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Ask HN: What game you wished existed?

 2 years ago
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Ask HN: What game you wished existed?

Ask HN: What game you wished existed?
106 points by jharohit 3 hours ago | hide | past | favorite | 344 comments
I have usually kept a short list of games that would be fun if they existed. Long ago one my bullets in the list was a procedurally generated planet-sized planet with a full diaspora to explore. No Man's Sky fulfilled that for me.

What are some games that you wish existed?

[Borrowers: The Game]
  You live as tiny mouse-sized humans existing with regular humans who should never know your presence as you occupy the walls and spaces in their home. Every day you must hunt for food, which involves collecting gear to traverse spaces (paperclip + string = grappling hook and rope, matchstick = torch, plastic bag = parachute) to reach places where food is stored (i.e. the kitchen - defended by the cruel cat, mousetraps - easy to find but deadly to use, others). There's also more than one of you with time, where you can find and recruit others from outside the house, mate to create a family base of increasing members (prompting you to expand more into the walls which will increase your chance of discovery by normal humans), and most importantly - coordinate scavenger hunts with your crew (think: one Borrower leads a climb and trails a rope down, allowing others to follow, where more people == more food for the base). Due to the high death rate, there are no main characters, just Borrowers. 
[Extras]

- Riding or rearing mice? (they can lead you to the cheese and help dodge the cat)

- Stealing and riding a drone? (perhaps not such a rustic experience anymore)

- Turning your tiny wall cave into a thriving Borrower city complete with electricity and beer? (might require killing the humans)

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It's not exactly what you're asking for, but you might want to check out the game Grounded. It's a crafting-survival game that's heavily inspired by "Honey, I Shrunk the Kids"
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fuuuuuck this would be an amazing game. There are so many directions you could take it. Imagine having to get into the next door backyard, but there's a dog. You have to sneak into the bathroom, find some sleeping pills, then sneak the pills into the dog's food bowl.

It would be like a cross between The Last of Us, Hitman, and The Secret World of Arrietty.

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Sounds like a DLC or sequel for "Grounded" from Obsidian Entertainment.
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It sounds as a complex "Tom and Jerry". Interesting..
I want a sort of civilization-but-for-countries.

E.g. you are the newly elected president of Afghanistan/North Korea/Iraq/Other etc - now go rebuild infrastructure etc, set policies, see how the country develops as a result. E.g. do you invest in universal healthcare, or transport infrastructure? Is transport infra required while your country is still largely subsistence farming?. What about education - save money there and spend on natural resource extraction? How will that play out over decades and centuries?

It would be nice to have direct control over city-level layout etc - demolish this neighborhood for flood defences, put in railways, major roads etc linking different parts of your country (not sim city levels of simulation, more just at the major civil engineering level of that makes sense - happy for actual city population to grow organically as a result of major works).

Civ gets close, but it's too high-level and more focused on conquest. I want to zoom in and have more control over where major irrigation canals get built, where to best build a nuclear plant, where that bridge should go or which mountains to tunnel through for a railway etc. So instead of the grid being the entire planet, the grid would just be one country.

Edit: I am specifically interested in the "building" aspect (so think civ-style grid with units moving around doing things), and less so on simple a-vs-b decision game model you see in Democracy et al.

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I'm currently obsessed with an idea of scaling SimCity-like simulation to a whole country. Since it's infeasible to place roads and buildings manually at such scale, it would have to have an AI to grow cities automatically based on simulated demand and higher-level policies.
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Why sim city and not cities skylines?

(I don't have an opinion either way, just curious.)

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I've just used a classic name for the genre. I'm a big fan of Cities: Skylines.

At a country scale some simulation techniques need to change. For example, tilemaps become ridiculously inefficient (a byte per 10m^2 becomes tens of GBs), so they either need some form of compression, or the simulation has to use vector-based maps instead (more like Cities Skylines).

Another quirk is that at a country scale agent-based simulation becomes less interesting, because individual agents don't influence much, only their collective behavior is big enough to matter, and that starts looking just like a normal distribution of the simulation data you put in.

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I'm pretty sure they're using SimCity as a trademark-turned-common name like Kleenex, band-aid, etc.
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I'm really enjoying Workers and Resources: Soviet Republic

It lets you control a small country and build basically everything from scratch, factories, railways, housing.

Honestly it hits most of the points you describe above.

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You might enjoy Rebel Inc.

It's a bit more abstract and counter-insurgency focused than your description, but sounds pretty similar.

https://www.ndemiccreations.com/en/51-rebel-inc

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The concept of the game of "Democracy" is nice, but the issue is that its main goal becomes quickly winning the elections. And once you start listening to the majority and adapt your party policies to whatever the population wants currently, you keep winning the elections, but can't do much to influence what you think is right.

If you really want to shape a country in your direction, autocracy, or dictatorship is the only way. Otherwise, you become just another populist leader that always wins elections but nothing changes.

Just like in real life ;)

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> Democracy is a nice concept, but the issue is that its main goal becomes quickly winning the elections. And once you start listening to the majority and adapt your party policies to whatever the population wants currently, you keep winning the elections, but can't do much to influence what you think is right.

So... it's pretty realistic then?

Outer Wilds got me good on the single-player story-heavy-but-still-got-mechanics part, I wish there were more things like it. Not more of it, because the story is very tight, but more things like it, where I can somehow immerse myself in a foreign/fictional culture. Really liked Kingdom Come Deliverance and Disco Elysium too.

Beyond that, I really really miss the exact niche Atmosphir used to fill, UGC platformer with enough tools to make variations on the base mechanic, but not a full-blown game-making toolkit. I want making levels to be intrinsically captivating, to create simple new gameplay ideas, but not get lost in the myriad construction details of such things. At the time there were some neat alternatives, like GameGlobe or Project Spark, but nowadays' titles are either too mechanically restrictive (Mario Maker) or too much of a tool (Dreams).

I actually help maintain (together with a bunch of excellent people) an archival/revival server of Atmosphir, but the minuscule community makes it hard to make multiplayer levels, and getting feeback on your creations.

Something I've always wanted to play is a game multiplayer game (ideally firt or third person) where you and a small number of friends crew a space ship. Each person has their own role (navigator, weapons, pilot, etc) and you would fly through space and engage in combat.

Star Trek: Bridge Crew comes closest to what I'm talking about. Imagine that but not VR (well, VR is cool for this, but I don't have a VR headset, so...) but more of a Firefly type of atmosphere.

There was once a UDK demo or sample game that mixed FPS with space combat that was cool. Each player on a team started in a large ship, which someone could fly and other team members could control cannons, or run around the ship, or get into single-person fighters to attack and board the enemy ship. I don't remember what it was called, just that I got it as a sample when downloading UDK way back when it was still a thing. It was pretty cool!

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PULSAR even has VR support, as well.

PULSAR with just a tiny, tiny drop of SpaceTeam would be ideal, IMO. At least last time I played it, it was a little dry. Random stuff should happen in the bridge when you get hit (not full-wacky SpaceTeam stuff, just, like, piped shooting out of the wall) (I haven't played in a while so maybe I am out of date).

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Pulsar is great! I haven’t played in ages so not sure how active the community is. But I had some good times playing in random lobbies in that game.
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That one.

And barotrauma, I Can't remember another game now

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Great game. Highly recommended.

I want a game like this but as a company simulator with metaphorical roles, with the businessmen from Adventure Time.

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I'm surprised no one mentioned SpaceTeam yet.

https://www.youtube.com/watch?v=y3fsvKnIVJg

It's not exactly what you're looking for, but still the most unique and fun game I've played in this "group of people piloting a spaceship" genre.

You play on a phone with other people physically next to you, each person being presented with a randomly generated UI elements with labels that's purposely confusing.

To keep your ship traveling and alive, commands will randomly pop up on everyone's screens with instructions of what to do; The vast majority of which are on other people's devices.

If your team doesn't react fast enough, you eventually lose.

Sometimes you'll be hit by astronomical events like black holes or asteroid fields which cause the game to go much faster, leading to people stressfully yelling "WE NEED TO CREAM THE CORN. WHO HAS THE CORN, CREAM IT RIGHT NOW!"

Not what you're looking for, but I think a lot of readers here would enjoy it :)

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SpaceTeam is so much fun.

I always want to suggest it to people who don't game much, but it can be a real struggle to get people to download an app. So, I have it on two devices, so I can handle at least one real stick-in-the-mud.

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+1 for this, I wasted SO MANY HOURS on this game. very high replay value.
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I don't know if you have anything to do this year, but their follow-up 'Into the Breach' is also amazing.
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For a cooperative space ship bridge game, you may enjoy the board game Space Alert [1]. It is real time and mostly tactical, but it makes for a very interesting challenging experience as the time constraint does not allow a single player to commandeer each detail, but rather you need to successfully delegate which at least I have found to be very challenging with the teams I have played with.

[1]: https://boardgamegeek.com/boardgame/38453/space-alert

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There was a game around 2000 called Allegiance that reminds me of this idea somewhat - https://en.wikipedia.org/wiki/Allegiance_(video_game).

It's been ~22 years since I've played it, but IIRC there was one player that essentially played an RTS game, but the various units they were "controlling" were all actual players flying their own spaceships. I don't think there was any concept of different players working together on one ship, but there definitely were different ship types each player could choose to fly.

It wasn't a market success, but I always wondered if that was somewhat caused by the way they released the game: there was a long and very large free beta program, and by the time they decided the game was finished and put it in boxes I was a done for a bit and took a break. Always wondered how many people felt like I did.

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For the space combat FPS I think you're talking about Angels Fall First (https://store.steampowered.com/app/367270/Angels_Fall_First/). Players start on a capital ship and can walk around, fly fighters, and attack as well as board their enemy.

