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I have a rather long bus commute to work and I sometimes find myself daydreaming about games I would like to see made.

Recently I have been thinking that I would love to see another Wing Commander Game. I thought that it could set at the start of the Kilrathi war (I am pretty sure they haven’t made a game about that yet). But instead of the player being a pilot, the player would be a Carrier Captain and the game play would be more akin to “Homeworld” then the space sims of the other games. The game would maintain the same visual novel method of telling the story between missions but it would add in an RPG element were you managed how your pilots are trained, promoted and disciplined, what missions they went on and who would lead them, and this would determine how your pilots skills developed and the level of their moral, which would affect how the pilots performed in combat and how closely they followed orders. I thought the game would be better if you did not have direct control over your units (except your carrier) but simply gave them orders to follow, like the "Close Combat" games

What do you think would this make for a fun game? Also are there any games you have dreamed up that you would like to see made?
A Zelda-style action adventure with The Witcher-style quest design and a customizable (not RPG style) character.

The game itself would be the kind of game that'd look like an action RPG but is really an open world Metroidvania where you have to complete quests and collect powerups to access new areas.

You can customize your avatar before starting the game, setting your rankings for different weapon classes, different magic spells, jumping and movement, etc. Keep in mind that none of these rankings would be abstract but would be for specific character moves, abilities, and attributes. There wouldn't be anything like a "strength" statistic. There would be a stock of pre-made characters for new players.

There would be no RPG-style character advancement. You don't collect abstract experience points or abstractly train skills. You collect artifacts and heart containers.

There'd be several professional and political groups you'll have to interact with to unravel the main quest and obtain the resources you need to advance, with different outcomes depending on your choices. So, you would receive different powerups and artifacts depending on how you interact with these groups, which will directly influence how you unlock and advance through different areas. This should to subtler and more varied than, say, having two opposed groups to pick between and your choice completely changes the last half of the whole game. No skill checks in conversations.

Combat ought to reward timing and pacing for attacks and blocks, as well as reward good maneuvering and positioning your character (hopefully not as extreme as needing to roll everywhere). The difficulty setting controls how forgiving the game is in this regard.

I didn't have any specific setting in mind beyond some vague cartoon fantasy world.

Edit

Oh, and dungeons should be small in number and significant, and require some work to get to them. They should be highly atmospheric. I can see a few dungeons not having enemies at all, but be all about environment puzzles.

Most "quest locations" that would be dungeons in other games (I'm looking at you, Elder Scrolls) would be things like forests, mountain tops, and enemy forts. You shouldn't spend a lot of time underground unless it's for something important.
Post edited January 08, 2012 by Aaron86
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Aaron86: A Zelda-style action adventure with The Witcher-style quest design and a customizable (not RPG style) character.

The game itself would be the kind of game that'd look like an action RPG but is really an open world Metroidvania where you have to complete quests and collect powerups to access new areas.

You can customize your avatar before starting the game, setting your rankings for different weapon classes, different magic spells, jumping and movement, etc. Keep in mind that none of these rankings would be abstract but would be for specific character moves, abilities, and attributes. There wouldn't be anything like a "strength" statistic. There would be a stock of pre-made characters for new players.

There would be no RPG-style character advancement. You don't collect abstract experience points or abstractly train skills. You collect artifacts and heart containers.

There'd be several professional and political groups you'll have to interact with to unravel the main quest and obtain the resources you need to advance, with different outcomes depending on your choices. So, you would receive different powerups and artifacts depending on how you interact with these groups, which will directly influence how you unlock and advance through different areas. This should to subtler and more varied than, say, having two opposed groups to pick between and your choice completely changes the last half of the whole game. No skill checks in conversations.

Combat ought to reward timing and pacing for attacks and blocks, as well as reward good maneuvering and positioning your character (hopefully not as extreme as needing to roll everywhere). The difficulty setting controls how forgiving the game is in this regard.

I didn't have any specific setting in mind beyond some vague cartoon fantasy world.
Whoa...you're...you're really thought about this haven't you!
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Fever_Discordia: Whoa...you're...you're really thought about this haven't you!
I liek game design.
I'd like to see another Unreal Tournament game which is more like UT2004 and less like UT3.
I've actually thought up some ideas for an RPG that basically throws out armor and micromanaging stats in exchange for a Buffer Vs Magic system. (Meaning, You can supply magic to stat boosting (Constant effect) or use it for spells, but requiring a regeneration period/Quick Energy Absorbing when used for attack. Say, a fire oriented character can use some magic to light a tree, and collect it back when the fire has grown much larger).

I mentioned in another forum as well, an idea of looking at Fallout's world in other countries (Specifically, Asia since it's plot relevant), since only the East and West coastal United States have been explored so far.
All I want to see is an open world RPG that surpassed Morrowind in terms of Atmosphere, Lore, Depth, Complexity, Music, Location variety and so on

Really, it's been almost 10 years since the release of this game and no developer has done this yet
A remastered original UFO/X-com. Civilizations would crumble, fire would rain from the sky and the world would stop revolving around it's axis.
I think there were a few similar (or just slightly different) threads in the past with this, and generally I reply something like these:

- A Star Wars game that the main character is a Jedi, but with heavy stealth gameplay like in Splinter Cell series and third-person perspective Thief: Deadly Shadows

- A game that plays, is inspired heavily by, and has the charms of Quest for Glory series

- A cyborg RPG (Space Siege doesn't count), or a Ninja RPG, or a Pirate RPG

- Another game in the Vampire: The Masquerade, or maybe a game in Werewolf: The Apocalypse universe
Post edited January 08, 2012 by tarangwydion
A Codex Alera game <.<
Sequels to Outcast, Psychonauts and Planescape: Torment, Well maybe not featuring the Nameless One as his story has run its course but another D&D game in the 'Planescape' setting, maybe with some of the same guys and gals in your party...
A genuine hardcorish party rpg with a sci fi theme (NOT like Mass Effect/mass effect 2).
I want Zone of the Enders 3.
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tarangwydion: or a Pirate RPG
You should take a look at Risen 2.
Post edited January 08, 2012 by Ric1987
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Titanium: A remastered original UFO/X-com. Civilizations would crumble, fire would rain from the sky and the world would stop revolving around it's axis.
check out:

http://www.xenonauts.com/
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Titanium: A remastered original UFO/X-com. Civilizations would crumble, fire would rain from the sky and the world would stop revolving around it's axis.
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Zookie: check out:

http://www.xenonauts.com/
Interesting. Though I was in fact hinting at the facelift that Firaxis was entrusted with, I'll look at that too. Thanks.
Post edited January 08, 2012 by Titanium