can even team up with some other race such as “tamed” Ork, eldar or tau. If you succumb to the chaos you can team up with daemons.

    2) Cyberpunk TURN BASED TACTICAL game. Gameplay-wise similar to jagged alliance or fallout tactics, only in contemporary graphics. Hackers and other cyberpunk freaks, ninjas and human tanks all mixed in tactical combat.

  162. Ace Jon says:

    Caveman sim. Hunt, gather, raise family, invent tools, be part of a village (hunt larger animals/dinosaurs together, trade, etc). Rich graphics.

  163. Mavvvy says:

    A first person game that takes all the good stuff out of men of war (destruction, armour pen, and crazyness) and plonks it in a open dynamic map of europe, with the streamlined version of the meta game from WW2 online.

    Similar to this thing which was overtly ambitious and seemingly never got out of concept.

    http://www.1944d-day.com/

  164. Zael says:

    My dream game would be a bar simulator in the vein of Last Call. Set in the world of Oblivion’s Tamriel, you play a tavern keeper. Select from either ale or wine to give to your customers, provide them with a hot dinner after their long day of standing waiting for the one person who actually buys anything to show up, and listen intently to their stories of mudcrabs and heroes of Kvatch.
    You could call it “Maidient AI” or something.

  165. Jonathan says:

    Actually, screw what I said above. Give me a rallying game that generates the races procedurally and looks gorgeous. Also, make the realism scalable so you can be all hardcore if you feel up to it, or just whizz around all arcade-like like you can in Dirt.

    Let me drive on an infinite track.

  166. Rocket Fiend says:

    When faced with the quandary of a dream game I must be honest with myself. My inner child yearns for something set in the universe of Star Wars, while a very different part leans towards our friends of a more undead persuasion: Zombies. My apologies, Han, it’s zombies today.

    [Warning:] If you wish to skip all the wordy bits, and get right to the point. See “Summation” at the very bottom.
    I would love to see an open world zombie survival game. I want a massive city, or something more ambitious, and entire state or province. Rather than being cast into the aftermath of the zombie apocalypse, I want to be there at its onset. I jets screaming overhead and tanks thundering beside me. I want to be with humanity in her final fight. To see her fury wrought against an enemy that knows no fear and has no end. It would have to be an MMOG (or whatever other grouping of “M’s” and “G’s” means many people together in an online real-time game.)

    You are not the hero of the game, in fact, no one player is. There may never be a hero, depending on how you choose to survive. Human players would, if they choose, band together to create safe-havens among the ruins and chaos. as the military attempts to push back the infection. Perhaps my party and I want to assume control of the local mall, and ride out the apocalypse from there. (assuming we had not seen some of the more prevalent zombie flicks.) Or perhaps we wish to make a certain pub our base of operations. (Assuming we saw the relative success of another, very different, film.)
    These safe havens would act as the games spawn points. For new players there would be various locations or residences you that you spawn in and will branch out from. Imagine starting in an apartment or house. This is your room. This was once your home, now you must choose to stay and defend it, or seek shelter with the military and government forces. Whereas players who have formed groups can create and spawn at their respective group’s safe haven when entering the game. (To be honest, EVE has this system down in a fairly decent manner. Think along those lines.)

    Players, at the onset of the game, have the choice to begin the game in certain factions. Or to join them later. Perhaps you want to join a particular branch of the military while they continue to struggle against infection and gather the many survivors. Flying a Blackhawk helicopter to pick survivors of the roof of buildings long since overrun by the undead, returning them to the relative safety of your base. Perhaps you want to carve your own path through the undead masses, sneaking about and surviving how you can among the cities. Stealing from the foolish survivors, who assume your intentions are for the survival of humanity, and not just yourself. Or perhaps you want to be the everyman. You chose to stay at your home while the infection spread, and now you must choose how to survive.

    As for a resolution, I am not sure if there is one. Or if there should be? Perhaps there are a faction of dedicated players who run tests and collect tissue samples in an attempt to slow, stop, or reverse the infection. Perhaps, for these dedicated few, frittering game time away at the bottom of some fallout shelter, the reward would be one day presenting the online community with a viable cure. Or bringing about a worse fate in the process.

    In summation:

    I want an open world, full of people. It’s EVE meets Left 4 Dead, while on a date with Dead Island. I want to see what decisions people will make. And I want zombies eating those people.

  167. rivalin says:

    Space Ranger
    But not a weird Russian 4x game, rather I’d love to play a game where you play some kind of futuristic ranger that gets to essentially fly around in your ship in an area of space devoid of any civilization, to be able to explore, log details of planets, take photographs, hunt for food etc.
    It would be amazing to play a game where you could fly to a planet, leave your ship in orbit, take a landing craft down to the surface, then explore on a jetbike; just get lost really.
    I have an image of my character standing on a cliff top overlooking an alien valley, rifle slung over one shoulder, binoculars raised, scanning the horizon as the twin suns of the unnamed world set, the gentle wash of my jet bike distorting the air around me, knowing I was a billion miles from another human being.
    Noctis is the only game that even comes close to this, and it’s written in DOS with terrible, incredibly low res graphics, and it’s still magic, so with a next gen engine, procedural planets and flora and fauna, seamless planetary landing etc it would be incredible. It’s also the sort of game that could be made by a small team, as you wouldn’t need tons of art assets, just to make a really good engine.
    Needless to say the next time I have a few million quid to spare this game is getting made.

    As an aside, interesting to note how many people’s dream game revolves around freedom, and how at the same time big publishers are so focused away from giving it to you in favour of yet another corridor shooter.

  168. Jonathan says:

    Also, Raven Six in space. Not one of those modern Vegas-y ones, mind.

    I have many demands.

  169. Wednesday says:

    If some one could splice the experiences I had with Morrowind, Mass Effect and…errr…Europa Universalis 3, then I reckon that is a game to die happy with.

  170. Riztro says:

    I just want elite 4.

  171. shinygerbil says:

    Don’t know if it’s already been mentioned, but every once in a while this pops into my head and I can’t get it out again for a while. I’ve even brought it up in an RPS comments thread before, and everybody agreed it had to be made.
    Necromunda but on the PC.

  172. killmachine says:

    i want a first person shooter with everything we love about the shooting stuff. PLUS… i want progress. i dont want levels though. i want to progress through crafting guns, equipment, vehicles…
    i want it to be open world+instanced. open world for exploration, collecting materials, eventually hunt rare enemies and mybe some skirmish against other players. instanced in hubs, like cities and “arenas” where you can do your normal fps business. different arenas for different game modes. deathmatch, team deathmatch, ctf and so forth.
    so, you basicly idle or do your business in the hubs, meet other players, look at their equipment… and you can invite other players you meet in hubs to do some instances (arenas).
    so, basicly its something like world of warcraft but without questing and with guns of course. just a shooter with some crafting and city hubs in an open world enviroment.

    maybe something like rage by id software, but bigger and with a persistent world.

  173. thesonglessbird says:

    First person (or third person) shooter where anything is a weapon. Environments are quite sandboxy.

    Pretty standard so far…but I want there to be a realistic number of enemies. Say, for an 8 hour plus game, I want a maximum of 20 enemies. Each one like a mini boss fight. I guess AI needs to come on leaps and bounds before this would work, but I’m sick of games where you fight private armies consisting of thousands of identical enemies.

  174. thesonglessbird says:

    Sequel to Microsoft Space Simulator, also.

  175. Acedrew89 says:

    How about everything the original Fable was supposed to have in it. That would be one of my ideal games.

  176. scut says:

    What if you are blessed/plagued by a seemingly endless number of dreams? At some point you just need to pick one and start exploring it.
    Here’s what occupies a lot of my mind these days:
    http://forums.tigsource.com/index.php?topic=14517.0

  177. DarkFarmer says:

    My game takes place in a procedurally generated world that is completely controlled by voxel interactions. It is fantasy, so the physics are not exactly like our world, we have created our own, just to make it simple and fun. Each block is an element, and each element has different property, and a different interaction with the other elements. For example:

    Earth, stays still and does not move as long as it is touching another firm block.
    Sand, is like earth, but it will fall if nothing is underneath it.
    Air, empty blocks are not empty! They are Air.
    Fire, goes upward, ignighting the air into fire and then vanishing.
    Water, flows downward, using simplified fluid dynamics.

    Now all of these elements can combine. Like sand or earth touching Fire will make Lava, which flows like Water but more slowly, until it cools to make Glass. Water and Earth will combine to make Ooze, which can eventually spawn Ferns, which will in turn create forests, and life. Air and Water combine to make Storms, storms create lightning, etc. Some of these things I speak of, like Ferns and Lightning, are not voxels, but are rather effects of the interactions of voxels that spawn into the world around them.

    Now if you say “wait that sounds just like minecraft” well, hear me out. The world is filled with portals that produce these materials continuously: pouring them into the world. You take the role of a Geomancer, a wizard capable of closing and opening these portals. Your fellow players are also Geomancers.

    The other inhabitants of our world are Dragons, born from eggs that are found and nutured in the elements. A dragon will be useful as it will be your method of rapid transit, and also something to do battle using its breath weapon. Each dragon is born of the element it came out of and its characteristics and breath weapon are similar (think Panzer Dragoon RPG here).

    Your mobs opponents are Demons and Angels. Demons spawn en-masse from the elements, and you have to battle them like you would hordes of zombies. You can either kill them using your dragon, or cleverly summon an elemental nexus to say, wash them away with a flow of water.

    Angels on the other hand are massive beasts that many players must combine forces to defeat.

    Your reward for destroying enemies and exploring the land is greater geomantic powers, which makes it possible for you to shape the world to a greater and greater extent. Go from building flying islands to flying continents. Shape the world into your own vision but be aware, its dynamic and can be changed at any time.

    Collect angel and demon kills, and possibly player kills on pvp servers. This isn’t meant to be a giant MMO, just a fun diversion from your other games to play for a few weeks.

    • mcwill says:

      That’s quite a beautiful concept. You could probably mod Minecraft to do it, although there’d be big trouble with the MP bits and it wouldn’t be pretty enough to do the concept justice if I’m honest.

      Minecraft vlox are OK and certainly quick to pick up, but some kind of flow-based far smaller voxel engine would be totally awesome. You’d need to stream zones, of course, because otherwise handling the sheer number of voxels needed for an open world would be crushing, even if you didn’t write it in hideously unoptimised Java. A lot of them could be recorded in the form of procedural models and existing states, though, which would save on data to a great degree if it could be achieved. You simply mark spawns when the player alters them in a non-procedural-flow fashion (digging etc) and record their entire state then. So if the primary interaction with the world is via these elemental powers, then it could be done with considerably less juice.

      There’s real mileage in this idea, I think. Although I must admit I spend a bit too much of my time thinking about procedural content generation.

    • DarkFarmer says:

      Might be more feasable to attempt it in side-view 2D first- the fluid calculations are “one dimension cheaper” and the gameplay would still work. It would lack the ooh and awww factor but running those fluid sims in 3D is wayyyy beyond my skill level as an engineer and scientist.

      When im huge, ill hire some awesome brain to make it 3D ;P

  178. Scatterbrainpaul says:

    I’ve always wanted to play a 2nd person shooter

  179. Jimmy Jazz says:

    It’s quite simple really.
    Far cry 2 + Red Faction Guerrilla + Just Cause 2 = infinite parachute grapple-hook destruction with fire propagating everywhere burning down buildings/bridges/giant towers.

    OR my impossible dream game.

    RPG in any form that, while also letting you succeed any task, also lets you fail at any task ever. which won’t be made due to the amount of deviance in the story due to that. but still…. it would be cool to be able to fail (or run away from) a nuclear bomb and then go back to explore the wasteland you’ve created by not doing that.

    or if you fail delivering that important message to that outpost over there, they’ll just keep acting on what they know, and thus dooming themselves.

    yaknow, stuff like in most games would lead to an instant “Game over” screen.

  180. Gothnak says:

    Oh, and a Civilisation RTS. But each level is a different planet. When the game begins it randomly generates food stuffs, animals building materials etc, and your race starts as cavemen. You then need to experiement to see what the things you start near are (uh-oh those berries are poisonous, ooh poisonous darts!) and then build you strategy around that. As research is expensive, i might have found a creature that is my main source of food, meaning my town gets larger more quickly. You however have trained it to be ridden, giving your more military units.

    Playing Civ where you get horses, gunpowder, oil etc, and every game having teh same resources isn’t as fun as getting a new world and discovering what the things you find do with experimentation and research. Oooh, these rocks explode on impact, i only lost 3 warriors experiementing, now i’m bloody dangerous.

    • mcwill says:

      So basically invent a set of natural laws and have the machine work out the ramifications, then play a sort of close-up Civ discovering those natural laws and how to best exploit them? Sort of emergent Civ? Very cool idea.

  181. Crescend says:

    All I want is Guild Wars 2… I’ve had years of entertainment from the the original, and expecting alot more from the new one!

  182. nuh uh no way says:

    I don’t know about dream game but following the comment trend of role reversal… I’ve always been interested in a GTA where you played as a police officer or detective. We’ll see how LA Noire turns out.

    I’d like to see a mixture of minecraft and civ put forth as an MMO of Eve proportions. Think about that for a second why don’t you.

  183. thesonglessbird says:

    If they just made Killer Net into an actual game I’d be pretty happy.

  184. machinaexdeus says:

    STALKER came close, I have high hopes for stalker 2. In a dream world the STALKER guys would work with bioware writers and maybe get Warren Spector to consult, or better yet work with the Witcher guys.

