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

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I want a 2d soul like salt and sanctuary but in the universe of fear and hunger.
Salt and sanctuary is one of the most comfortable games to play ever.
I love just launching a run, winning and creating a cool unique build on the way.

Fear and hunger has great lore and characters but the game play is just uncomfortable.
You always end up getting butt fucked with all your limb gone. Your best option is to avoid most combat and the over-word game play is just clunky.
Combat is a pain in the ass , here to suck away your resources.
I know part of it is on purpose but it just feels bad.

The art of both games is also similar and with just a bit of work a soul like 2d fear and hunger style game could be made.
 
. I love so much about that game but it's just so fucking outdated, time-consuming, and tilted towards griefers it's not even worth it.
I don't know if it's outdated, it holds up. I don't have a problem with griefers as well, I'm a griefer. PvP is the most fun aspect of the game and even if you wanted to just do PvE and be left alone in it's current form it's very possible to make insane amounts of money without leaving highsec. The abyssal runs make that possible. Not to mention all of the various events that they have, although they usually attract pvp. The problem is you really have to have multiple accounts for the meta gaming. Putting spais in the big bloc alliances gives you the freedom of farming wherever you want and a standing fleet to respond to you if you're in trouble. I also wouldn't call it time consuming as I can use a free account and every 45 minutes of playtime get enough money to pay off a month subscription. The problem is low playerbase. There's enough players for it to be playable and enjoyable, but golden age eve with massive amounts of people all over the map is definitely dead. That's why I have joined my russian brothers on the chinese server, as the entire server is hostile to me and I can undock and find a fight, a good fight, in minutes. Plus they have lots and lots of money so they have lots of big toys to kill.

If you have a problem with griefers or griefing then I'd say eve isn't really a good game for you, as that's it's best feature to me. The only game that even comes close to the pvp is Albion. Albion sucks. But you're right we will never see a game like eve again where the devs encourage you to scam and fuck with your players. I'll probably play it until they pull the plugs, but even in current form there's nothing like it and nothing that even comes close.
 
A game inspired by the career of Renaissance codebreaker Gerolamo Cardano.

Throughout the early modern period states kept large cryptography and cryptoanalysis departments called Black Chambers. Some were very sophisticated; the Austrians routed all of their mail through a decryption center in Vienna. Cardano worked at a time when Italy was under intense competition between the Pope, various aristocrats, the merchant republics, big theater of swashbuckling espionage. As a talented mathematician everybody used him as a mercenary for decrypting intercepted messages.

The way encryption and decryption in this era works is it mostly revolves around monoalphabetic substitution ciphers, where you scramble up letters. Usually it's simplified by having a keyword which replaces (without repetition) the first letters of the alphabet, and then is followed in alphabetic order. For example, keyword CARDANO would give us:
ABCDEFGHIJKLMNOPQRSTUVWXYZ
CARDNOBEFGHIJKLMPQSTUVWXYZ
How do you solve this? Frequency analysis. That's the stuff where you reason it based on the structure of a language, like in English, e is the most common letter, so guess the most common letter in the ciphertext is e. oo and ee often appear doubled, something like mm can, but something like qq would be very unlikely. You use frequency analysis (which can also be applied to digrams, syllables, words) and logic to slowly puzzle it out.

I'm playing with decrypting ciphers now. With the game, it would cut out the busywork, the obnoxious calculating and poring over numbers. With a table of the language's frequencies, the ciphertext's frequencies, a cipher disc, a table of guesses at the scramble/keyword, and other tools like a search function for letters/phrases (no different from Ctrl F) it could be fast work. Imagine a puzzle game with visual novel elements.
 
Got two, one is safe, one could get me jailed.

- MGS VR missions but a first person shooter and not VR themed. Basically an FPS that is all small challenge missions of various types with rankings for how well you did.

- Anti-Christ horde game. You play as Christians in a FPS game that is a bit like Crimsonlands but you can build stuff like in an RTS like a factory that can create jeeps, tanks, mechs etc to pilot. You try to survive as many waves as possible and get money and power ups, the usual fair. The enemies are negro skirmishers, trannie beserkers, antifa infiltrators, EU troops, police, stop oil bombers, Talmundic warlock overlords etc. They arrive at the edges of the map in units a bit like a Total War game and converge on you and your base. Co-op multiplayer included.
 
