Games You Wish Existed - The vidya we'll probably only see in our dreams

  • 🏰 The Fediverse is up. If you know, you know.
  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
Vampire Cop. Trench coat, two pistols, but you gotta drink blood to heal. Except every time you do it, it’s like, “Detective, Internal Affairs noticed the satanic cultist you interrogated was sucked dry.” Like, you’re in trouble for HR violations that are just vampirism.

You’re trying to fight cri.e but you’re also trying not to like, fully turn into Nosferatu. So half the gameplay is bullet time shootouts, and the other half is like this sad morality meter where it’s, “Do I bite the drug dealer?"
That's just Blade?
 
A Call of Cthulhu investigation game that consists of multiple disconnected "missions" which take place during various points in history, with dates and locations ranging from ancient Imperial China to modern day North America. Each "mission" would have it's own little story with no real overarching plot, just like how the actual TTRPG CoC works. Also, the game will never commit the cardinal sin of "showing the eldritch horror/god" that so many other Lovecraftian movie/games commit. Of course monsters and horrifying abominations will be present, but you will not be able to fight them. You will die.

The possibilities for what each "mission" would be endless, but some examples would be stuff like a Roman soldier in Britain discovering some horrible druidic secret, or Russian explorers investigating deep into Siberia after hearing of strange events and settlers vanishing, a Canadian anthropologist visiting a logging camp after reports of "wild men" attacking the camp, etc etc.
 
A Call of Cthulhu investigation game that consists of multiple disconnected "missions" which take place during various points in history, with dates and locations ranging from ancient Imperial China to modern day North America...

The possibilities for what each "mission" would be endless, but some examples would be stuff like a Roman soldier in Britain discovering some horrible druidic secret, or Russian explorers investigating deep into Siberia after hearing of strange events and settlers vanishing, a Canadian anthropologist visiting a logging camp after reports of "wild men" attacking the camp, etc etc.

That's almost exactly Eternal Darkness for the Gamecube, right down to the Roman soldier.
 
but I think for a western game it'd be much more interesting to go back to the 1850s, 60s, 70s
Mid 1860’s is as far back as I’d go.
Any further and it’s barely into western territory.
TGTBaTU managed to make it work by focusing on the New Mexico campaign of The Civil War but 1850’s would just be eh. Not enough weapon variety without getting really anachronistic.

Personally, I’d shoot for 1884 or 1885.
15 years before RDR2, but you can still get almost all the weapon variety. You’d have to supplement the lack of semi automatic pistols with a more robust revolver lineup.
Have the Colt Walker or a Dragoon as the “magnum” type handgun. Have the 1875 Remington as well as some Cap & Ball revolvers. Can still have the stupid weird Volcanic pistol as well as some other non-revolver but not Semi-Auto pistols.
Bolt action would be the Lee-Navy.
It definitely could work.
 
A modern version of Subspace Continuum that's also an MMORPG somehow with base building and custom game elements.
 
I wish Alice Asylum got realized and became a real game. It would've been such an interesting conclusion to the story of American McGee's Alice. Leave it to EA to fuck things up.
 
I'd be interested in a game that tries to arcade-ize operational warfare like tactical warfare has been.
This came from me thinking over the different eras of warfare and how modern is awkward. We've got Company of Heroes and Cossacks 2 as fast tactical RTS games for WW2 combined arms and Napoleonic. We have Steel Division, WARNO and Total War as the realistic wargame versions. We have ICBM as nuclear triad strategic warfare as a fast arcadey RTS.

Modern is awkward because RTS games usually rely on diorama, toy box-like scaling. You'll have rifles that can pick off things 500 meters away, but in a game an anti-tank gun won't be able to see much less pop a tank that's across the street. But that's the whole point of RTS games, they have a ton of suspension of disbelief because they give a movie-like impression of what combat should be. I don't know that this holds up once you start having fighter jets engaging beyond visual range and Tomahawk missiles flying 1500 miles to hit something and all that shit. So you end up with a situation where the strategic level works as an arcade game (ICBM), the CQC counterinsurgency type stuff works (Doorkickers 2), but tactical engagements are hard to picture because the real interesting scale of warfare is the operational one, not the tactical.

I'd picture it playing a lot like an RTS, just representative of operational combat (much like how Lines of Battle is fast and casual with little NATO counters you move around) and with some basic combined arms and logistic mechanics added in so it still handles like it should.

I would call it "TEMPO."
 