The old Battlefront 2 also had a (simpler) form of this type of capital ship combat, where the bases were the ships and players would dogfight in space and attempt boarding actions.

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That sounds similar to Artemis[0] and EmptyEpsilon[1].

The interface is just a proxy for spaceship stations so you can't run around the spaceship though.

[0] https://store.steampowered.com/app/247350/Artemis_Spaceship_...

[1] https://daid.github.io/EmptyEpsilon/

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Not a video game or with combat like that but there is a board game called Space Cadets. It is what you say in that each player has their own role but it is also real time and quite frantic. I'm sure there are lots of YT video reviews of it.
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Oops, I meant Captain Sonar. Sorry, wrong Geoff game.
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Star Citizen is the closest thing to that. It’s not without its production flaws but what they managed to build is breathtaking.
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Guns Of Icarus fits this almost perfectly, but instead of being set in space it's more steampunk vibes.
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Not exactly what you’re looking for but comes pretty close if you’re not familiar: http://www.loversinadangerousspacetime.com/

That being said I would love a more grown-up version of this with more than two players.

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+1 for lovers in a dangerous space time. Cute graphics, and definitely solid game play.

My friend and I used to play it a lot, but we were hilariously bad at it.

We would end up bickering at each other over mistakes and sometimes self sabotaging the ship out of frustration. All in good fun though, we had so many good laughs over dying in stupid ways.

Definitely need at least 1 friend to play though. Single player gives you a little CPU dog that you command around, but it's not nearly as fun.

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Is that pilot + crew thing not something that you can do in elite 4/elite dangerous? I don't know if they added FPS yet but I think getting in a fighter etc while.aomwone flies the mothership was a feature.
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Spaceteam is sort of an extreme abstraction of this idea.
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yea, give me Sea of Thieves gameplay in space
Tribes 2 with modern graphics for modern platforms, and maybe an Apex Legends-like Battle Royale mode. I don't think that there has ever been a better multiplayer FPS. When you're used to jetpacks and skiing, most other FPS feel slow. And there is nothing as elegant as killing with slow ballistic projectiles like the Spin Fusor.

Apex Legends has got some of the aspects that made T2 so great, especially if you play Valkyrie (Apex's only flying character), but the weapons are not as much fun and you're wasting too much time on looting.

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I would take that a step further, and say more like Tribes 1 with modern graphic. I feel like the modding community was out of control in a good way on Tribes 1. Flying around with unlimited jetpack and a automatic sniper rifle in Ultra Renegades trying to capture a flag that's is in a base that's booby-trapped with a bunch of turrets was way ahead of it's time.

It still blows my mind that 007 Golden Eye existed as a popular game at the same time with Starsiege: Tribes when they were worlds apart in quality and gameplay.

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T1 remains my favourite Tribes game, especially with the mods. T2 was ok, but too focused on glitz and I didn’t like the change to the skiing mechanic.
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That takes me back. I vividly recall some ultra-heavy armor that toted around 6 chainguns, 3 on each side of the screen. It was great at blotting fast movers out of the sky.

The modding scene for Tribes 1 really was something else.

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> you're wasting too much time on looting.

But that's the most fun part of Apex ;)

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> And there is nothing as elegant as killing with slow ballistic projectiles like the Spin Fusor.

I loved aiming ahead near the ground of a skiing opponent and hitting them with the splash damage.

But the most amazing moments were when you hit someone mid-air. :)

A true "MMORPG".

Back in the day when the genre was new, people were fascinated by the potential of virtual worlds and virtual societies. Social scientists did online studies on player behavior and the interactions people had online, on spontaneous self-governance coming into existence, on how communities formed and developed, and many other similar topics. That potential was never fulfilled.

Today - some twenty years later - the MMORPG has become a genre of checking off boxes and making numbers go up, along a linear way as laid out by the developers for you. Apart from PvP and maybe some forced grouping, most games would play absolutely identical mechanically, if you were playing all alone on your own private server. You'd do the same quests, fight the same enemies, get the same loot. All the other players you get to meet online - they don't actually influence the game mechanics at all.

You play next to each other. Not actually with each other.

I'd like to see a game, where the sum of players (and their interactions) are greater than just the sum of it's parts. A game with a virtual economy, a virtual society, etc. - that advance and evolve in a player-driven fashion. A simulated game world that dynamically adapts. Some glimpses of this sort of thing can be seen in games like EvE. Old games (pre-WoW) like UO and SWG had some of that magic as well - but were marred by limitations of the technology of the day. This kind of stuff has evolved very, very little since then.

I would assume that with today's technology we should be able to get a lot closer to fulfilling that potential.

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The problem is, games like that aren’t fun. It’s been tried.

Imagine coming home from work and hopping online to go do your second job. A virtual economy implies work. And unless there’s something to hook people in, no one wants to do that work.

Hence you end up with the quest grind and the dopamine trail.

If you can find a way out, I imagine it would be very lucrative. But it’s not really a technology problem.

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I would argue that this is the exact problem of current modern games. The parent is suggesting something alternative, fun with other people.

Almost every current MMORPG is oriented on getting that virtual cash or other currency up in virtual economy, to make some linear progression for pre-defined ending.

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Love Ironman mode in RuneScape for this reason. Taking the economy out entirely improves the modern game experience.

Similar to D3 removing the auction house years back

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I haven’t been into MMOs in a long time, but years ago, I remember desperately trying to find a good one, but I found that not only do a lot of them have some grindy linear progression, but even worse was it was always so limited. I got sick of games that looked amazing but had basically no content.
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> A virtual economy implies work.

a game called foxhole has attempted this by making Logistics a real portion of the game (as many wars are). Players semi cooperate to collect salvage, build armaments/supplies/bases, and supply the front line. Clans/Guilds self organize to produce pushes into key fronts, provide roving security (people can sneak behind lines and attack logi) .

It's actually mostly fun. Until you see a newb drive a tank that took you hours to procure wildly into the enemy and you rethink how you're living your whole life.

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The one way I can see for true MMORPGs, as outlined by the GP, to work, as I can see, is basically having an AGI director to handle arbitrary actions, along with a BCI to actually take those actions.
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And basically stolen from a certain type of manwa. (Overgeared in this case)

addendum: also infinite dendrogram

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I played Tera about 10 years ago, when it was good.

Free market economy, free looting (anyone can get anything) with random distribution, and people could pass on them so the one who needs an item can get it. Everyone could exchange anything person-to-person. It's what made the "mmo" part for me.

There were tons of mechanics that allowed a medium geared person to outdo people with the best gear available - if you invested in crafting, for example, you could craft things that were otherwise unavailable (unless you bought them from someone) and if you used them properly you could smash anyone in PVP and single handedly do 5-7 person dungeons. One mistake and you were dead, though.

I loved the interactions with people. Some of the first moments were one guy who asked to resurrect him, he was just killed by a monster and was like "bro, pls, I don't want to walk all the way here again". So I ressed him, he added me to the friend list, we later went on a lot of hunts and dungeons.

Another time I was sneaking through pvp territory collecting some shit from enemy bases and I got killed by two randoms. They were surprised at my shit gear and said "yo, come back, we'll give you this stuff, we kinda feel bad :D". Went there thinking I'd get killed, but no, they helped and we also became friends.

At some point I was rich and bored and was just running PVP tournaments with my own virtual wealth. People fight, the winner gets 5,000 gold (decent sum) or some gear I had in storage.

Helped a lot of new people gear up, and they helped me.

Dungeons were fun when anyone could enter and re-enter. If someone died, we'd have to be very careful and kite/heal until they come back, and it was a thrill, we liked it. People were thankful for not being called dumb and being kicked. We even gave materials that they needed because they needed it more.

But people have changed these days. The playerbases seem to hate the above mentioned free trade. "oooh, what about real money trading?" "why does he get free gear from his guildmates?" "he gets help, I don't".

You needed to be friendly and work together, and the newcomers just didn't want that. They wanted a single player game with other players in it.

Not to "log in at 7pm EST so we can do X and Y". It wasn't even mandatory in most groups, just log in if you can, apologize if you can't.

But no, people wanted to just log in whenever and work on their own whatever.

Which is exactly what modern MMOs have become. Single player, heavily developer controlled games with a chat.

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There are probably a number of MineCraft servers that achieve this. Back about 10 years ago there was the /r/CivCraft server. Not sure which ones are active now, but it did feel like a real world with a real economy, since there were even shops you could set up to sell materials for a price. You had to be careful who you piss off also, since people could be "jailed" in the ender world. There was a large element of alliance making / political process in the game since you have strength in numbers.
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I remember playing on towny servers years ago and holy crap that was fun. The kingdoms and roles, and wars managed to be more immersive than games based around that concept (cough bannerlord)
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Minecraft is indeed a great example of a game pushing the envelope on player freedom - and allowing emergent gameplay.

Tip of the hat to you, good sir!

Still, Minecraft is pretty limited mechanically. The game doesn't actually recognize any of the stuff you mention. The games' mechanics - all the technological progression and stuff - work perfectly fine in single-player. Also the number of players per server isn't quite on MMO levels...

But yes, some elements of Minecraft would be great ingredients of the game I'm proposing.

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I haven't heard that name in a very long time.

Tell me, what town did you mainly reside in? I was over in Chiapas with the crazy leftists, one of whom erected a wool statue of himself. We were largely untouched by the HCF invasion, except for when their skirmishes with the World Police got close to our borders.

I offer you this classic, and hope you recognize it: https://youtu.be/BAzsolKHJfc

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It's never gonna be a AAA game. The broader market just doesn't want this, and you'll need the broader market if its a AAA game.

New World hit on some of these points at one point, but they backed down pretty fast.

Ashes of Creation may or may not hit some of these points. But that game is... overly ambitious, to say the least. They're trying to go full tilt on everything and I'm skeptical as to whether it's gonna work out well in the end.

