Fat Bear Week: The Game. I’d set it in all the different National Parks, though, each one requiring a different strategy to become the fattest bear. No salmon? Too bad. Better find another food source.
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Can I eat the people who were overfishing the salmon in the base game to put on weight, or would that require mods?
Will Kodiak Island be included or an expansion, and what will you do to avoid that location being ez mode when a whale carcass spawns?
I could go on, but just know that I will be playing a polar bear and expect that is considered hard mode compared to black bear ez mode with the free handouts from visitors who feed them against park rules.
I feel like your two line description bear-ly scratches the surface of possibilities here.
Seriously. We want to enjoy our right to Bear Arms.
Please link to your Kickstarter
NPC Hospital, where you're a doctor and have to deal with the massive body counts from other games.
Or a foraging game, open world style, where you have to travel to the right places during the right time of day to pick certain foods. There are lookalikes and also tons of risks like landowners with guns, pesticides, snakes, and tough terrain. I imagine it would be very much like The Hunter COTW but with plants.
An Assassins Creed game as rich as Odyssey, but set in the Mali empire. Hanging with Mansa Musa? Visiting scholars at Timbuktu? Desert frontier towns, gigantic markets within cities, and everything in between? That period of history is so fascinating and it would be incredible to have the art budget to bring it to life.
Open world mystery-solving rpg that's set in early colonial New England.
All the different townships are religiously secular and xenophobic. So you have to travel from place to place earning people's trust, while simultaneously working on different parts of different crimes/mysteries.
It sounds... Complicated. But this is all hypothetical.
I wouldn't be interested in some stance on religion. Just the point of that's how it was in some places.
The game could have an occult/magic type vibe. Or not.
A proper magic-focused action RPG. Can't find anything that scratches the itch like Skyrim/Oblivion and Wizard of Legend did (in terms of battlemage gaming™). And when it comes to using magic as a tool, many games just pretend that's not a thing!
Forspoken's writers probably going to be a reason we won't get one any time soon though.
Larian Studios presents Vampire: The Masquerade Bloodlines 3
Because 2 will still be in development hell by the time mine comes out
mmorpg based on the world of avatar the last airbender!
with a monthly subscription and no shop or similar, like wow back in the days. every progress and every item just achievable by playing.
A Build Engine(Duke3D, Ion Furry) or Build Engine style(Cultic) game made around Petey Wheatstraw/Blaxploitation film genre. The "Holly Trinity" of Build Engine games were based on action films, each with their own specific flavor. Duke3D was 80's action, Shadow Warrior was badly dubbed HongKong Action and Blood was westerns and horror.
Blood and Cultic both have robbed cultist that light up real good with a molotov cocktail. I think it would be incredibly satisfying to light up KKK members the same way.
A Blaxploitation game would be rude, crude, and upset a lot of people. It could also be really fun and something that hasn't been done before. Most games that try to tackle racism do it was an attempt at nuanced or preachy writing. I just want to beat a neo-nazi with my pimp cane.
I've always thought how well an open world Back to the Future game could be. Like you could get in the delorean, drive around Hill Valley and then time time travel to mess with the future or past. And in the case of messing with the past, then the future timelines would update based on actions you make.
Obviously it's get complicated really fast, and somehow you'd have to have some mechanic to make it so you can't interact with your past self. Maybe some sort of reset timeline mechanic would be needed if there were too many versions of yourself in a certain time?
Something similar to the Sims, but with online federation and an AI component that simulates your characters actions when you’re offline, with a mobile app that allows you to check in occasionally to set goals or make decisions without having to fully engage.
I’d set it up so that if you host the game on your own instance, you could share those resources with others that don’t have their own instance. They would be literally renting a home from you, and they would literally be paying rental fees that you could get a cut of.
As an instance owner, you would still pay housing taxes to fund the game development. Ideally costs would be low, under $20/year.
