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

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Mirror's Edge that's 20h long instead of 4h. You don't even need to change anything. Maybe add a few new Solar Fields tracks and photo mode so I don't have to use UE console commands to take screenshots.
 
Underhand and Candies n' Curses
underhand is comfy as fuck i love it. it hasnt been updated in forever and could do with some more content and some minor bugfixes but its really a shining example of how mobile games should be made

Mirror's Edge that's 20h long instead of 4h. You don't even need to change anything. Maybe add a few new Solar Fields tracks and photo mode so I don't have to use UE console commands to take screenshots.
i wish for a mirrors edge game made for vr so bad... but its gonna be fucking dogshit if made and released today.
 
I have always wanted an “ultimate city builder” game.

Each city themselves can be built similar to a modded Cities Skylines (without the building constraints and population cap, of course). But the player can be given a giant map to choose to start multiple cities. Cities can trade between each other like SimCity 4. And your people will move in between cities.

Each city can essentially choose their own specialized industry based off of its local resources. It will be interesting to see the migration pattern between cities as each of them grow. It will also be interesting to see which cities earn money and which don’t.

The players design the highways/railways/flight paths between cities to facilitate transportation/travel. Small towns can also be added along freeway routes just like irl. Preferably, you can go to a car/train/plane and see it travel in between cities.

Some spots of the map can’t really be built on due to terrain and natural disasters. Some spots can’t sustain a large amount of population due to lack of resources/trade connections.

I don’t see how this could be done at all. The memory and processing power that all of this require will be astronomical. It prob won’t sell much either due to how complicated everything becomes for average players. But damn I do really wish this game exists
 
I had cleaned up an idea I had into something coherent/actionable (I blow time on this kind of thing while on walks, driving in the countryside, etc.). Not having any experience in game development or planning to, I don't mind to share it. (This got extremely out of hand once I started typing. I almost deleted it out of embarassment in myself.)

I call it BROADSIDE, a play on words. BROADSIDE: Fire at Sea, Fire in the Mind.

The premise is a naval RTS of the Enlightenment. Inspirations are Anno 1800, Empire: Total War ICBM Escalation, maybe Rise of Nations, typical playtime of maybe 2-6 hours (like a long game of Age of Kings, or two). The conceit of it is that land forces are extremely limited and it is, in terms of complexity, between Empire and Anno in both warfare and economics. The Broadside gimmick was inspired by Empire: parallel to your game of building colonial trade networks and fighting over them with naval forces is a game of espionage and cultural influence fought by your Gentlemen. It's 1650-1870 rooted less in pirate aesthetics than in powdered wigs and top hats, philosophers of Paris and Edinburgh, Enlightenment and later Victorian splendor. Victory, like in Anno 1800, is achieved by hosting the World Fair (building the Crystal Palace).

Like Anno, all economic infrastructure (with exceptions) is based around Harbors. Control of a Harbor means control of the entire geographical space, all the infrastructure, associated with said Harbor. Often these Harbors are islands, but they don't strictly have to be. They can be metaphorical "islands" on coastlines or even rivers. The big thing is that in the Enlightenment-era colonial world landmasses like the American continent or the Spanish Main were still, for all practical purposes, maritime societies; Boston, Williamsburg and Charleston are linked by seagoing trade, and very little penetration has been done deep in land.

Raw resources are Food, Stone, Timber, Iron, Fabric and Sailors, and in the late game, Coal. Islands have Population, possibly decomposed into Slaves, Colonists and maybe other population types. Food is mostly used to support Population and can be traded; the Empire must produce or trade for Food enough to sustain itself, but it doesn't really "make" anything. Stone makes fortifications. I've always thought it was gay of more modern RTS games to leave it out as if the Age of Castles was the last time people fortified; even a WW1 bunker complex is a world of stone, and star forts were big in this era. Timber, Iron, Fabric and Sailors directly correspond to the systems of every sailing ship: hull, guns, sails/rigging and crew. Timber specifically means naval timber, so while a Harbor might have forest just as visual noise, terrain for prettification, actual usual Timber is as scarce and strategic of a resource as metal deposits are.

