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

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I want a good necromancer game.
Something where you can put the "art" in "dark arts" and make abominations from bits and pieces of people and animals.
A game where You can command an army, throwing legions of undead at enemies while you can equip and enhance your personal honorguard of powerful undead wights that you use to take out important targets.
The closest I'm seen a game come is The old Realm mod for Bannerlord, but that just covers the combat.
I want a game with a similar over world travel system as Bannerlord but with a higher focus on raiding tombs and forgotten graveyards, slowly collecting necromantic artifacts to increase your power, using mundane equipment to arm and armor your common skeletons while saving high quality gear your your honorguard.
A slower burn of a game where it take more time and effort to become a truly feared monster with some form of base building where you use your minions as labor to smith gear and weapons, sweep through the area looking for more dead to collect, or making more dead by killing passerbys.
I want a game where you basically go from a nobody who stumbled upon a necromantic artifact into the Lich King.

But something like that would be to niche and take way to much work and resources to make.
 
Bioshock plus some of the ideas from We Happy Few (which was a waste of a concept) plus Epcot/Disneyworld.

Epcot (since copyright laws, a parody of it), Disney's idea to build a planned community, has captured the imagination of many people because its idea of being, to quote Wikipedia, a "utopian autocratic company town" from the House of Mouse is too good of a setting to subvert, it's the same as Bioshock subverting Rand's Objectivist Galt's Gulch with Rapture, being enraptured by the fantasy and potential of the utopia while also seeing the hopelessness of that hubris.

Also, riding monorails through gaudy castles/cheesy international caricatures/toontowns/White 1950s suburbia futurism parodies while shooting Mickey Mouse animatronics and alligators, wheeeeeeeeeeeeeeeeeeeeeeeeee

I want a good necromancer game.
Something where you can put the "art" in "dark arts" and make abominations from bits and pieces of people and animals.
A game where You can command an army, throwing legions of undead at enemies while you can equip and enhance your personal honorguard of powerful undead wights that you use to take out important targets.
The closest I'm seen a game come is The old Realm mod for Bannerlord, but that just covers the combat.
I want a game with a similar over world travel system as Bannerlord but with a higher focus on raiding tombs and forgotten graveyards, slowly collecting necromantic artifacts to increase your power, using mundane equipment to arm and armor your common skeletons while saving high quality gear your your honorguard.
A slower burn of a game where it take more time and effort to become a truly feared monster with some form of base building where you use your minions as labor to smith gear and weapons, sweep through the area looking for more dead to collect, or making more dead by killing passerbys.
I want a game where you basically go from a nobody who stumbled upon a necromantic artifact into the Lich King.

But something like that would be to niche and take way to much work and resources to make.
This is actually pretty cool, I like the idea of making Frankensteins where you collect limbs and organs (if it had canopic jars like Egyptian mummies organs would make sense) like they're weapons/gear that go in slots.
 
Also, riding monorails through gaudy castles/cheesy international caricatures/toontowns/White 1950s suburbia futurism parodies while shooting Mickey Mouse animatronics and alligators, wheeeeeeeeeeeeeeeeeeeeeeeeee
There's the Return to Splash Mountain campaign for Left 4 Dead 2 which kinda scratches that itch. You go through quite a substantial portion of Disneyland.
 
A new The Thing video game, maybe acting like a "remake" of the 80's remake (the setup is the same but with a new cast of characters). Or a sequel set either in a base in the artic or some very isolated location that would make sense for the thing to infiltrate itself instead of just assimulating a bird and flying away. You control a character trying to find out which of your crew members are infected or not and each playthrough is different which ones are so you cant trust on prior knowledge and you must adapt accordingly.

Multiple endings depending on how many survived or if any survived at all (maybe there are endings where its obvious or ambiguious that the thing might have escaped and shit looks REALLY grim for humanity).

Focus on creative and haunting body horror, we are at the point where graphics can show whatever we want so there is no excuse. Have some being maybe a tribute to known transformations like Split Face or Norris Thing.

Oh and the soundtrack must be a mixture of tracks of the movie and movie inspired ones, with similar beats and synth tracks.

With "Among Us" showing there is a lot of interest in these sort of mystery games, they are sleeping on an engaging market right there.