A WipeoutXL-esque hover racing game, maybe with open-world-racing-game vibes, with the deep technological complexity of a flight simulator like X-Plane.
I spent a bit of time in college tooling around with it, actually, even though it turns out that years later I'm really glad I didn't end up in the game development industry.
Way I figure it, it would require you to think about systems-level issues. It's a Formula-One styled thing so if you end up exceeding the altitude limit in competition, ten second penalty to your time. Do you want to use a lifting-body styled groundplane? Or lift-fans, knowing that that comes out of your power budget but will do a better job of keeping you away from the altitude limit, less susceptible to other people's wing vorticies, and avoid needing sturdy wheels? Etc.
As open world games have gotten more open world and popular these days, I suspect that the difference between then and now is that it might be funner with tune codes a la Forza Horizon so that you could play it without being quite as much of an expert. And maybe a lot of the more complicated mechanisms might actually be a little less intrusive when you can spend a bunch of time tooling around the landscape running into trees without the strain of competition before you actually get going.
There's a lot of flight simulator players and frankly part of the joy seems to be that, when it is really really complicated and accurate, you are learning skills that might be useless-ish but there's still that joy of learning and also of playing around with a large dangerous object that could kill a lot of people and not being worried about that when you flip an airliner upside down. And/or the "I could be an airliner/stunt pilot if the FAA wasn't so damn restrictive on the medical" vibes.
VR Black & White
HOW HAS THIS NOT HAPPENED ITS SO OBVIOUS
Black and White is in some kind of IP hell I think. Not sure why someone hasn't made a black and white inspired VR game though.
A Shadowrun game that feels like the lovechild of Fallout and Deus Ex.
And I want BioWare to be the midwife.
A biblically accurate psychological horror where you're a night janitor in a large but rural and isolated church. It starts off with a floor cleaning simulator but weird shit keeps happening.
Sonic Adventure 3. Way more to the chao garden and if you don't think Imma have Crush 40 up in that shit you can fuck right off.
A Bureau 13 or SCP game. I like the sort of paranormal/horror aspects of both. I'd definitely want them to be story-rich though and real consequences for your choices (a la The Witcher or Baldurs Gate 3).
Polybuis
I'd probably do something like ARK: Survival Ascended; but rely less on 'realistic' dinosaurs, and do something closer to Horizon: Zero Dawn - where the creatures were still able to be somewhat freeform/modified from real species.
From there, I would toy around with a couple of ideas - such as semi-procedural maps (where say, The Island is the same up top, but each of the caves can be generated in different places, and the caves that generate are themselves procedural in nature). I want to be able to tell a story where necessary, but make 1:1 walkthroughs impossible - in order to force people who Google everything, to actually have to explore - while still getting some use out of the searched information.
I'd add a little bit of pal-world to the mix, requiring certain creatures to integrate/operate certain crafting tables, and also some RPG-ish elements where gear could be found that had special traits, such as run speed boots, etc.
Then I would rework boss battles and tames so that you didn't just zerg them with the "strongest" creature, but would have to mix stuff up - you would need a creature that helped reduce damage, a creature that could hold aggro, maybe some creatures could stack debuffs, and others could remove debuffs from your team, etc. Balance it so only 1 of these things couldn't defeat a boss, but some intelligent combination of them could do it pretty easy.
SimEarth remake.
Newer games in that genre are all too focused on terraforming or human impacts. I miss the geosphere/atmosphere/biosphere interactions.
A massive metroidvania rpg with a detailed character creator that takes place in a rural town that's gradually twisted and distorted, the population driven to madness by an unknown force. Something like that, anyway.
A party-based, character interaction focused elderscrolls-like with yakuza style side stories out the ass.
I'd make a new Breath of the Wild, but have Link be kidnapped and the game is a mix of stealth as Sheik and Roleplaying as the princess for hel0 from the different kingdoms.
RDR3, Play as middle-aged Hosea, trying to raise Arthur in the way with Dutch's help.