Then you have some intangibles. Gold represents actual literal gold plus wealth. I really like the way of Company of Heroes does things that Manpower is basically your default resource and Fuel just acts as a constraint on how much good stuff you can have. Similarly here, and like Victoria III's concept of an investment pool, economic construction is generally free of Gold costs, but Gold represents the commercial and state's fiscal capacity, so if you want to field things like warships, a merchant marine or advanced construction, Gold is the primary resource with the raw resources coming second. Everything, basically, always costs Gold, but you also have to have access to the actual physical stuff to make it.

How do you get Gold? Gold comes from mines, from craftsmen shops (later factories), but mainly from trade. A game of Broadside generally plays out over several parallel maps (like Anno), theaters of play, and Harbors have different willingnesses to import and export. I haven't fully thought it through, but Triangular Trade should be the main principle: you maximize Gold efficiency when you can set up a closed loop (enriched the more stops you can fit in) of transactions that builds value at every step. Every nation has a Metropole, a Harbor (or set of Harbors, it may be) in the Old World that is capable of advanced shipbuilding and also of cashing in the Gold your merchantmen carry. Some Trade Goods:
Old World: Calicos, optics, firearms, tools, rum
New World: Sugar, rice, indigo, cocoa, coffee, cotton, furs, cochineal, silver
East Indies: Various spices, gems, tropical hardwoods
Orient: Porcelain, tea, lacquerware
Africa: Ivory, ebony, slaves
North Atlantic: Whale oil, cod

In a random map you don't necessarily have this clear scheme; maybe your ivory, cotton and spices all come from one region and these other things from another. But the point is, these resources aren't necessary to make anything. You only keep track of them in that it determines what harbors you want to ship to next, what chain to execute in your Triangular Trades. Some Trade Goods are joint-supplied with raw resources or can be converted into raw resources; Cotton, for example, can be a Trade Good, but it can also be consumed as Fabric for your sails. Rice is a Trade Good to European masses, but domestically it is just Food for your plantations.

The last big resource is Enlightenment, which I'll talk about more in its separate section with the Gentleman side of the game. Enlightenment is the intangible good, representing all kinds of political, social, cultural and scientific capital. It is both used as a regular resource, advances the tech tree and ultimately builds the projects that allow you to move towards hosting the World Fair (representing your colonial empire achieving dominance, the win condition).

Some Harbors are designate Feitoria, meaning they represent trade posts, not true colonies (think the feitoria off the coast of Africa, early colonization in India, French trading posts in the American interior, British and Russian trading posts of the Canadian/Alaskan wilderness, Macau, Hong Kong and Nagasaki), and have much greater land constraints and building limitations but are still very valuable sources of Trade Goods.

The only economic units, besides merchant ships, are Fishing Ships. Whales are like playing Age of Empires III's treasure-hunting game or Age of King's scramble for herdables; you can go fighting whales to get some Whale Oil to cash in at the Metropole, and it's possible for the whales to win if you're not careful. A little minigame, money to scrape up. Cod Fisheries' gimmick is depletion and being a commons. They can only bear so many Ships harvesting at once or their productivity declines. Fishing Ships can go after both Cod and Whales.

Naval warfare is like a faster, more classic RTS version of Empire: Total War, or even, indeed, Sid Meier's Pirates if you were running multiple ships. Every ship has four basic health bars: Hull, Crew, Guns and Sails (rigging abstracted into that). These do exactly what you'd expect. Hull keeps it afloat, Crew applies speed penalties at anything if you don't have enough of it (you can prioritize systems) and is what it comes down to in a melee, Guns are damage output, Sails are speed and maneuvering. These also correspond, when repairing or in terms of the construction cost of different types of ships (with different emphases), to Timber, Sailors/Food, Iron and Fabric respectively.