A new kingsfield or Shadow Tower would be cool. Lunacid exists but i am not into the tranime and vaporwave vibe it has, all indie clones are good for is making you wish for the real deal.

A punishing Tenchu-type game where stealth actually matters and enemies are not retarded. Problem with this games is that metagaming would kill it quickly so there's have to be a level of randomness to keep it challenging without turning it into another boring rogue-like
 
This one might be kinda weebish, but I don't care. I wish there was an Attack on Titan game that actually capitalized on the movement aspect. I got excited when I initially saw the trailers for official games, but lost interest when I saw how stiff and simplified the gameplay was.

The closest thing I can think of was an old fan game I played years ago that actually nailed the movement. You controlled your left and right grappling hooks independently, which allowed for really interesting and dynamic movement. The game was relatively difficult to get the hang of, but once you got used to the Spiderman-like "swinging", the satisfaction you'd get was worth it.

EDIT: After I posted this, I went digging to see if it was still around, and apparently the creator just wrapped up the final version around 3 months ago. I am content.


2nd edit: Apparently that isn't the same game, but another fangame. THIS is what I was referring to.

 
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A decade ago I really got into NES Remix on the Wii U. The game had such an easy development cycle that Nintendo was able to work with the dev team to churn out a second one that for all intents and purposes was identical to the first just with new games (and that one was good too!). Back then I was holding out hope that perhaps Nintendo would build on the success of NES Remix and branch out into SNES Remix or Game Boy Remix... but it never happened. They just published the two NES games and never followed up on it again. Such a shame, the main idea of the game was solid and to this day I can reset my progress on NES Remix and 100% in and still enjoy the whole thing.

When I was in middle school I was really into tuning and racing radio controlled cars. There are games out there that let you race RC cars but none of them really focus on the tuning aspect of it. I had this idea for a game where you start out racing the really small cars (the micro RC ones that are the size of Hot Wheels) and you can unlock new motors, tires, battery packs, etc. Once you earn enough points you graduate up into the next "class" of RC cars and then repeat until you work through the whole game. As you progress through the classes not only do the cars change but the environments also change, so with the small cars you might start out racing across a dinner table or something but you eventually build up to racing around an entire residential block. Just thought it would be cool to fine tune your cars and also advance to bigger and better (and faster) cars.
 
I'm sure I've rambled about it before, but I've been enchanted for some time with the idea of an espionage RPG (there are lots of settings it would work for) whose central mechanic is control of information. Information would exist as a sort of attribute that NPCs can store and it can be controlled and altered. In some sense this is literally what all games with branching dialogue have, but I mean the whole game would be built around the idea that what you tell, who you tell, how you to tell it, what evidence you give has major ramifications on the world and information can spread around and even mutate unpredictably (games of telephone, security leaks, etc.). One setting that is perfect for it would be court intrigues (like in Versailles).

A game of manipulation, puppeting.
 
A licensed crossover Smash-clone fighting game featuring Animation Domination characters, particularly Family Guy, American Dad, Futurama and King of the Hill
 
Don't really know where else to put this, so:

You have all these attempts to make Earthbound-likes, and they go in very different directions. Very little in common besides some root between Lisa, Citizens of Earth (which I hear wasn't very good) and Undertale. And then there's other stuff too, Omori I guess but I don't know anything about it, maybe OFF? I think OFF is supposed to be really old.

But one feature of Earthbound that was interesting, at least in its day, was the notion of having an RPG set in mundane, contemporary society. And that's an awesome idea, and there's a real cool, goofy way this could be played in a real world setting. The idea first came to me when playing The Crew, as I was irritated at how many indistinguishable upgrades it kept chucking at me. I would love to see real world RPGs have equipment that has lore behind it like it's fantasy, but with real world justification.

So for example, you can get things like Ned Kelly's enchanted body armor, or Lee Harvey Oswald's Level 39 sniper rifle, or Babe Ruth's baseball bat. You drive in a car that's kitted out with Dale Earnhart's motor. Stuff like that. I think it would be fun to have a setting that just presents THE WORLD like a fantasy world with the same mentalities as a fantasy world, including the loot.
 
This one might be kinda weebish, but I don't care. I wish there was an Attack on Titan game that actually capitalized on the movement aspect. I got excited when I initially saw the trailers for official games, but lost interest when I saw how stiff and simplified the gameplay was.
You didn't like the Tecmo/KOEI ones? I thought they did a good job with the ODM Gear and what-not.
 
