A space strategy/tactics game with realistic physics. Basically ftl stops at the edge of a solar system, and then ships can reach a small percentage of c while traveling within the system. Lasers travel at c, but you have to anticipate where your enemy will be over long distances. Missiles or torpedoes are evn worse with the addition of worrying about fuel consumption to reach their target.
I think it would make for interesting dynamics. How would fighters/drone swarms work? Mines? Bases? How would ambushes work.
A friend and I have this small game we love called Shadows of Doubt where you’re a detective solving procedurally generated crimes in a procedurally generated world. I think the game’s pretty fun and very unique, but I also acknowledge that once you get a feel for how the game works then it starts to get pretty same-y as there’s not a large variety of ways to figure out what’s going on and there are quite a few ways to kinda cheat your way through some mysteries.
The idea we had was a procedurally generated detective game but set in a fantasy world. I’m talking trying to figure out who sent poisoned food offerings to the dragon lording over the area, taking down the local death cult sacrificing people to some god of chaos, tracking down dangerous wizards who broke out of jail right before being executed, and whatever other silly, absurd, or creative ideas they come up with for crimes to be committed or be solved in a high fantasy setting.
I think the game should have enough variety in the types of crimes to be solved that it shouldn’t really run into the issue of getting into a routine of how things work, but I also feel like this could be addressed by having it so if you start getting into a routine of mechanics you engage with then it starts nerfing those mechanics. Keep using mana sensing to find the people at the crime scene? New crime scenes will start to have more muddled mana so it’s harder to detect or isolate exact matches of people. Keep using eye witness testimonies? People start having trouble remembering exactly what they saw. Keep using company/government logs to track who could have been involved? They become less cooperative as time goes on as they start to think you’re leaking that info OR the next criminal heard you did that so they specifically damaged those logs so you can’t use them.
I can’t remember which game it is but I’m thinking in the same vein as that game which adapts to how the player disposes of enemies by identifying you’re doing a lot of head shots so giving enemies helmets, or body shots so body armor, etc.
A porn one
No, I will not be taking questions
A game where you feed and pet and take care of guinea pigs. Varieties of vegetables and reactive chin scritches and they yell at you when they notice you going about your business. Also my guinea pig has to be in it you have to ruffle his fur or you will instantly die.
Possibly a setting in the Andes, I dunno it would be funny to be a guinea pig herder. Otherwise it just has to be comically over designed and marketed as competing with Death Stranding.
Over-budget motion captured acting with Nicholas Cage. He’s a pig shepard named Armando Marìa-Castañeda. The publisher should go into debt and barely recover from all this.
A game where you walk around an existing town and fix things. It teaches you real stuff about how the things you’re fixing work. For instance, you can fix light switches and do so using examples of how real wiring works.
The idea of Star Citizen, but actually finished and without selling individual ships for real cash.
Farming ideas for your next dev project? 😜
If I was a dev the question would have to be changed to: “You’ve just won a competition and now a couple of mid-tier game developers have to listen to your game idea, because no other devs would take part. Be ready to compromise. Your vision is a starting point but be ready for it’s content, scope, theme and narrative to be modified heavily. What game do you make?” 🤣
Conscripted
A game where you’re conscripted into an army for an authoritarian regime and sent to commit atrocities against innocent people on their behalf. You can play through the game normally, following orders and getting an ending of some kind.
Or, you can go AWOL, betray your country, and organize a resistance. This option will not be advertised or indicated by the game in any way; it’s available only to those who dare try to go against the game.
That’s a great idea. Reminds me of what Spec Ops: The Line was going for in a very small way. The game has a specific narrative that you can’t diverge from like usual, and that’s also part of the point, but you do have a couple moments where you can get creative about completing the “orders” the game is tacitly giving you.
In game design terms, there are moments where you have more gameplay affordances than you might realise.
Open world ? This is fucking awesome idea
I think it would have to be. Something like Arma or maybe MGS5
Fun if one could choose the time period too, see how differently things play out with modern tech vs WWII.
You could set it in and around WW2,. You could have content from the Spanish Civil War, through the French Resistance, maybe even towards the Decolonisation of Indochina (Vietnam war DLC!)…
reminds me of not for broadcast.
Remake Phantasy Star Online please.
I’ve always wanted to play a game like “tropico” but instead of managing a parody of a banana republic, you have to manage the decline of a parody capitalist empire.

That looks like it would feel really good to play.
There’s this thing floating in my mind for some time. A colony management game, where the colony is regressing instead of progressing.
