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

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A co-op superhero game but instead of playing as Batman and Robin, you're playing as Batman and Alfred. One player would fight crime and traverse a small open world without any kind of map or waypoints available to them while the other player has access to maps, public and private records, and other information that they must relay to the other player to aid in navigation and environmental puzzle solving.

This game would play like a cross between Batman: Arkham Knight and Keep Talking And Nobody Explodes.
 
New Bushido Blade with online mode.

Xenogears and Skies of Arcadia remakes.


A Pokémon game primarily centered on doing whatever the fuck you want set in a sort of mid-century setting where humans are just beginning to live with Pokémon.
Closest thing to that would be the ps2 Devil Summoner games
 
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A co-op superhero game but instead of playing as Batman and Robin, you're playing as Batman and Alfred. One player would fight crime and traverse a small open world without any kind of map or waypoints available to them while the other player has access to maps, public and private records, and other information that they must relay to the other player to aid in navigation and environmental puzzle solving.

This game would play like a cross between Batman: Arkham Knight and Keep Talking And Nobody Explodes.
I remember a game called Clandestine did something a little related (and apparently so did a game called Hacktag, which I only found out about now), with asymmetric co-op combining a stealth character sneaking past guards and security, and a hacker providing call-outs and disabling systems. A bit janky, but I always thought that was an interesting premise for a game, wish it had been attempted again with a bit more budget. I think your spin on it being action + information/puzzle-solving would probably help some of the issues Clandestine had. You could do something similar to the Arkham games, but have Oracle be a co-op partner instead of just a handful of voice lines.
 
A co-op superhero game but instead of playing as Batman and Robin, you're playing as Batman and Alfred. One player would fight crime and traverse a small open world without any kind of map or waypoints available to them while the other player has access to maps, public and private records, and other information that they must relay to the other player to aid in navigation and environmental puzzle solving.

This game would play like a cross between Batman: Arkham Knight and Keep Talking And Nobody Explodes.
Will there be a coop boy wonder buggery minigame?

SLEEPING DOGS WITH WARRIOR MONKS
The reason the Orient has so many martial arts, I've heard, is that Buddhism demanded its monks learn non-lethal ways to defend themselves. (Then they went and invented Buddhist jihad anyways, especially the sohei of Japan.) I like the idea of a game, open world or linear adventure, where you are a Buddhist monk (maybe Tibetan) on a pilgrimage or something and there's tons of combat, but it's all non-lethal, break bones and knock people out but you don't kill them. I compare it to Sleeping Dogs because of the idea of riffing on kung fu movies, this would just be drawing from the "warriors walking from village to village" type from WAY back instead of the crime thriller stuff that came later.

PIRACY AND CIRCUMNAVIGATION
I know I've talked a bit about piracy games here and there, don't think I've done so much here. I've only ever seen two piracy (not counting adventure-type stuff not focused on ships, and Pirates of the Caribbean knockoff games which were awesome) games that looked worth a damn, one Sid Meier's and one Black Flag, both with different focuses (more of an RPG game with emphasis on a reactive and living world, more of an action game with third-person adventuring on land), both very good in their focuses. Nobody has made, though, even as an indie game, a piracy game solidly focused on the simulation of a ship and its crew.

Sid Meier's kind of has some of it, because you have to provide provisions (in the form of a single composite food good), you have to manage your crews morale and deal with conflict over when to divide the plunder, and you have separate sail and hull health. Also, you can choose which ship. Beyond that, there's nothing to it. Officers are just basically collectibles that confer a stat bonus, there's no internal crew management, and nothing else really.

