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

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This could honestly be a movie but I had this sudden vision of a Tarantino/John Wick like ultraviolence thing set in the Enlightenment. Imagine like Barry Lyndon but people are taking 50 caliber musket balls (you just pull another dueling pistol lmao) and rapiers to the face to harpsichord music.
 
Prison escape simulator - but not for the lols. A serious take. Done by someone with real passion, procedurally generated prisons with realistic complete eco systems. Your goal is to escape, find flaws, manipulate people, etc etc. make it rogue like and you choose perks like a weekly visit where you can smuggle things faster. And everything is randomized like in shadows of doubt.

The game would need to have perfect stealth, quick violent action like manhunt, society aspect like streets of rogue. Riddick on fent.
I felt like Prison Architect had a lot of potential then got completely fucked over by Paradox. Like it was the perfect mixture of satire and cute little pill-people stabbing each other, and gritty violent story with some questions about how prisons are run and operated.

I only really wanted three things--power lines with different colors instead of just slightly different shades of green, firing squads, and mixed (women and men) prisons.
 
A Gotham City Impostors style fps set in the half life universe (portal guns, physics guns, etc).
 
A Pokemon game where you have to use your Pokemon to survive and escape in a horror/apocalyptic setting.

This is is mainly based in the Gen One-Gen Two setting, since later gens get more into a fantasy perspective, so Gen 1+2 are the most interesting to me and most 'realistic.'

In this game, you are fighting to survive in a city that is overrun with hostile 'perfected' clone Pokemon created by an insane sadistic MewTwo who has given fully into his hatred of humans and has gone into 'Kill all humans' mode.

Your character awakens in a glass stasis tube in some scientist's lab, and you don't know where you are, or how you got there. It looks decrepit, and there is spiderwebs and dust everywhere, so you know time hss passed since someone has been there. Besides you are three Pokemon starters in tubes,, however the catch is, picking one will cause the others to die, since reviving one will use up all of the battery power keeping the others alive and in suspension. So choose wisely.

As you use your Pokemon, you'll see an occasional non-clone Pokemon, which are catachable. However, you only have resources for a few Pokemon, and catching more then that means you won't have enough items to take care of them all. Letting one go after it has been with you means it's potentially being let go to die, as the clone Pokemon can smell human scent on it and will go after it and kill it.

Throughout the game, MewTwo will telepathically get into your head and taunt you, ridicule you, and let you know just how much he hates you. Periodically he will make you hallucinate, or even mindtrick your own Pokemon to try and attack you. This all ultimately just a game to him, you are just a pawn for his own sick amusement.

Most of the city is abandoned, you will find occasional human survivors, they can give exposition as to what happened, or items. The walled perimeter of the city has been created by the military's best scientists to keep MewTwo and his creations under containment, and you must find a way to get out. However this risks giving MewTwo clues on how to escape (if he telepathically spies on you) so any paper, or device that gives clues on how to get around containment points or opens doors has to be destroyed, or he risks getting his hands on it and using it to free himself. (If he escapes, it leads to a Bad Ending.) However, destroying these things means other humans will be unable to escape his 'playground.'

You have the choice to aid survivors, escape without helping anyone, or to hunt down and kill MewTwo. The last part is harder then it looks however, he will not hold back, he'll have insanely high health and and you'd better have good high level Pokemon.

Towards the end, if you opt to kill him and he's almost dead, he'll give you an option to actually join him, realizing you are stronger then you look and a potential asset despite his hatred of humans. However if you do, this results in a different Bad Ending. A perfect ending is you helping people and killing MewTwo, and a Normal ending is escaping and helping or not helping other people.

PS, You can use guns and grenades in this game, but they will do little damage towards any high level clones. This means you must seriously invest in your Pokemon and not treat them as disposable!

This was long, but enjoyable to write. This would be a first person for the guns and NPC interactions and third person for battling. The MC would be an adult, and there would be blood, but not gratuitous gore. I've always wanted something more serious and more difficult, so this is a game that would scratch that itch for me. Plus, I've always liked MewTwo as this scarily smart and extremely dangerous creature to run away from really fast should you encounter him, rather then the neutered, only vaguely threatening version in later games.
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I think my other dream games would be a Wolfenstein game where they return to the horror theme of Return to Castle Wolfenstein, but instead of zombies they go for vampires this time. Blaskowitz fighting vampire Nazis would be pretty cool, as they can return to the spooky castles, underground crypts, and foggy locations (with ominous portends) like they did with RTCW.
 
The OG follow up to TimeSplitters Future Perfect. Was planned to drop in 2007 and woulda had parodies of poplar games of the time including Halo

Given how good TSFP was a crossover with Halo in its prime could’ve been amazing
 
Die Hard, with all the realism, physics and bullshit our hardware can muster up and more.

Actual fully realized fucking skyscraper, each room and squarefoot handcrafted with meticulous autism and the most advanced AI for Hans' boys, you would have to be really careful and keep an eye out for reflections and shit, as the UI would be minimal, you wouldn't have any x-ray vision or dots on a minimap.