You manage an isolated colony on a deserted planet slowly falling apart, desperately trying to mitigate the damage and survive the fall. You begin with automated system managing the colony, so that you won’t get overwhelmed by all the systems. Then, systems begin to fail one-by-one, by external factors putting them in strain. Maybe the colony train network goes down first, then the communication network breaks down, leading to civil unrest. Next, heating fails, then environmental shielding, and oxygen goes out. You can utilize emergency systems and construct makeshift components, but it can only lessen the impact, not reverse the entire breakdown.
Maybe this is uncommon because sense of despair makes it unfun, but I would still find it interesting.
Are you secretly a current US politician hoping someone smarter than you chimes in with a secret one-two punch to save the breakdown of your government?
It’s not your vision, exactly, but I think Project Zomboid handles this to a degree. You start out with the power/water on and none of the food spoiled yet. But as the game goes on, you need to rely more and more on things you’ve made yourself. Also, you’re told from the very start that this is how you died.
Interesting, I guess this is pretty explored idea in survival genre.
One thing colony management games really don’t handle is rot… so your concept would be really good along with a progression system, so you start with a functioning but failing colony, and have to fix/rip out/rebuild/etc to keep it running, but doing any of that runs the risk of breaking something you might not have known about and so on…
Frostpunk is pretty similar. If the gameplay is slightly harder than you can keep up with its essentially exactly that scenario.
You should try playing Grimshire and report back on the experience!
Thanks, will check out!
History Is A Nightmare From Which I Am Trying To Awake: The James Joyce Experience.
An RPG that faithfully recreates the entirety of James Joyce’s oeuvre, starting with Dubliners, then Portrait of an Artist as a Young Man, then Ulysses then Finnegan’s Wake.
Imagine the minigames - can you jerk off on the beach and climax at the same time as a one legged girl?
Can you get the married woman drunk enough so she jumps in front of a train after you rebuff her advances?
How many sex workers can Stephen visit with his monetary prize from the Jesuit school?
Gripping stuff.
I want a game that is just the dungeons and raids parts of WoW. No outside grinding. You just log in with your guild and smash your face against bosses together.
I think I saw a game like that. It was like an mmo but just normal multiplayer and the dungeons.
Was it called Fellowship? I’m keeping my eye on that, but it seems like it’s not exactly what I’m looking for. I think it’s only small group content and from what I’ve been told the fights are a lot of “avoid the bad stuff.” I really miss the kind of fights we had to strategize and optimize for. I might still try it anyway when it goes 1.0, but I’m really hoping for something a little different.
Oh, this is gonna be one of my longer comments…!
Imagine the Fallout universe only less grim and less apocalyptic. There have been not dirty/radioactive world war, but a massive solar flare that fried all global electronics. This leads to mass disarray, as society is so dependent on electronics that we’re facing a total societal collapse. However, people do not turn wild and crazy like in the Fallout franchise, Metro franchise, or others.
This is set in the year 2051, about 4 years after the solar flare called the DC (The Digital Cleansing). The first few months after the DC people panicked, and raided most stores and such for food, and a lot of people died, especially in the bigger cities, due to lack of food and transport. A lot of people thought ahead however, understood what this meant, and moved out into the countryside to live off of the land just like humanity did back in the days.
You are a Longing One; someone who longs for the times of the past, looking through ruins to find functional technology. You disassemble it, learn it, document it, and rebuild the modern society from your little village. Most people are helpful and encouraging of your adventures, but of course some people who believe the past should stay in the past.
You will face environmental dangers (abandoned structures and global warming related events), manage your resources on your excursions (hydration, temperature, sleep), and dig through all kinds of buildings - libraries, research institutes, governmental offices, and normal homes.
Back home in your village you will be able to grow fruits and vegetables, tend to animals, and trade items with your neighbors for resources both for survival and for excursions. You get to help your neighbors with quests like finding certain items in the ruins or helping them rebuild something on their farmstead.
The ultimate goal of the game is nothing more grand than a village that thrives - you grant them electricity, steady resources, and a happy life, while finding small stories both in the present and the past that tells you of how things were and have become.
A mostly peaceful game, where there’s realistic documentation about how technologies work, and a village that grows from your contributions.
The initial setup of a “clean” post apocalypse sounds a bit like the background to the My Time at Portia/Sandrock series.
Love the idea! I feel like there could be multiple paths to take in regards to farm tech.
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The Way Things Were. Back to computer chips in everything and internal combustion engines. Fancy tractors of today that ppl can’t work on cuz software bullshit.
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Sweat and Toil. Old school farming tech pre engines of any kind aka horse and ox power. Basic blacksmithing and stuff.
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The Engines of Yesteryear. No computer chips or very simple ones and internal combustion engines/lost of green house gases. Like 1960s tractor tech.
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Solarpunk Tomorrow. All electric tractor with simple computer chips. Nothing too fancy, just solarpunk tractor.
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