This is a bit of a shame, because pirate ships were fascinating political environments and the mere act of keeping the ship afloat is a whole story in and of itself. A game could be narrative driven and have the officers as characters (rather than just the First Mate being the only character in Black Flag; Sunless Sea did have, in a presentation with no acting, multiple characters for each officer position), or it could have them be more generated characters-as-a-bundle-of-traits-and-events approach. These have different strengths, one is better for emergent gameplay, the other for strong narrative (imagine the strong bond between Captain Aubrey and his ship surgeon Dr. Maturin, for example.) Politically, pirate ships were democracies that lived and died by a constitution. Crewmembers should absolutely be able to influence a player's command decisions by having (contradictory) preferences and being able to rally behind strong leaders to launch mutinies. If the captain is a naval commerce raider, on the other hand, they have to deal with naval regulations, politics of the officers' club, and access to brutal punishments.

I want my pirate game to both let me lash and keelhaul people to torture them and to have a minigame where you GET keelhauled (avoid the nasty, knife-like barnacles on the underside of the ship and mash that button to hold in your breath).

Ships should have systemic damage. At a minimum, I see defining the rigging, sails, masts, and hull all separately, and adding powder magazines and rudders as special systems that can be knocked out for massive damage/to disable steering. Rigging goes down, low maneuverability. Sails go down, low speed. Mast goes down, it takes its sails and rigging with it (these are harder targets, so taking out a mast is to sails what powder magazine is to hull, it's just a lucky/high-skill move to end it fast). A more simulationist game would have different sails interact with a real physics system to propel the ship, but real world sailing is slow as shit and unfun so I don't know that I'd want that. Hull damage below the waterline should cause flooding that raises the water level at a rate net of your ability to bilge, and if it goes on too long you sink (no ship blowing up miraculously).

Ship damage would then be repairable (to different extents) at sea, when careening the ship, and in port. Careening is when they would literally take a ship and run it aground and then kind of pull it with ropes to get it out enough of the water that they could clean its underside and patch it up as needed, possibly cut wood for the purpose. In these times, the crew might also go hunting for provisions and have festivities.

Weapons should, rather than just being number of cannons, be different types of cannons (Black Flag didn't let you make choices, just upgrades, but this was something it did well in having fire barrels, swivel guns, mortars, ramming, and regular cannons all be weapons). There should be different calibers, types of barrel, type of action if it's set late enough. I like my swivels. I like the idea of having sharpshooters (as was historical) up in the rigging and crows nest. Tons of melee weapons and traps (like caltrops) to be used in boarding actions.

Diving bells from Black Flag were sick and so would it be if you could dive the sites of ships you sank to get access to the goods that would not spoil in water (like jewelry and specie), and respawning diving

RIP in Skull and Bones, it sucked before it was ever even announced


MORE OUTDOORSMAN SHIT
There's two niches, in somewhat different directions, of hunting/outdoorsman game I don't think have been served yet.
One is even more simulationist, so like if most games with hunting were COD and The Hunter and such were Battlefield, what woudl be ARMA? There are probably good reasons to have tracking automatically light up where the footprints are, because sometimes looking at a 2D screen from a distance makes it much harder to appreciate nuanced differences than you could see in real life in 3D, especially with the ability to easily stoop over thing as you look at them. Similarly if the feces are mostly distinguished by smell, that's not something you can really do but just tell the player how strong it is. But you don't necessarily have to tell the player what speed the animal was moving at if they can infer it from the space between their prints, and I don't have to see it flash up that it was a moose, because what the fuck else would make a moose print. Other stuff that's more on the simulationist end includes having, instead of dedicated "this is where the turkey live" spots, having to infer it from the presence of things the animal is attracted to (a certain kind of berry) or actually finding specific damage the animal does (rabbits, for example, should have burrows that are noticable).

So basically, a game where the hunting doesn't lead you by the hand at all, everything you have to figure out as a detective. (These principles could just as well apply to detective work and tracking humans.) Additionally, I think it makes sense that in the hunting game I play you don't have to even skin an animal, because you're just returning it to outside the park. But if it's more of a frontier or survivalist type setting, then minigames to skin and dress the animal and potentially even make things from it (like leatherworking and taxidermy) add a lot to the experience. If your game is based around making individual kills feel very significant (extreme long payoff), it makes sense for the processing of the animal to be treated as part of that instead of an immediate comedown of just moving on to the next moose.