A space game properly. With parts from darkorbit, eve online and all of the other shit. Maybe that already exists, but I haven’t found one yet.
A horror game with a "scare me to death" mode that uses those sub-audio notes that can freak people out to put the player way more on edge than they'd be normally.
A 3D port of cataclysm DDA with beautiful graphics and asynchronous co-op.
I'd just take a new Fallout game by Obsidian with as many years as they'd need
It's a toss-up between remastering Deus Ex, or making Metroid: Breath of the Wild
I've got a few.
A reboot of quake... Quake 2016 if you wanna.
A NieR:Automata sequel. (or a remake of the PC port).
A looter-shooter type game, where instead of you building your weapons, you program them. Like, the unlocks in the game are sort of code blocks, which you combine together to upgrade the weapons and characters... Sorta like scratch: the game
I would remake Maplestory 2 to be what it SHOULD have been!! A 2.5D platformer. Without the couples NX Cash crap. Get that dating sim stuff outta here!!
An XCom style strategy/tactics game, but trying to find a balance of the original X-Com games' flexability and the modern XCom's streamlined polish.
Also, because I have a blank check, add VR support, and take advantage of the 3D positional controllers to to expand on the 3D enviroments. Rather than the simple 2-3 layer ones from the past, use more vertical levels, possibly more focus on units with grappling hooks or flight, or even using a similar format for air/space battles in 3D space.
Fallout 5 with a new engine and set in the Chicago wasteland.
I've had an idea for a while but I'm not exactly sure how to make it work the way I want it to. The basic idea is that I want a game where not only are there multiple playable characters but each character would have there own game genre. The idea started off as a combination of a personal joke about both Armored Core and Ace Combat sharing acronyms and the fact that I don't think I've every really seen a game where, if it has multiple playable characters, that the gameplay is really that different. Then it snowballed when I started thinking about how that would work and I thought about adding other games like Kingdom Hearts, Resident Evil 4, Besieged and Fallout/Elder Scrolls.
I know for sure that I'd want the game to be kind of complex for every character because I also like it when games give you the option to build the character you want to play as and allow character builds to be vastly different. As part of this, the game would also have magic, modern firearms and possibly futuristic technologies while keeping everything balanced so that more "primitive" weapons are still worth considering.
I think that in order for a game like this to work it would have to either be determined by the character as well or possibly just mission based like how the "AC" games are (or at least were, I've only ever played the PS1 and PSP games for both of them).
Just thought of another one, a narrative game but where the leitmotifs are constructed like Arabic roots and templates, IE 3 note progressions and chords to assign affiliation and frames to put them within that shows their narrative role in that affiliation.
What Anthem the Game could have been. There was SO much potential and they threw it all away!
I would make a game like Anthem, but good. I loved many aspects of that game: the exosuits, the co-op focused gameplay, the open world, and yes, I like looter shooters.
Other things I would do: -Combat/traversal would be a bit more ground-based. There would be jet-assisted jumping and maybe limited flight, but not sustained flight -A modular weapon system. Take a base handgun/long gun/launcher/etc and modify it to be rapid-fire, scatter shot, sniper, target-chaining, or whatever else. -A post-apocalyptic world with a harsh environment that requires vehicles or exosuits to get around in outside of established towns/shelters.
Other game Ideas I had: -A single-player story-driven game where you play as a battlemage in your nation's military. The setting would be somewhat modern-day with magic. Due to the presence of magic, guns would be extremely limited or nonexistent, and I think would be an interesting idea to explore. -A gacha game without the gacha. I like games like Genshin Impact with the open world, exploration, characters to collect, team building, and regular content updates, but without the predatory monetization and focus on dull grinding and daily-logins to drive engagement. I'm not sure how feasible this would be without the amount of revenue a gacha game brings in, though. MMOs kinda do this, but I would want to build my own party, rather than play a single character.