You know those shitty mobile game apps with insane implications about their games and insane scenerios that can happen? I want a game that actually fullfills the promises of those adverts.
 
I'd love to play a really gritty RPG over the next summer.
Imagine something close to Fallout or Cyberpunk 2077 or any of these near-dystopian games.
But you're not there to save the world. No not even in the way of "you're a wandered but you can save the world if you want".
The game would be about surviving. But at the same time not like in one of the many zombie-survival type of games where you just look for resources and build up more stuff and kill more stuff.

A classic, gritty, dark, humourous, adult-themed RPG. The various endings might be that you managed to survive and feed your family like in in that game "PAPERS PLEASE!" or maybe at best that you found a gang (evil ending) or a community (good ending) or something like that.
Full of betrayal, hope, struggle, difficult choices, some difficult combat, and a good, "human" story.

I played that game A Plague Tale: Innocence and that's the sort of level I'd like to put the characters on if any of this makes sense.
You know those shitty mobile game apps with insane implications about their games and insane scenerios that can happen? I want a game that actually fullfills the promises of those adverts.

There are those kind of games, at least if you mean those puzzle game adverts. Google about it, if you cant find it PM me and Ill try. I know Ive seen them/people discuss it, check quora answers. I dont play mobile games or Id point you in the right direction more clearly.

Don't really know where else to put this, so:

You have all these attempts to make Earthbound-likes, and they go in very different directions. Very little in common besides some root between Lisa, Citizens of Earth (which I hear wasn't very good) and Undertale. And then there's other stuff too, Omori I guess but I don't know anything about it, maybe OFF? I think OFF is supposed to be really old.

But one feature of Earthbound that was interesting, at least in its day, was the notion of having an RPG set in mundane, contemporary society. And that's an awesome idea, and there's a real cool, goofy way this could be played in a real world setting. The idea first came to me when playing The Crew, as I was irritated at how many indistinguishable upgrades it kept chucking at me. I would love to see real world RPGs have equipment that has lore behind it like it's fantasy, but with real world justification.

So for example, you can get things like Ned Kelly's enchanted body armor, or Lee Harvey Oswald's Level 39 sniper rifle, or Babe Ruth's baseball bat. You drive in a car that's kitted out with Dale Earnhart's motor. Stuff like that. I think it would be fun to have a setting that just presents THE WORLD like a fantasy world with the same mentalities as a fantasy world, including the loot.


That'd be hilarious lol!
The closest I can think of is https://store.steampowered.com/app/213670/South_Park_The_Stick_of_Truth/ You might like it.
 
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A game in which you play as the Union Army Balloon Corps. I don't really care about the specifics so much as that I can watch battles unfold from a balloon.


More games building off the Mad Max franchise. It pisses me off that capeshit (Arkham series) had to be what took off. The original Mad Max is pretty fun, but it's all pretty shitty open world slop too. You can mindlessly fuck around in its desert and ram cars into other cars, but I wouldn't say that its chosen genre was a particularly good choice for it. I mean, it was a perfect choice in the sense that they needed to push out something to appeal to popcorn moviegoers, but it could have been much better. And there's two ways it could have gone.

One was to have cut out the open world entirely, or majorly, and had it be framed around a linear campaign. Action-adventure. That would have been perfectly fine. The biggest problem with Mad Max, other than grind, is that it doesn't do the cars enough, and especially not in large actions. The only time you really fight many is in a handful of open world convoy raids that will tend to be way too difficult or way too easy depending on your level when you happen into them. I think that if they'd done a game with even more car gimmicks and focused on very intense chases/races/open field car battles it could have been awesome. Imagine something that feels like Ace Combat, but with Mad Max vehicle wars.

Alternatively, they could have gone more of a survival route. Normally survival crafting is the lowest common denominator, but here I think it would have actually fit well. Mad Max plays like a mixture of Black Flag (a dual game of foot/car like land/ship) and Far Cry (endless garbage to clear off your map). I don't know that Far Cry was actually the first to make that kind of game, but it's the one that exemplifies it most, in my opinion, since they have little substance to them besides outpost clearing. What it could have done was play more into the best Far Cry game, Far Cry: Primal. That one had a very small set of crafting ingredients, but it worked a lot better. Usually in Mad Max your upgrades boil down to one single universal currency (Scrap) and clearing map to arbitrarily build your base and unlock the most basic of shit. Far Cry games always had upgrades be tied to hunting enough of specific combinations of animals.