The damage/injury system would be deep too, each body part could be a valid target, and yes, you could recreate the glass shooting scene.

I will never have that. I can never play it.
 
Similar to my Broadside idea I shared earlier up the thread,
REFORMATION: You are the State

The quick pitch: A fast-casual (by which I mean 1-3 hour matches is the expectation) RTS of statecraft and diplomacy in the European balance of power, 1492-1792 loosely.

Practically, it plays like a better Rise of Nations/Total War hybrid (an idea I've rolled around in my head a long time) in that you've got these little model train set like cities scattered around that your economic infrastructure is just hung off of and little model train set armies, if Total War units are 200 men in high fidelity these might be like 10 men per "company" that make your eyes bleed if you look too close up. But that's how the combat and economy goes, you want the feeling of controlling a large empire in something that's still a "sit down and play a match" format like Age of Empires.

What makes this interesting is that the map already starts populated with empires (even in random matches) and it's a game not about conquest itself but about the Protestant Reformation and then Age of Absolutism framed around state power. You have Estates, Regional Minorities, maybe a handful of Greater Nobles/Court Favorites who are all political entities. The goal is to build Versailles, your wonder that is symbolic of creating an absolutist state and requires clearing political hurdles (this is Versailles as institution more than as building) as well as the resource cost.

Usually RTS games frame everything as building from a wilderness, but I love the idea of RTS games that have a world that begins with history (had, similarly, the Dark Ages idea about everyone starting as barbarians conquering Rome), and this is going for that. Economic expansion can include building a new flax workshop, yes, but it is more often tard-wrangling the nobility, guilds, Church. Buck-breaking a faction to increase YOUR draw on local resources is the same, functionally, as creating more resources.

What's it supposed to feel like? In the same way RTS games are supposed to make you feel like a mega-genius Napoleon, this is supposed to make you feel like a mega-genius Cardinal Richelieu or Machiavelli. I didn't used to appreciate micro in RTS but that was before I played Company of Heroes 2 and saw it actually done well. Micro is all about having a powerfully functional UI that lets you process and act upon information fast, and it sort of makes a game into a Hollywood-like montage of its theming, where in COH2 things like "soldiers are getting raked by machine gun fire, artillery is being called in, a grenade's being thrown" are all these distinct moments that happen. This one would be that way with political maneuvering. You don't need a million narrative events, just clear mechanics where you're juggling different interest groups, you have a few levers to pull to influence it, and you're basically doing political crisis management all the time. One of the big causes of war would be crisis management. Like real life, a province may be a worthless piece of shit but if it is psychologically important to the lesser nobility of Scotland that you take it back and you need them in your coalition to counterbalance the burghers who you upset by pivoting to physiocratic policies, then you've got to go to war for it unless you want another Fronde. Another nation randomly caused a diplomatic insult and you can back down like a pussy or you can man up and start a General European War to avoid the penalty. That kind of bullshittery that drove European affairs. You may win a game and never once actually move the borders while fighting constantly. Your COH2 hotkey moments would be things like "Conduct an Inquisition." "Try Dissident at the Star Chamber." "Buy Papal Election." While the armies still do their dance across Europe, apocalyptic when it is religious warfare, elegant ballet when it is late-game gentlemanly war. Actions could be conveyed visually in the corner through little animations and stuff playing, a sound effect, unobtrusive stuff that sets mood.

I like the idea that the playable great powers may, even on random maps, be distinguished not just by usual unique unit type stuff but moreso by their starting positions. Like France always begins the game with more cities than anybody but Russia, but it's decentralized trash at the start, so they have insane growth potential but a really rough start. Or England usually having a wooden wall and being fairly stable, but absolutism is really hard to achieve and the religion mechanics are brutal for them. Sweden: small, stable. Poland: large, highly decentralized AND stable, it's hard to chip away at the elites but it's hard to rile them to anger too. And so on.
 
Awhile ago someone mocked up screenshots from a serial killer roguelike game and that always interested me. It was just some finger-wagging scold faking people out but I think it has a lot of potential.

Not necessarily for racking up high scores or making prostitute dungeons, but for all the different ways systems can interact and create fun situations. I'd like a roguelike where my satanic conduit dog spawns in at the nearby zoo and gets eaten by a gorilla five turns into the start of the game, so now I have to increase my demonic favor by throwing poop at people and delivering heaps of bananas.

A serial killer simulator where the crafting subsystem can be gamed to infinity, to where even the detectives investigating my gruesome crimes are wearing hobo-skin vests because they have astronomical fashion and durability ratings.

I'd like to create a murder mansion that only partly works, and forget vital components of it so that I forget to turn off a switch, sleep in the wrong bed, and get yeeted into a sawblade trap that flings my legs to some storage pile I also forgot about and now I have to hurry and find replacements to stitch on before I bleed out.
 