    I feel STALKER would be perfect with more feeling of making choices in the plot, of course the best plot choices come when you don’t realise you’re making a plot choice.

    Yes please blend STALKER, Witcher, KOTOR and Deus Ex and feed me the result.

    • Ultra Superior says:

      That game would most likely create a supermassive blackhole sucking all energy out of universe.

      Or rapture or something similarly dangerous.

  185. Reapy says:

    I’ve been thinking of a game that is sort of about exploring, and sort of about traveling, set in a medieval tech level fantasy world. The idea would be that there are two towns separated by some intense wilderness, yet there are extreme demands for trade between the two, and that is where you come in, you are the guide that gets people there.

    The whole strength of this would be that you have a vast landscape of mountains, rivers, cliffs, hills forests etc between both towns. Then the wilderness needs to be populated with dynamic changing things.

    One important part is I would want there to be an intense climbing mechanic. I think trying to scale difficult terrain is something that isn’t done enough. The best type of climbing I see in games are maybe assassins creed style jump puzzles, but even better would be something that is just a bit more challenging, where you have to worry about falling and/or sliding down. In the case of being a guide, you would have to work with your party in which you might need to scale a section then secure ropes so the non climbers can get up, or even rig up some sort of winch/pulley cart thing.

    In the wilderness you would have different animal groups, packs of wolves that are attracted to say deer, so if you spot a bunch of deer you know there could be wolves around. There would be various bandit camps that have patrols, so there might be a road you could travel for part of the way, but you would know ahead of time that there are bandit patrols, so you have to skirt around a section by scaling a cliff and swimming half way down a river.

    I’d like there to be some rough tracker element, a way to read trails and see what came by. Having a skill based RPG element here would be good, as you get better at tracking you can read better what has crossed by in the past. This also could lead to elements where NPC’s are chasing you and you have to somehow juke them in the forest through some tracking tricks. I know fantasy novels very frequently have this sort of long chase sequence, but I haven’t really seen it captured in a game yet.

    I think the action should be very ‘action oriented’, sort of like m&b style, where it isn’t combo mashing or using special skills. I think you want to keep the feeling very real and visceral and grounded. It’s you vs the wilderness, and you need to get these people through.

    I think each town should be sort of a living breathing thing, but basically the hub where you gain missions and reptuation. You could have all sorts of things, like needing to get a family fleeing to the other town through, a criminal whom is being chased/hunted by the guards, an important noble needs to get smuggled across to the other town. A merchant caravan needs to get through, some regular travelers just need to ride by and want you to help.

    Each job you do should build reputation, gain you money, allow you to buy new/better gear to give you more options. More importantly each time you venture out you learn the lay of the land a little more, and the various routes to avoid troubles…but the troubles move. Wild animals change dens, bandit camps get destroyed by guard patrols and/or pick up and move. A town might decide at some point to seal entry into their lands so you have to get around their roadblocks.

    I think there is a lot of room for a really cool sandbox game built around traversing the wilderness between two towns and getting hired/leading people through with you.

    • zbeeblebrox says:

      I’ve always thought a game where you’re a Tracker would be great. Those are the best parts of many fantasy novels. Doing stuff like piecing together tracks, broken foliage, etc in order to recreate a scene; figuring out what direction your target it headed based on natural clues; figuring out how to navigate impossible terrain.
      There needs to be a game like that. Like, at all.
      But your idea with the towns sounds like a good start.

  186. limbeckd says:

    Procedurally generated exploration/survival rpg with major crafting component. Heavily influenced by this d&d campaign.

  187. michal.lewtak says:

    A modern remake of the best levels from Thief 1 and 2, faithful to those games’ gameplay.
    Thief 3 ruined a lot with:
    - third person (only the fact that you cast a shadow was good about that, but making you walk in a weird way just because it needs to look good in the third person is bad)
    - wrong choice of engine (the maps were cut in half and sometimes in even more pieces, because the game was designed for the consoles and not the PC)
    - much simpler maps (because console players are dumb and even if they were given a map of a complex place they wouldn’t enjoy the game)
    - failed concept of open-world
    - side-missions which you may miss
    - mission intro videos replaced by blue walls of text

    Just make the game first-person, make it hard, make it complex so that you lose yourself Even when using a map, make the PC version a proper PC version and do whatever you want with the console version, and make it in the standard mission after mission convention, keeping those great intro videos.

  188. Jeremy says:

    Actually, John has very close to what I would like to see in a game.

    I would love to see a game where surviving is the ultimate goal, without the tedium of managing unrealistic water and food levels and such, as John said. I mean really, it can’t be that hard to come up with a realistic hunger and thirst model right? Sorry, lost track for a second, but back to it:

    However, I think conflict drives great dynamic storytelling (at least for me), and there is no greater conflict than the human condition, so I would like to see something that plays off of that. Ideally, there would be some kind of “event” and probably on an isolated apocalyptic level, none of this “end of the world” business. For example, the US has some sort of apocalyptic event, but the rest of the world has gone with the “out of sight, out of mind” mentality, so there would be a sense of being left to rebuild on your own, without the assistance of other nations. The conflict would come in through some sort of clan/faction interaction as well as basic survival (shelter, food, resources, etc.). Basically, as groups of people band together to survive, inevitably the resources become harder to find. These groups can clash with one another or even join together into a larger group; strength in numbers and such. So, there would be, in some sense, a political aspect to the game.. trying to balance the needs of those in your care, as well as weighing the benefits of joining together with other people. I think moral decisions would be created dynamically out of this, balancing the needs of individuals against the “greater good.”

    My idea of this is that you would sort of start on your own, maybe even set up your own beginning story (Origins style?) and then survive individually until you either join with a group, or start your own group. You could feasibly solo it, but of course, survival is easier in numbers. Combat would NOT be the focus, and would be different based on if you went solo or in a group. Individually, the combat would probably happen more often, but on a smaller scale while inter-faction combat would happen less frequently but on a larger scale.

    In terms of survival, there is the scavenging aspect, but also there would be a sense of “rediscovering” lost abilities, maybe through some form of research mechanic. Having people learn to farm for instance, would be far more useful to a group of people, and would make food less of a concern in the long term. On the other hand, your settlement would now be more attractive to other factions, who would now have more of a reason to try and take over. There would need to be a reasonable trade-off between becoming more self-sufficient as a group and adding in other forms of conflict.

    Anyway, just some thoughts. Maybe I could add a “calm survival” mode so people don’t have to always deal with the stress of conflict :)

  189. Myros says:

    For me it would be a online RPG with perma-death … but where its not as bad as it sounds because part of the game is building your dynasty and delegating an heir for when the big day comes. When you die (which should be quite hard to achieve of course) your heir would inherit ‘heirloom’ gear and would have been in training while you adventured. Also other members of your family could become your shopkeepers, bankers or whatever.
    Anyone up for making it for me? :)

    • Sarlix says:

      I’m sorry but this made me laugh out loud, not sure why. I literally have tears of laughter here.

    • Ultra Superior says:

      AWESOME !!!!!!!!!!!!!!!!!!!!!!!!!!! :D:D:D:D:D:D:D

      Can I play as THE BURIALMASTER ?

      People would pay me to make sure there is a nice ceremony with bards and such when the big day comes :D

  190. protobob says:

    I want a game with real intelligence and modeling down to the atom. It should be distinct from reality.

  191. Springy says:

    I don’t really mind what kind of game it is as long it’s all about MEEEEE

    Edit: Oh, or Bethesda-style Wild West game. Oblivion with stetsons.

  192. Surgeon says:

    Mine would pretty much be an amalgamation of EVE, Battlefield, PlanetSide and X-Wing.

    Take PlanetSide as a template, and then add the following:

    A fully persistent one server galaxy like EVE.
    Ground combat with the feel of the Battlefield series.
    Space combat like X-Wing. With the same diversity of craft as PlanetSide.

    And then I might as well just insert what I added to my PlanetSide Next survey, as that’s also what I’d want my dream game to do:

    INCOMING WALL OF TEXT!

    A combination of space combat and planetside combat, with shared objectives between the two.
    So imagine if you could take the last battle from Return of the Jedi, where a war was being waged on Endor and in space above it, and there are shared objectives between the two. So the battle planetside involves disabling the shield generators to allow the Rebels to attack the Death Star. And only when the generators are down can they proceed with the attack. If you could translate the cool factor and scale of that kind of experience to PS, I could die a happy man.

    The one thing that gets slightly old is the unwinnable war situation. One way to remedy this would be to create a persistent world, but have areas of the universe unlock in a manner that suggests an ongoing campaign. When the different Empires complete objectives, it would advance the story, and unlock the next chapter of the campaign/story.
    You would move on to the next campaign, or there may be the opportunity of doing something else to give you a chance at winning back a previous system.

    The most interesting battles I’ve had have been out in the open, moving from one base to the next. An important requirement for me would be for more possibilities of this type of action.
    There’s a couple of ways you could achieve this :
    I’d like to see more objectives out in the open, so not just capture a base.
    But maybe capture other important strategic objectives, like shield generators or relay stations, that sort of thing. And for those objectives to give tangible benefits during the campaign.
    Another way to make these dynamic battle lines possible is to have movable command ships/command bases. So Outift leads can only command and issue orders, get access to orbital strikes etc, when they are in a command ship. And all the Outfit leaders would have to be in the same ship. And if it had a particular range, then the battle would naturally flow out from the command ships. It would then be extra important to defend them as well.

    Other important requirements for me are :

    A persistent world

    Varied layouts and styles of bases/space stations.

    Retaining the skill factor of the traditional PS, through CoF, and highly skilled weapon types like the Lancer.

    Keep the Cert Points system, and then extend it to cover additional areas like space ships.

    Retain the high diversity of weapons and vehicles, both ground and air, and also translate that to space combat.

    Place a very strong focus on Outfits, I’d love to see Outfits be able to create their own bases/space stations, and upgrade them with Outfit points.
    You could even make these attackable by the opposing empires.

    Have a working VOIP technology and embed it into the UI.
    So commanders should be able to communicate to squad/platoon leaders by simply clicking on them through some sort of UI system when they are managing their squads/platoons.

    For commanders/outfit leaders/platoon leaders/squad leaders to interact and deliver order through more of an RTS style interface.

  193. HexagonalBolts says:

    A first person tribal real time strategy – the player is the leader of a tribe and orders them about (Ug, go and collect wood, Ogg, construct a wood hut). Rather than simply constructing buildings (such as huts), players would construct ’tiles’ or ‘blocks’ (e.g. one tile wood be a panel of wall) which they could use to create their own buildings.

    Sort of like a cross between dwarf fortress, populous and minecraft.

    I’ve been thinking about this game forever, ONE DAY I shall acquire the skills to create it!

  194. Gary W says:

    A genreless game in which you interact with unusual objects, ideas or people within a series of atmospheric vignettes — like a hybrid of Rez, Killer7, Osada and various scenes from the Codex Seraphinianus. It wouldn’t have any storytelling nonsense in it — just interactivity and decent music (a bit of procedural generation wouldn’t go amiss too). And no multiplayer.

    Hopefully it could have interesting gameplay which did not resemble the pulling of levers in an art gallery.

  195. protobob says:

    I’ve always wanted a game where you are lost in deep space in a ship and you have to repair it. Also in said game I should seamlesly be able to exit the ship via airlock and do repairs on the exterier as well.

    It should avoid my pet peeve in space games: everything is too close together and too big.

  196. Kefren says:

    Cripes, four pages already…

    I am interested in games that put you in a dangerous situation then lets you explore. You may be able to talk to people. You may have to scavenge for weapons or supplies. You may choose just to hide and hope the bad things go away.

    The environment is open. Go anywhere that you could get to in real life.

    Whatever you do, other things take place. You can replay the game and try different things out, experience different stories. So far it sounds a bit like ‘It Came From The Desert’ on the Amiga.

    Action would come in erratic bursts, with long periods of tension when you never feel safe, but nothing overt need be taking place.

    However it goes beyond that. The actions you take may change what NPCs and mobs do. I have imagined in the past a sort of proof of concept based around the original film Halloween. A neighbourhood to explore. A killer on the loose. Where will you go? Who will you visit? What if that attracts the killer? Or, just as bad, what if he then goes off to kill other people first while you are rooting through drawers for a knife in the dark? By the time you go for help there might not be any.

    As a proof of concept it could be a game that lasts a few hours, but with lots of replay potential.

    Then for a full game I’m going to be egotistical. I wrote a popular horror/thriller called Turner – http://www.authonomy.com/books/2735/turner/. No literary merit but the premise of a whole island to explore, and various dangers and places to explore. The novel tells the story of what a few characters experience: I would love for it to become a game along the lines I have described, with different stories emerging. Where would you go? Would you ally with anyone or have a better chance of surviving alone? Which buildings would you explore? Would you encounter the murderers, or the Bwystfil, or die trying to swim to the mainland or falling off the cliffs in the storm? In your first game things would inevitably go badly. But after replays, and trying different things, you would have a better idea of how to survive. And the main feature would be the reaction of the world. If you put the light on in the lighthouse it might attract some murderers who otherwise might have killed the campers; finding the gun could lead to you killing the man who was going to wreck the boats, offering a potential escape route. All the actions would cause butterfly-effect ripples that change the outcomes.

    Whatever happens the ending would be like the original Fallout 1 and 2, where you would find out what became of the different characters and factions. If the game worked out then it could be seen as a trial for something like this again, but on an even larger scale.

    I’ve replayed this in my head many times as a game, in much greated details than I have put here!

    Oh, and no DRM at all.