Additionally, there are critical systems that can be damaged, think tanks having engines and treads and such in CoH2.
Hull --> Ship can be Holed Below the Waterline, causing flooding that the Bilge Water setting (diverts Crew) counteracts; this can stack
Sails --> Demasting, lowers maximum Sails. Emergency mast repair restores a tiny fraction of it, but actual full repair must be done back at the Metropole.
Guns --> Powder Magazine Detonation, massive damage to all systems, risk of Holed Below the Waterline, risk of Fire
Fire: Ship catches aflame, bleeding damage on all systems that can grow exponentially, requires Firefighting (diverts Crew)
Rudder Disabled: Greatly slows maneuvering; ship can coast on wind but not turn

Ships do depend on the wind. There are two kinds of wind: prevailing Trade Winds and Currents, which are like roads at sea, and then local wind patterns (the Weather Gauge) that can change frequently within common patterns (like every minute or so). It's enough to make trade and patrol patterns predictable but allow, especially near shorelines, for wind to be a tactical concern. Late-game steamships mix this up by being unaffected by wind, slower at max speed, costing Coal as their resource instead of Fabric and having to refill at Coaling Stations.

Ships do Foul over time, and Careening comes with two options, the high risk choice of careening on a beach somewhere and the low-risk option of going all the way back to the Metropole for careening in a safe harbor.

Ships can Ram and they can Board and be taken as Prizes. Naval minefields ("torpedoes") are a thing, and they hole below the waterline if blundered into.

Ships do have a Morale bar and it is swingy (can rally back, can fall or rise based on what's happening to ships around them). Low morale in combat can cause Routing and Surrender without Boarding; low morale outside of combat can cause Mutiny.

Privateers are creatable as naval units made from your own Merchantmen that always attempt to flee confrontations with warships but can attack civilian shipping; the Prize, for you, is greatly reduced with Privateers.

The ocean does have terrain. Storms can occur causing attrition damage at sea, reefs are like little minefields to be stumbled into before you know they're there. Galleys cannot function in deep sea. Many deep-draft ships cannot go into shallower waters. Rivers only really unlock as theaters of action in the late game with steamers and the golden age of riverine warfare around the Civil War.

Ships that build enough veterancy spawn Captains who can form Rivalries, Duel (see next section) and whose Prestige gives combat bonuses. Captains can be reassigned to other ships. Loss of a Ship doesn't always kill a Captain; they can turn up later as a survivor and be pressed back into combat again, may even have ransoms as an option.

Land forces appear in only three ways; army unit variety is intentionally small and there's no game of maneuver, instead buildings or deployment through ships. Many ships may have Marine detachments that augment it in Boardings and can also be used to penetrate inland in Raids and attack Harbors. Barracks Ships are the much more large-scale and specialized land combat ships. Lastly, there is the option of shelling. To take a Harbor it must be attacked by land forces (Marines, Barracks Ship). The defender can invest in Forts that are very much like immobile ships (have Guns, have a garrison, have wall integrity and the ability to be breached) and Militia (local stations). In a Raid Marines are used to sabotage some target inland and the success of it is determined by the response time calculated for the local Militia/troops/Forts; basically, casualties and whether it's a success or not are semi-probabilistically calculated from the distance the attacker travels, the distance the defender travels, and the size of each force.

Metropoles CANNOT be invaded and conquered. They just can't. The scale of the game depicts colonial wars, not conquering France or Britain. The exception is the American Metropole or Portugal.

Enlightenment is the main resource used to research technologies, pass reforms, buy stability, sway diplomacy, and many other factors. Ultimately, it buys you victory directly, and it ties into the espionage level of gameplay.