At the opposite end thematically but not necessarily mechanically is going cozy game with it (some of these hunting games can be very cozy), isometric perspective, very nice stylized graphics. Take the Lonely Mountains Downhill for example, a wonderful aesthetic:
Slap similar mechanics on that but in that same perspective, add in some narrative, and you've got a solid concept for a game that does the same kind of thing but feels like an indie instead of a AA niche product.
 
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Got a real badass one
OPEN WORLD GUITAR HERO WITH A PLOT
You are lead guitarist (or perhaps it allows you to choose an instrument) of a rock band. Narrow prologue (the kind of prologue that gives you a much smaller range of area to explore/interactions, narratively focused) leads to your band winning high school Battle of the Bands. Then you emerge out into a new city with a general goal of becoming a superstar. You rise up from performing into dirty dive bars to negotiating with record labels to eventually performing at massive concerts, with increasing management options of how to put on shows. The reason why open world is the idea of doing rockstar stuff off-time and the exploration of roaming around finding opportunities, interacting with other bands, and such.

Hardcore mode lets you swap the Guitar Hero controller for a real guitar like Rocksmith.

Guitar Hero: World Tour had stuff like this in terms of how the games stages implied an increasing scope, from very local and small stages up to huge concerts and then performing in Valhalla (which could be a cool fantasy world to explore, like how AC Valhalla has it), just in a linear way, I say have an explicit story, management, city (challenge: don't starve to death while poor, don't overdose on drugs).
 
A game set in the same cyberpunk universe as Cyberpunk 2077, but it has no story, or the story is secondary to gameplay.
Let it be like a rogue-like or rougue-lite. Your character can take on jobs, assemble teams (or go alone), dodge police and corporate security, develop skills, reputation, acquire cyber-parts etc. etc. Point is- the character isn't a part of some big story and there is no "ending"- you just keep "running on the edge" until the character is killed (or retires).
Something like Battle brothers. Or Mount and blade.
Cyberpunk 2077 with all its flaws feels like a door to the huge game world has been slightly opened so you can see it through the crack but can't enter and explore it.
Besides cyberpunk is one of my favorite genres.
 
I said some time back Austin Powers spy game, but for that matter, where the fuck are any spy games?
There are like two games I know of I would describe as being spy games (in some sense), and not just commando games with some espionage themes (so, disqualifying things like your Tom Clancy stuff, COD Blops, and such). One is Alekhine's Gun, AA thing, realistic, didn't review well and I never played it. The other is Hitman. Hitman is specifically assassinations and thematically doesn't seem like a spy game, but when you think about it, the overly glamorous settings it uses fit right in with the kind of stuff you'd see in superspy movies.

Now, there's two very different types of espionage, and both of htem seem quite neglected. One is realistic spying, actual espionage, perhaps draw more from real history like the Cold War. Rockstar's Agent was supposed to be this, but it entered development hell and then died. My dream spy game there would probably either be The Americans: The Game - set something in Washington DC - or in Berlin (West and East) or perhaps Vienna (I hear it played a big role in espionage and diplomacy). Either way, this is where you would go all out on having environments that are very dense and rich for exploration, AI characters with detailed schedules, social stealth (a concept from AssCreed and Hitman that I find fascinating yet is very underused). On a smaller scale a game could be like Dead Rising on permadeath in a way, short time frame, specific objectives (like, say, infiltrate an embassy), have at it.

At the complete exact opposite end of the scale is the superspy in the style of James Bond, where there's really no "spying" at all and instead it's whatever other nonsense with over-the-top gadgetry, car chases with gadgetry in the cars, action sequences, shootouts, busty sluts, high stakes gambling games, and so on. Just Cause sort of has the feeling of that stuff in the sense of the stunts and the music, but otherwise has a very different style. To me, this sort of thing would lend itself more to an Uncharted-like action-adventure format (mostly linear spectacle-driven stuff).