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I actually had the idea of a "social simulator" type of game where you control a character born with a condition that makes them grow slowly bigger and you basically gotta how they live their life (maybe you make up your backstory or pick a made up one), how you deal with characters and resources that get smaller as the years ago on and if you want to use your size for good or evil (or in between). You can create either a monster or some protector or someone who doesnt care about everyone's little problems.

Its kind of a mobile game so it would be simplistic 2D graphics but it would be able to convince of the scale with the places your character roams around.

Sounds like a simple but engaging game either way, maybe even touching if you play it right.
 
I said in here a ninja game set in Sengoku Jidai (realistic), that's actually the perfect setting to implement the "social stealth" that Assassin's Creed 1 played with that got more and more forgotten as the series grew old. But which Hitman, while never giving it a cutesy name like that, really embraced. Of course there's the image of the ninja as the infiltration agent scaling walls and using special tools and all that crap, and there's the historical ninja who would dress up as peasants and such for assassinations. A ninja game like that could have both options, the detailed social stealth of impersonation and slowly working your way into a castle, and the quick/dirty/violent way of scaling the castle wall and stabbing your way through the guards.

I think people should put less effort into ripping off Cuphead and more effort into applying its concepts of recreating the feeling and aesthetic of cartoons (of different styles) into other genres. An open world game (probably have to be 2D world, admittedly) or point-and-click adventure in the style of old time cartoons would be interesting.

I wish Agent by Rockstar had been made, and Whore of the Orient.
I think it'd be cool to have a game (I don't really care what setting, but let's just assume old India) where you have an elephant for a mount, I absolutely loved elephants in Far Cry 4 and would like a swords-and-spears setting where you can armor the elephant and give it tusk-swords and mount seats on it and all that. Basically i want a game that has the basic customization a lot of games give horses, but for an elephant.

I have an idea (its simple enough I could program it in C++, but don't know how to do a GUI) for an Oregon Trail-style game set around the Trail of Tears. Related to it, I think that it would be really neat to see a game which plays with Rawls' philosophy of justice by having the player make group decisions and then have to play a random individual within the group (like you control the captain of a party first, and you don't know who in the party you're going to play as, so when you distribute resources or make basic decisions about what the group will do, you have to judge it based on the chances of who you'll wind up as).

Edit: Inapired by above and the guy who mentioned Godzilla:
Medieval dragon simulator
Medieval giant simulator
 
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With Saints Row dead in the water and GTA about to axe itself with strong Latinx protagonists and not 'punching down' I think it's time for a new open world action criminal empire builder to hit the scene.

I think my ideal version of one of these games would be something that combines the high customizability of Saints Row with the life Sim elements of something like Mafia or GTA4 specifically, but with the drug empire mechanics of Scarface The World is Yours. Despite being crime games about rising to power you don't really do anything in most games of this type except for petty crime and wanton acts of violence. I love Scarface because it puts effort into making you feel like a drug kingpin with a tenuous grasp of power. Doing drug deals, acquiring capital, and managing your heat with the cops and rival gangs is just as important as capping niggas in the face.

Mayne mix in a couple of endings depending on how well you build said empire and the relationships you create or destroy along the way.

And the modern day is cool and all but I miss period piece games. Dial back the clock to the early 90s or mid 80s, he'll, even early 2000s could be fun.
 
For me i would like a Solarpunk/Radiopunk-styled anime game that takes place in an oceanic world (called Resia) filled with aquatic aliens that resemble jellyfish and other shit with a good character creator and you have many, many choices to choose your hair/clothes/eyes/etc down to the very detail. I would also make these characters you've created talk instead of the bullshit mute character in other games. The story of this game would be at the surface your typical bounty hunter job, but as you progress further your character would have their own backstories depending on which personality you've chosen as the world opens more on what's going on. In that story, the more you progress, the more detailed how the situation of the world you're in breathes more life into the culture of these aquatic races and the fact that humanity has taken up residence here after the Earth's destruction in 2785 by some unseen threat that they have improperly reacted to in the past.

At some point, your character reveals more about himself/herself on how his/her life has taken a pretty tragic turn about how Earth's destruction played out and how he/she has been forced to evacuate to the oceanic planet Resia while remembering down to the very details. People begin to panic that the news broke to them that they only got about 50 days to prepare for evacuation due to a botched peace agreement between a plasmatoid alien empire who are pretty much acting like intelligent trannies who think they own every single planet they conquered is the worst race in the galaxy. Before the destruction, your character witness the final days on Earth as giant bio-plasma ships close on what is once called your home is about to be heat blasted to hell as the last evac ships prepares to evacuate people and some of their animals to designated habitable planets. As you got on the ship, you looked back towards Earth as you strapped on to your seat next to a well-made resilient window one last time, tears falling from your cheeks, calm but sad music playing in the style of 2000s surf rock.