Enlightenment is generated by a set of buildings, each with its own bonuses, but these buildings produce but a little trickle. More significant are the Gentlemen characters spawned by your Universities. Gentlemen represent the great gentlemen-scholars of the era, who often wore many hats. These Gentlemen have a Prestige score that is their power level (think veterancy) and act as both intelligence and counterintelligence. They have various missions they can undertake and their effectiveness depends on their network. In real life there was this thing called the Republic of Letters where the Enlightenment philosophers were part of a big circuit of correspondence (later this turned into the concept of an academic journal), and suffice it to say, they were girly drama fags. Gentlemen can enter into a Philosophical Friendship or a Philosophical Rivalry that set rules about how Enlightenment can be shared across nations and how Prestige is added up between networks to decide the odds of mission success. Rivals, basically, a breaks in a network and open up more aggressive actions, while Friends let you tap into more of a network.

Ex: David Hume has a Rivalry with Jean-Jacques Rousseau. Rousseau can initiate "Pamphlet War" on Hume.
Ex: Marquis de Lafayette has a Friendship with Thomas Jefferson. France gets an Enlightenment bonus, through Lafayette, for all the Enlightenment Jefferson produces; America gets an Enlightenment bonus, through Jefferson, for all the Enlightenment Lafayette produces.

These bonuses grow the bigger the network gets; three mutual Friends are more powerful than one Philosopher being Friends with just two. Friendship always pays off - cooperation is always productive - but that doesn't mean it's equally profitable. Sometimes cutting off a rival power is worth it, which means antagonizing their Gentlemen.

Enlightenment buildings usually have passive effects but also active abilities that have to be expressed through a Gentleman; the Gentleman is like the roving agent that allows the building to extend its reach. Some abilities and buildings I'd thought of were:

University = Produces Gentlemen; if one dies, a new one is generated to replace them; your basic infrastructure in the game of ideas; can house one and only one Gentleman's Cabinet of Curiosities as a Museum; enables "Compose Magnum Opus"
Observatory = Assists in naval navigation, enables "Steal Navigational Charts" and "Gentleman Pirate"
Printing House = Enlightenment mill, enables "Pamphlet War"
Opera House = Raises Publick Admiration, enables "Political Satire"
Academy = Raises Morale for fleets, improves gunning, boarding and land warfare ability, enables "Duel" maybe
Embassy = Buildable only in rival Metropoles, acts as a Coffeehouse/Salon that also enables "Slander Nation" and "Proxy Privateering"
Tavern = Built offensively in other nations' Harbors, enables "Sabotage" "Assassination," passively reveals ships that were last stationed there, local resource stockpiles/build orders and trade convoys that run through the Harbor (where they're from, where they're going)
Black Chamber = Passively reduces success chances of hostile Tavern actions and increases friendly Tavern success chances; actively, enables "Counterintelligence" and "Deporation"
Coffeehouse/Salon = Built offensively in other nations' Harbors, enables "Seek Friendship" and "Court Intrigue"
Conservatory = Raises Publick Admiration by a lot
Cathedral = Raises Publick Terror, enables "Moral Panick" and "Holy War"
Mission = Only Enlightenment building available in a Feitoria, acts as a cheap, low effort way to print some Enlightenment
Stock Exchange = Raises Gold revenues from trade, enables "Speculative Bubble"

Gentlemen abilities:
Personal
Seek Friendship = Establish a Friendship
Insult = Establish a Rivalry
Duel/Seek Satisfaction = The way you actually kill Gentlemen: a fight between Rivals. If both survive, there's a mutual gain of Prestige and the Rivalry ends.
Pamphlet War = A gamble on raising your Gentleman's prestige, reducing the target's, and cashing in a bonus of Enlightenment.
Political Satire = Reduce Publick Admiration in the target Harbor
Court Intrigue = Force a Friendship to dissolve or a Rivalry to start between two other Gentlemen (used to create ruptures, offensively, in other nations' networks)
Moral Panick = Nuclear option for isolating your network: downgrade all relationships a step between your Gentlemen and those of the target nation (Friendship to neutral, neutral to Rival)
Compose Magnum Opus = Limited to one per Gentleman, makes a big bonus of Enlightenment based on the current Prestige level. You only want to cash this in when needed or when you doubt you can get much more out of developing your Gentleman.
Retire Gentleman = A Gentleman will eventually (since the game represents about 200 years of history) get old anyways and have a probability of withdrawing/dying that escalates dramatically. Once they're doomed, their productivity at anything other than writing a Magnum Opus falls. You can manually retire them to get your replacement up and running sooner.
Gentleman Pirate = Enables use of Gentleman as a Captain and of Captain as a Gentleman