I suppose we mostly see stuff in genres that interest people now, and spy fiction has been out of style for a while (just like Western fiction has), but still?
 
With cruise ships, they're less interesting, but I still find their concept (whether river or sea) compelling as these massive floating worlds. It's like building an amusement park/hotel, but you can also tie it into the fine tradition of voyaging. Being able to build up a chain of cruise ships that can sail between various ports, make deals with those ports, and also actually get to take the helm of the ship and then ram it into the port and kill everyone (for fun) would be cool.
It's pretty obscure but there was a Cruise Ship Tycoon game in 2003 developed by Cat Daddy Games, a subsidiary of Take Two Interactive which today produces mainly licensed 2K sports game spinoffs on mobile, and published by Activision Value.

 
Two things

WATCH_DOGS MEETS NIGHTFALL INCIDENT AS IT SHOULD HAVE BEEN
Watch_Dogs captivated me from the moment I saw this debut trailer, but it never did, even after three installments, live up to the ideas presented in it.
https://youtube.com/watch?v=Qs4OcQNOM34
The game had this idea that you could spy on people's phones, and it does use that in a number of ways, you can occasionally learn about some side mission from eavesdropping, or steal a person's money, or find a song, crap like that. And it was really cool in the first game, but they never went anywhere with it. The second game was even worse because they didn't seem to have any thought put into the profiles and overemphasized quirkiness, so scanning people always felt like Mad Libs instead of privacy invasion.

I think someone could have, even as an indie game without third person open world exploration, played with these concepts in a much more interesting way, by going in way more detail with profiles. My thinking is, NPCs could have had some persistence, as you scan people the game kind of remembers them (I'd compare it to Shadow of Mordor). Then, from your links to those people you can find connections between them and other characters. You can basically stalk them and meddle. Instead of having predictive policework, maybe you have to do the "predictive" work yourself and dig around in their files (their audio logs, their text messages, their search history, their home cameras) to find out what sick shit you're up to. On the other hand, you may be acting like a guardian angel, finding out the personal problems of people and then dropping into their lives to fix problems.

Where The Nightfall Incident comes in is just that a game with hacking but without a combat focus could have MADE hacking into combat by taking ideas from TNI. Wonderful depiction of hacking as a sort of turn-based battle with programs you buy and deploy. It was great.


Also, to sell my Sniper Elite 6: Finland idea more:
It could have ski infantry (slide down slopes at high speeds to relocate)
Like Simo Hayha, shoot too many Soviets and you start getting hunted by entire teams of countersnipers and bombarded with artillery

I have no idea if this exists (I haven't played House Flipper and probably never will), but I like the idea of when dad games are tied into some sort of broader story (what Yahtzee might call a post-dad game), I think something like House Flipper in a small town with the gimmick of renovating the entire town (like the TV show Home Town) would be neat (you work your way building by building gentrifying it).
They removed that from watch_doge 2 because devs got pissy about the /pol/ videos where they shoot at anyone that has gay shit on their phones or something.

And the shadow of mordor thing you want its called 'nemesis system' and the fuckers patented it.

That's right, those greedy fucks got a patent on a fucking gameplay mechanic, same with nintendo and the sanity meter from Eternal Darkness.
A co-op superhero game but instead of playing as Batman and Robin, you're playing as Batman and Alfred. One player would fight crime and traverse a small open world without any kind of map or waypoints available to them while the other player has access to maps, public and private records, and other information that they must relay to the other player to aid in navigation and environmental puzzle solving.

This game would play like a cross between Batman: Arkham Knight and Keep Talking And Nobody Explodes.
Sounds interesting but I bet nobody will want to play Alfred just like nobody wants to be a healer in class FPSs.
 