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Look for the Ryzom Core Discord or IRC chat. There's a couple of us in the open source community hoping to build such a thing, based on an existing MMO codebase and assets.

The key point is that all missions should be impactful on the world, and not merely reward oriented.

We have the tech for an MMORPG. We've been working on simplifying the onboarding curve for new contributors first. In a few months we can start exploring game mission mechanics. :)

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I agree. The beef I would add with those games is that they feel like theme parks. There's no real frontier. Elite Dangerous came close, it was a thrill to be the first one in a system. Genuinely don't know how you'd solve that, though.

One obstacle you have to overcome is that there has to be an investment that is risked by the players. There's not much of a cost to gank someone usually, or it's simply not allowed at all except in a controlled way. One thing that forces people into social cooperation is to protect against the potential for loss. As I understand it, confrontations with other players in EVE Online are dangerous because of that investment of time and/or money. That's part of what makes roguelikes and battle royales so compelling. That said, you have to balance it against being appealing enough to more casual players--how do you encourage investment without making it a boring grind or too expensive?

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There are other ways next to protection against loss.

SWG for example had all items being player-made in addition to slowly loosing durability and breaking eventually. That means, instead of finding loot you can then use indefinitely, you were dependent on economy supply chains. SWG also made you dependent on player services - like doctors, entertainers and such.

I think there could easily be many casual friendly playstyles, like farming, harvesting, herding, entertaining, being mayor in a player city, etc. - in addition to more combat oriented play. Players should be able to choose one style or the other, or mix and match to their liking. And every such playstyle should both need and provide "stuff" from/to other playstyles on a regular basis.

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Can I piggyback on yours?

A true FPSMMORPG. Closest thing we have to this with a good community is Destiny. I wish for fully open worlds, good storylines and everything you said. I believe that was the original idea with the project that became Overwatch but sad it didn’t pan out.

I understand that level building and all is much harder when the expectation of detail is higher in FPS but hopefully that gets easier with better tools. I would think that it’s still Bungie’s ultimate goal. Hopefully Destiny can evolve into that. Whatever game does it right, has the potential to be one of the biggest games ever.

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I don't particularly care whether it's first person or some other perspective. Whether it's a shooter (or some other form of combat) isn't really relevant to my point either.

Open world yes - that's totally an ingredient that goes in there.

Storylines rather not. The thing is that storylines are pre-written, canned content that's just identical for every player that consumes it. In order to fit my bill, the "plot" of the game would actually have to be defined by what players are doing (and the game simulation reacting to that) - it would have to emerge dynamically. Saga of Ryzom originally tried to go a little bit along those lines, but due to the technological constraints of the day, the game world would have to evolve through updates/patches mostly.

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The issue with SoR was not really technological constraints. More budgetary and time constraints, and the people who had the creative vision left shortly after release.

The commercial game is now run by a finance guy and a web developer, pretty much. Neither of which seem to be interested in pursuing the original more daring vision.

The tech is definitely capable of being expanded into a real dynamic world.

What you see in the game right now is effectively auto generated placeholder content that got rushed in to have a deliverable by release.

Imagine if the tribes and mobs actually moved their locations dynamically, instead of being in the same spots eternally. Players could help out tribes, supply routes for trading goods between tribes would need to be maintained, mob populations would be affected by player activity, etc.

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Some persistent world NWN servers might fit the bill. Some are heavy on roleplaying, and are more of chat servers with optional combat rather than a traditional MMO setting.
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NWN is a great example as well. It's imho quite underrated/overlooked how ground-breaking that game was, considering it's editor- and GM-tools.

It's a bit too static though, to fit the bill of what I'm longing for. Needs less pre-made modules, more dynamic simulation - so that the game world actually evolves in response to what players are doing. ;)

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The Mount & Blade Warband Persistent World mod servers are like this. All equipment and resources have to be mined, crafted, and used by players, and the only gameplay was player interactions - trade, banditry, war. Amazingly good fun when you're on the right servers with the right people. No idea if its still active or not.
Civilization, but where you start a company instead of a country. Here are some analogies:

Exploring and collecting goody huts, fighting off barbarians -> going around the idea maze trying to find product market fit

Shaka declares war on you and sends over a carpet of doom -> Amazon did a bunch of butt sniffing pretending to want to acquire, then decides to copy your product and launch a competitor

Chieftain level: you went to an Ivy league school, have a wealthy parent that is a partner at a Tier 1 VC, and get a free 500k angel investment to start off

Immortal level: you are an immigrant who just arrived in US before college. You are working 2 jobs to support your parents and siblings. 1 of your parents is sick. Most of your friends are trying to get rich quick off crypto.

(don't even ask what deity level might be)

I would love to give folks the real startup experience without the risk so they can feel what it's like. Perhaps some of it can be procedurally generated, using GPT-3 or similar models. Like when you are trying to negotiate multiple term sheets and the investors try various tactics on you.

Someone posted a vastly simplified version of this earlier: https://startuptrail.engine.is/

EDIT: if you're gonna downvote, at least explain why?

[GTA 6 - Jersey Shore - GTL]

You get to play out storylines from Jersey Shore, with original voice actors. Mini-games include gymming, tanning, laundry, making food when you get back from the club. Missions at the club.

[GTA 6 - So Many Side Hustles]

You play as a struggling human, trying to scrape together a living by picking up jobs from various apps on your phone. Maybe you're doing some kind of Task Rabbit mission, or plain food delivery. Maybe you're delivering something else. Maybe on foot, maybe on a bike.

It should be an open world exploration in a dense urban environment and many, many different ways to be exploited.

1 - High quality RTS (think Warcraft 3, SC2, C&C, Dune 2) but with the ability to have maybe 100 - 200 people playing.

2 - Updated subspace - it was the level of competition and community that made that game amazing in the 90s.

3 - Civilization like civ 1 but updated with newer graphics/tech tree also the ability to be much more complex but only if you want to. Best part of the game imho was the exploration, simple but enjoyable tech tree and expansion. The new civ games are fun but take so much time to master and engage in.

4 - FPS that can be played in large scale format but doesn't reward 14 year old reflexes and levels the playing field for experience of older people.

Video games that are easily accessible, enjoyable and don't try and keep you on platform by wasting your time on meaningless accomplishments :D

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> FPS that can be played in large scale format but doesn't reward 14 year old reflexes

FWIW I've recently gotten an Oculus Quest 2 and I've been playing a lot of Pavlov Shack. I was afraid of the quick-reflexes, playing-all-the-time, fearsome 14 years old (and judging by their voices, there's a lot of them), but I've been doing pretty well - usually ending up with a 2:1 or 3:1 K/D ratio, top of the team table, and playing maybe an hour every other day. I'm very surprised by this, and I can't really explain it - I'm not a gamer and the last time I played an FPS seriously was before 2010. TLDR: Go get 'em!

A terminal UI strategy game. For example something like stellaris or moo but in the terminal where it is pushing content and playability over graphics and sound.

There is something about the simplicity of tui that makes you focused on the actual content.

oh ya, and it needs to run on raspberry pi and not crazy machine like a mac.

haven't found anything close to this.

Unreal Tournament 2004 opensource rewrite, where i can load into the maps from the original.

the orignal linux binaries crash on current linux distributions :(

Escape From Tarkov but with a streamlined interface so you spend more time inside raids than outside of them (see: Fortnite, Hunt: Showdown). Also, it must have a killcam available after the raid finishes so new players can learn positioning and you can more accurately report hackers.
A combination of first person shooter and real time strategy. There is a large map and balanced units on each side. Each round, a team commander is chosen randomly from each team. During play, the commander sees a bird’s eye view of the current battle and directs player objectives, waypoints, etc. while everyone else is playing COD-style first person (trying to take advantage of the intelligence and goal setting from the commander). “The game” is sustained over many rounds, teams taking and losing ground as individual battles are won and lost.

I haven’t thought deeply about how much RTS complexity would be appropriate - but you would want to keep the action symmetrical so nobody is ‘waiting’ around for decisions to be made.

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This also sounds a bit like Planetside 2 [1], which had a similar structure. A relatively large open world where small "provinces" were contested by factions in FPS King-of-the-Hill combat. This meant that any one province action was a part of a larger "front," across which factions would often mass & press offensives. Capturing the entire map led to some kind of reward, and then a reset iirc.

Nothing like rolling up in an APC with 12 people in voice chat on the tip of the spear, or coordinating an entire battery of MAXs keeping the skies clear. Some of the best gaming in general I've ever experienced. Gradually, though, pay to win mechanics pushed me away, and I've not played since 2014.

[1]: https://en.wikipedia.org/wiki/PlanetSide_2

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These have existed already: Natural Selection, its sequel Natural Selection 2, and Nuclear Dawn. The idea is nice but the actual gameplay isn't fun or sustainable because there's too much interdependence on having a top-notch commander AND having a team of exceptional FPS players; you can't really find two teams of 12 people who can all carve out time to play.

The gameplay is sustainable for a little bit in terms of randoms joining servers but all that's left of NS1 and 2 are extremely niche competitive scenes that don't reach the scale of what you want and Nuclear Dawn has no playerbase. It's a nice idea and NS1 produced some of the best competitive FPS players for a few games (Quake 3/CPMA/Live, Team Fortress 2) but ultimately it lacks the fun factor needed to keep a substantial amount of people playing.

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Reminds me a bit of the old Battlefront Galaxy Conquest modes, though the overview mode would need a lot more work.

I think the overview position would need complicating factors to make it hard - otherwise they would just be frustrated at the grunt soldiers not taking objectives.

