I'm building a portfolio so I can try to get a job doing environment art. I have a little bit of an idea how the art-end of game dev works. However I can't help but to think about what games I would make if I was a project director or lead designer. What are your game ideas? They can be as unrealistic or realistic as you like. Big or small.

Mine:

I want to do an immersive sim with retro graphics and homage Deus Ex, Systemshock, and even VTMB (in terms of atmosphere). A grungy cyberpunk game where it's night all the time. I want to bring in TrueAnon type conspiracy stuff to replace the more reactionary elements of DE. Large semi-open world environments set in various locations. The PNW or NoCal for rural forested areas inhabited by militias. Suburban areas with a retrofuturistic 90s vibe. Large high-tech dirty cities. The good gameplay qualites of Deus Ex but updated and with QoL improvements. Though I would probably get rid of the squeenix quest marker and hand-holdy stuff. Make the player have to talk to NPCs and look around to figure things out. I would keep the graphical fidelity comparable, but ramp up the size and amount of stuff in the game. Environments would be full of vignettes and minigames. Make it so that not playing the story is rewarding and fulfilling too.

Another one is a spiritual sequel to San Andreas. Set it in CA, NV, OR, and WA. Set in the mid 90s instead of early 90s. A single open-world. Absolute tons of mini games and side-shit to do. Bring in skateboarding and the real BMX gameplay that never made it into SA. Improve the gang recruitment and territory system. Create real factions between the police, gangs, and feds. Increase dating mechanics. Tons of weapons. More B&E mini-games. Drug selling sim that you can actually scale up and make a business out of. Probably simulate some kind of economy in the game. Deep character customization. Tons of vehicles. Heists. Casinos. Casino management. Street racing. Car customization. Improved tagging. Just tons of content. Again, I would keep the graphics roughly the same, just include more stuff.

I need a city sim/logistics sim game but set in world with a centrally planned economy. The city sim stuff would focus on urbanization and good city planning. The logistics stuff would supplement that and lend restrictions to what you can or can't do. Like cash would in a traditional city sim. Not only would you be responsible for your sims and their city, but you need to create and operate supply lines as well. Like a mix of Factorio, Skylines, and Railway Empire. I have more specific ideas on how this would work, but I've already wrote enough for one post.

  • Classic_Agency [he/him,comrade/them]
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    edit-2
    4 years ago

    I would love to make an RPG game set in a post-climate-change world in which its the worst-case scenario. Equatorial regions become uninhabitable, Antarctica melts, >10m sea-level rise, all major nations collapse from resource scarcity and war. Siberia, northern Canada, Patagonia, New Zealand, Scandinavia, and the newly defrosted regions of Antarctica Become the only habitable areas. It would be set a few hundred years from now, say 2300ish where humans have managed to recover a bit but are nowhere near back to where they were.

    You are born in the Realm of Antarctica, which is a multiethnic state made up of refugees from all over the world. It has a Yugoslav style economy with markets and worker coops. It has a multi-party democratic system with many different political parties. There are parties that have ideals like communism, liberalism, and fascism, but they are different from the ideologies of our world due to evolution and data loss. (Oh yeah, the Resource wars destroy the internet and most libraries, so finding information about the old world is difficult.)

    One of the main projects of the Antarctic state is to gather information as to why the old world collapsed so that it can be avoided in the future. You play as an archaeologist/anthropologist working at the main university in the country and are given a task by the government to venture into the wastelands to collect information to further their research. You have a team of people who come with you, with differing views and will draw out different conclusions from the expedition. You may also encounter expeditions from other nations and there will be options to interact with them in ways meaningful to the story. And also there are isolated pockets of humans that have managed to survive the catastrophe, you may run into them too, although they are distrustful of outsiders.

    The results you gain from the expedition will be used to make improvements to antarctic society, should you be able to win the favour of those in power. But it will not be easy, and if the results prove too controversial you may be silenced. From there the only option would be to organise a rebellion against the government.

    Ideally, I would want some sort of conflict to emerge but I'm a bit stuck on where to go storywise from here.