That's right, those greedy fucks got a patent on a fucking gameplay mechanic, same with nintendo and the sanity meter from Eternal Darkness.
on the bright side, at least the patent for the sanity effects can be used in games now since the patent expired. nemesis system is patented till 2036 and hopefully by then we find cooler mechanics to work with this thing
 
Games with “4” in the titles mostly:

Warcraft 4
Rayman 4

I doubt the studios could make those titles be any good in current year, but a small part of me remembers looking forward to those in childhood.
 
Arcade Riot Simulator
Like a top-down or isometric thing, puzzle/action, can you get the high score in beating up mayo ghouls/stealing TVs/burning churches
Baseball bats and bricks, but beware of teenagers with semi-auto rifles

Edit: Actually, as I think about it, basically Hatred but melee and mocking Summer of Love 2 with looting for points
 
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Arcade Riot Simulator
Like a top-down or isometric thing, puzzle/action, can you get the high score in beating up mayo ghouls/stealing TVs/burning churches
Baseball bats and bricks, but beware of teenagers with semi-auto rifles

Edit: Actually, as I think about it, basically Hatred but melee and mocking Summer of Love 2 with looting for points
In case you didint know- there is a rogue-like game made by Bay 12 Games aka Tarn Adams.
Here is the wiki- http://lcs.wikidot.com/
In it you play as a literal Liberal crime squad- an underground partisan movement with the goal of making USA society and laws as liberal and progressive as possible. Naturally its a parody of USA politics- from all spectrum. For example giving animals the same rights as humans is one of your end-goals, and at the same time building a total survailance state is a goal of your enemies the "arch-conservatives".
The game was made in simpler times when american left and right were fighting over Bush administration, Iraq war and the "War on terror".
You command teams of people you recruit and you are free to do as you see fit- assemble a team of hackers wich leaks corporate files and then dodges the police and death squads, or an armed insurection, filled with ex-military, who take and brainwash hostages, assasinates high ranking officials, firebombs news rooms etc. etc.
If you intend on playing- I suggest you install mods, especially Terra Vitae Mod- http://lcs.wikidot.com/modding
Not only does it add new items, professions, mechanics etc., it also adds some issues wich were not present back when the game was originally made- like the "Tranny question".
 
Incel edutainment game with dating sim elements but instead of sim as in "shitty comic book with Japanese schoolgirls," it's sim as in reading body language and facial expressions (a la LA Noire) to know when to make moves. It would come with a cattle prod peripheral that shocks you when you fuck up so that people can't complain its a groping simulator.

House Flipper: Antebellum Plantation. Plantations, and I think this has been true for as long as they have existed, have fascinated BECAUSE of their juxtaposition of evil/degeneracy and romantic sumptuousness. So imagine, in order to make this marginally less offensive, you sell it as Thomas Jefferson: Architect, you are Thomas Jefferson who has passed on a political career to follow full-time architecture and construction. Design mansions. Flip dilapidated Southern gothic mansions like out of Hunt: Showdown into glistening Greek revival wonders like out of a racist 1930s epic movie.

Several ideas pertaining to gravity. I find orbital mechanics fascinating. One is Cosmic Bowling, but literal. It could be themed after asteroid deflection, or it could have no theme at all, but the point is it'd be like a puzzle game or a sport game in which you want to hit objects but you have to fling your celestial orb through the gravity wells of other objects, with all that entails. May or may not include finite propellant to allow for transfers, but if it's literally bowling where you just fling a bowl into the solar system that's fine too.

