What game would you use? How much would you change the game's resources to get that?
What is a game you think lends itself to this treatment?
Why do I hate the concept of intellectual property so much?
Remake Bioshock Infinite and let me John Brown my way through Columbia instead of whatever the fuck that was. Also make it less of a mediocre 2013 shooter
One of the hardest decisions in the game for me was dating Harvey or Shane when I really wanted to marry both.
Yeah you could make the game have polyamorous options for relationships. Then you don't have to choose :party-sicko:
Brb gonna research modding and maybe become another queer-coded queer coder.
Why limit a relationship to 2 people when both partners could also have multiple OTHER relationships concurrently?
This and something similar to the motherbase aspects of Metal Gear Solid: Peace Walker and V are my top two favorite concepts.
I'd play the shit out of this game. Then you have a group of 'rejects' working together to take down fascism. You can create compelling backstories and have unifying characterization in that they don't fit in the fascist state. LGBTQ, a PoC, someone with a disability, or any holder of a leftist ideology. Then you can use real-world architecture and locations to make cool and impactful gameplay. Take the fash flag on a high tower and replace it with PPB to build morale in the area. Smash seven confederate statues or whatever to signal your arrival in an area to those who want to join up. Oh my god I can go in so many places just thinking of it.
I started learning about game development because I want to make a game like that
Huh, I mean there's Phantom Doctrine but it's set in the cold war and is about spies
Fallout: New Vegas 2
Direct continuation of Legion storyline where we actually see their territory as it collapses due to their loss at Hoover Dam and the death of Caesar.
Bioshock Infinite but when it reach the part where the Vox Populi shoots up slave owners Booker went "hot dog this is the bee's knees".
edit: and in the ending Elizabeth uses her tear power to drown the first landowner in history bin piss.
Given that it probably has the most budget and dev time, I'd use Star Citizen's resources to make a really detailed One Piece MMO. It would be like Sea of Thieves but with actually engaging mechanics, quest design and world building.
Picking the game with the most resources is cheating though, so I'd settle for smacking Ken Levine in the head repeatedly until BioShock Infinite reverts to the game shown in the early trailers, with more open exploration, more meaningful combat interactions with Elizabeth, more than 2 guns, actual level design incorporating sky hooks, etc. Also dealing with the lib shit and scrapping the ending completely.
Just use Star Citizen's resources to give all the backers a copy of Elite Dangerous and pocket the rest.
I want a space game where the small ships fly like fighters and medium ones fly like B-17s with crew running around to man the guns and engines and stuff, scaling up to capital ships.
I want to feel like I'm a person inside of a ship getting riddled with bullets from space or boarded by attackers or whatever, not the ship itself.
The biggest ships in E:D just fly like fighters, but with worse response time
I would use all of the resources from the latest Elite Dangerous expansion that was spent on mediocre FPS mechanics to instead make all of the ships walkable, along with a small area around the landing pads, which would include little bars or lounges for the pilots.
I actually never reached the point where big ships were attainable. I think the largest one I flew was the ASP, and that's only in the medium class.
Lost Ark reminds me of One Piece in a lot of ways. After the initial plot intro you get a boat and basically just go island hopping around the world, each island is its own contained story and quests. Really feels like a similar formula. Obviously the presentation and the politics are quite different but I can't help see similarities.
I've been messing around with pygame and Unity for years. Like two thirds of my projects end up with me trying and failing to make a complex Sims-like AI (GOAP for people in the know). There is something about a world and NPCs that live and develop by themselves that appeals to me.
The specific idea I spent a lot of time developing a design document for is based on my childhood in a Russian town in the nineties. After perestroika there was deluge of occult bullshit in Russia. Woo becoming legal after decades of suppression, coupled with fall in living standards and general political nihilism lead to a rise of all sorts of sects, hereditary diviners and faith healers, witches, psychics. Those people were huge. They were on TV in prime time telling you to bring a glass of water up to your tv set so they can imbue it with healing energy. There were journals and what not. As a kid I was obsessed with this shit. What kind of kid doesn't want to be a wizard?
So in this game you play sort of a psychic witch in a small Russian town. Sims AI-like people try living their lives but occasionally they come to you with their problems. Maybe they've been cursed to not be able to get laid (it's called "a crown of celibacy") or maybe their house is haunted or maybe they are just superstitious and stupid. You investigate the situation using your leet psychic powers, track down the enemy wizards that are causing all the unpleasantness and fight them on the astral plane if necessary.