Matters of State
Counterintelligence = Reveals and destroys all Taverns in the Harbor
Deportation = Boots a target Gentleman from your country and bans them from reentering for a while
Steal Navigational Charts = Reveals a Harbor or section of sea's Navigational Charts that you lack
Slander Nation = Damages AI relationships; against human players, causes illusions of aggressive military build-up near them; is targeted towards the nation you're influencing against any other nation
Proxy Privateering = Used in a friendly power against a nation that they are hostile towards but not at war with, allows you to recruit Privateers from their merchant marine/build them from their harbors. (This is inspired directly by Benjamin Franklin in Paris.)
Expel Ambassadors = Convince host nation to expel another nation's Embassy
Holy War = Gain military bonuses against the target nation, raise Publick Terror in your own nation (war hysteria)
Speculative Bubble = Cash in a ton of Gold and spike Publick Admiration, but the Treasury empties out, Gold prices skyrocket a while later and Publick Admiration tumbles; basically, you can use this as a "selling the farm" ploy to raise a ton of money, but you're obligated to spend it NOW NOW NOW and finish what you're doing because you will be in even more severe financial and political distress later.

Adventuring
Gentlemen are not units that can just be killed, but they do move around the map. You can have one hitchhike, basically, on any ship, which is how you infiltrate hostile nations (in this era it is, to my knowledge, totally realistic for foreign nationals of hostile powers to be let in to a country and allowed to roam freely; a dedicated Assassination, Duel or Deportation is needed to get rid of them). On your own ships, you can use Gentlemen as explorers.

On an unsettled island, a Navigational Expedition reveals the island and allows you to colonize. A Natural Philosophy Expedition can be used to print up large amounts of Enlightenment, but it can be risky to the Gentleman's health. Think William Dampier and Charles Darwin as examples of scholars going overseas. Expeditions can yield Curiosities with little bonuses that accompany the Gentleman and can be bequeathed to a University on their death. (These would, I guess, be like your Relics in Age of Kings.)

Captains can form Rivalries with other Captains they have fought and can fight Duels too; a Captain in a Harbor with a Gentleman is one way for the two systems to intersect, as is converting a Gentleman or Captain into a Gentleman Pirate.

Tavern abilities
Sabotage = Locally sabotage a building, fort or even ship in the harbor (playing this reveals that there is a Tavern there)
Assassination = Way to murder Gentlemen without risking your own Gentlemen in a Duel (playing this reveal that there is a Tavern there)

POLITICAL SYSTEM
The political model is Machiavellian: it is better to be feared than loved, but better still to be both, and you must never be hated. I decompose this Publick Opinion into Publick Admiration and Publick Terror. Admiration is fickle; when things are going well your population is happy and supports you, but it is lost very easily. Terror is a virtue of moderation: none of it and nobody respects you. Too much and they hate you and are willing to do anything, bear any cost, to get rid of you. In moderation, they fear you but don't hate you, and so are paralyzed.

Feared and loved = Your nation actively volunteers its enthusiastic, whole-hearted support.
Feared, not loved = Your nation is obedient but goes no step further: no revolts, but no bonuses. The moment local forces seem weak you get explosions of rebellion on your islands.
Loved, not feared = Your nation is fickle. As long as what you are doing matches what they want, you get bonuses. The moment you go against that, or things turn against you (like a military defeat), "love" disappears.
Neither loved nor feared = Quite bad, a powder keg of a state.
Hated = Nothing else matters. High Terror destroys Admiration, so you won't have high Admiration and Terror at the same time anyways, and you get constant chaos.