The gameplay of this solarpunk/radiopunk is very open-world JRPG, with loads of detail and life brimming into the world of Resia's oceanic cities. Your character is very used to swimming in this planet, along with many other characters so swimming mechanics must not move/control like a tank. I want diving mechanics in this game smooth as possible, so people can explore the underwater sections without pain. With combat taking on a Devil May Cry/Just Cause approach with melee and ranged weapons being your bread and butter. The leveling up system is straight to the point, no bullshit, your stats goes up with each level up and you learn new abilities to further enhance your exploration and combat. I want to make the combat of this game as much fun as possible, so then you can chain up combos to send your enemies to their graves and keep on hitting their dead corpses for extra bonuses. I also want to make the abilities as bonkers as you possibly can so that people can have their own crazy ability loadouts that either makes their character crazily powerful or straight up just fucking insane.

The currency of Resia is basically gold coins obviously, but you can acquire jewels from completing missions, bounty events, solar sail races, bounty raids, etc. Jewels can be spent on upgrading your equipment such as your armor, weapons, and accessories. I want to make spending and grinding jewels as painless as possible and the amount of jewels you earn extremely rewarding to the player. In higher difficulties, the amount of jewels you earn will increase from 4x in hard mode to 25x in King of the Game mode.

For the races, i want the solar sails you ride on upgradeable with each passing tier with a max of 10 tiers. And don't forget, i want the solar sail vehicles to be used everywhere, not just in races. Of course, I want the solar sail vehicles to control exactly like the PS2 version of Treasure Planet but with tighter and even better controls. There will be activities to do such as pulling off tricks in the style of Tony Hawk meets Jet Set Radio served with the spice of Airblade, charging through obstacles, doing some crazy fuckery, etc. Yes, it will be crazily customizable down to the very detail that you can easily recreate jim's solar sail from Treasure Planet.

Heck, i would implement an activity that is to clear out some crazy trannies in cult camps promoting xenophobia in gay people and you're here to put these crazies out of their misery whenever is through reasoning by gunfire since they are the ones to cause terrorist activity in many aquatic alien towns.

The music for this game i like to have is radiopunk-esque music similar to the one from the japanese music band that uses CRTs and other junk with a little bit of surf rock here and there. I want it to fit the mood of this game as much as possible so you can immerse yourself in this summer-esque world. Sometimes you like to swim in the ocean of Resia, cool surf rock plays while you're exploring the underwater world, or you're just chilling in a human bar littered with CRTs and neon lighting as the radiopunk electronic music plays. Or you could be in a fight against some space pirates with fast-paced radiopunk music giving you ample time to enjoy beating the shit out of enemies.

Of course my idea will be seen as worthless by the unsalvagable triple AAA corps, but to indie game companies will have a fun time with this game idea of mine. It's just a shame i'll never see this dream game of mine will come to fruition. But who knows? Maybe i'll start delving on coding and game design to bring my dream game idea to life but i can't guarantee it.

I heavily miss games that are fun back then, games nowadays are manufactured gray slop that i can't enjoy anymore.
 
I know I've rambled somewhere about how I'd like an RDR or similar game set around the Civil War/Reconstruction Mississippi River (it has a perfect variety of environments, a setting with lots of conflict, and an interesting central pathway), but since playing Bounty Train, I think even a more cartoony version of that would work. Bounty Steamboat or something like that.

See, I've been reading a book (Wicked River), and it describes a lot of the interesting problems of navigation on the river. There were these sandbars that, like an atoll, would ground a boat. There were "wooden islands" (huge clumps of trees glued together by mud) floating down the river, and trees that would wedge into the mud and form hazards, either hiding just below the surface, or above it, or bobbing up and down. Fucking river pirates were everywhere. The bitch of a river would flood massively and inundate dozens of miles around it, or it would shift dramatically. It was impossible to map the river for pilots because it would constantly change.