    That, my dear sirs, would be my ideal game. Anybody want to make it? ;-)

  197. Love Albatross says:

    Sci-Fi RPG with space, air and ground battles, orbiting weapons, boarding ships (hack them to open the airlocks and blast the crew into space! sneak on and sabotage the engines so they go kaboom!), real time atmospheric reentry, a physics and combat engine that allows realistic damage (use a beam weapon to burn a hole in a capital ship, then fly through it or jump out into your spacesuit and board the ship), X-style economy, epic scope with multiple inhabited planets and all kinds of interesting space things like black holes, neutron stars, randomly roaming asteroids and that kind of thing.

    Also, a contemporary open world RPG where you play someone trying to liberate a city from the occupying government. Can do your thing sneakily by building up your standing in the city, getting rich and moving into politics to subvert it from the inside, start a grassroots political campaign or insight a violent revolution with car bombs and assassinations. Recruit people to help you, wear disguises and be mindful of CCTV and mobile phone tracking with a persistent police force chasing (no GTA style instant respray, you’ll have to change your hair colour, wear contacts, change clothes).

  198. RakeShark says:

    My Dream Game?

    Take the core gameplay and open-ended-ness of Sid Meier’s Pirates, replace the Caribbean with a space setting like Privateer/Freelancer, take the concept of Heavy Rain’s evolving narrative and fine tune it for “generic” but varied adventures/conversations/events that are both random and based upon your choices/tendencies, and figure out a way to translate the nebulous concept of luck into health/ability/skills.

    Features include:
    -Bounty Hunter Nemesis system
    -Forward-Only Conversations where you try to strike a balance between not getting screwed, getting a good deal, and getting the job.
    -Romances
    -Smuggling
    -Unique ship customization where upgrades mean complexity and may lead to system failure that you may have to jury rig mid-fight
    -Copilots
    -Treachery and Backstabbing
    -Player-driven self-realized narrative
    -A finite adventure that encourages replay not because you missed one or two things because you went evil or good, but because to genuinely have another adventure different from the last one

    If I have a little more dream left over, it would be set in the Star Wars universe and let me fulfill my Han Solo fantasy, because I can’t stand that lightsaber wank.

    • Kefren says:

      The first bit reminds me of Space Rangers. I loved Pirates too, I played it for a whole summer on the Amiga. Space Rangers really reminded me of that. It even has text-adventure parts so you start to empathise with your character as more than just a spaceship icon.

  199. deejayem says:

    There are two bits of my brain that enjoy games – there’s the problem-solving part that likes crosswords and jigsaw puzzles and logic problems, and there’s the escapist part that loves film and theatre and great writing. I want a game that appeals to both. And preferably has something to say while it does it.

    I want characters that make me laugh and cry and fall a little bit in love – and that don’t come out of the Great Big Book of Pulp Clichés.
    I want baddies that I hate and fear and maybe come to respect a little at the end.
    I want a world that draws me in completely, and yet adapts to the way I want to play with it. And crucially does all this without letting me see the strings.
    I want gameplay that tests me without frustrating me. That demands I develop skills but gives me the wherewithal to perfect them. That gives me the adrenaline thrill of thinking I’m not quite going to make it, and the intellectual pleasure of being given some tools and a task and working out how one opens up the other.

    I’d also like a fast car, a million pounds, and a house in Tuscany, please.

  200. <]:^D says:

    Grand Theft Auto online. Basically a gang simulator.

    APB was such a disappointment. :(

  201. DocSeuss says:

    I have a bunch of games I’d like to play. I come up with a new idea every week, it seems, among them, games like one that’s a cross between Jet Set Radio Future and Mirror’s Edge, but open world like Assassin’s Creed, that lets you build items and equipment and customize your character, and another where you play as a Man of Science and Mystery around the beginning of the last century; I imagine it as sort of a third person brawler with some shooty elements, but you can send fellow adventurers on other missions, and you can have your friends research stuff for you. Also, all the characters have manly names like Samson Strange and Brock Stone and Sir Charles Manchester. It would be a pulp-styled Lost World-type thing.

    I’d really like an action RPG set in a unique fantasy universe–I’ve got about half a dozen wholly original (at least I think they are) universes dreamt up and ready to go, including one where you play as an amnesiac cowboy in his underwear who runs across a small town that’s built around a light house on the edge of an ocean of quicksand. You gradually discover who you are, running into trouble with the local law enforcement, Justice Lynch, and going on a mission to hunt giant yacht-sized crabs that wander the desert floor. Basically, you end up whaling for these giant crabs on land, dashing between their legs in your monowheel. Eventually, you’ll have to leave, and you catch a ride on a giant city made up of massive mining vehicles that circles the desert once a year, and head north, beginning a journey of Ulyssesian proportions.

    I’ve got another one based around the idea of the player as a Peter Lorre-type magical thief in a procedurally generated city that’s like a 1930′s post-apocalyptic Paris. Sort of noir with some Bas Lag, where the major cities of mainland Europe are connected by giant three-story trains that chug along fenced railways across the countryside, which looks as bare as a WWI battlefield. It’s like Assassin’s Creed meets Thief as an RPG.

    Then there was an idea for a sci-fi RPG that has the character as a loner in a cyberpunk dystopia… sort of like Assassin’s Creed by way of RPG (can you tell I like Assassin’s Creed?), where the player is an old war vet who’s just come in from a rotation in space, and he needs to find a place to live. As the game progresses, the character establishes relationships with characters. Instead of a party mechanic, or even a good/bad mechanic, the world reacts to the player organically–through his interactions with other people. Murdering a civilian will have no effect unless someone is there to witness it, and characters, such as a black market doctor or femme fatale quest giver will react to the player based on his actions dealing with them.

    Two more, then I’m done.

    I was contemplating Alan Wake on the PC, wondering how awesome an open world would have been, when I thought “but how would I do it?” After all, despite Alan Wake being the best game of last year, it had a few flaws, particularly when it came to a lack of enemies. That led me to come up with a game that’s like… Something Wicked This Way Comes meets Twin Peaks by way of Junji Ito. The player arrives for a funeral in a town full of characters, but ends up staying when he suspects that the person, a childhood friend, was murdered. The player can roam around the game’s world, coming across another town for carnival retirees, for instance, and discover more about what’s going on. As the game progresses, it switches from full-blown investigation to downright psychological horror, and the day/night cycles of the game subtly shift so that days are shorter and nights are longer. It wouldn’t be combat-heavy, though, requiring the players to hide from some monsters (mutants that have eaten the flesh of a dead god) while combating others on occasion.

    My last dream game is Division 9, basically. A few months before Irrational announced their idea, I was playing Left 4 Dead and wondering what some hybrid between it and STALKER could have been. I further modified the idea after the awesomeness that was Dead Rising 2. I envisioned a city where players went out and scavenged for resources, which they used to modify their bases, help establish smaller outposts, and generally make a nuisance of themselves to the zombie population.

    Oh. Bonus: pirate action RPG. This needs to be a thing, like Mass Effect meets the East India Trading Company games.

  202. fallingmagpie says:

    First Person Football Manager. Where to do all the stats checking type stuff, and send transfer offers, you pull your tablet out of your awesome manager coat and it zooms in.

    Then first person press conferences, watching matches, doing training, contract negotiations, trophy ceremonies….

    I’m going to go and play FM 2011.

  203. fearghaill says:

    Sid Meier’s Pirates! meets X-Com.

    I want to start out with my own ship and sail about the Caribbean, with turn-based Ship to Ship battles like Steambirds did with fighter planes, a turn-based squad combat for boarding actions and port raids.

    I want to recruit and get attached to new crew members, only to have them die horribly.

    I want to force other Captains to follow me as a Pirate King, founding my own island city so that I no longer need to go to potentially hostile ports to sell off my ill-gotten booty. I want to be able to set rules for my Captains to live by (“no killing prisoners” or “The Dread Pirate Fearghaill leaves no survivors” as options), and to decide their punishment should they disobey.

    • MCM says:

      This sounds fantastic. One of the best ideas I’ve read here, especially since it isn’t yet another 40k blah blah blah.

    • Scorpi says:

      I agree – a great idea. There are a number of settings where a number of X-Com’s cleverer features could be put to great use, and this is probably the best I’ve heard.

  204. Dozer says:

    Morrowind with a dynamic economy. Ore produced at the mines is smelted into iron and taken to the workshops in the towns. Likewise grain and meat from farms. Bandits try to intercept these deliveries and you can either become one yourself or join the Fighter’s Guild and get hired to defend the supply wagons or to root out the bandit camps.

    And with different nations within the world, with dynamic relationships between them based on trade and warfare. The player becomes powerful enough to influence and manipulate the various factions, perhaps even lead them.

    Instead of being in a Morrowind or Mount&Blade setting, it could just as easily be at sea or in space.

    • Rhin says:

      so….. EVE?

    • dogsolitude_uk says:

      You could try the X games. They’re spacey, and you can mine stuff, turn it into other stuff and trade it. there’s a complex economy that just runs itself, with little ships buying stuff, selling it, mining thngs and making widgets like Lasers. You can also manage your own interstellar business.

      Or you can just shoot things and nick the cargo.

  205. Namos says:

    I’d love to see a game comprised of three tiers turn-based games, all bleeding into each other:
    *A 4X strategy game like Civ or Master of Magic
    *Tactical strategy ala Heroes of Might and Magic or Age of Wonders.
    *A party-based tactical RPG (with an option for mega-munchkining as in Disgaea or ZHP)
    Each tier would draw upon the others, affecting the play through. Furthermore, online connectivity would have the game drawing upon the playthroughs of other players, helping further populate the world and make each experience unique.

  206. Jake says:

    A new Silent Hill type game that is like SH2 rather than the more recent ones in the series. Psychological horror that is actually scary rather than just constant stupid monsters like Dead Space. With puzzles and a decent combat system. Like Batman AA except you’re a weakling and there are terrible things in the night. Maybe based on the C’thulhu mythos.

    That or a new city builder like Sim City. Or a new Rollercoaster Tycoon type game.

  207. reticulate says:

    A worthy successor to Elite.

  208. dogsolitude_uk says:

    I feel terrible for not reading through all the comments so far, and I’m probably repeating a bunch of stuff but here goes anyway:

    An Open-Ended, Freeform HP Lovecraft RPG

    Like Morrowind, or even like Deus Ex, but set in and around US/European locations in the early 20th Century. Choose your profession (e.g. Journalist, Soldier, Thief, Police Officer, Scientist or whatever) and then off you go, on quests to retrieve artifacts, infiltrate cultists, kill monsters etc..

    I’m fed up with elves and swords and shit. Sorry, but it’s been done to death.

    Thief: the Eastern Project

    A Thief game, but set in a steampunk/mediaval quasi-Japanese setting with samurai, Ninjas, faceless ghosts, tombs and other weirdness.

    Frontier 2.0

    I loved Frontier, and would love Elite IV to come out, but I’d actually quite happily settle for Frontier properly rewritten for modern PCs, with a decent ship management system, contract/quest system and flight mechanics.

    The X games are fun, and look pretty, but I can’t cope with having to fly around a tiny area bounded by NSEW jump gates with a top speed, and not being able to pilot my ship down to planets. Orbiter’s too damned hard on the other hand, for I am a bear of very little brain and struggle with hardcore orbital mechanics. Although having said that having simple relativistic effects whilst flying at high speeds would be kind of interesting.

    Agh, I don’t know what I want really. Just make Syndicate and Thief 4 (with any third-person strictly optional) and I’ll be happyish.

  209. AdamK117 says:

    EVE, WoW, and MineCraft in some sort of open-ended, creative, yet still simple enough (no excel spreadsheet UI) and fun enough mish-mash.

  210. Post-Internet Syndrome says:

    I’ve always got lots of ideas on my mind, tldr comin up.
    I’d like an open world-ish assassin RPG, with mechanics similar to hitman, but where you are free to roam the city at will and take missions for cash when you need it. It would feature a “notoriety” mechanic similar to Blood Money, which will force you to change hideouts and equipment every now and then. (Apart from obvious things such as getting spotted, doing missions at all will slowly increase this stat, keeping the player on their toes.) Some kind of character progression is mandatory, where the player can choose among social and physical abilities.

    Prior to executing a mission, the player will need to physically scout the target and areas where he/she can be attacked. In this manner, the player can find out that a particular target spends almost all their time at their workplace, but early in the morning and late in the evening they move between their work and their home, with a shitload of bodyguards in tow. The player will then decide if they want to break into one of those places, plant a car bomb, or just take a shot en route. Maps and such can be procured, false id:s prepared, etc. Essentially an open world HItman game.

    A twist, story-wise and setting-wise, is that about half-way, the setting changes from a modern city to a turn-of-the-century one. All the skills translate into this setting (story-wise this is completely arbitrary of course, it’s just to preserve the choices and progression of the player) and the new character, but the tech level is of course turned back one hundred years. This will allow me to attend 19th century parties and balls, murdering rich people and returning to discuss those silly worker’s rights movements with the brother of the target. Which I would like to do.

    I also require insane climbing inspired by assassin’s creed.

    A thing I would like to see in any open game (for example my assassin-rpg above) is a time management mechanic. You would have a calendar in-game, and be forced to choose between things to spend your time on. For example, in above RPG, a mission must be completed within three days (because the target is leaving town or whatever), leaving you limited time to scout locations and such. Something I could see working well with this is a crafting mechanic, where lulls of like, a month in the campaign will give you the opportunity to choose between levling your shooting skills like crazy, crafting lots of stuff to sell, or doing a bit of both.