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natural selection 2 is still great to play, and alive on steam still recieving updates; highly recommend it. savage 2 is a bit older, but a true classic in this niche gente, it's still played on weekends
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I felt like PlanetSide 2 gets close to this (at least I think the game is still active), though commanders and squad-leads were self-selecting.
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Hell Let Loose does something similar. Each team of 50 has one commander, and multiple squads with infantry (all human players). The squad leads communicate with the commander, their squad, and other squad leads in order to accomplish plans set by the commander. The commander can call in recon plans, artillery, tanks. Good communication and coordination can win games. It is a rather brutal game though.
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Red Orchestra 2 is something like this, though not quite what you describe. The commander can call in artillery strikes and recon planes that show where enemy troops are on the map and set waypoints for different squads.

It can be quite satisfying with an organized group, or frustrating if you're just playing with randoms.

RO2 is fairly old now but I imagine the newer games (Rising Storm/RS2) have similar mechanics.

A modern take on Pathways Into Darkness.

Basically, the same UI centric text based adventure FPS horror RPG but with freshened visuals.

The masterfully crafted just-right roguelike. High emphasis on performance and readable graphics, and keyboard manipulation rather than mouse. But mouse interaction must also be well integrated for newer players to learn the ropes. Traditional DnD-esque setting, because it is palatable to everyone and very cherished by many. Time-based, not only in unoffical ladders but in mechanics. Play fast to win more, quick gambles and intuituve descisions about talent progression and gear choice. For example, perhaps a potion of rage lasts for two minutes of real time, though the game is turn based. Quests should be similar, fast completion meaning higher rewards. Difficulty should be such that a player "taking his time" would never win the game. Perhaps the world is about to end in 60 minutes, and you must become strong enough to finish the villain in his lair before this timer reaches its end. But losing is naturally not some terrible state of game that you should be ashamed of. Just like in chess, you just try another game, and if you got close to winning, then you certainly had great success in your game session.

The base game should actually be quite limited in scope, but if the idea takes off, additional levels and challenges (rather than gear and talents) will be added. Eventually a game like this should grown in depth only, adding nothing but intresting generators and randomized encounters, and enemies. Because otherwise you end up inflating good gear and talent progression, and there is only so many ways you can honestly make a +1 Weapon before it just becomes another +1 Weapon, but its green.

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I've really enjoyed playing Downwell[0], which tangentially covers a lot of these points. I've also enjoyed FTL[1] and Into the Breach[2] (both made by the same people) because of the time crunch aspect and irreversibility of your actions, respectively.

[0] https://www.downwellgame.com/

[1] https://subsetgames.com/ftl.html

[2] https://subsetgames.com/itb.html

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I was about to recommend Caves of Qud, being a traditionally inspired rogue-like. However, it encourages slow and careful play over fast play. The game is brutally difficult and the main story long, so a run takes a long time, especially experience the content off the beaten path.

I don't think what it's you're looking for, but I do think it is an incredible game, and I have thoroughly enjoyed my time in it.

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While I've been waiting for this kind of game, some approximation I've been able to whet my appetite with is the old classic Baldur's Gate (I and II) with the following mods / optional settings.

Sword Coast Stratagems (radically improves AI, making mages especially terrifying), INSANE difficulty Double Damage (only damage dealt to your party is doubled) No Reload ("hard core" mode. No save scrumming).

These combinations turn the game into a strategically deep, and tactically rich experience. And just the hell more memorable.

Command & Conquer (RA2 Yuri's Revenge or Generals style play) + FPS where I start the game in RTS mode and at any time I can click and "assume" a unit on the ground where I'm dropped into an FPS version of the map I was just viewing. If I die, I resume the commander role. Or if at any time I want to command again, AI takes the unit back over and it either stops or resumes doing whatever it was doing before.

I guess Renegade might be what FPS looks like, but I'm unaware of a game that combines both.

I'm not sure about entire games, but I do wish for a few mods for some Elder Scrolls games.

Morrowind: Ability to join the 6th house with an alternate ending where you get to destroy the gods by piloting Akulakhan.

Oblivion: For the Shivering Isles DLC, the option to become Jyggalag (instead of Sheogorath 2.0) and take on all of the island's inhabitants.

Skyrim: Have the Forsaken as a joinable faction for the civil war, become a Briar-Heart, team up with a Hagraven companion NPC.

I tried to build this as soon as I graduated college back in 2010, but failed to ship. We had the basics completed, the social aspect worked, and the gameplay was actually fun. We were a team of 2, and the other guy quit to get a real job (that paid money). I was too young/stupid/scared/didnt know how to try to find funding, so the project fell apart and I got a real job too.

You start with a Space Invaders/Raiden Project type action game. You have a ship, you kill enemies, you get randomized loot from enemies, if you beat the level, you save the loot, you can upgrade your ship.

You also have a 'space base'- essentially a Farmville farm. You build turrets, harvest materials, expand with new buildings that let you do new things or gives new advancement options. You can collect pieces and combine them with your action loot to upgrade your ship or improve your base.

There's the async multiplayer component. You can "visit" other people's bases and attack them using your ship/action gameplay. If they destroy you, they get cool upgrade items when they log back in. If you destroy their base, they have to invest resources to rebuild it so it's harder next time.

TLDR: Think Farmville meets Space Invaders meets Tower Defense. It's still never been done to my satisfaction, and I think the time has passed for a game like that to be lucrative, but man... it could have been so great.

Interconnecting city builders with completely different types of games that play out in those user-created places.

Like as a city builder you suddenly have to deal with people doing illegal car races through your city putting your citizens in danger, or dealing with gang wars from a GTA style game, but from a more macro perspective. Having real people playing MORPGs visiting your city looking for things to do. And so on.

No idea how you would make that work, but I find the possibilities quite interesting.

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This is kind of similar to what made Natural Selection 1/2 so fun as game. It was Space marines vs Aliens, but you also had a commander who could build a base and drop items. You had to defend resource extractors and advance your tech. A beautiful blend of Strategy game and first person shooter/biter.
I have a few ideas that I will almost certainly never develop. If someone wants to use them, please do. These are games I wish existed.

Here they are:

The first one is a game where you play as Mormons, and the goal of the game is to be nice to people no matter the cost. It would start out with fairly easy things, but then you come across increasingly hostile or dangerous circumstances where you have to choose between negotiation or fleeing. You can't "die" in the game because, if you are about to die, either God or the angel Moroni will intervene. At that point, you must restart a mission. Then again, I'm not that opposed to the player dying either. I know not that much about Mormonism other than that I've known Mormons throughout my life. :)

Another idea I have is for a game I call "Monkey Town". It's somewhere between Sim City and The Sims, and takes place in a world where monkeys and various apes take the place of humans. They are as intelligent as present-day humans, but they do thinks in their own monkey ways. You are the mayor of Monkey Town, and you must build it up and maintain it. There are problems you have to deal with like monkeys pooping everywhere, political corruption, ape speciesism, infrastructure failures, monkeys rioting, monkey insurrections, etc. The monkey culture would have some differences from human society like knoodling being allowed in public, networks of vines are used for monkeys to swing between neighborhoods, bananas as currency, and so on.

My third idea is a game called "Shut Me Up", which I think of as more of a short arcade style game where your job as the player is to harass and scream at people so those people start telling you to shut up. But you keep doing it so that they start physically attacking you to get you to shut up.

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I'm working on Archapolis, a cross between sim city and the sims (and inspired by Dwarf Fortress, Cities Skylines). I'm working on real time traffic / pathfinding currently. My game can handle 100K to 300K agents path finding simultaneously to random destinations.

Game is still very early development, but here's a tech demo video

https://www.youtube.com/watch?v=7q0l87hwmkI

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That's really impressive! I haven't even come close to developing a game since I played with the old school Game Maker back in high school, but pathfinding seems like a very intriguing challenge. You've got a new YouTube sub. :)

What's the tech stack you're using for the game? I'm not really familiar with how games are typically made these days other than that it seems like a lot of people are using Unity.

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Such an interesting, orthogonally-aligned set of game ideas. Being a member of the Church of Jesus Christ of Latter-Day Saints, I feel like I've been playing 'your game' my whole life!
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Of all the places to see someone from the LDS church, I NEVER thought it would be on HN! Not sure why it is such a surprise, but it is nonetheless.
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IMHO, we don't need a game to teach people to see all interactions as religious persecution. That's already a ridiculous problem in our society.

The only worse thing I can imagine would be combining persecution complex-inducing game with an FPS.

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It's interesting that you say that. That really wasn't how I imagined it, and I'm a little confused how you interpreted it as such. My thought was that it's a point of view that most people haven't experienced or thought much about. Just because the playable characters would be from the LDS church wouldn't mean that all or even most of their interactions would have a religious motivation. I imagined it more like getting "boy scout badges" for good deeds from the perspective of that particular religious group and for the game to be more light-hearted rather than dead serious, or even suggesting any sort of religion to the player.

Maybe you're right and I'm suggesting something that isn't really appropriate. I would play games more if there were more slice-of-life type games from different perspectives, but with some humor in there too.

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Honestly, I like the concept of this game. If you dropped all the proper names you mentioned and just call it "Just Be Nice" it would be palatable to 1000x bigger audience. You don't need to be religiously motivated to find it challenging to be nice in particular scenarios. It's a theme I've never heard of explored and I would like to play it (but without the Mormon stuff)
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I guess that doesn't resonate as much with me. Your point is totally fair, and maybe people would like your idea a lot more. Despite my atheism, I'm much more intrigued about a game that's more from a particular point of view and I just don't have a problem with characters that are religious. A more culturally homogenous game might be less appealing to me. I'm sure it could be done right, though. The Mormon aspect, I thought, would give such a game a lot of interesting gameplay scenarios out-of-the-box that wouldn't be as easy to explain in a more generic game.

Thanks for the feedback. :)

I've always been interested in deep economy games where the economy drives the gameplay to a degree. The main reason for that is in my mind it's a really easy starting point to the question, how do you provide a space where the player can change / shape the world, while still having the world push back, return to normal or if successful, converge on a new normal?