One interesting feature is that the old-school Pokemon-like engine I've concocted in Unity is wholly deterministic outside of player's actions. This means your spells can perform divination in a very real sense by running the game several turns forward and giving you relevant results, which I think is cool.
Thanks. I was really excited about it at one point and came up with a lot of nifty ideas for it with my friends, but I have a bunch of those utility AI projects on my computer, all of them are incredibly convoluted (partially because Unity doesn't have its own dedicated ai thing) and non of them work on the necessary level.
I guess, considering that Sims took a full-fledged studio years to develop this is just not something an amateur can do alone. My friends were right to suggest that this should be just a linearish scripted game.
This thought experiment follows something I've thought for a while: more games should have Majora's Mask style sequels where the base game assets and engine are all there to futz with and the real work can be done on story and ludonarrative integration rather than just building the building blocks of the game taking up like 80% of dev time
I think I'd like to keep the Golden Sun series gong in the GBA style, that 3d sequel they came out with looked rubbish it's such a shame they ditched the art style, but I guess time and game tech makes fools of us all
They’re basically giving BOTW the Majora’s Mask treatment and I’m so fucking pumped, BOTW was one of my favorite games of all time
Honestly yeah, I'm looking forwards to what they can do with a BOTW sequel that game was dope but clearly a sort of framework/tech demo for a potentially amazing Zelda game
Majora's Mask is one of my favorite games exactly for that reason
I play a looooooot of Ultimate but I’ve never played Project M. What’s so different about them?
I'd make a multiplayer game focused entirely on making friends and comrades through some fun shared activities. So many games create toxic online spaces and a big part of it is the basic strategy and mechanics of those games. e.g., Overwatch tries to get you to work as a team of specialized players with a hyper-competitive objective. Random anonymous teams almost always suck and start crapping on each other.
Imagine if kids playing games actually helped them socialize and build empathy.
Around 2008 I got into an extreme 90s nostalgia hole. I also got really into San Andreas. I would take the budget and resources of GTA V and make another San Andreas but still set in the 90s. I had already started working out a story and all in my mind way back then.
It would be set a little later in the 90s. The protag would be a woman and slowly descend into a life of crime to become a high-profile outlaw/heist. It pisses me off because R* actually had ideas in V that I had. One would be that our protag would wake up in the desert after a long drug trip. Drugs would be in the game, just like V has peyote and weed. I kinda modeled her after Debra from Empire Records. An edgy/alt kind of person, a little tomboyish. Not as over-the-top as Trevor, but in that direction.
Over the course of the game you would get to know this male cop/investigator. He would become your nemesis and try to catch you. Taking the dynamic from Heat, between DeNiro and Pacino. The endgame would be set in the early 2000s where the protag is cornered and about to be caught. She ends up in the hospital so can't be transferred to a prison just yet. She dies. But the twist is that she faked her death and escaped. The cop finds out but can't do anything about it and lets the case go. She retires to Mexico.
I wanted the game to be full of mini-games. I wanted to bring skateboarding back (something that was cut from the original) and real BMX gameplay. Better tagging/streetart. Gang factions. Drug dealing for income. Basically fill up the map more than SA so it doesn't feel as empty. Casino games and management. Bar games. Arcades.
I also wanted to expand the map to include a Seattle-like area for the grunge scene.
Polygons are cheap but it's the textures that cost a lot of memory. You can have pretty much all the polygons you need, so I would increase mesh fidelity but keep textures a little on the retro side so there could be more of them. It would be more detailed but still not look like a modern game, or V. San Andreas never needed realism to feel immersive for me.
I really like a lot about the gangland takeover mechanic in GTA:SA.
like how your people were always to be found in your territory that you could call over to walk/ride with you. and how when cops patrolled through, your guys would pepper their car with shots/try to do em.
The endgame would be set in the early 2000s where the protag is cornered and about to be caught
With a mission where the CIA plans and perpetrates 9/11?
I’d take the Legend of Zelda: A Link to the Past, and I’d turn it into a roguelike, with items randomly scattered around the world each iteration, creating new paths to follow every playthrough.
spoiler
Just kidding that already exists