Mount and Blade like emergent world, adventurer focus +
Total War like battles (or put another way, not shitty jank like Mount and Blade and I don't care about personally fighting in them) +
City-building/trading with some level of intimacy (buildings, ship routes, that kind of thing) +
Art politics, gotta collect 'em all
In Renaissance Italy, condottieri. This is, in fact, the most Mount and Blade setting ever. It would be constrained: just the Italian peninsula and the relevant islands and coastlines/coastal harbors of the Mediterranean necessary to accurately recreate the strategic world of the Italian merchant republics.
 
Feels like there should be something like this: a game very similar to SimTower, but not 2D (every floor has depth) and more control over the elements than just rent. For example--you can have a hotel focus and work on amenities and making the restaurant profitable, or you could have a retail focus and build up a good tenant mix that works with the audience you're trying to attract, and have all of these work together. It doesn't have to be an actual tower.
 
Either a remaster of Trespasser or a game that has a similar premise.

Jp-trespasser-cover.png
 
Rememebring how much I liked Green Hell at first and how much its story sucked: Green Hell, but you're a Jesuit searching for medicines in Amazonia as the Amazonian civilization collapses.
 
Prison escape simulator - but not for the lols. A serious take. Done by someone with real passion, procedurally generated prisons with realistic complete eco systems. Your goal is to escape, find flaws, manipulate people, etc etc. make it rogue like and you choose perks like a weekly visit where you can smuggle things faster. And everything is randomized like in shadows of doubt.

The game would need to have perfect stealth, quick violent action like manhunt, society aspect like streets of rogue. Riddick on fent.
and side quest featuring paid money by families to kill chomos
 
A deckbuilding MMO which has unfairly hard NPCs, has like 10-20k cards and has relatively few high power cards, but doesn't sell packs or anything for money, basically everything is potentially decent but nothing is great. Not quite the difficulty of playing Yu-Gi-Oh on masochist mode but similar in card acquisition.

I want to be hype when the NPC drops even a decent stat-stick, utility card or something synergistic.
 
I want a sequel to Command & Conquer: Generals. It was so politically incorrect, it'd never be made today, but I wish it were.
I want to see ridiculous parody factions of India and South America. Indian units like war elephants, a scam call centre that siphons funds from enemies, vimanas like Ancient Aliens-esque flying saucers, sewage and trash mountains that poison the terrain like uranium in Red Alert or blue tiberium; South American units like drug pushers debuffing enemy units by making them all fent folded (maybe have a mechanic for harvesting and processing opium or coca too), sicario snipers and guerrillas and gunboats and stuff. And it'd all be designed to look like traditional Indian and Aztec and Mayan art respectively. Make the Indian mech units blue and have like 8 arms and its unit bark is "DO NOT REDEEEEEEEM".
 
A Cuphead-like platforming beat-em-up about a Popeye-like guy working his way over every story of an art deco skyscraper. Imagine, basically, those photos of working men hanging on steel girders if they were duking it out. I can imagine it easily: Joe Sixpack, president of the steel welder's AFL local or whatever, has had his woman, Rosie Gibson, kidnapped and he needs to get to the top of the Empire State Building. The problem? Communist Nazis have taken it over. He's got to fight his way through Mobsters, labor radicals (the industrial unions), Nazis with monocles, gay atheist Hollywood directors with berets, Communists with round bombs and finally the flying saucer Moon Men that Sputnik was making contact with.

Along the way, being a living cartoon, you've got rubberbanding mechanics (need to punch across to another girder? just stretch those arms out and go pow pow pow pow), you've got Wiley Coyote rules: get knocked off, think for a second about where you want to fall before looking down to make it happen.

You get your scorecard at the end of a level and Joe is saying grace over Thanksgiving, doing the pledge of allegiance, getting a cat out of a tree for a little girl, whatever Norman Rockwell nonsense, while the enemies of America rage and lick thier wounds in the background.


Also: co-op PvE WW1 extraction shooter about trench raiding.

I want a sequel to Command & Conquer: Generals. It was so politically incorrect, it'd never be made today, but I wish it were.
I want to see ridiculous parody factions of India and South America. Indian units like war elephants, a scam call centre that siphons funds from enemies, vimanas like Ancient Aliens-esque flying saucers, sewage and trash mountains that poison the terrain like uranium in Red Alert or blue tiberium; South American units like drug pushers debuffing enemy units by making them all fent folded (maybe have a mechanic for harvesting and processing opium or coca too), sicario snipers and guerrillas and gunboats and stuff. And it'd all be designed to look like traditional Indian and Aztec and Mayan art respectively. Make the Indian mech units blue and have like 8 arms and its unit bark is "DO NOT REDEEEEEEEM".
This isn't quite what you're describing but for a while (it's probably dead now) Rise of Nations had a grimdark mod "A Wrong Turn." It mostly lived in babby's first satire WW2 land, but the "Caliphate of Djihadia" had suicide bombers and suicide bomber jetliners and the "Transsahelian African Kingdom" (yawn) had child soldiers.
 
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