The other, which I've more or less said elsewhere, is a full-fledged space warfare game using realistic rockets. Terra Invicta makes you wait a billion hours before you get to play that. Other games are not as hard in the science as I want. What I say is this: do it like Interplanetary, very simple but one big gimmick. here the gimmick is that your celestial bodies are in motion and you have to plot out the maneuvers on the strategic map and the allowance of combat Delta-V supply. It is essentially a fuel/logistics/timing game, a game of maneuver in which the unpredictability stems from not being able to perfectly foresee the feature when the ground is ever shifting before you.
In case you didint know- there is a rogue-like game made by Bay 12 Games aka Tarn Adams.
Here is the wiki- http://lcs.wikidot.com/
In it you play as a literal Liberal crime squad- an underground partisan movement with the goal of making USA society and laws as liberal and progressive as possible. Naturally its a parody of USA politics- from all spectrum. For example giving animals the same rights as humans is one of your end-goals, and at the same time building a total survailance state is a goal of your enemies the "arch-conservatives".
The game was made in simpler times when american left and right were fighting over Bush administration, Iraq war and the "War on terror".
You command teams of people you recruit and you are free to do as you see fit- assemble a team of hackers wich leaks corporate files and then dodges the police and death squads, or an armed insurection, filled with ex-military, who take and brainwash hostages, assasinates high ranking officials, firebombs news rooms etc. etc.
If you intend on playing- I suggest you install mods, especially Terra Vitae Mod- http://lcs.wikidot.com/modding
Not only does it add new items, professions, mechanics etc., it also adds some issues wich were not present back when the game was originally made- like the "Tranny question".
I remember hearing about this a long time ago. Maybe I will look. Anything political like that can't have aged well.
 
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Espionage RPG based around either being a street urchin or an East German cs aivilian (either works thematically) where the central mechanic is eavesdropping on people and controlling that information (who to give it to, how much you tell, whether to lie) and information, as a bundle of discrete beliefs and facts, circulating around, mutating, with consequences.
There is a Kim video game adaptation, but the book sucked so I'm sure not playing the game.

Gangster multiplayer that takes inspiration from Team Fortress 2 (in terms of cartoony aesthetic) and Chivalry II (in terms of general gameplay and narrative-driven objective gameplay, where each map has a story and different things to do and special classes appearing at certain points). I like to imagine classes coming down to a combination of physique (I call them Baller, Lineman/Lifter, Big Nigga for ectomorph, mesomorph, and endomorph respectively) and your weapon choices. The very controversial gimmick of it would be that at least some maps would draw from real life events, so things like LA Riots (with Roof Koreans as final bosses), Attica Prison Uprising, the Cabrini-Greene complex in Chicago, and so on.
 
Assassin's Creed: Civil War with the ship mechanics
The politics of the game would obviously be canceraids, but the map and gameplay would be amazing. This is my argument, there was this man named William Cushing, "Civil War SEAL," who was famous for launching Union amphibious raids up Confederate rivers to do things like capture generals and free slaves. AC3 already had a decent depiction of muskets and melee weapons coexisting, and Black Flag and Rogue had the naval gameplay. So your map would consist of, basically, the Eastern Seaboard from say the Susquehanna down to the Savanna. This doesn't have to be completely detailed, the Eastern Theater region of Virginia, Maryland, and southern Pennsylvania is what actually matters, but it would at a minimum include coastline and rivers (Valhalla had some river maps where the river exploration was heavily confined to the banks) of the Carolinas, so you can raid along the Outer Banks (where Cushing operated mostly) and the Lowcountry. Cities like Richmond and Baltimore could be treated as minor, the major cities would be Washington (Union but heavily compromised by Southern sympathizers and right next to the battlefields), NYC (Union), and Charleston (Confederate), with missions depicting events like Fort Sumter, the Draft Riots, Bull Run, the Crater, and Gettysburg.
 
I want a Dark Fantasy version of Harvest Moon where you can raise mythical creatures like ents, gryphons, and dragons. Imagine being commissioned by a King to raise a certain kind of beast for his prick of a son to kill to shut him up. Or you can be ordered to breed a certain kind of mount with magical traits, so now you have to grow certain crops. Of course, it's easy for the whole thing to get pretty "feature creep"y, but it's easy to see how much you can get from my general description.
 
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