    Lastly, something I think would be interesting would be a third-person shooter where you play as a hive mind entity. This idea has been with me ever since I played AvP. Basically, I would like to play something like AvP, where you play the aliens, in third person, but instead of controlling a single alien, you play a group of them. The controls would be ordinary tps controls, but actions would be distributed over your small swarm, so if you perform a particular form of attack, two or three of your elements pounce at the enemy, while the others do other stuff. The scale of this madness could of course be varied, so if all the creatures but one die, you will naturally only control that single one until you are reinforced, and conversely, some scenarios could have you directing dozens of biological death machines as a single, swarming, killing unit. Innovative hud elements informing you of events observed by the swarm but not currently in view will have to be devised of course. Spectacular animations and wall/roof-walking is mandatory.

    [/mind dump]

  211. Post-Internet Syndrome says:

    Yeah, and a sequel to Freelancer (or spiritual sequel, the story ain’t important) where everything is perfect.

    • The Army of None says:

      Wow. I just posted my comment without reading through the (large) list… Weird that ours were so close together. Freelancer fans for life!?

    • Post-Internet Syndrome says:

      Our fates are entwined etc.

      I mean, Freelancer is a great game! And it can easily be even better! They just need to DO it.

  212. The Army of None says:

    Freelancer 2

    :\

  213. 7rigger says:

    Elite 2:Frontier sized galaxy with the ability to get out of ships and walk/drive around planet surfaces – doesn’t even have to have anything interesting on the planetary side, just the ability to explore.

    Then I could die happy :)

  214. I_have_no_nose_but_I_must_sneeze says:

    Some ideas:

    A game that lets you explore genuinely different dimensions in an overarching narrative, with each of these worlds containing its own set of ideas and rules. Think of a game like Psychonauts that allows you to enter other characters’ minds, while experimenting even more with the artistic design and mechanics of the distinct dreamworlds. One world could be a survival horror set inside a sinking submarine filled with sentient carnivorous jellyfish, while another would have you play as a naked guest at a dinner party in a luxurious mansion, trying to exit the premises in the most dignified manner using stealth and conversation. How’s that for genre-blurring?

    A game that take great pleasure in messing with your mind. Like a modern Sanitarium, set in the mind of a severely disturbed protagonist, lost in memories and haunted by hallucinations. Or something like Call of Cthulhu without the crippling bugs. I haven’t played Amnesia yet, by the way.

    A platformer on the different stages of a relationship, with a different song looping in the background of each level.

  215. LegendaryTeeth says:

    X3 with co-op multiplayer, and a better UI. Also mixed with FreeSpace.

    Or just FreeSpace 3.

  216. dogsolitude_uk says:

    Oh, got another one:
    Dune: the RPG
    A huge freeform RPG set in the Dune universe. Choose your House, and do stuff. Poison people, order and take part in seiges, negotiate with the Spacing Guild, shag a member of the Bene Gesserit Sisterhood and be confronted by your offspring 15 years later, invest in illegal technologies from Ix, assassinate significant mebers of other houses, explore the desert… It would need to be huge and freeform, definitely.

  217. Evil Otto says:

    Oh I forgot. Midwinter 2 of course.

  218. SuperNashwanPower says:

    SEX

    Personally I have a morbid fascination with disasters and really negative world events, and have always been interested in a game scenario that puts you in the shoes of someone about to go through, and going through, those experiences. Sort of gives me spine chills to think about wandering around the titanic, or being in the chernobyl plant on the day of the explosion and the subsequent panic etc. Some might be a bit too painful e.g. 9/11, but I have a fascination with what it would be like to be there, know what was going to happen and be powerless to see it all unfold.
    No idea how you would turn any of that into an actual game, its more about the idea of being a real person experiencing those events. Maybe something more in the Dear Esther ‘game-like experience’ mold. Movies have already done a lot of it, but the idea of being immersed in that.

    PS Pardon my flagrant attempt to get your attention.

  219. 7rigger says:

    If I went thought this thread posting on all the ideas I liked I would probably double the post count, so I’ll just say some of the ideas I’m reading here are facepalm-why-didn’t-I-think-of-that amazing!

  220. Text_Fish says:

    I read about this cool indie survival game called Mimecruft, which sounds like it might tick most of your boxes.

  221. satsui says:

    The core idea of The Sims Medieval is my dream game (so strip the quests and all that jumbo). More of a strategy game and RPG than anything else. I think it would be nice if you control one guy, a monarch, and order people (who are still independently minded) to gather resources, research, farm food, whatever, and even have a small military (knights, archers, horsemen, etc.). Head into battle and fight (with a style similar to Dynasty Warriors) and leading full troops of men. Conquer other territories and expand your empire.

    Is that too hard?

  222. something says:

    I want a Sims minus the cartoonishness, soap operatics and shopping. Then I want to tack it onto some other genre. Imagine a flight sim where you had to go home every night. Should one of your squad mates buy the farm, you have to go round to his wife and tell her in person. You probably already know her. Maybe you’ve been round there for dinner before. Maybe you’ve had an affair. Or maybe your breaking the worst possible news to a complete stranger.

    I think having to worry about your character’s inner life would raise the moments of action out of the ordinary. There’s so much killing in video games but it never has any impact. It’s just fun – often a lot of fun. People die, they respawn – it means nothing. How much more thrilling would it be if the life threatening moments were rarer and the people involved were people we really cared about.

    And the best way to make a gamer care about something is to let him build it. If you want a gamer to care about an NPC, let him build his relationship with that NPC himself. That’s what I want to see in a game.

    Also, I think people are over-estimating the power of procedural generation. Basically, you’re asking an algorithm to be an artist. While possibly not impossible, it never achieves as much as people think it does.

  223. satsui says:

    Another one I would like would be a Knights of Honor, but covering the entire span of civilization. So when you start off, you choose a tiny territory, and build off of that. You research technology to get to the next age.

  224. Hrofty says:

    1)Multiplayer First Person Space Sim. Its like a normal Space Sim, but you control the pilot, not ship itself. Basically its SpaceBuildMod(from Garris Mod) meets X3 and Space Station 13.

    2)Miners Haven. DwarfFortress, as a server for Minecraft.

  225. Wulf says:

    *pulls something random out of his head.*

    I’d probably go with the player actually controlling a small (at first) dragon-like creature that’s discovered in a sort of stasis field within an ancient monolithic structure. This creature would have a set of bizarre senses that can be used to perceive reality in very different ways. All this set in a reality where you have things like a dieselpunk, African culture of psychic lionfolk that bond in groups of 3 to 6 and bond so completely that they eventually become one gestalt entity where they can predict the actions of every other member in their group, making them particularly deadly, or a Nahuan inspired culture touched by aliens that went a bit grey goo and wander the land as self-rebuilding techo-organic constructs, where there are monoliths present which tell of reality by their very nature, geometric shapes which imply mathematics that hint at the nature of reality. Some of this having shot some cultures forward scientifically far faster than they should have.

    And with some of these constructs actually lying, this sparring wars, some taking it as a test, some thinking of them as a curse, and others believing that they should be correct but that the reality they’re actually in is kind of broken. And mysteries spread out from there in an Uru-puzzly way with people exploring the insides of these large constructs and learning more and more about the nature of reality as they go on. The aforementioned dragon creature gaining new talents with each he comes into contact with, and it looking more and more like reality is really a built thing that has become very broken.

    Mysteries within mysteries sprawl out from there as aspects of reality become open that perhaps were never supposed to be, eventually you find that you can reality hack, and what you learn and what you do from that point is entirely up to you.

    This game would likely confuse the hell out of people who hadn’t discovered enough by the end of it, and they might not want to replay it, the rest would be alienated by the strangeness and non-familiarity of it all, and I’d end up a bitter person with a game that only sold very small amounts. And this is why I’d never devote any of the crazy nonsense that tends to flood my brain to a game. :P Really, I know this stuff is way too OTT for most people. But that’s okay.

    (It occurs to me that there’s a bunch of other stuff I have that would fit perfectly into this and I’m tempted to do some writing, now.)

  226. Gary W says:

    Gears of War 4: Fenix Galaxies

    Now close your eyes and imagine a constellation of greyish planetoids, each embossed with a grid of waist-high walls.

  227. Ridnarhtim says:

    Something with the basic principle of Thief (exploration, stealth, large non-linear levels with objectives), with horror on par with Amnesia, graphics that will fully take advantage of my brand new gaming rig (therefore a PC exclusive … In fact, the game should feel like a PC game. It should play like something from 1998-2001 or so), and a strong story with at least a few surprises and a strong level of atmosphere (this kinda goes with the horror but not completely … Bioshock imho is unbelievably atmospheric but not scary).

    I also like the steampunk setting, but anything with some sort of magic or other fantasy elements will do.

    Thief 4 might end up being that game (or very close to it), but I’m really not getting my hopes up.

    Please, someone, do this.

  228. SuperNashwanPower says:

    Also it would be quite cool if there was an engine that could take google earth images of your own hometown, create a 3D model of it and then populate it with zombies, soldiers, and one or two of the types of people you really dont like very much who live where you live, and then arming you with lots of great weapons. Seeing New York or London being decimated is cool and that, but seeing your own street corner and 7/11 turned into a combat zone might be quite cool.

  229. General Ludd says:

    My dream game is inspired by a poorly remembered sci-fi book read as a teenager in the mid-nineties. I remember little of the plot itself, some conspiracy they were investigating in a world where people plugged in to their computers and spent huge amounts of time in virtual worlds. What I remember is the game the two protagonists, one male and one female, plugged into. It was a fantasy with an enormous zoom. One person played a wandering healer, with no influence on the world but travelling in this role and with long descriptive passages just describing the world and the birds, one of which was a spy. The other character was a minor lord, commanding relatively small armies in the same world, with one crushing victory of a poorly prepared enemy by a river sticking in the memory. I also remember them spying on a meeting in a castle, with the bustle providing cover.

    Anyway, that excessive prose aside, this un-remembered book created a life-long desire for an RPG (an MMO I guess) where the option to exist at any scale from a mighty King commanding armies to a peripatetic hedge wizard exists and where the world demands nothing but what the relationships you’ve created in it require.

    Or, failing that, anything close to Baldur’s Gate 2 please.

  230. makute says:

    Just give me Oblivion Lost. The original concept (years before STALKER), gestated by GSC before THQ came and shit hit the fan.

  231. Oak says:

    A few games have scratched the itch, made me say, “Yes, even if it’s not perfect, this is what I really want out of video games.” Namely Evil Genius, Gangsters: Organized Crime, Europa Universalis 3, X-Com. Jagged Alliance 2, maybe. But, if I could wish up my own:

    - A huge multiplayer sea-battle game, in which every player takes the role of a crewman on a ship of the line. Scaled down, for obvious reasons. Most would man the guns, some would be fetching powder and shot, carrying off the wounded, manning the sails, working the pumps belowdecks. Someone could be the surgeon, the carpenter, the captain giving orders to his ship and the admiral to the whole fleet. Inevitably, it would be chaotic, confusing, ripe for griefers, and boring for anyone who died once the firing started, but if someone could even halfway pull it off I would literally shoot rainbows out of my eyes in glee.

    - A game about controlling one of the east india companies from its inception. You’d chart new territory and then turn it into an opportunity for profit; success would be dependant on both diplomatic skill and ability to apply the right amount of force. It’s fertile ground for a rich historical strategy game about discovery, trade, and empire, yet no one’s made a worthwhile effort of using it yet. And since I know nobody’s reading my self-indulgent twaddle, I’d like to point out that I am a talking alpaca and also the King of England.

    • Berzee says:

      Well I certainly just read your entire blog at it was awesome (especially the nested parentheses (I love those things [though I will sometimes break it up with various kinds of brackets {you know, for clarity}])). A good bit of sly linking, that!

    • skraeling says:

      I’m glad it tickled your fancy Berzee. I doff my cap to you.

      The post of parentheticals was my favorite to write so far and although clarity is nice I think fuzziness is funnier.

    • Berzee says:

      Demos in the days before the internet were funny…I never did anything quite so scientific and amazing as studying other playable-in-the-full-version races, but I *do* remember spending hours with the Warcraft 1 demo…and just staring at that upgrade that gives archers +1 attack…and thinking how cool those upgraded arrows looked in the picture….and how amazing it would be to be able to click that button and see how my archers now rained death upon the world.

      Then I got the full game and clicking the button made the archers do +1 damage, is all, but I guess that’s cool.

    • skraeling says:

      I remember how the upgrades in Warcraft were cool-looking yet visually ineffectual. I once wrote a short story about those arrow upgrades and the Orc who loved them. As with all great romances it ended tragically with his death.

  232. SuperNashwanPower says:

    Did they ever make a decent FPS of Robocop? The amiga had something forward-thinking but dreadful that was probably the first use of polygons ever, but which was poo. Want game where I get to kill blokes with my Auto 9 and bleepie targeting system and then say narcy things in a robot voice.

    • SuperNashwanPower says:

      Hm just found an attempt at a Robo game by Titus. It looks dreadful. Maybe its not possible to make a good Robocop game thats not a side scrolling arcade-a-thon

  233. Frank says:

    Beyond Good and Evil 2, built in a Minecraft/Spelunky random generator, with a vibrant mod community and episodic or TF2-style updates forever.

    Or Bang! Howdy 2, built in a Minecraft/Spelunky random generator, with a vibrant mod community and episodic or TF2-style updates forever.