For the most part, Publick Admiration comes from giving your people bread and circuses, bread being integration into your mercantile network, circuses being local entertainment/propaganda buildings and triumphs at sea (Captains defeating rivals, big naval victories, successful raids and plunder) and in the intellectual sphere (winning pamphlet wars, composing magnum opuses, etc.). Publick Terror comes from garrisons, forts, Prison Hulks (think a moving Terror generator), Gibbets, and such. Admiration is mostly a feedback loop of playing well feeding more success and it can be broken suddenly and shockingly. Terror is more a matter of costly resource expenditure (things that do not further society's advancement in any way).

Slaves only really respond to Terror, being... you know, Slaves. On a sugar island things are simple.

COLONIAL EXPANSION
Encroaching on a "virgin" (settled by natives) land never makes the natives happy. Think: very rebellious island with lots of guerillas attacking stuff by default. There are various ways to deal with this, essentially Subjugation, Cooperation or Expulsion, Spanish, French and British respectively. Subjugation depends on military beatdowns and leaves behind a larger population but a less loyal one. Cooperation depends on economic integration and leaves less flexibility as to how the island can be developed; it is generally a cheap and easy option that gimps your growth. Expulsion is military-lead, like Subjugation, but sacrifices the population in exchange for building a more loyal and developed colony from scratch with more growth potential. This might be represented by the natives taking up land until they're removed.


The factions are drawn from the European colonial powers (the real ones, not little joke participants), the Americans (representing English buccaneering, the Nassau Republic, the Thirteen Colonies as a major pirate power, America's period as a privateering superpower in the Revolution and War of 1812 and then its interesting naval history through the Barbary Pirates and Civil War), and the Mahommedans (the Ottomans and Barbary Pirates merged into a faction).

Britons = Both a quantity and quality faction at sea with an emphasis on Morale and Marines. Relative advantage in craftsmanship (Coal-based late-game factories) and settler colonies. Kind of a baseline to compare others against. An Expulsion specialist. In the Enlightenment game, excellent standalone Gentlemen.

Spaniards = Excellent land armies, quantity over quality, merchant marine unique unit of Treasure Ships: slow, massive capacity, vulnerable but easier to convoy due to less ships. A Subjugation specialist. Weak Enlightenment but strong at counterintelligence. Weak Feitorias but strong raw resource production. Excellent explorers: map control boomers, but likely to struggle to hold it.

French = Excellent fortifications and Feitorias. Their natural playstyle is towards focusing on river systems and bottling them up at the source: leaves them less exposed to both land attack from land behemoths and sea attack from sea dogs. A Cooperation specialist. Masters of offensive espionage and grand networks in the Republic of Letters.

Dutch = Opposite of Spain, they play heavy into lightly-armed swarms of Fluyts; their tradition is every merchantman a minuteman, every merchantman a pirate. Basically a faction that is weak in its formal navy but strong in its privateering: civilian and military are blurred. Strong Enlightenment production domestically but weak at networking. Good craftsmen and merchants. Excellent options with Speculative Bubbles and Stock Exchanges (I'm thinking of Corporate Charters as some kind of mechanic, which the Dutch and British would tend to be better at.)

Portuguese = Excellent explorers, long-range merchants and Feitoria specialists, which lends itself to a weak, floating empire whose amorphous borders can give and take. Excellent plantations, feeding back into dependence on trade. Weak at warfare in general, but capable of levying their Feitoria allies. Fitting with their amorphousness, they can relocate their Metropole to a colonial Harbor (representing Portugal-Brazil). Or, alteratively, maybe they have two joint Metropoles that are both conquerable, are both weaker but decentralizes their infrastructure.