The obvious fit here would have been to have scrap divided up into different types, and have specific cars drop specific pieces of loot (which would have also made it actually worth stopping for them; scrap payments can vary so wildly in the game it just feels like a waste to stop for anything that's not a treasure trove). And don't make me wander around doing multiple camps to get one stronghold project.

There were also ways it could have been expanded. The melee combat was a ripoff of Arkham, functional but completely uninspired, uninteresting in and of itself. The enemies have weapons you can take off of them, but if ever there was a setting that would have benefitted from Fallout 4's obnoxious weapon building system, it would have been this one. Would have been nice to have variety in combat, been able to make armor, been able to carry clubs and axes and chainsaws and such around. On the cars, I think it could have been neat to have seen things like mortars/rocket artillery/etc., and boss fights against war rigs (you'd think that would have been in the game, it wasn't except for a single finale) that are wildly different from each other, and entire field battles. And the ability to jump onto other cars, board them in combat.

There were also things that were fine, but not really balanced in a way to matter, or inconvenient. You have this dog to clear minefields, and it's a pain in the ass because they had him arbitrarily tied to a specific car so you'd have to fetch him (and not be able to do anything else on the way) for it. Dog could have just been in the car at all times, maybe even be a companion in foot combat. Forts and snipers would be static defenses, but not threatening, since you're in a fucking car. I think what it missed, comparing to Black Flag's forts, is having enemy forts have their own fleet of cars (maybe reinforcements on a timer) and more overlapping zones of fire so that it'd be more dangerous to deal with. Snipers could have been able to shoot out your own tires, making them extremely dangerous to deal with (easy to cope with by swerving in sync with their gunfire, but if you fuck it up you are grounded while Chumbucket repairs the car).

In all, the devs had something really unique and brilliant, and they did make a really good game, but it could have been the proof of concept for sequels and spinoffs that would be much better. instead, they just made the one and then disappeared?
 
I want a Star Trek game that is more about exploration and solving a mystery and the human condition than big explosions. I get that starship battles and shooting aliens is fun and exciting, and I have no problem having action and adventure as a part of a game, but I want to take Kirk, Spock, McCoy, and the Enterprise to seek out new lifeforms and meet new civilizations and not just phaser Klingons.
 
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Alright, so I've had this idea floating around in my head for years. I got the idea after reading about the land trains the military commissioned after WWII to move radar equipment into the arctic.


It'd be a game where you're in command of a land caravan traversing the arctic set in an alternate timeline during the 1950s. You'd have a main land train like the ones in the video and also a bunch of auxiliary support vehicles - military jeeps with big ass snow tires or on tracks, 4 wheelers, etc. You'd have a handful of named crew - a main engineer, a navigator, a quartermaster, a cook, etc. Think Sunless Sea. They'd each come with their upsides and downsides and there could be multiple to choose from. The actual objective would mostly be contract hauling.

You wouldn't control the caravan directly but would manually plot the route from checkpoint to checkpoint one at a time. You'd carefully consult a map or scouting information, taking into account resources, time, and the known location of hostiles. Along the way, events would happen - the land train gets stuck, you get jumped by an ambush party, a mutiny, the crew gets food poisoning, etc., with a variety of factors contributing to why. For example, a mutiny wouldn't happen if crew morale was high and you were ahead of schedule. Instead, say, someone might propose to someone else and when you next make camp, there'd be festivities, further increasing morale. I liked the terror and nightmare mechanic from Sunless Skies and I'd like to see something like that make its way in.

Each module of the land train would be able to field anything from cargo to weapons platforms to command centers. Maintaining it and investing into upgrades and new modules would be where the bulk of your pay goes. Certain officers would be required to make the best use of certain modules.

While the bulk of the game would be simply transporting cargo, when not undertaking a contract, you'd be able to venture out into the uncharted arctic. There wouldn't be that much there but there would be some type of vague horror bullshit lurking on the periphery - bizarre structures, spooky sounds, a silhouette here and there, something under the ice. Not important for the story or gameplay but just for the setting. Very little of it.
 
A Mega Man Legends sequel that's not dog shit and is on the next Switch.

Ninja Gaiden 4 on Gen 9 consoles and PCs.
 
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