  234. MDS says:

    Freespace 3 with in-atmosphere combat too. Multiple-kilometre capital ships beating the piss out of each other – amongst the clouds – and any ship defeated hits the ground :)

    Not the perfect game but the one seemingly least likely to ever happen

  235. Scorpi says:

    My dream game is a tactical RPG in which you explore not the geography of the world, but its history. And it doesn’t have levels, only loot of various abilities but equal power. And when it’s come time to make a choice, you can make both choices without having to play the game twice.

    Basically, like this: a group of characters form the protagonists of the game. They have their own plot, spread across many ‘missions.’ Maybe along the way some NPC mentions a myth they heard as a boy; you then get to play that ‘myth’ as a mission, and maybe the truth behind it isn’t quite what the NPC thought (or maybe to buck convention, it totally is). Later on a character may become ill and the player takes the role of the healer’s magicked medicines as they battle the disease. Further still, there will be missions set in the future of the world or the past; early on in the game’s story you might see one PC’s terrifying future, and wonder what makes them that way – later on you come across a choice you can make that either results in that future, or another one (which you would be able to play).

    On that note, if the player makes a choice during the game, they can go back later and make the other choice, while still having access to everything from their first decision. Each choice has its own branching path, which may or may not meet up with the trunk of the plot.

    The game has no character levels. Instead, each mission rewards the characters with equipment, some of which can be used by all the PCs and some can only be used by one of them. The loot is always balanced, so that if you find a really awesome sword at the beginning of the game, you don’t need to give it up for the funny-looking OMEGABLADE in order to beat the tough monster. Further more, the loot can have very varied effects. A character might start the game as the tank, but if you customize him the way you like he’ll become the party’s mage, or healer, or whatever hybrid you think of.

    One idea I had that blends all these thoughts together concerns one character’s equipment. A giant pirate captain, his weapon is a cannon, held in the crook of his arm. All variations on the cannon are the same weapon at different points in its own chronology: there is an old, cracked, dangerous to use version; a young, still practically molten one; a version that was sunk with its ship, and now fires crabs and other benthic lifeforms; one that is gilded and worshipped for its original heroic bearer after his death (and because you earn loot from all missions, even the ones the PCs aren’t involved in, the pirate captain can use this weapon – I haven’t decided whether or not he would remark on its features, though, or just play the damn game)

    And that’s pretty much it. I’ve had it in the back of my mind for years now, always looking for games that come close

  236. egg651 says:

    The mothership vs mothership bits of Star Wars Battlefront 2, crossed with Crimson Skies, crossed with Air Buccaneers.

    The game would be multiplayer, but with co-ordinated teams that worked with the zeppelin crew and pilots in harmony.

    P.S: This is blatantly just a place for game developers to snipe popular ideas. Not that there’s anything wrong with that.

  237. manveruppd says:

    I would like a Wii cooking game based on the Quake 2 universe, where you’re a Strog and chop up human space marines to create dazzling culinary delights. There should of course be an Deus Ex-style RPG progression system that lets you replace various body bits with different culinary implements.

    And of course you’ll have a multiplayer party game component in which various chefs compete to please the Makron by cooking up delicious treats while the human space marines fight their way towards him. So it’ll be a sort of competitive tower defence thing.

    I am completely serious.

  238. Hmm-Hmm. says:

    I’d like a turn-based strategy cum roleplaying game. Wherein there is actual diplomacy but mostly based on roleplaying and story(choices).. strategy and tech playing (if at all) a lesser part. Wherein AIs aren’t maniacal and don’t just decide to attack you/betray you without actual reasons (AI personality combined with strategical reasons are taken into account).

    But since I’m not too much on the strategy fiddling it’ll focus on tech choices/unit builds for cities/bases and unit placement and terrain usage. Economy will play only a minor part.. again, since I don’t like having to figure out all the behind-the-screen mechanics (thinking of games like Massive Assault, Battle for Wesnoth).

    And have certain objectives/things in the game which are important because of the setting/backstory/whatever nation or race one chooses. And a well-written setting with various not necessarily always opposed sides (that is, not necessarily black-and white points of view).

  239. RP says:

    Alpha Protocol 2: To Heck with This, and Alpheus Protocolus: Mask of the Betrayer edition. Games that treat you like you have half a brain, where mature doesn’t mean “prostitues lol”, girls exist for reasons other then their boobs, and you simultaneously feel like you’re wholly in charge of your character yet you never quite know what everyone else might be up to.

  240. RepentantNwah says:

    WARNING: OBSCENELY LONG COMMENT

    I have a handful of dream games, but I’ll attempt to describe the latest I’ve come up with. I’d describe it as Just Cause 2 version 2.0 or 3.0. meets Fallout3/NV, Mass Effect, and Assassin’s Creed Brotherhood. It would have a similar sort of story to JC 2, minus all the ridiculousness, but with MUCH more depth.
    The player would be the rookie on a team of international, Rainbow 6-ish special ops members going in to an island nation like Panau to figure out what’s going and stop it if it poses danger to the international community. Doing so would involve blending in to the country and setting up an almost completely self-sufficient operation there. The player character’s appearance, gender, race, nation of origin (probably limited to a few “allied” countries) and beginning skill sets would be completely customizable.
    When I say skill sets, I do not mean having to pick any sort of class. The RPG aspects of the game would be a combination of Fallout 3/NV and the new system Bethesda is using for Skyrim. At the outset, you can choose a few skills out of 15 or so that might reflect what you ultimately want your character to be, but not restricted to that for the rest of the game. These skills would include all the typical sort of skills a special ops person would have. Small arms, melee (includes any and all hand to hand or held weapon attacks), explosives, electronics, stealth, negotiation, athleticism, driving, helicopter piloting, and plane piloting would be in there among others. Leveling would of course involve using these skills in game. The higher the skill in say small arms, the more proficient that character would be with guns. To keep it slightly more realistic, damage wouldn’t increase a great deal every skill-up. Skill-ups would for instance affect your accuracy, muzzle sway, muzzle jump, and critical hit damage. These would of course lead to more damage done. Driving skill would increase responsiveness, explosives would dictate what sort of types of explosives you can use and your skill in crafting them, negotiations would act as a sort of ‘speech’ skill determining how well you can influence NPCs and their actions and what prices you can haggle from black market arms dealers (more on that later), etc.
    As far as an underlying attribute system, I would like to see it kept as straightforward as possible. The only attributes would be Strength, Conditioning, Coordination, Awareness, and Intelligence. Each skill in the 15 would have 1 or all of these attributes attached to it in a weighted percentage fashion. For instance, small arms would be broken down like so: (45% coordination, 30% awareness, 15% conditioning, 10% intelligence). Using the small arms skill by firing weapons effectively would contribute, using a mathematical formula to be devised by the developers, to a separate sort of level-up bar for each attribute. The more you use skills with a certain underlying attribute, the quicker you gain another level in that attribute. Attaining another level in an attribute would of course give the player bonuses in all aspects of the game and would be a much bigger deal than gaining a skill level. Strength would affect damage in melee and how much you can carry, Conditioning would affect how fast you can run and for how long, Awareness would determine how well you perceive enemies in the game world and would also help in conversation, Coordination would affect driving and flying and how well you handle weapons, and Intelligence would give bonuses to electronic skills and also help in negotiation and conversation. I now realize that sounds complicated, but I think it would work.
    The game would involve the player doing the same sort of things in they did in JC 2 (minus the grapple-hook). Doing side missions and subsequently gaining favor with factions who can give you discounts on gear, vehicles, and access to certain areas. You could actively subvert government operations across the island(s), but this time actually gaining more than “chaos” like more cash or weapons and gear. Destroying, sabotaging, and maybe even taking over government installations throughout the island would be very cool. You could build up a main “base” or something of the like that you can upgrade and customize. Adding an armory, garages, helicopter pads, and med bays are all possibilities. There would be a main story-line with missions based on it to progress the game, but not at a hurried pace (and wouldn’t end with riding ICBMs like cowboys).
    Taking from Assassin’s Creed: Brotherhood, you could rise in rank or prestige on this team and eventually take it over. You could then recruit new members or customize the members you already have and send them out on a myriad of missions to gather intel or make more money. These team members would have more specialized roles than the player might, so their leveling system would be more simplified. Heavy gunners, wheelmen, pilots, and spies might be good examples.
    To add even more of an RPG element, the player can completely customize what they look like by choosing the gear, clothing they wear, and weapons they use. Since this is my dream game, there would thousands of guns that can be upgraded and modded further like adding scopes and laser sights and grips and suppressors or whatever else. Weapons would range from knives to pistols and up to rocket launchers like most FPSs. These guns, however, would be guns taken directly from the real world. CZ, H&K, Colt, Remington, Glock, etc. along with other smaller manufacturers would be represented. Each individual gun would have a base damage and accuracy rating that goes along with the player’s skills and attributes and can be upgraded by using attachments. As far as equipping weapons go, I see it sort of like a modified Halo set up. Players can equip one main weapon, one side arm, one melee weapon, and multiple grenades depending on your armor or clothing set up. These weapons can be switched to on the fly by pressing one button without opening the inventory menu, and can be visibly seen on the player once equipped.
    As far as armor goes, things are kept grounded in the real world. Armor would consist of chest rigs or thigh rigs which will allow you to carry more ammo and add space to your inventory. Since I envision the player damage system to be similar to modern shooters like COD where there is a certain “death threshold” to be met for the player to die, body armor like Kevlar and Dragon Scales would raise that threshold depending on quality. Backpacks of small to large sizes can be equipped to allow for more carrying capacity, but the bigger the backpack and the more weight you carry, the more cumbersome you become. Speaking of carrying capacity, the inventory system would work kind of like a hybrid between Diablo and Fallout 3/NV. Your Strength and Conditioning attributes would determine the total weight you can carry before slowing down at one level to not being able to move at the next. This number cannot be changed all that much by other equipment. What can be changed by equipment are the spaces you have to fill up like Diablo. Wearing no pack of any kind will allow you to carry little more than what items and gear you have equipped on your person. Tactical pants, jackets, belts, and chest rigs can add space, but obviously very little. By equipping a backpack from your home base’s armory, which allows for mass storage, carrying spaces are significantly increased. As stated before, however, the more you carry the slower you move. It is a system I believe would make the player think about both how their character operates in the game as well as what a given mission will require. Say for instance, a mission entails meeting a contact in a crowded public area. First off, you do not want to just march into a crowded area in full tactical gear like you were assaulting a bunker. Your character would alert army or security forces as well as spook your contact. You would probably only wear what was needed in this situation; street clothes and a pistol. Each mission would require thought on the player’s part.
    To round out the equipment side, the player could also equip 2-3 accessories at any given time, along with an advanced PDA. These would include a lockpick, bomb diffusers, mini camera drone, etc. The PDA would handle communications, electronic locks, and hacking, and the map/GPS function.
    Finally, combat, in a dream game would be like Mass Effect 2 really. The only difference would be to add a First Person view to make aiming down the sites more realistic.

  241. jasimon says:

    I’ve got a few, but here’s one/

    A squad-based, sci-fi FPS with RPG elements. The main feature of this is a truly branching story. Not like a Bioware RPG where all the same things happen but characters just react differently depending on whether you were mean or not. You would play as the commander of an elite special forces unit.

    For example: During a mission, if you choose to try and enter an enemy base by sneaking through the vents, you overhear a conversation about a secret enemy project. After completing whatever mission you’re on, you have the option to take on a mission where you go deal with that information. You also have tons of possible choices to make all the time. There’s a space battle going on at Planet A, but it seems like your side should be able to handle it. Your army is staging a ground invasion of Planet B. There’s a riot on Planet C. You just found out about a secret enemy project on Planet D. What do you do? The choices you make affect the game in huge ways, so that no play through would be the same. If you choose to go put down the riot on Planet C, depending on how quickly you resolve that, different things have happened throughout the galaxy. Maybe the ground assault failed without your help. Or if you ignored the secret project the enemy develops a new weapon which turns the tide of the war.

    In addition, when you die you don’t get a mission reset at a save point. Your respawn at the cloning vat, but this has consequences for your mission. The enemy scientist you were trying to kidnap got away. The position you were holding was overrun.

    Also, realistic physics and a totally open environment. You board a ship and are tasked with taking control. You could just move down the halls and work that way. Or, if you brought some heavy explosives, just blow a hole through the wall or the floor and surprise an enemy that one.

    Varied missions. Sometimes you’re in a fighter, sometimes you’re boarding a ship, or on a planet, or trying to rescue someone, or sneaking through an enemy base.

  242. JB says:

    For me, something with the detail of UnReal World ( http://www.jmp.fi/~smaarane/urw.html ) in a 3D engine would make my decade. Like Mr Walker, the survival thing really appeals.

  243. DigitalSignalX says:

    I want some form of X-wing meets Mass Effect meets Homeworld. Shooter to flyer to fleet. Board ships. Shoot. Fly lead on bombing runs. RTS your fleet up and defend/attack star systems. Let you design your own ships, and customize armor/weapons. I want it to be 20 gigs, support dx11, be fully voiced, and have a 60+ hour single player as well as multiplayer elements.

    I also want a bag of cheezy poofs and a big glass of ice water to go with it.

  244. Wachepti says:

    I’ve always thought that if I had a ton of money I would throw it all at the Planescape: Torment team to get them to make a sequel. Planescape: Torment has a wonderful ending that is very satisfying but there is room for more character development and it’s a game I would love to play.