Danes = Good in Arctic waters around hazards like icebergs and storms, very good at exploiting sea resources (Cod and Whales) and furs. Somewhat of a gimmick faction. Galleys that can cross deep sea. Good Marine raiding for plunder. Haven't thought them out much, Denmark was a bit player. This faction is designed to feel more like a Viking-early modern Denmark mix than real early modern Denmark. Ruggedness and naval flexibility is kind of their theme. Maybe they get bonuses in Arctic terrain that's otherwise hard on both Population and agriculture.

Mahommedans = Unique ability to use Marine raids (special Corsairs) to capture slaves, bleeding enemy Population into your own. Larger Metropole than other nations to start with. Very weak Enlightenment production but more or less immune to foreign fuckery (like Spain on steroids). Galley and fortification based faction; coast huggers who are inherently gimped at deep sea and multi-theater action but who are very hard to get at in their own waters and live parasitically off of close neighbors. Tell yourself, "I am proud to be human cancer," and that is what I imagine the Mahommedan playstyle as feeling like.

Americans = Start with their Metropole in the New World, which has the huge advantage of dramatically shortening trade routes and the huge disadvantage of them being subject to conquest. Massive privateering faction but probably the weakest standing navy, which takes a huge power spike in the late game with the transition to steam, also making them more effective at riverine warfare. On defense, their Harbors are hard to politically suppress and generate Minutemen guerilla units like mad. Unique ability to march land units overland, allowing them to exploit river systems in novel ways and keep territorial integrity even when blockaded. Late-game flavor for both Confederate and Union sides (like the Confederacy's excellent commerce raiders and the CSS Hunley, the Union's marine raids, tinclads and cottonclads). Like Mahommedans, human cancer, but with more emphasis on scrappy survivability and deep sea roving than being dug in like a tick.
 
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I'm not sure if it's because the idea that we can't show non-whites being roughed up, but I would love to see some sort of game that's an open world but you fight crime instead of causing it. The catch is, you can determine how you want to operate, either being the traditional idealistic "Cape" archetype (basically pre-pozzed Superman) who operates within the law and merely stops criminals for a lawful arrest, or a psychotic vigilante who just straight up shoot criminals...and that's assuming he's in a good mood and doesn't have any personal reasons.
 
  • A tactical shooter like Ready or Not that has functional AI and competent developers.
  • A 2012 build of TF2 that also has the Dragon's Fury for Pyro added.
  • A massive MMO shooter like Planetside 2 with good realistic gunplay in the vein Red Orchestra 2 and Rising Storm and a real world setting
Red Dead 3 but not another prequel. It would be set in the 20’s probably in 1923 or 1924 with Jack as the protagonist.
I'd agree with that if Rockstar wasn't the way it is right now. You could already feel the pozz in the second one with all anti racist and feminist bullshit. Present day Rockstar would probably make the story about Jack fighting corrupt cops in cahoots with the Klan or some other insane lefty narrative.
 
I'd agree with that if Rockstar wasn't the way it is right now. You could already feel the pozz in the second one with all anti racist and feminist bullshit. Present day Rockstar would probably make the story about Jack fighting corrupt cops in cahoots with the Klan or some other insane lefty narrative.
It’s a game set in 1899, the suffragette movement was in full steam by then…
Also, their portrayal of the KKK is genius. Instead of making them super scary militants, they make them a bunch of bumbling idiots. It’s the Hogan’s Heroes treatment and it’s perfect.

Bro prolly thinks GTA 4 is “pozzed” cuz of that one mission where Niko has to beat up the dude who keeps calling Florian/Bernie a fag and he prolly thinks San Andreas is “pozzed” cuz you play as a black guy.

Is Bully “pozzed” cuz Gary dresses up as a Gestapo officer for Halloween and he’s the villain of the game?
 