So for example take any zacklike, one thing I'd like to try is having something like those mechanisms drove the supply of goods in an in-game economy, which would then feed in as input into other systems.

Well any complex system as the input would do =)...

So I've spent a lot of times tinkering with economic simulation games, the tricky thing is making them fun / balanced. I'm still trying to work out nice ways of debugging them when they break / become unstable. A lot of it at the moment is plotting data over time to see where failure points occur.

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I’ve always thought a game playing as the Fed (but in a sci-do context or something to make it less political) would be interesting.

Relatively few options to act upon, lots of data with ambiguous lagging and leading indicators.

Armored Core with AC2 controls, MGS VI with Kojima having full control, a new Street Fighter 6 with 4's play feel, Cyberpunk but it's fully developed story and play wise, Sekiro 2.
A Massive Multiplayer Online Real Time Strategy (MMO-RTS) game.

I know it's utterly unworkable. But I want it anyway.

Imagine an RTS game that ... just keeps going. Both in time and in play area. Something like the Minecraft map in scale.

You play a few hours online with other people, log off, come back, and then you're still playing on the same map with the same resources, buildings, and units. Other people may have advanced and tech'd up, and now you can too.

I have no idea how to handle combat when a player is sleeping or making dinner. Or any other real conflicts. Maybe a timer of some sort? Maybe catching them sleeping is part of the fun?

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Ten years ago I used to play PlanetSide 2 a bit, which is pretty similar to what you descibe. Just gotta swap the RTS-part with FPS :)

But there is war waging back and forth the planetary map, 24/7. Well it was like this when I played, I have no idea what changed since then.

After a while, the constant back-and-forth appeared kinda meaningless though. First it was amazing being part of some coordinated move to take over 2/3 of the map, but the next day it was all gone and the cycle repeated itself.

Once you get the pattern, it is still fun of course, but the fascination wears off pretty quick, honestly.

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Weirdly planetside 2 is still around and being played / developed. Those freemium games seem to stick around.

Fun game.

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I loved planetside, but at some point then introduced mechanoids which overpowered all the other vehicles. That ruined the game for me
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There was/is a game called Shattered Galaxy that was best described this way.

Several factions continuously battling over discrete territories. There would be calculations throughout the day that would give certain bonuses to whichever factions were winning.

Every territory had a field commander that could request people join that had leveled up certain types of units based on how the battle was evolving.

There was also a form of player controlled government in each faction that could choose bonuses and allocate resources to various battles.

It was really cool for its moment in time.

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I've imagined this being more transactional. Like a constantly running game of StarCraft 2, where you're dropped onto a massive map, build up, fight for awhile, make alliances, have fun, do memes, then when you log off you have to do it all over again.

In Age of Empires you can share control, so 4 people can be controlling the same civilization, even giving conflicting orders. This could be done for for when people log off.

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I admittedly don't know that much about the game, but it seems like Hell Let Loose has some elements of this.
I'm a big fan of the Hitman franchise from IOI. It would be great to have a game like this, but in a open-world setting.

Something like having a hideout where you can accept contracts with little info on the target. Then you would gather information, like when is your target arriving at the airport, which hotel is it staying at, etc, so you could choose where, when and how to hit. It would be more tactical, similar to the old Rainbow Six games, where planning was 95% of the game and execution of the plan was more or less a formality if the plan was good.

Then a system like in Hitman: Blood Money where getting caught on camera or having witnesses would raise the awareness in security (they know your face -> you can't get close and have to plan accordingly).

Each contract would get you money for equipment, bribes, cars, better or more hideouts. It would be very complex, but not impossible.

An FPS set in sub-Saharan Africa (read: not just Far Cry 2). Ideally, something like ARMA.

It has an incredibly rich and varied terrain, with many iconic animals, great beauty, and many cultures (including their histories and mythologies). It'd make an amazing setting.

I don't know why sub-Sahara isn't used in games.

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> many cultures (including their histories and mythologies).

Funny enough I’ve been doing some west African CK3 campaigns lately. There’s a much larger diversity of religions and cultures which make for a fun challenge and their are also some fun, not too difficult formables in the region.

FPS where you are an animal or an insect in an urban environment. Like a game where you are a cat surviving on a neighborhood, looking for food, avoiding dangers, even fighting with other cats. Or a game where you are a spider in a garden, catching other insects, hiding from predators. Or a game where you are a bird, flying in the city, making a nest in the trees, looking for food.
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It’s not an FPS, but Tokyo Jungle is worth checking out if your looking for something like this.
I enjoy the general structure of Metroidvanias but most of them rely on combat mechanics for the micro-challenges in each room or boss. I like the exploration, backtracking, progression and unlocking previously inaccessible area.

But combat isn't the only mechanic that could be present there. There are examples like Ori and Toki where combat is de-emphasized in favor of movement/puzzles, but they're still 2D platformers.

I want to see a metroidvania game based on racing. I enjoy driving/racing games and would like to see those mechanics provide the micro-challenges for a metroidvania. Boss fights would be setpiece races, earning XP would be small things like a time trials, stunts, or precision driving. Unlocks like drifts, speed boosts, etc.

A true successor to the Civ4 mod Fall From Heaven 2 [1].

As an aside, I enjoyed Civ4 way more than 5/6. They might have hexes and Civ4 (and earlier) may suffer from the Stack of Doom problem but I don't enjoy the dance of units that can no longer stack.

Anyway, I played Civ4 the most (other than Civ1) of the series but, more than the base game, I played way more of FFH2. It's an amazing mod. Sadly, the primary creator went on to work for some other game company. Good for him but not I miss the development.

There were a lot of groundbreaking and amazing turn-based fantasy games in the 1990s and early 2000s. FFH2 is just one (and a notable one at that). Others include Heroes of Might and Magic (primary 2 and 3) and Master of Magic (I believe there was a kickstarter for a successor to this but I don't believe it was well received? I could be wrong).

I don't enjoy RTSs. I like the relaxing pace of turn-based games.

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How do you feel about Civ VI? For me, the game is just too darn complex. I feel like they added way too many point economies to keep track of - amenities, housing, appeal, loyalty, and more. The emphasis on districts and adjacency bonuses makes me feel like I need to intensely micromanage my territory and place each district with a sense of finality because changing my mind is so expensive.

I also find the game's aesthetic to be a dissonant mess. While I can put up with a more cartoony style, the UI is just too busy. Not only are there a ton of icons and labels on the screen, it was like the designers wanted to emphasize the civilization's colors rather than readability. The map looks strange because of how cities, mountains, wonders, and district buildings are scaled for visibility. Individual buildings look bigger than cities and appear as tall as some mountains or larger than some terrain features. Overall, the game seems to lack a cohesive and congruent style and it's ugly to me.

All that being said, I did like the variety for city state bonuses, having great people be more diversified, and the fact that needing a specific tile to place a wonder upon made it so that a small number of cities did not contain an absurd amount of wonders within them. Ultimately, I hope they make Civ 7 a more streamlined game but keep some of the variety.

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Civ games go through a cycle.

When they're first released there tends to be a lot of issues and gaps. Subsequent expansions tend to fill out those gaps. The expansions for Civ4 added a lot, for example.

I played at least 100 hours of Civ6 but honestly it didn't grab me. One issue (and this is a general issue with Civ games) is I tended to avoid war because it would totally bog down. A protracted war (if, say, you're going for a Domination victory) might take 3 full days to play (ignoring early Domination wins).

Anyway, I haven't played a ton of Civ6 since the expansions so can't comment on the current state. I know there are a few diehard fans online who stick to Civ5. I played less of Civ5 so have no opinion on 5 vs 6.

Civ6 does have some weirdness I wish it didn't (and maybe it's been fixed?). For example the price for creating districts is determined when you first create them so it's optimal to create them all early, cancel production and then build them much later to lock in a low price. I don't like this kind of micro-optimization being rewarded (even necessaary on higher difficulty levels).

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I really enjoyed Beyond the Sword - particularly the random events and the choices you could make. Sadly, I've never managed to find a mod that made them more frequent or a mod for Civ V that introduced the concept without additional complexity around the mechanic. I forget the name of it, but one of the Civ V mods added random events but you had to make magistrates and save up points to be able to make a decision.
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I loved Civ 6, including its aesthetic (the music in particular was amazing).

But: the AI is dim-witted, especially in war; there is too little random chance; and combat tends to favor the defender. So once you get through the early game, you don't have to be afraid of your neighbors declaring war on you.

In contrast, in Civ 1 combat was all-or-nothing, and the weaker unit had a reasonable chance of winning. If a rival caught you unprepared then you were totally screwed. Conversely if the AI pulled ahead you could still get lucky and win. There was an element of suspense to the game that was just magic.

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I also prefer turn-based games, but I've never found one that isn't extremely boring to play in multiplayer mode. Does anyone have any suggestions?
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Turn-based is best for single-player games. After all, with multiple people, you end up waiting for somebody to take their turns. If turns are sequential you end up a lot of time waiting. Real-time is generally a better fit for multiplayer.
A game where you make home improvements and have to manage a budget. Resources would be that you have a family which has a specific amount of time they can spend on tasks, and expenses, such as electricity, home heating oil, car payments, buying new windows, etc. Tasks like buying new windows would result in less energy costs, or something like a dishwasher would allow you to spend less time doing dishes at higher energy costs. I want "Home Economics: The Game" so that kids will actually learn about home economics stuff. Random events could include global warming, supply chain shortages, etc... There could definitely be a "fun" mode where fun things happen rapidly and events like your house getting haunted or SCP sorts of events take place, or a simulation mode where you might do awesome or you might end up selling your kidneys after getting that basket weaving degree or reading this post on hacker news.
AR artillery battles - strap on some AR goggles and man the helm of an artillery company taking on others within range who are also playing on the same server.
Minecraft had a series of "Hardcore" servers and in particular one named "HCFactions". Sadly none really worth playing exists today. It was the most fun I every had playing coop with friends.