Last edited:
I have a few ideas:

1. an arcade roguelite game that has the gunplay of Doom Eternal, the parkour of Mirror’s Edge Catalyst, the Bullet Time and Shootdodge mechanics of Max Payne, and the multiple characters and playstyles of Risk of Rain 2

2. an in-depth survival game set in at the end of the Vietnam war where you play as a POW who was forgotten by US military and you escape out of a Viet Cong prison camp deep in the jungle, and the entire plot revolves around you surviving and eventually planning an escape away from that jungle, with the game mechanics would be a mix between The Forest and S.T.A.L.K.E.R. with some RPG elements mixed in as well

3. so many series of Musou (Warriors) games, there are plenty of game series that would benefit from having a Warriors game based on it
 

Attachments

  • Kali_by_Raja_Ravi_Varma.jpg
    Kali_by_Raja_Ravi_Varma.jpg
    7.8 MB · Views: 31
Big Game Tank Hunter
It's Horizon: Zero Dawn, but instead of a potato-faced C*ltic woman hunting robot dinosaurs you're hunting drone tanks and other war machines with anti-tank rifles and mines and such.
 
Big Game Tank Hunter
It's Horizon: Zero Dawn, but instead of a potato-faced C*ltic woman hunting robot dinosaurs you're hunting drone tanks and other war machines with anti-tank rifles and mines and such.
i mean theres a mobile game like this, but its a mobile game so you figure out how that works
 
Prison escape simulator - but not for the lols. A serious take. Done by someone with real passion, procedurally generated prisons with realistic complete eco systems. Your goal is to escape, find flaws, manipulate people, etc etc. make it rogue like and you choose perks like a weekly visit where you can smuggle things faster. And everything is randomized like in shadows of doubt.

The game would need to have perfect stealth, quick violent action like manhunt, society aspect like streets of rogue. Riddick on fent.
 
A better Tropico.
I've posted about disliking the direction Tropico took starting in 4 and really escalating afterwards where it veered away from Cold War banana republic satire and towards goofy goofy supervillain stuff.

I've been toying with what my ideal Tropico would look like. I don't think it ever really served the game in a meaningful way to have every citizen be simmed. It sounds nice for a game with espionage, but it winds up burdening it with unnecessary detail that crowds out the potential for more meaningful mechanics, and forces a smaller, more intimate scale to it. Which a lot of people probably would feel that personally building every tiki bar is part of how Tropico feels to handle, but my Banana Republic city-builder would probably be based more around zoning with special buildings being buildable. If nothing else, it would have a private market in the Victoria 3 Investment Pool way.

Politically, factions would be Reactionaries, Liberals, Communists, Socialists and Populists. Reactionaries in Cold War Latin America are caudillos, hacendados and the aggressive conservative wing of state Catholicism. Vicious to the Indians/mulattos, repressive/backwards agrarian landowners with their death squads. Liberals would be American-aligned developmentalism, industrial/tourism (like Batista's Cuba), anti-clericalism. Communists are heavily agrarian, militarized and nationalist. Socialists are a big tent of democratic socialists, Liberation Theology, trade unions, the Indians and so on. Lastly, Populists are wild-cards, maybe less of a coherent faction than a force that can be built up and channeled into political support. The Loyalists become a Cult of Personality mechanic. Populism =/= Cult of Personality.

Politics would be explicitly built on selectorate theory. Like Crusader Kings, networks of patronage, offices not as stat boosts but as political sinecures. Player should be put in positions like having to appoint the dipshit Socialist opposition leader's son to Minister of the Treasury because if he doesn't the Socialists will call a general strike, or have Indian collectivists crater their reputation with ecotourists by a civil disobedience campaign. Factions should be extremely corrupt, mostly zero-sum (there's some overlap in interests with all of them, even Reactionaries and Communists are really very similar aside from whether the Church or Party is your God and who sits in the palace) and very aggressive about promoting themselves. Drug Cartels could be another faction that only emerges conditionally, may never spawn, may be destroyed outright. Like Populares from EU: Rome, they're a symptom of state failure, a judgment on you; if you lost control of your society, you lose control of your government and economy to Cartels.

Endgame is the nuclear program. Tropico 4 had it be as lazy a matter of dumping money on it. I got interested in nuclear programs - specifically, what enriching uranium means - during the Iran bombardments. A nuclear program is a natural end narrative for a Cold War game. Achievable (South Africa, Israel and North Korea did), resolves Cold War geopolitics by securing independence while provoking brinksmanship (you can serve as a client in the early and mid game, but nuclearizing will provoke a Cuban Missile Crisis-like showdown if you're overtly aligned) and requires an advanced economy, which is what Tropico already plays as: a game of accumulating human capital (high school and then college) to enable industrialization. So the nuclear program would begin with the plausible claim of peaceful electricity, could escalate to a space program (much less plausible to the superpowers, involves ballistic missile launch capacity) and finally culminates in uranium enrichment, all of which requires an army of educated workers and getting hammered by CIA/KGB/State Department subversion every step of the way. The state is only going to make it if it's rock-solid; you have to have basically become First World quality in education/industrial base and politically stable to finally challenge the superpowers openly in this diplomatic crisis.

Flavor content would revolve around real dictator lore (ice palaces in the tropics, Amazonian guards of bodyguard babes, ice cream parlors the size of city blocks, etc.)
 
Last edited:
Back
Top Bottom