  245. DFresh20 says:

    My Dream game takes place in not England where you must work to revive a once great royally mandated merchant house. You begin a few years after your father loses the families trade contracts, fleet, and his life under mysterious circumstances. You take on the role of two brothers one who must manage the home front, political situation, etc. The other has just returned from a long journey as an aspiring ship captain. Your only hope is to take advantage of your families last ship; a state of the art clipper that was still being built during the disaster that took your families fortune. The only hope for your family is to explore the uncharted seas to the west; full of sea monsters, dangerous seas, and the legendary pirate who alone has sailed to those seas and returned. You would recruit talented people ala Suikoden and switch between brothers to progress both in your home country and in the uncharted waters. Throw in a rival great house who you suspect of your fathers fall and rumors of a not Spanish armada building in the south. Old school rpg mechanics and a magical alternative world to explore and exploit. A choice between peaceful trading or you could viciously exploit the new lands you discover and become a terror of the seas. Your recruit-able characters and eventual abilities would change depending on your choices.

  246. Po0py says:

    A turn-based Football (soccer!) game. Think of the game Frozen Synapse only instead of a shooty shooty game replace that system with 22 players and a ball. Pick your players according to stats with all sorts of ability, pace, dribbling, tackling, shooting. Line your team up in whatever formation and tell them where to go, who to pass to, when to make runs and so forth. Defending in the same way. Tell your team to line up with two banks of four, defend deep or high up the pitch, call your lanky strikers back to defend corners and so forth. Tell them who to track, when to tackle, where to stand in certain circumstances, play for the offside rule, etc.

    My ideal game. It comes after playing many, many football sims and football management sims and becomine frustrated at what they have to offer. Football sims like Fifa and PES leave me frustrated at not being able to do what I want my footballer to do and management sims leave me frustrated at not having enough control over individual players. A turned based football sim would solve all of these issues.

    Can’t believe nobody has tried this.

  247. derfalconer says:

    For years now I have wanted a genuine Mad Max game/mmo (if done right). I feel like everything is there in the movies to just translate directly to a game: scarce resources, settlements, roving bands of lunatics, guns, assless chaps. Add in that players build settlements and control them ala SWG, how could you go wrong?

    Second on the list is an up-to-date re-imagining of swg which has all the ground sandbox parts refined, and has space trade/combat to rival EVE while not also being a flying spreadsheet with lazers. I can dream.

  248. jakonovski says:

    Something that evokes the same feelings that stuff like Dreamweb and Beneath a Steel Sky did back in the day.

  249. Shadram says:

    My dream game is a survival game set in Jurassic Park, set a year or so after the park fails (and retconning the bit about the dinosaurs dying if not being fed special food, so that the place isn’t empty). The eco system is fully modeled: there’s only 2 TRexes (as in the book), and they have hunting and roaming patterns, etc. First person, but not a shooter. There’s a few guns around, but they’re scarce, along with ammo. Most of the time, when you encounter predators, you’ll be running and screaming. It’s not constant action, though. As in a real eco system, most of the dino’s will be herbivores, although some are territorial, so you’re not always safe. You need to learn the behaviours of the various species.

    Gameplay will be about survival and exploration. Finding and exploring the various abandoned buildings, with an overall objective of restoring power to key parts of the island so that you can signal the mainland for rescue. There’ll be scripted sequences at key events, but much of the time it’ll be freeform based on your exploration, with procedurally generated encounters to keep things interesting.

    Landscapes, dinosaurs, exploration. That’s what it’s all about.

    That, or just remake/reimagine the SNES Jurassic Park game in the CryEngine, adding all the modern gizmos like vehicles, etc. I would love long time anyone who could make this happen.

  250. Blue says:

    I’d like a RPG based on Jorge Luis Borges short sories. Like a detective game in a world that’s going mad. That would be pretty awesome.

    Or a game that has an realistic take on time travel.

    Or a game in first person that puts you in the boots of a great explorer in uncharted territories, with gorgeous environments waiting to be explored. And you can build stuff.

  251. rapchee says:

    syndicate (well, basically cyberpunk) mmo with strategic and action (fps) roles, researches (i wonder how it would be possible to let players invent stuff), with a persistent world, player-run companies battling over the control of cities.
    then the aliens come.

  252. Tom Camfield says:

    I want an RPG where the central mechanic is similar to the Dead Rising games; there are a ton of events that will all happen at an allotted time, but you can’t reach them all on one play through, luckily, when you die, you’re transported back to the beginning of the game with all the skills and magic you’ve accumulated.

    The fighting would be similar to Diablo (more precisely, Record of Lodoss War), but you would be able to collect a team to help you (like Suikoden), and send members of your team to some of the events you would otherwise miss, hoping they’d take care of them. The spell system would involve finding magic artifacts which, a la Chronos (the film), become attached to you and are reborn with you. You can then combine artifacts to create magic, like the old Amiga game Legends.

    The cities, however, would play like an adventure game, and you’d have to wear the right clothes with the fashions of the time, and woo fair maidens. There’d also be a subgame of you sending people out to various mines to gather gold from goblin bashing, all done via a big wargame like map.

    Something like that…

  253. amoe says:

    i painted these some years ago.
    http://www.igorstshirts.com/blog/conceptships/armin_stocker_ships.jpg

    http://imgs.veeqi.com/img05/allimg/080917/19510011.jpg

    i would really love a game where you have under water battle in vehicles like this.

  254. potat0man says:

    RTS/Turn-Based WWII hybrid. Kind of a Total War: Company of Heroes

  255. Baldr God of Beauty says:

    Back when I was a kid, I played a game on the PC called “Tzar: The Burden of the Crown” it was a fun little RTS game that I had so many hours of fun on. I never beat the story mission. I never actually kicked anyones ass in a skirmish. But I could set the teams off balance on an Archipelago map, and no one would ever attack me because they’d be busy being attacked by my 5 allies against their 4, but the game wouldn’t end because the AI was atrocious.

    So I’d spend literally hours just constructing an optimal, amazing base, with efficient harvesting routes to the many different sources of materials. There was food, lumber, stone, and gold. I don’t know what fascinated me so much about this game, but roleplaying with myself in this tiny little city where I could make a dragon or two spawn, or spawn literal legions of up to 300 bats at once… It was a whole hell of a lot of fun.

    Ever since I was a child, I’ve always wanted to recapture that feeling, and I’ve spent a lot of time thinking about my dream game. I like stories where characters go from the veritable “rags” to the veritable “riches” but no one seems to do it right. They forget that what made the character such a good person and wanting to help the world from Generic Bad Villainguy number 5009 was his humble start.

    My dream game starts you off as a peasant. You just acquired a sweet fucking job with the local kingship, and you’re going to be harvesting materials for the king. The game starts off with an RTS theme. Imagine you’re just a peasant, and you have to do whatever insane whim that your veritable “hand in the sky overlord” demands you to. So you spend your day building houses, barracks, harvesting lumber, oh no you’re low on stone, better grab a pick and get it. The game unfolds like this for a while, with the occasional bit of snarky dialogue and rushed need to extinguish a fire, or grab a sword to defend from a wandering bear.

    But then the base is finished. The “hand in the sky overlord” is done with you. He doesn’t need YOU any more, he’s moved on to the next zone he can wave his giant hand around in. Your kingdom sits there, rotting. You have no rule, no country, and no aim. You’re just a little RTS unit, completely abandoned. So you and your friends band up and decide to continue the rule in your overlords absence. He’s not coming back, but you don’t know that.

    So then you have control of this place, but you’re still in the First Person perspective. You can control what gets built, and since you’re not at war, you can just convert the barracks to entertainment and such to start trying to make gold. Then it becomes a struggle, trying to entertain the local populace and make enough gold to keep your little country afloat.

    While all of this is happening, a good friend occasionally busts in to help you train for combat. He teaches you the basics and more advanced techniques, takes you on little missions, and combat is really small and not too dangerous, goblins and animals and the like. But then problems start happening. Your base gets attacked, people die, and your best friend dissipears. You have no idea what’s going on, so you buckle in and start converting entertainment to war while you prepare to kick ass. You have to manage your forces properly, and you can command them from an RTS perspective or from the FPS perspective.

    The rest of the game is city management and missions to try to end whatever dark force is attacking you. It’s a combination of city building games and instanced MMO dungeons and long, expanding quests. And it all started with you as a peasant. You specifically lived the every day life of a hero before he became a hero, what he had to do to learn to become a hero, what he had to do to be a hero, and with a nice addition of city management to dull out some of the more boring parts.

    -stares at the ceiling dreamily-

  256. Chaz says:

    My dream game sounds quite similar to what John’s idea is.
    I’d like to play a massively multiplayer first person Stalker style post apocalyptic open world survival game, set in a large city complete with suburbs and surounding country side. I would like all the tens of thousands of buildings to be enterable complete with Penumbra and Half Life 2 style physics so that you can create baracades and fortify buildings. Players would start off on the edges of the city out in the country side, scavenging what they can to get by and fend off a mutant infestation that gets increasingly more dangerous the closer you get to the heart of the city where the greatest rewards are. Players could group together to overcome the challenges of penetrating deeper into the infested city or annex and take control of parts of the city suburbs, start wars and fight each other for the best spoils.

  257. Protagoras says:

    My best game would have to be a perfected EVE, combined with some sort of incarna but on planets rather than space stations (some sort of RPG/Generic MMO/FP4X combo), set in a universe thats a mesh up of Cowboy Bebop meets Firefly.

    Imagine playing EVE in full control (joystick/mouse), having all the player interaction, metagame, what have you, while still being able to land on planets and do shit like getting a house or hunting or growing stuff or setting a bank or warring over something or whatever else you might actually wanna do on a planet.
    Imagine being a Cowboy with twin revolvers, sitting in the cockpit of a Titan, doing orbital bombardment of the poor saps that decided to set up farms on the planet surface.
    Imagine going through an asteroid field in your recon, targeting a mining vessel and actually being able to board it and duke it out FPS style.
    Imagine game mechanics that actually allow and promote meta gaming – writing ingame malicious code, researching some virus that will fuck up player characters reflexes, making their decision in a fight have a constant lag.
    Imagine having a physical engine so strong that you could experiment with all kinds of game items, like tweet the gunpowder combo for your bullets or playing with electromagnetism in order to make a rail gun.
    Imagine going to a frontier planet, setting a covert research facility bunker, and having other players find it and try to assault and steal/destroy your research.

    That would be the best fucking game in the history of games.

    • magichicken says:

      Any Firefly game would be a godsend IMHO. EVE persistence and scope, but actual human characters in a large scale universe. I’m not sure if I’m on the same page, but something like the Old Republic (if it lives up to expectations) sans frequent instancing and with deeper space travel.

  258. danimalkingdom says:

    Okay, I expect no-one to read this, but, put simply, my dream game would be:

    Elite/Privateer-style flying and trading game, but set in a 1920s, interwar world with biplanes, a la Porco Rosso. Zeppelins, seaplanes, bombs, sky pirates, etc. Crimson Skies but more depth.

    Boom. Best game ever.

  259. The Magic says:

    A small time criminal space frigate set in the future. There will be some kind of procedurally generated NPCs. I want the AI to be massively realistic, almost alive. AI characters can have children, form relationships, tell jokes and the like. They need to be interesting to talk to and have strong speech functions. New children will have combined, evolved AI that learns by what their parents teach them. The player will be a newcomer to this town, and he/she will live their life here, and will have to tackle procedurally generated “missions” such as general ship repair, stellar bug cleanout, Girl A has been feeling rather down, you should probably do something about that.

    You could go to different planets, explore generated cities, with generated missions and generated NPCs with generated cultures…

    Kinda like Firefly meets STALKER meets The Sims.

  260. CaiusCaligula says:

    Near-future third-person crime RPG (or action-RPG), persistent world, choice and consequences, actual benefits for rising up in whatever organization, customizable character options (I know this is an RPG so it usually goes without saying, but I don’t want to just play Michael Thorton or JC Denton), sandbox playing field, romance sidequests (with possible gay options), and the ability to be either a massive criminal tool or a god damn hero vigilante depending on preference, though without a “morality scale”. Oh, and possibly a “research system” or something for upgrades when you get established enough
    So…like all those crime sandbox games out there, but with more of a plot and more interesting stuff to do than “Do crimes and still get no respect”…Sort of Saints Row x Bloodlines x Mass Effect/ME2 x a whole bunch of other stuff, minus the bugs and crappy design decisions.

  261. Davee says:

    ‘World of Evecraft’ mixed in with a little Wurm Online/Minecraft-esque terraforming and building.

    That is all.

  262. Starayo says:

    Games I would really want, from most to least:

    * A 3D Pokémon MMO – if this was made I would play nothing else ever again.

    * A new freelancer-esque game – by this I mean an open space sim with the simplicity of freelancer. The X series has been too hard to get into, but I will one of these days damnit…

    * A new dungeon keeper game!

    * A graphical dwarf fortress with a non-shitty interface.

    I don’t think I have a single “dream game”, there’s too many genres to cross. Except for the Pokémon MMO. That would be tits.

  263. MrBRAD! says:

    SS13 + Minecraft + Gmod Spacebuild.

  264. Colthor says:

    John’s idea is a brilliant one. An addition, however: I really enjoyed the archaeology aspect of Wurm Online, discovering the decayed remnants of previous players’ efforts. Obviously you wouldn’t want other people in your survival wilderness, but maybe you could nick the “massively singleplayer” aspect of Spore and have the game take other players’ constructions, decay and erode them, and hide them in unexplored regions of your own world.
    If you made the “tech tree” of buildable items large enough, maybe those ruins would contain some impossibly advanced artifact that you couldn’t hope to duplicate with your current tools – so, effectively, everybody’s working together to craft a world, and yet everybody’s alone in their own unique world.