There were tons of interesting craft, ranging from the steamships to the canoes to the houseboats, and just a generally chaotic, adventurous environment.

Thing is, we already have a game that's kind of like this: The Flame in the Flood. It's a roguelike in an Americana setting, where you play a Girl Scout boating down a post-apocalyptic river that's flooding, you have to navigate the river which is full of perils while also choosing which spots to stop and scavenge. (It's good, but not that good.)

So I would take that, and the concept of a world that rearranges itself from Sunless Sea, and mix it with Bounty Train/Sid Meier's Pirates!, to make my autistic Mississippi boatman game. You have the freedom to go wherever you want on the river, but in real life there was a yearly cycle, as fighting to go upriver was, without a steamship, really difficult. What boatmen did was build rafts that they would bust up and sell for scrap at the end, and then they'd just go by land back up to Mississippi to start again. So that can be thought of as a "round." Every round is your yearly navigation down the river. You trade and hunt and fish, you shoot it out with pirates and Indians and if it's set later on maybe with soldiers and partisans. You brawl it out in drunken riverfront saloons and dance jigs, have encounters with mysterious strangers who you may never see again or may, by chance, run into, under completely different circumstances, on another run years later.

But mechanically, the core of it is that idea that you're making a linear progression down a river, the route changing in subtle ways (where the hazards are, small deviations in route) each time, trying to make the ideal set of moves to maximize your profit and survive while the Wicked River throws all the bullshit it can at you.

Major expansion packs for the Missouri, Ohio, and Tennessee.
 
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A classic High Fantasy RPG based on a fresh new IP with engaging mechanics, a setting that isn't shamelessly ripped off from Tolkien's mythos and a story that isn't nothing but the cynical and pseudointellectual deconstructionist cynicism that GRRM managed to convince everyone isn't hot garbage.
 
I wish there was, whether in 4X or grand strategy format, a strategy game where exploration isn't a binary revealed-or-not-revealed thing, but instead it reveals features of the world in fading detail and with time lags. You'd hear of mountain ranges, tribes and nations, lakes, passages, resource deposits, etc., but not know the true extent of them or their exact locations until you can get explorers in that area. Even when you go through a province, you get a gradually decaying memory of the province, and it takes topographical, geological, and census surveys to actually reveal all the information. The "fog" is a gradient, can include misinformation, and is constantly rolling back in unless you beat it back or have your tendrils snake into it.

Basically I want strategy games that have way more imperfect information where you can simulate the frustrating of wandering around a continent for decades because the natives lied to you that there were cities of gold.
 
A really good city simulator that is basically Cities Skylines but better put-together, better looking without mods, and more functional. Actually, the only remaining links is "it's a city simulator" and "it's in full 3D".

Something like Blast Corps but inspired by the Killdozer. Basically a small but richly detailed small town to go nuts on with better physics.

@Elysian your idea for a mobile Sims games reminded me that the GBA/DS versions of Urbz Sims in the City/Bustin' Out were decent life simulator games with characters to meet and befriend, places to live in, stuff to buy, minigames to play to raise money, and an overarching plot. The Sims licensing held it back but a more fully realized game with design issues fixed could've been great.

A modern industrial farming simulator--something more hands-off than Stardew Valley but not as involved, high-end or autistic as Farming Simulator 22. Probably something closer to SimFarm.
 
A one to one remake of Blood Omen by Fromsoft. Basically Dark Souls but every area just ripped from Legacy of Kain, and fuck it, throw in the old audio files just to make it crunchy.
 
I wish there was, whether in 4X or grand strategy format, a strategy game where exploration isn't a binary revealed-or-not-revealed thing, but instead it reveals features of the world in fading detail and with time lags. You'd hear of mountain ranges, tribes and nations, lakes, passages, resource deposits, etc., but not know the true extent of them or their exact locations until you can get explorers in that area. Even when you go through a province, you get a gradually decaying memory of the province, and it takes topographical, geological, and census surveys to actually reveal all the information. The "fog" is a gradient, can include misinformation, and is constantly rolling back in unless you beat it back or have your tendrils snake into it.

Basically I want strategy games that have way more imperfect information where you can simulate the frustrating of wandering around a continent for decades because the natives lied to you that there were cities of gold.
Dominions kind of fits that.

You need to "explore" areas to find out more.

You can send Priests to find magical artifacts and sites, to uncover more magic. Etc etc.
 
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