The idea was that there's a time limited map (usually 2 months) and players team up as a faction. A faction could own land, paid through in-game money earned by mining ores. Blocks inside your land couldn't be modified by non-factions players, but you could give special permissions if needed. The hardcore part was that every death of any member of your faction would decrease some power value and once that crossed below zero, your land protection was gone and your base was usually grieved instantly. So there was always a thrill of going outside. There were a bunch of server wide events that encouraged going outside and gave you in-game rewards.

What made this server special was the permissions mentioned before in combination of everything minecraft, and especially redstone, made possible. We build all kinds of special contraptions live banking vaults, slot machines, trading machines and a lot more. That was in stark contrast of most other factions that focused mostly on PvP. In later maps be earned enough reputation and were usually not touched by major PvP factions. The combination of hostile environment and the ability to be really creative thanks to minecraft was great. In case anyone read all that, here's the bases we build: https://hcfluffy.de/bases/

Gaming has been as big a part of my life as anything else, a few of the games I wish existed, or that I hope exist and just haven't happened across:

1. A true large scale battle game, kind of like what Hell Let Loose is, but for knights, samurai, spartans, Persian Immortals, and any number of other warriors throughout history. Each has their own skill tree and strategies, you can control troop movements on the battlefield, and become an individual warrior and enter the fray. You can pick a 'campaign mode' which consists of conquering surrounding civilizations, or make the setting a historically significant battlefield like Thermopylae.

2. A spy rpg, where you follow the life of a CIA case officer, or KGB operative. Kind of like what Sam Fisher did with Splinter Cell, but those games missed out on big aspects of spycraft, like developing assets and constructing a spy network for intelligence gathering.

3. A good surfing game. I love surfing and have done it most of my life, but I haven't happened across a video game that does a good job capturing what surfing is like. They either make the surfer impossible to unseat from their board, or make every wave teetering on the edge of wiping out. I know water physics are hard in games but I keep holding my breath a game studio gets it right.

Crusader Kings + Mount and Blade

One is focused on strategic and the narration, and the other has better in-person tactic battle.

Both of them are serious time-consumer, and I experience most flow states with these two games. Combining them organically would result a huge time-consumer that can be played all year without getting bored.

(There are mods that bolt them together but feels not seamless and coherent)

Existing games BUT allowing to host your OWN SERVERS!! and modding.

I would put in that list:

Sea of Thieves -> to play only with friends (no PvP)

Battlefield <X> -> to mod and fool around with my friends

Overwatch -> to train, mod, etc.

Star Citizen -> aside from the usual "when the game will be released" let us run our little servers!!

I am sure I am forgetting obvious ones in this list...

Please make games "hostable" and "moddable"! <3

My friends like FPS but I am terrible at them. I love RTS and they can't be bothered to learn them. Would be great if we had a game to bridge that gap.

1) Asymmetric RTS / FPS. A group of FPS players play through a map against an RTS player who is controlling the tech, types and grouping of mobs, etc.

2) RTS / FP coop game sort of like Warcraft 3 where one player controls the base from an RTS view and another player(s) control a hero and a support army.

I don't enjoy MOBA's but they are super popular. I love Starcraft but it is too hard to get into. Takes tons of time and effort to get the basics of 'how to play'.

3) I think a game somewhere between Starcraft and LOL would be interesting. Clearly it is all about the details here and I don't have them - but I think you could capture a really big gaming market by trying to simplify the macro of Starcraft, keep the micro, army movement, base building, expanding etc. Controlling and upgrading lanes of a moba map?

I have no idea how any of these would really work out from a game development point of view but I think they have potential to be a lot of fun and bring some new life into the RTS world.

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It's not quite point 1, but Natural Selection 2[1] is close, and might even be better than what you're asking for if you're looking to play with (rather than against) your friends. Each team has one player who plays with an RTS view, with all the other players being the units, playing with an FPS view.

[1] https://store.steampowered.com/app/4920/Natural_Selection_2/

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I heard of Natural Selection which was aiming to be exactly #2 in 2003-2006. I never played it though so I can't confirm how well it realised the ideal.

https://en.wikipedia.org/wiki/Natural_Selection_(video_game)

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Both Natural Selection and Natural Selection 2 are some of my favourite games of all time, so I probably carry a heavy bias. But in my opinion they were both absolutely excellent. The second game had severe technical issues initially, but has improved greatly. They both suffer from the same problem though, in that you need to find a good server with friendly players to have a good time given the amount of cooperation necessary. In particular, there is no way to make up for a really poor commander. But, it becomes absolutely magical once you are with the right people. It also has asymmetric combat, which makes for a very rare and interesting experience.
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Natural Selection is close to what you're after, my friends used to play it a lot.

One of the players is the RTS "Commander", the rest are soldiers on the ground. The commanders role is to distribute both resources and information as necessary to the soldiers.

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Hostile Waters sort of did #1. Its solo, but it's a RTS where you can switch to FPS gameplay as any of your units
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Haha. You win mschulze!
    > myrmi 0 minutes ago
    > 1 point by AndrewOMartin 0 minutes ago
    > mschulze 1 minute agor
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Love the idea for (2). It is literally the plot of Ender's Game - which has been on my list of potential ideas to make as games but you have summed it up perfectly!
Back when I was younger there was an isometric online Sony game called infantry: https://en.wikipedia.org/wiki/Infantry_(video_game)

Team based, but also squad based with a squad leader and various roles + vehicles.

Infantry died when they started charging (a subscription IIRC), they lost the player base, then they reverted but made it if you paid you got better armour (pay to win). Basically management killed it.

Insanely fun game, a modernised version of this with a much larger scale (say 200v200) and a commander on each team would be excellent I'm sure of it! EG, Battlefield or Hell Let Loose but far more accessible/arcade style and isometric.

I am absolutely convinced this would be a successful game!

Most of mine are modernizations/remakes/stealing-the-mechanics of older games with unusual genre mashups or mechanics, that no longer exist. Examples:

- Hunter Hunted (asymmetric multiplayer platformer-shooter with vs. and co-op modes)

- Perfect Dark (FPS with lots of multiplayer modes, including co-op campaign, campaign versus mode[!], and of course endlessly configurable plain ol' arena versus, including highly-configurable bots—the closest I've seen something come to this is Call of Duty: Black Ops 2, of all games, but it still wasn't that close. Most elements/modes exist somewhere, but rarely in one package. The way difficulty levels didn't just make the enemies bullet sponges and better shots [though it did also do that] but also changed objectives and sometimes starting location, was also excellent and isn't as common as I wish it were)

- Return Fire (vehicle-based CTF multiplayer, with elaborate pre-built defensive base structures for both sides—this game's not quite all there, but make it more than 2 player and add a little base-building and it'd be amazing)

- Battletanx (Actually a little similar to Return Fire, now that I think about it, but with a lot more of a traditional multiplayer-shooter feel, different camera perspective, and the vehicles are all kinds of tanks. AFAIK nothing like this or Return Fire has been released since the N64/Playstation era)

- Dominus (The single genre it's closest to is probably tower defense, but it's got a whole lot more going on than most of those)

Also, edutainment disappoints me these days. Drill-type games (as in, drilling math problems) seem to have gotten much better, but sheer knowledge games (Explorers of the New World, Microsoft's Dinosaurs) seem to have all but disappeared, aside from adult-targeted trivia games, which don't have a learning focus and aren't very good at teaching you things. The Trail series (yeah, it's still around, by why aren't there similarly-clever and well-made games for 1,000 other historical situations, too?). I actually think this category would get a lot better, fast, if we had decent, accessible multi-media authoring tools for the web. The closest thing we had was Flash, and it's gone.

A proper gregtech (4/5) successor. Everyone finds that factorio scratches their industrial engineering itch. I still yearn for 3D routing and exponential density improvements. By using basic combinational and sequential logic and clever 3D layouts you could really capture a lot of space and material efficiency. That kind of gameplay is totally missing from factorio. The other 3D industrial games don't seem to quite nail it. The gregtech successors also don't quite nail it.

I have to credit GT in inspiring the direction of my career. I wish there were more games like it.

Pokémon MMORPG.

I know there were a few mods that added online servers to older ROMs. But I would love to see a fully fledged GameFreak version.

Startup, the RPG. As you develop your (actual) startup, you communicate with a DM over telegram or some chat interface, and the DM gives you miniature quests to propel you along in your startup. What happens to your startup in the real world is integrated by the DM into the "game" quests they describe to you.
Kerbal Space Program 2 would be a nice start.

These days I'm more interested in story-heavy, all single-player, occasionally borderline pretentious games, whose story is sufficiently compelling to distract from what the outside world (US-based, for me) has become.

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Outer Wilds, a million times. Don't read about it, not even the entire Steam page.

Describing it vaguely, it's an archaeology knowledge-puzzle played over a tiny solar system, in one of the most immersive first-person mechanics I've ever seen.

It's (for me) the most brilliant game ever made, both mechanically and the story. It will also scratch your space travel bug a bit.

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I really enjoyed Hades, which is a lot more story-heavy than it looks from the outside. Historically loved stuff like Braid (hence "borderline pretentious") and happily replayed, but there's fewer recent titles on my radar here & I'd love to find more.

Edit: come to think of it, some of the Lucasarts remasters are well worth revisiting. I went through the cleaned-up Grim Fandango some time ago & it was a lovely break.

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> Edit: come to think of it, some of the Lucasarts remasters are well worth revisiting. I went through the cleaned-up Grim Fandango some time ago & it was a lovely break.