    Another idea: 4X games tend to set you as the totalitarian Stalinist dictator-for-life of your nation/race, and your people are worker bees doing your bidding. But why not have one where there are more types of government and economic system? Some races could be completely laissez-faire (although that’d probably be more useful for AI races as the player wouldn’t have much to do), others somewhere between the extremes, maybe more could be something properly alien. Even more interesting is if instead of controling a whole race, you can control a smaller entity (a corporation, political party, or even a space-ship pilot) operating under the restrictions of your race, with the AI controling the rest of the universe.

    A fantasy equivalent would be to have the powers in the world properly dynamic, AI-controlled entities, with the player a single person, RPG style. No scripted quests or “main plot”, just a world ticking along according to its own rules, seeing what happens, with the player dragged along, ignoring it furiously, or maybe even managing to gain enough power to control them.

    Finally, Dwarf Fortress + S.T.A.L.K.E.R could be awesome.

  265. Elenar says:

    I’d really like Infinity: The Quest for Earth (http://www.infinity-universe.com/Infinity) to come out sometime in my lifetime, with viable planetary economies and interstellar politics between player groups.

  266. Shazbut says:

    A game with a moral choice that would genuinely challenge pacifism

    • magichicken says:

      Every murder simulating game made in the last thirty years? I think the last thing the games industry needs to worry about is not enough violence.

    • Shazbut says:

      Heavy Rain had one. Planescape Torment probably did too. That’s all I can think of.

      EDIT: @magicchicken

      Sorry if I wasn’t clear. I meant a game that would make me seriously consider a violent route when there was a non-violent one available. It would also need to have obvious story consequences (so it can’t just be sneaking past a guard in Thief)

    • magichicken says:

      I see what you mean, I guess I took it the wrong way. Rather than taking a quibbling moderate approach to every moral dilemma, I too would like to see more games that present morality in more multifaceted directions. In Dragon Age II (other problems aside), I remember a quest in which you were tasked with arresting the pedophile son of a local magistrate. Arresting him would result in his release thanks to his father’s political power, while killing him would bring justice to the local Elven population. IMHO, these kinds of moral issues are more engaging than ultraviolent shooters or hypocritically pacifistic morality tales.

  267. benjaminlobato says:

    Action RPG/RTS where you play a general, and battles are fought out like in Total War. All the rich dialog and story of a Bioware game, plus epic and challenging battles sending thousands of little men to their doom.

    • magichicken says:

      We don’t see enough games like Total War, RPG or not. Are there any other games in which soldiers will run away after suffering severe casualties? I’m sick to death of rookie militiamen fighting to the death in every single RPG, RTS, and FPS game. A game with a more sensible approach to war – as not just a kill-em-all-marathon – but also dealing with logistics, morale, and internal politics.

    • benjaminlobato says:

      This is a good point. I love the idea of an FPS where your fellow shooty-men teammates will run away from battle if their morale gets low.

    • Gothnak says:

      Close Combats? You upgrade the rookies straight away as otherwise they cower like children… Or me…

  268. Arbodnangle Scrulp says:

    MMO Mass Effect 2. That is all.

  269. Nameless1 says:

    What’s my dream game? Another Vampire Bloodlines, without a publisher (Activision) rushing the release date (forcing the last part of the game to be unfinished) and totally failing in the advertising.

  270. Toshley says:

    The STALKER series is currently the closest things to my dream game, and with mods it becomes closer than ever.

    What I want, in essence, is a large, atmospheric, immersive, unpredictable world that essentially wants you dead, a world where you have to struggle to survive, slaving away to afford the food to eat and the ammo to defend yourself.
    STALKER is close to this, but it lacks that strong survival element, it has everything else except that.

    Honestly, if STALKER’s A-life could be upgraded to a level akin to Dorf Fort and then the game itself given a much stronger focus on survival it would be my dream/perfect game.

  271. moltobenny says:

    Submarine simulator…

    …in SPACE!!!!

  272. BrunoNZ says:

    Always wanted Jagged Alliance meets Fallout/Shadow of Chernobyl. No aliens. No monsters. Just a dudes with guns (well, and some bloodcats of course). Guns, LOTS of guns. Mercs. Basically all the gameplay of JA but translated into a FPS world. Not that I’m not a fan of the turn-based tactical shooter. But I’d love to see that world/storyline/perosnality translated into a vast, Crysis-beautiful, RPG/FPS hybrid.

  273. Tomn says:

    Here’s one idea: Play as an innkeeper in a fantasy land. Stay in your inn, serve ale, cook food, clean rooms, or direct servants to do all the above. Meanwhile, chat with all the various colorful characters who roam the land. Hear about their tales of adventure, pass on tidbits you’ve heard for coin, maybe even occasionally ask one of your customers for help with a problem. Develop relationships with your regulars, become nodding acquaintances with great heroes, and even, occasionally, befriend and aid some poor young sap that turns out to be The Chosen One.

    Alternatively, a kingdom management game where you are the king, and you die when your life is up. The trick is that the game then models the game after your death for a bit, allowing you to play again later in your kingdom’s history at another point. Want to recover your kingdom from near ruin? You can play until that. Want to rule a peaceful empire at its height? Doable. Manage it during a time of war and conflict? Go ahead. Develop trade and diplomacy instead of the war of earlier days? Also possible. Survive a brutal civil war? Also an option. And in extreme cases, take up the cause of your deposed king and rebuild a kingdom conquered by foreign empires in times past.

  274. 12kill4 says:

    An supcom style rts game which lets you advance your troops in fronts rather than blobs and blocks, without intense micro management. mechanically it could work by holding down a button, zooming out supcom style, and then drawing a line across the terrain where you want your forces to form up, then drawing another line where you want them advance to (could be a different shaped front or w/e, the game uses some kind of vector based morph tool to figure out the transition from one to another), then finally you draw a third lines which intersects the two others to determine the general path of advance. Of course with the inclusion of fronts you could have the computer automatically configuring the micro-level of things, with unit lines slowly entrenching the longer they are stationary, with obvious modifiers for faction bonuses and special abilities, etc.

    In furtherance to this concept I want to bring back that lovely idea that supcom had but never ended up using, the sub-commander. in the early reveal stuff over on that hell hole that is gamespy, the devs talked a lot about being able to build a sub-commander or two who would manage an assigned area as an AI. rebuilding after a bombing raid, with extra AA, producing units and developing industry with excess resources, sending out patrols, etc… this kind of delegation would allow players to manage massive theatres of war without ignoring 3/4 of the map. it would also allow the player to focus closely on important battles or hunts for secret enemy bases. Furthermore, the sub-commanders themselves could be NPCs capable of development along the lines of the tasks they have been assigned, with various personal attributes… enemies could invest into espionage to turn or assassinate prominant commanders… oh the possibilities are endless. as are the odds that anyone would ever make this game.

  275. PaulMorel says:

    Assassin’s Creed set during the US Civil War.

    Climbing around 1860s New York City and assassinating people while wearing a bowler hat. Yes.

    The settings could be New York City, Charleston SC …. and maybe DC or somewhere in Virginia.

  276. Bahumat says:

    A combination first-person-flyer like Freelancer coupled with a galactic strategy scope of Galactic Civilizations/Master of Orion 2, and with the granularity of information simulation like Dwarf Fortress.

    So, you play as a civilization ‘leader’, but conduct Freelancer-like missions (or free exploration) at the end of each turn if you want. Using those missions would fuel things like increased economic growth, research, trade, etc, in that your experience in the mission would be representative of the ‘average’ experience of your space-faring civilian pilots. With technology trickling down from military to civilian (and thus pirates).

    When war erupts, the choices of flying a mission within the greater structure of the battle, ala Freespace 2, or even just being a civilian trying to escape to safety.

    For extra awesome, throw in an FPS engine for planetary invasion battles.

  277. mudlark says:

    You’re a scientist on a colony ship heading to a life-supporting alien planet. It breaks up in orbit. You snag a pod and arrive, alone, on a procedurally-generated world that looks nothing like Earth. First you have to survive: an engine somewhere between Wurm and Penumbra lets you slap together your shelter, craft tools and basic weapons and so on. You have to work out what you can and can’t eat, using the limited analyses your PDA and scientifico-briefcase-o-thon can run. There are several alien species, in colonies of different sizes: you have to observe them from a distance, work out whether they’re likely to be friendly or aggressive, copy crafting ideas from them etc. With friendly ones, you will initially communicate using a gesture-based interface like the one in Arx Fatalis: their community AI will work, more or less, like the AI in Outcast. As you build up familiarity this interface will shift to a ME2-style themed wheel interface. They may ask for your help in faction wars or they may ask you to perform tasks, investigate artefacts, map the planet, run errands etc. At some random points in the game, other factors will intrude: another colony ship will land, and you can choose who to side with (run missions for the humans against the aliens, help them communicate, or plot to wipe out your fellow man). Or you’ll discover other colonists from your ship, and work out what to do with them. Intra-species territory wars. That sort of thing.
    I’d play it.

  278. Dozer says:

    Bah reply fail.

    EVE is an MMO. You can’t be a world-dominating machiavelli in an MMO, or Ghengis Khan, or Walter Raleigh. Because if you could, so could everyone else, and there’s not enough space for that many influential characters in a world!
    I spent hours with X2 back in 2005ish. I really enjoyed the feeling early on in the game, when I had a fast scout fighter with upgraded sensors. I would be patrolling around, using my sensors and speed to identify targets I could actually destroy with the puny scout-fighter-compatible lasers. I think the most offputting thing was the superficial economy. You could build factories in the endgame, but there wasn’t any real demand for your products. And the most profitable thing to build was the most basic: the power cell thing made by the solar power stations.
    There were other annoyances with X2. (I haven’t played X3, because my PC was designed by Babbage.) There were about a dozen types of spaceship (scout fighter, heavy fighter, transport, battleship etc) and each race built all of them, applying the national stereotype to each type. So the trading-race Teladi ships all had slow speed and high cargo capacity. Never mind that trading ships need to be fast (to run away from trouble) and there’s no point at all in outfitting, say, a medium fighter with a large cargo hold so it can carry freight. Each race should have vividly different philosophies on ship design; perhaps with some international tropes occuring.
    Real-life example: British WW2 aircraft carriers were heavily armoured, because the groupthink was that it was impossible to prevent enemy bombers from bombing the ship, therefore the ship must resist bombs well. Consequently they could only carry a handful of aircraft, because the space that could have been hangar was instead armour-plate. US aircraft carriers were unarmoured, for reasons I can’t remember, and typically carried twice as many aircraft. But this is the result of British and American naval architects reaching different solutions to the problem of how to design an effective aircraft carrier – there isn’t a national trope that British ships have armour, American ships have firepower.
    A small thing that irritated me in X2 was the way ships were registered. There were five main civilisations, and their ships were given registrations that indicated their race. So Teladi ships had registrations beginning with T, Boron ships began with B. But the player’s ships began with Y, for ‘your’. Why, X2 devs? In Swordfish, John Travolta drives a TVR with British numberplates through an all-American car chase, and it was one of the strangest things I’ve seen in film. Vehicle registrations matter! Giving me a special registration series all to myself breaks the illusion that I’m a citizen of one of the races in the game world.
    Also, the pirates had custom ships and (again) their own custom registration series. You might expect pirates to disguise themselves as normal shipping and try to hide in the crowd, rather than saying ‘HEY LOOK AT US WE’RE CERTAINLY PIRATES RAAR’.

  279. Dances to Podcasts says:

    Not a game mechanic, just a setting:

    A game set in the world that Gladio was made for. The Soviet Union has conquered Europe. You’re a CIA agent sent to help organise the resistance there. As you get there you find out that while you’re fighting totalitarian oppressive regimes, the groups you’re working with are not the nicest either. The natural enemies of the communists, (ex- and neo-)nazis, freemasons, (former) industrialists, common criminals/mafiosi, even catholics, no one has clean hands. A game with many moral choices, all of them bad.

  280. Corrupt_Tiki says:

    Yeah, probably something like Dwarf Fortress 3D, or Uber Minecraft, say where Minecraft is merged with Morrowind, as In, you can go on quests, visit other cities, raid dungeons/hostile camps, level up, get better, build your own empire, set your denizens to work expanding said empire, build traps, and hopefully it would have fairly advanced AI, creating the need for crazy traps. Also Diablo2 uber loot would be nice, I still have wet dreams about the Buriza – Crossbow.. Ah good times.

    ^ This won’t happen, but a man can dream.. Or maybe something will get close someday..

  281. Buttless Boy says:

    My dream game is a game about dreams. I’ve always been a lucid dreamer – able to influence or control my dreams – and I’ve often wished I could recreate that experience in a video game.
    So what I want is an enormous procedurally generated surrealist exploration/sandbox game where I’m free to do and change whatever I want, where there are NPCs offering storylines/quests which may or may not follow logical patterns but which are nevertheless intuitive enough to be fun and to be completed, and where the quests, characters, world, sounds, and images are all generated based on my own input and decisions during the game. If I like the the Ramones, Terry Gilliam movies, and Dr. Seuss; I should have a wildly different experience than someone who likes Ice Cube, Akira Kurosawa, and James Joyce. Not necessarily because of those specific interests, but because we enjoy different things and will therefor respond to different things, um, differently.