It’s a game set in 1899, the suffragette movement was in full steam by then…
Also, their portrayal of the KKK is genius. Instead of making them super scary militants, they make them a bunch of bumbling idiots. It’s the Hogan’s Heroes treatment and it’s perfect.

Bro prolly thinks GTA 4 is “pozzed” cuz of that one mission where Niko has to beat up the dude who keeps calling Florian/Bernie a fag and he prolly thinks San Andreas is “pozzed” cuz you play as a black guy.

Is Bully “pozzed” cuz Gary dresses up as a Gestapo officer for Halloween and he’s the villain of the game?
Gangsters in the 19th centuiry would never be in favor of the suffragette movement or anti racism, they were either chauvinists and racists or they didn't give a fuck (y'know like John Marston who didn't give a shit about social justice in RDR1 at all).
Their portrayal of the KKK is also the most retarded shit ever because the KKK didn't even exist anymore in 1898, they were dismantled in 1871 and only reformed in 1915. They put them in for political brownie points from uneducated tards like you.
 
Gangsters in the 19th centuiry would never be in favor of the suffragette movement or anti racism, they were either chauvinists and racists or they didn't give a fuck (y'know like John Marston who didn't give a shit about social justice in RDR1 at all).
What in God’s name are you talking about?
Gangsters? It’s a Western game not a Mafia game.
Did you mean to say Outlaws?
The suffragettes are all framed as annoying, teetotaling old biddies.
Arthur thinks the fat lady in St. Denis is stupid and she’s one of the most dunked on characters in the game. There are entire compilations of people doing all kinds of heinous shit to her.
If Rockstar was as “pozzed” as you say then she’d be unable to be killed.

You’re babbling incoherently and are historically illiterate and are just mad because Arthur doesn’t go around saying nigger every other word.
Their portrayal of the KKK is also the most retarded shit ever because the KKK didn't even exist anymore in 1898, they were dismantled in 1871 and only reformed in 1915. They put them in for political brownie points from uneducated tards like you.
Bro looked up a Wikipedia article and has the audacity to call me uneducated.
It’s true that The Grant Administration waged war on the KKK, they still existed in small pockets.
Their inclusion is not completely anachronistic and you’re bending over backwards to try to make it so.


You’re a fucking retard, go slip on a banana peel and fall off a cliff.
 
Red Dead 3 but not another prequel. It would be set in the 20’s probably in 1923 or 1924 with Jack as the protagonist.
You can keep your wish, but I'd really like moving away from the Marstons and from Dutch's gang. For Red Dead 3, if it gets made at all, I'd much prefer characters we haven't already explored, in a time before the "last days of the west" or however the intro to 2 goes. I think RDR 2 did a great job showcasing a diverse environment but they really dropped the ball with leaving Mexico out, and injuns.

I'm imagining a time/place where you meet settlers and interact with both friendly (neutral) and hostile injuns.
There's a couple of these in 2, (the forest getting cleared outside Strawberry, a house getting built outside Valentine and the railway near Butcher's Creek) but imagine passing by a house frame a few times, then it turns into a building, a settlement with shops, a town next, then there's a road network, stagecoaches, railroad... over time. French trappers, warring injuns, civil war battles and deserters, slaves.. there's a lot I don't know about, for example, the post-civil war reconstruction but I bet that particular subject alone has plenty of material that no one's done before.
I'm not saying we need all of everything necessarily, but I think for a western game it'd be much more interesting to go back to the 1850s, 60s, 70s, than it would be to progress forward into/past WW1. And I'd like a dynamic world which changes over time. And (give me rainbows) I'd like to meet some racist fucking assholes who aren't just a punchline, dammit.
 
Ghost Rider game with God of War 2018 style combat.
Be it open world or that GoW 2018 style quasi open world.
Or make it Days Gone style.
Make it a young Ghost Rider or have an inFAMOUS style intro where Blaze gets his powers “drained” and that’s why there’s skill trees and upgrades and whatnot.
 
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?"
 
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