If you like Point & Click Adventures then there are also many "newer" entries that are worth looking at. Primordia [0] (2012 so not that new, but the Linux port is) and Strangeland [1] are my favorites from the ones I have recently played.

[0] https://store.steampowered.com/app/227000/Primordia/ [1] https://store.steampowered.com/app/1369520/Strangeland/

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Have you tried NORCO?

I've heard good things, but I've only played the voiced-over version of DE - I'm not sure if I'd be down to read everything, and the different voice actors really add another layer

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Мор утопия. It has English but I can not google, sorry. Second version is almost same as first but on Unity.
I have a full asymmetric ideal game in mind, but the actual gameplays in it are still very blurry.

Basically I would love a game where players HAVE TO cooperate. The cooperation happens by having players playing different gameplays.

For instance, but, keep in mind that this is just ONE example: there's a war to fight, some players are drivers, some are fighters, some are medics...But also some players are in offices doing strategy stuff or logistics stuff, etc.

Of course, one could say: "you can have that in Arma 3 or Foxhole" and that's kinda true...but I don't know, there's something missing: A lore, a story, a universe to feel part of...

Plus, the game I am imagining, does NOT have to be a simulation or "complex gaming" at all! It could be kinda-casual without being too simple either: like For The King.

So in my ideal version of the game I am thinking about players play actually VERY DIFFERENT gameplays but cooperate in order to achieve common goals. Some of the players have to interact, some of the players don't. But in any case, everyone's actions will impact everybody else.

To sum it up: I would love a game with: Persistent universe + very asymmetric gameplay + cooperation as a key factor of success

But the game would be without: Grinding, farming, loot boxes, meaningless quests, basically a game where you don't have to redo the same things on and on to grind 128points of experience or reputation or obtain one piece of loot that does not fit your equipment set.

If you think this game already exists: do not hesitate to tell me :)

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Idk about any big online ones but there are a ton of awesome coop games that reward(and require) collaboration.

Overcooked I think is the best example of this genre. Super simple gameplay mechanic basically 2 actions and move. But all the fun and complexity comes in from needing to work with other people.

There is a major distinction in my mind between that type of actual collaboration and many “co-op” games where you are basically just playing at the same time and usually actually competing for kills/points.

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It's not a video game but you should play Captain Sonar
To suggest something different: More escape room games for VR.

I have played "I expect you to die" 1 and 2 on Oculus and it has been so amazing and fun. Had some fun with two other escape room games but neither were as polished as I expect you to die.

There is zero replayability with these games but I would happily pay a couple of bucks a month for a fresh level every week. Kind of like a TV series but for a game.

As a fan of the Stargate franchise, I'd like a game based on it. Actually I haven't even checked if there is one already, I will now.

The last spin-off, Stargate Universe, had a nice set up: you're in an old battered ship that you can't control, without even the most basic resources. So you should use the gate and the shuttles to bring materials, make repairs, solve riddles to gain access to ship steering, fight nasty aliens, etc.

Also the series had an open end a decade ago, so there's room for extension.

Ultima 8.75. No game has ever brought the same joy as Ultima 8.5, although maybe that was a function of my age as well.
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Totally agree with this. I remember finally getting to play Ultima 9 and being soo disappointed.
1) A time travel game that is a simulation based on some coherent model of time travel, rather than a narrative.

2) Dwarf Fortress, but with at least Double-A 3D production.

3) A proper Groundhog Day sim. There have been a dozen piss-poor cracks at this.

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For Groundhog Day, have you played The Forgotten City? While not a simulation, you do relive the same day over and over.

For time travel, exploiting quick save/load is a sort of backwards time travel.

I want more games like It Takes Two, where you can play in the couch with your partner some minutes AND where u have a story.

And more coop games with story.

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We Were Here Together, and Forever, kind of fit the bill.

The original and the second title are great fun, but don't have as much a defined story.

Avatar the last Airbender in VR. I maintain that this is the single best medium for an experience like that to be expressed through.
I always dreamed of creating a MUD which would have one world split over two totally seperate servers (and even advertised as two separate MUDs). The players on one server would appear as NPCs to the players in the other MUD and vice-versa. This would lead to whole range of interesting interactions as the players on one MUD would see "NPCs" behave "intelligently", even attacking them proactively etc.
A massively multiplayer text-based industrial game where players produce raw materials/parts/products that other players can use to produce theirs. A player can gradually scale up from a one person production (clicker based production) to a fully automated factory. On the screen is just blocks of tables with ever changing numbers (e.g production rate, wear and tear of parts, etc), and the goal is to optimize your bank account balance (no stocks/fund raising mechanics). There can also be an internal IRC where people can negotiate and collaborate. Parts that are not produced by any player yet can be produced by an AI until someone comes along to replace it.
Descent but with modern graphics and an outside world. There's nothing like being able to move in all directions.
I'd like to see more single-player story-heavy adventure games or RPGs with less of a focus on combat.
A grand strategy game, that my friends will be willing to play.

I love Paradox games, but none of my friends are willing to play a game that involves staring at maps and reports for hours on end.

That or something like the old Mount and Blade: With Fire and sword conversion.

I love musket warfare games, but they either feel too realistic and immersive (War of Rights) or too much like multiplayer FPS (Holdfast).

With Fire and Sword though has mount an blade tactical mechanics, but is also arcade-y and fun to play without devolving into multiplayer nonsense. Update that with a modern engine and FPS mechanics and it could be great.

I have two game themes to call out:

1. A first-person puzzler in the spirit of Portal. No guns, no violence, just… elegantly designed puzzles that requires logic and real world physics to solve.

How Portal didn’t immediately launch a sub-genre of platform puzzlers I’ll never know.

2. I wish there was a game where time travel was a core mechanic. When we die or get stuck in current games, we revert back to a save point, why not lean into that some more to build a compelling game experience?

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2. Life Is Strange? The ability of the protagonist to rewind time is a central feature to the game.
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2. Achron from 2011 is an RTS fully and completely built around time travel as it's core mechanic, perhaps to the detriment of general playability.

Available on steam or direct.

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Thanks to everyone who replied to this. I am thrilled to learn about these options.

To my Portal idea the closest I’ve found was Superliminal. There’s something wrong with the graphics though, it makes me nauseous to play.

But I will definitely check out your suggestions! Thanks again!

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For 2. I think Outer Wilds and Deathloop are good recent examples that heavily lean into time reversion, but another example is Quantum League. It involves multiple timelines interacting with each other, in a very basic sense.
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> I wish there was a game where time travel was a core mechanic. When we die or get stuck in current games, we revert back to a save point, why not lean into that some more to build a compelling game experience?

Prince of Persia: The Sands of Time did something along those lines.

Outer Wilds too, although in quite a different way.

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As for 1), I think it did? With games like Talos Principle, Turing Test, Spectrum Retreat, and other like Antichamber or The Witness, there's plenty to choose from.

2) this is a mechanic in Prince of Persia: Sands of Time, when you die you can turn the time back to the moment before death.

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> 2. I wish there was a game where time travel was a core mechanic. When we die or get stuck in current games, we revert back to a save point, why not lean into that some more to build a compelling game experience?

Shameless self plug, but I am currently working on a time-traveling puzzle game called Loop Thesis (https://loop-thesis.com) which features a completely internally consistent simulation of time that's constantly running during the entire game.

All of the time travel mechanics are emergent from that simulation, nothing is faked -- and the game takes that to an absurd degree, even the way levels are stored in memory is consistent with the core mechanics that the game teaches the player about time travel.

The point of having that kind of obsessive consistency is that the game is trying to feel almost like a textbook; when you understand the core mechanics of how the simulation works, if you think of something that you should be able to do, it works even if I didn't pre-plan it as a designer, because you're not interacting with a set of hard-coded puzzles, you're interacting with a simulation, and the rules you're learning are actually the simulation's rules, not an abstraction of them. It's meant to capture this joy of finding a complicated system and just kind of systematically picking it apart and then putting it back together again.

The game also supports multiplayer (although I'm not planning on including that at launch), and the multiplayer runs on the same simulation. That means that if player 1 goes back in time, player 2 stays when they are; you can have someone in the past making changes that affect the future, and it all just kind of... works. It's a really trippy experience, at least so far in playtests.

And that obsession about internal consistency also means that modding tools work pretty well. The game's core engine is really fun to play with because you can just kind of change variables and build little tools and just see what happens. A couple of puzzles have come out of me just kind of noticing something weird happening, and then realizing that there's a consequence in the simulation that I didn't originally plan and then building a puzzle out of it. So I'm hoping that beyond the game itself that modders and level designers will have some fun building new mechanics.

It's a top-down pixel-graphics puzzle game (not 1st person, sorry), and still in very early development, even though most of the core timeline engine is finished and I'm mostly at this point just fleshing out content and doing a bunch of work around that engine. The website (https://loop-thesis.com) is also horribly out of date, but I'll be starting up full-time development on it again soon, so I'm hoping to have more updates at some unspecified point in the future.

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for(1), Talos Principle was already mentioned. I would also add The Stanley Parable to the list
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Not sure if these games exactly fit but they were the first to come to my mind. 1.Outer Wilds 2.Braid
A tibia-like MMORPG but in a world of Mechas and Mechanics. "Monsters" are robots gone rogue.
I'd like to play something like Colobot https://en.wikipedia.org/wiki/Colobot but with a more modern design, more diversified coding options and an environment more like in EVE online. Videos games that include programming are so rare ...
This is going to sound a bit dark...

A game version of Threads

You run a country in the run up to a nuclear war, decide on whether to attack first or wait and retaliate, survive in your bunker and get to run the county for the next 10 to 20 years

Like a long term version of Defcon.