    How I imagine this working: as the player plays, the game throws out random stuff from a few sources. The player can allow the game to get at its Amazon account, for instance, if they don’t mind the creepy privacy issues; or the game will throw up popular stuff from Twitter or the news or well-regarded media of the past and see how the player reacts to it. If the player appears to recognize a quote from the Godfather the game might play differently than if they don’t; if the game recognizes a song the player hums it might pick up on that as well. These would effect subtle things like imagery (Tim Burton movies and Anne Rice novels = darker visuals), music, and so on. It would also effect quests and plots given to the player. If a player really likes romance novels, they’ll be involved in a lot of romantic stuff.
    Gameplay would be as immersive as possible, and ideally would offer multiple view-points – first-person, third-person, even second-person. Puzzles would be avoided. Combat, if any occurred, would be simple and range from oddly impersonal (Goldeneye, Virtua Fighter) to horrific and savage (Manhunt), sometimes in the same scene. Dialog with NPCs would be difficult to pull off without ruining the atmosphere, I’d either prefer them mute or speaking in images a la Machinarium.
    One could choose from a variety of “difficulties” when generating a world, none of which were actually difficulties but some of which could be seen as easier than others:
    1. Nostalgic – this would unlock after a certain amount of playtime/input from the player and focus on things, characters, and stories the player has previously experienced and apparently enjoyed in other worlds.
    2. Serene – The default difficulty. No stressful elements. A flying dream, a walk in a beautiful forest, a psychedelic fireworks show in space – beautiful and calming things would happen all over the place.
    3. Realistic – This would generate a relatively Earth-like world, with the various game settings made to simulate realistic scenarios. Lots of stuff about going to school, driving to work, and so on. Can get stressful but is unlikely to reach Nightmare status.
    4. Dream – This generates a random world with no limits. It could be totally peaceful, it could be realistic, it could be horrific, but it’s most likely a mix and will reflect that. This is the closest to a regular dream state.
    6. Romantic – Lotta smoochin’ goin’ on, but nothing sexual. Probably not terribly stressful, although there would be heartbreak scenarios.
    6. Adventure – Exciting and epic, with an overarching storyline. This is more like a traditional game. However it still obeys the rules of the dream world, so the storyline will meander and the world will get weird. This can also become quite harrowing and stressful.
    7. Erotic – Since this is my dream game and it doesn’t have to obey silly industry rules, it could be made for grown-ups and have pornographic content. I’d want it isolated in a single mode though, because it’d be weird to have it pop up in another mode. I don’t want sensual lovemaking in my nightmares and I don’t want porn in my nostalgia.
    8. Angst – Spin-off of Romantic with a slice of Realistic. I don’t know why anyone would want to pick this mode, but I might for inspiration so I’m including it. Stressful as hell but rarely scary.
    9. Nightmare – This is unlocked after sufficient playtime or input from the player. Generates a world based on themes the player finds unpleasant; usually centering on possible phobias but occasionally throwing in random elements and even rare pleasant scenes. This mode would probably either be really crappy or really unpopular.
    Needless to say, this game would either be terrible, extremely low-budget, or take 10 years and a billion dollars. Oh well, I can dream…

  282. TomEllinson says:

    Planetside.

    With moar gunz.

    More than three factions.

    Space battles with massive ships all crewed by players.

    Moar planetz.

    Less giant robots, or better ways to blow them up.

  283. minipixel says:

    my dream game? the one i’m making ;D

  284. Pinky_Powers says:

    My dream game? Basically, Trespasser: Jurassic Park… only good. With Crysis graphics, and believable dinosaur animations and behavior. Heavy RPG elements in character building and social interaction. A marvelous story of conspiracy and mystery. And a sort of play-as-you-like gameplay philosophy.

    So, really Deus Ex meets Trespasser, with the graphics to make the environments and animals feel wondrous to behold.

  285. jotto2.0 says:

    I have two ideas that have been kicking around in my head for a while, just waiting for this post to pop up!

    First, a racing game with a full open world of the entirety of the known road networks used by GPS systems. It would have to have procedurally generated visuals, but the basic paths and elevations of the roads should all be obtainable from satellite imagery. Add in the hundreds of licensed cars racing games have these days and it would be amazing. I dream of randomly jumping into an online game racing in shifts all around Europe or the US. 3+ day races would give a new meaning to “endurance races”. Also, who wouldn’t want to race a super car through a traffic free London or New York City?

    My other, completely different, idea is a FPS mixed with the Dynasty Warriors series. Take control of a tank/robot/mech and shoot 1000+ of little mans before going up against a super tank with a health bar the size of a skyscraper. All with basic “defend this, attack that” tactics and Japanese Action-RPG progression. It would be heaven!

  286. Olero says:

    A game very roughly based on Wurm Online. But with quite a lot of changes:

    - To die is to be permanently dead. You can however embark on a new journey to a new world (with a new character), or in certain worlds respawn as undead
    - A MMO with everyone being as unique as in real life
    - Set in a pre-historic time, but slowly evolving over time. When evolved to the max or reaches a maximal population, a second world starts again, but differently. The worlds can be completely different from earth
    - Along with the slow evolution, new skills can be discovered. For example; you’d start with just grunts and gestures, but eventually you can talk and write.
    - No information on how to craft, farm, ignite fires, fight or anything AT ALL
    - Various NPC races (animal and human alike) being added over time by the developer. Each reacting very different to your existence, and you’d have to find out their intentions, language and customs on your own. NPC’s can and will sometimes be controlled by people of the developers company
    - An intuitive interface (for example fighting is like Die by the sword, you’re effectiveness in mining is based on timing of swings, which is easier when your mining level grows etc)
    - Weather can destroy buildings
    - Possesions can be donated for team building new villages or kept for oneself. But only possesions kept in your inventory are stored when you log off
    - Buildings aren’t based on pre-set layouts but can be as fantastic as you want. However, physics do apply, as does damage of falling planks/stones
    - Rigorous anti-griefing measures (like Die2Nite, griefers can become outcast or can even be applied to more severe justice)
    - Diplomacy is the main key to survival. Randomly killing is hard, but not impossible, and will blackmark your character.
    - Last but not least; the ability to start your own world, only accesible for you and your invited friends!

  287. Synchrony says:

    Freespace 3

  288. pipman3000 says:

    just make a video game version of “and they put handcuffs on the flowers”.

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  291. roryok says:

    An FPS/RPG with procedurally generated NPCs, each one looking and behaving slightly differently from the next. Some would have personalities that clash with yours, some would like your character from the start. You’d have to hire a band of adventurers from these NPCs, making sure they get along with each other aswell as you, and venture out into a post-apocalyptic wasteland to fight bandits and salvage interesting stuff from desolate urban environments.

    I’ll happily put up with text only dialogue as long as there’s a smart dialogue engine that lets me actually converse with characters, have them ask me things etc.

    Customizable weapons like in crysis, but makeshift (torches taped on, etc). Possibility to tape two weapons together like in aliens. IEDs like in FarCry2.

  292. angslan says:

    I would like to see a game where you are the ruler of a kingdom (classical, medieval, current, whatever) and the game allows you to generate laws for your citizens, which you can create in a sandbox-type environment and see how your citizens react. You might invent conscription, or taxes, or free education, or whatever. The law generator would probably ideally be a little complicated (a bit like the trigger generator in WC3) but that would make the game. You could also try creating various sets of laws to assist citizens in overcoming particular scenarios (plague, invasion, etc.), and use the funding from taxes to create things.

  293. Napalm Sushi says:

    Is your appetite sated yet?

    HOW MANY DREAMS ARE ENOUGH, JOHN?

  294. Hurion says:

    I’m a little late to the party, but this is mine:

    I want something like a modern reinterpretation of The Horde where you can build a castle or walled city, and defend it in first person (something like Mount&Blade) or in an RTS view.

    Building/Upgrading buildings in the town/castle give benefits (more arrows, better armour, more manpower, etc). Captains of the guard you can select as Hero units, and maybe some kind of quest system where you can send/lead a group of adventurers on missions to recover intelligence or kill fleeing spies.

    I don’t want the AI to be brain-dead, and I want design to actually matter. Enfilade, defilade and gatehouse/tower position should actually matter, and the AI should try to find weak points.

  295. Piip says:

    A mulitiplayable, shapeable world like Minecraft, where every material has stats/properties. Recipes ask for materials from a group, not a specific material. So a sword recipe asks for metal, not iron. That way you could e.g.make swords from whatever metal (or mix of metals) you desire, to get swords fit for whatever purpose you want. With good code logic new materials, material groups and recipes could easily be added. Resources are finite, but to a large degree recycleable.
    You are the immortal “hero”, with warriors, laborers and administrators who can be commanded both as a group and individually – as efficiently as in the Myth games. If they’re left by themselves they do what they think is right – like in Dwarf Fortress – and they need a certain amount of “care” to be commandable. Experienced units could be upgradeable like e.g. in Starcraft – with inventory slots for gear, weapons and for carrying resources. Units die permamently when they die. You need to buy new ones if they do. Horses for travel, combat or transport (wagons).
    Combat classes should still be kept simple and efficient, like in TF2 or DotA games. Laborers and administrators along the lines of Dwarf Fortress.
    All set in a setting inspired by early modern history, between 1600-1700 – with musketeers, pirates, indians, witches, natural philosophers, explorers Etc. With the possible addition of zombies, vampires, werewolfs and other types of mechanisms that “infect” humankind.
    Visually looking like TF2.
    And an environment as harsh as in Fallout 3.
    Animal groups don’t spawn in endless numbers. If you kill all the bears in your world there won’t be any left to make more bears, so no more bear pelts for you. Human NPC raiders may spawn outside of this logic though.
    Aim of the game: Build your world, survive alone or with/against others. Various modes could be possible – like Civ mode (multiplayer pvp combat), Survival mode (pve) or Build mode. You could also have versions where other players control the “infected” – for a different kind of pvp survival game.

  296. eydryan says:

    A huge city would be awesome, something like the vastness and complexity of GTA IV’s city, but imposing a slower means of travelling and instituting (non-trivial) reasons to go forward or even return. Allow players to be lucky by being very random at times (but add some checks so they don’t just get mobbed during their sleep or wake up surrounded by enemies). Make the game non-linear and if possible procedurally generated (so that no matter which way you go you still get content) and allow people to bypass problematic areas. Let people choose their battles and let people choose their fighting style from snipers to demolition experts to melee sneaking attacks to social interaction and even brawling.

    Give people a reason to stay inside (add weather, add rewarding gameplay for staying still, settling down). Give people a reason to go outside (add exciting adventures and make all indoors areas visible from outside and viceversa using something called windows; make other players – be they AI, scripted or human controlled but nerfed – attack the player if they settle down for too long and try to grab some of the sustainable crops the player has planted. Add characters which try to weasel the player out of their bounty and add characters which can be voluntarily taken in. And if you do take in someone else make the game harder because you have to take care of two people now. Reward the player with all that could be expected from other characters (I mean everything from interaction to romance to activities together to anything else).

    Basically I’m thinking Fallout meets GTA IV sans vehicles (except maybe if you work really hard and fix some old wrecks) plus destructible landscape plus minecraft-like choices of settling down versus hunting plus procedurally generated landscapes (a bit more complex than minecraft would be nice) plus a proper AI and proper motivations to achieve tasks (think great writing).

  297. Moonracer says:

    An MMORTS. Slow the RTS pace enough so things like constructing and destroying buildings takes a while. Players are the troops. Each faction is controlled differently (AI dictatorship, player vote/democracy, player high rank committee,…).

    Most importantly the game can be won by a side and if this happens the server resets and the battle starts over. Ideally each battle lasts 6+ months. Minimal leveling/ranking involved. Perhaps a mission win/loss ratio that helps select players for important future missions.

  298. Biscuitry says:

    Planetside circa 2005.

  299. Bobic says:

    A pre-apocalyptic game. I just want a pretty place and I want to shoot classy people in a classy place. I liked gravity bone.

  300. pilouuuu says:

    A game which has many planets to visit and where you can leave your planet in a ship, like Spore or Elite, not with stupid loading screens like Mass Effect.
    I would use a similiar dialogue system to Mass Effect, but with more options, like in Baldur’s Gate or Fallout where you can select some humorous choices like the dialogue in Monkey Island.
    You could talk to enemies and keep them from attacking you, using your charisma and intelligence
    Dialogue and inventory puzzles like those in Lucasarts adventures
    Real time action or usage of paused tactics, pretty much like Bioware games
    Procedural music that adapts to the action in the game, like in Spore or iMuse sound system
    Face animation like L.A. Noire
    A real living planet with NPC living their own lives and having personalities, etc and where you need to eat and sleep to live. The Sims series got this really well, it should be used in other games too.
    The possibility to have a house, a job, a “normal” life with an alien wife/husband if you don’t want to live an adventurous kind of life.
    Day and night cycles, weather and fauna
    In this game you would be able to create squads and to upgrade the like in Syndicate and you’d talk with them and have relationships like in Dragon Age
    The game should have many beginnings like Dragon Age and many, many awesome, epic endings, as well as multiple paths, so that everytime you play it would be a completely new experience, so this should have lots of replayability

  301. rambythezombie says:

    I would like a steampunk style fps, with a fully editable world, like minecraft, and some rts elements in some instances and rpg elements in the rest. The rts would also be integrated into a city/state/nation managing system like a 4x game. the fps/rpg elements would include a massive crafting system, a massive array of weapons and also a large barter. Think a mix of a steampunk style fallout new vegas + elder scrolls oblivion, mixed with minecraft, and some kind of flight and sea simulator would also be needed. with the rts a mix of total war and civ 3. able to switch between either at predetermined events or at will, the latter whenever, the former if you, say, fail to stop a revolution over throwing your government.

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