In the realm of things that would actually be feasible for small teams or individuals to build:

- I'd like to see some some fully offline, single-player CCG/Deckbuilding RPGs in the style of the old Pokemon CCG Gameboy games. Balancing single-player card games is a lot easier than balancing multiplayer deck-builders, and I'd be fine with pixel-based top-down graphics (in fact I might even prefer them). RPG formats work well with CCGs; I want to run around and find rare cards in areas where my AI opponents have themed decks and gimmicks, and I want to be able to build a card collection and make little decks without worrying about microtransactions and online ladders. A nice little offline RPG with cards.

- I'd like to see more games (in general) of any genre experiment and iterate more with Breath of the Wild's weapon durability system. BotW pretty much single-handedly changed my mind on the potential of durability systems, and I think there's a lot of interesting things that could be done by designers who sit and really work through what made BotW's system work so much better than durability in a lot of traditional survival games. I think a lot of people glossed over (or criticized) what I think is possibly the most innovative part of BotW, so I'd love to see more games jump into that space and try to translate out those mechanics again in a way that players might understand or respond to better.

- I'd like to see some vaguely I-Spy or Where's Waldo games that are designed to be on some level passive backgrounds -- essentially games that are designed to be mostly pretty dioramas with a lot of stuff happening in them, where player interaction is more about just clicking things or seeing how they react to each other. I want a game that takes low resources that I can leave running on a Raspberry Pi or other low-power computer, hooked up to a monitor in my living room, where I can just occasionally walk past and spend maybe 3-minutes interacting with it. I want a game that is mostly a display piece, that captures the feeling of having a nice diaorma or animated scene, but where I can occasionally whenever I'm feeling bored or spacing out click on a few things and maybe hunt for some objects, possibly over the course of a week or two working through a list of hidden objects.

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That first one made me think of combining Pokemon with Slay The Spire - each Pokemon has a deck (themed towards poison, electric, etc), and the Player has a deck (utility, healing, battlefield modification, combos)

In battle, you can choose your Pokemon based on the opponent and your hand is a mix of Player and Pokemon cards.

You gain more Pokemon, or cards for Pokemon, by exploring the wilds.

You gain Player cards and gold by battling other trainers.

I guess for a proper modern Rougelite you should have "relics", gained by battling Gym leaders, rare Pokemon, or completing quests by NPCs.

I want FutureCop: LAPD Precinct Assault Mode . But as a team based MMORTS, and allow players to enter first person mode and assume control of a unit to do combat. It doesnt necessarily have to be future & robots either.

A MMORTS play as a general mode combined with Call of Duty + Team Fortress first person play w/ objectives, capture points, sniping, vehicles etc...

A game that rewards actions driven by empathy rather than combat, death or killing.

Real empathy is hard and the real world could stand to see more of it.

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YES! One possible implementation of empathy in a game is cooperation ->

It can be deep, complex, simple, fun, easy to play hard to master, whichever kind of cooperation -> leading to more synergy, dare I say symbiosis between the players!

Ok, random idea that just popped in my brain: You could have a cooperative game where the goal is to handle nutrients, etc. in order to cooperatively build a baby inside's a female womb. Basically, it would be about achieving "life" by cooperating: repelling microbes, driving whatever fluids/vitamins/hormones are needed to the right places, etc. etc.

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Human embryos are actually very aggressive, they breach the mother's body and steal everything. Before implanting the embryo has to convince the mother that it is viable by a trial of strength in a hostile environment, the endometrium, which has an auto-destruct button the mother's body can push to reject the embryo. If accepted the embryo and the mother starts a nine month tug-of-war. They bombard each other with hormones, they try to suppress each other. Behind all of it the conflict is between the paternal and maternal genome. If they both prove to be capable fighters they both get what they want, a healthy baby and mother. If one side gets the upper hand things go wrong.

This is why pregnancy is so perilous. It's a war, presumably because human development requires a lot of resources, and the father can always find a new woman to impregnate, so it's genes best served by trying to steal said resources, as long as most women most of the time are capable defending themselves until the baby is born, preferably longer things chug along.

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Not as complex as you are suggesting but in an older FPS they simply added medic ability to all players, so that any other player can heal another if they switch from shooting to that mode by simply pressing a button (delaying ability to switch back to a weapon)... Even though it's incredibly basic, it created a different sense of value among team mates that merely another shooter does not.
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Don't Starve Together? Great game to develop empathy
I want a game to play together with my young kids (nonviolent, cooperative, easy controls) but that isn't mind-numbingly boring to play as an adult. Not only a large sandbox to explore, but one that feels alive with NPCs to interact with, like a "baby's first MMO" without grind/fetch quests. It's a game I'm building in my spare time.
A game where you hunt creatures from Greek myths with sort of normal hunting equipment/guns (which are good for distracting/getting attention, not damage) and an emphasis on traps you can craft. So basically perpetual boss fights.
I want a game that is a spiritual successor to Bullfrog's Gene Wars -- something that builds on an ecological / biosphere motivation. Seeding new plants to change local ecologies, breeding creatures (units) to select for needed characteristics, base building reflecting on the environment... I think there's a lot of interesting gameplay in that area that hasn't been explored yet.
Vehicular combat with mechanics as polished as Rocket League. Inspiration could be drawn from Twisted Metal and cart racers like Mario Kart. I see Rocket League players make incredible aerial shots and think "what if they had to line up a projectile with an enemy in the air"
Star Citizen. But, you know, ahh, actually complete.
Online versions of various now-iconic boardgames (or analogues):

Fortress America

Supremacy

Successor to Medieval: Total War with province by province moves. I dislike the micromanagement of individual armies and having to chase enemies across the map. If a game like this already exists I'm all ears.

Remake of Cyberpunk 2077

Star Trek Armada 3

Great RTS Star Trek games, but the license got lost in beancounter hell at some point. Can't even buy the old games anymore

E: oh damn 2 is on GOG now. That's my weekend sorted! https://www.gog.com/game/star_trek_armada_ii

An MMO where each player is a single fish, making up a larger school… and there’s a shark out there!

Whoever gets eaten last wins the round and gets to be the shark next round.

The only games I ever play are single-player straight-forward ones, like the original Halo.

You're a fellow with a gun or two and there's not much else to know: there's no upgrade ladder, no downloadable content, nothing else to pay for... just go through the story, shoot things and hide behind things, and be on your way.

More classic Halo-like games please.

Sim City on absolute steroids that constantly runs in the cloud even when you're not actively playing
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You might be interested in what I'm setting to out build. I'm working on Archapolis, a city builder with real time traffic simulation and interior views of peoples homes (which you can customize/build yourself if you want). Very early stages of development still.

As for steroids, here's a tech demo of what I've been working on: https://www.youtube.com/watch?v=7q0l87hwmkI

I created a path finding algorithm that can simultaneously path 300,000 units to random destinations at a comfortable frame rate. Units can choose from any of the shortest paths between two points (there are many in a grid), and from those paths, can also choose the path that matches any preferences they have.

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For me, it wouldn't run in the cloud constantly. I don't want to have unattended disasters to take care!

A massive SimCity, with at least SimCity 4 level of complexity, without city tiles, like with a whole world simulation? Sign me up!

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imagine getting a push notification about your city rioting about property prices, so cool!
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I'm sure other people will suggest this, but does Cities: Skylines with mods kind of solve what you're looking for (admittedly missing the "runs in the cloud" aspect)? Some of the builds people make with mods in that game are incredible.
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No, Skylines is terrible IMHO. It's comically dumb.
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That was the vision for SC5, if I rememeber correctly. Everyone was pissed off that the game required the servers and the servers would melt down regularly making it impossible to play.

Perhaps just ahead of it's time?

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I think people were more angry about the fact that the persistent connection was required for DRM reasons, rather than a bona-fide gameplay mechanic. It felt like EA being user hostile rather than some genuine attempt to enhance an aspect of the simulation like the GP is suggesting.
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Some sort of a Tamagochi Sim City? If you don't login often enough your city dies?
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Would a city die without a mayor? Maybe, maybe not — but yeah with legitimately good AI. I want a sentient city!!
Pokemon Legends Arceus is pretty close to the Pokemon game I always wanted
I've really wanted a Stargate-esque galaxy explorer type game. Something 2D (like RimWorld graphics) that has procedurally generated planets and addresses, base management, etc

No Man's Sky is ok, but the alien life is mostly focused on lower intelligence animals, and base building feels clunky relative to what you can do in games like RimWorld or prison architect.

I've thought about learning unity to do this, but I have not had the time.

Massive Chalice 2, essentially something where you build your dynasty and all the shortcomings of Massive Chalice 1 are fixed.
I'm just here waiting for the matrix. Metaverse type content is pretty clearly the future of gaming, but VR doesn't cut it. What we need is a dream like state we can plug into for full immersion.
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After being excited for VR for so long, now that it's finally here it turns out what I actually want is the ability to do all this with my mind whilst laying in bed rather than having my eyes open and exercising.
a 4x strategy game focused on terrain and logistics

Geography shapes nation borders and supply plays a decisive part of winning wars.

in a Civ game, a battle unit siting in the wild for hundreds of years is just absurd.

Sorry this is sports related but I’ve always wanted to see a league where players can only play on their regional/city team. So if you were born in Dallas, you can only play for Dallas(you can move to a new city but you always play for the place on the birth certificate. International players would require a draft or maybe an international league. This would create more long term strategy and have the added bonus of pumping money into and improving youth sports
An MMORPG with a procedurally changing world, that changes in accordance to interactions with the players. Where those interactions aren't just "pick from a list of actions" but rather interacting how youd would in real life.

But that'd basically require an AGI to handle conversations and content, along with a BCI for interactions. So, unlikely to ever exist.

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Have you tried Half-Life: Alyx? VR is a real game-changer (pun intended)!
Planetary annihilation but with better AI and better handing of scale. Even on pretty punchy hardware it slows down easily
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