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

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It's snapped in my mind what the idea of Stronghold: No Man's Land would really look like.
Trying to do Age of Empires/Stronghold like RTS with WW1.

You've got a railroad hub city. Generally speaking, civilian infrastructure and economy is handled off map. Coal is your fundamental resource in that it is, in WW1, essentially the same thing as your power supply for producing everything, your power supply for keeping your rolling stock moving. You build up economically, but it is assets that are represented off map: build a Munitions Plant, but it's not an on-map Munitions Plant, it's an upgrade to your draw that uses up some of that allocation of Coal. All industrial use necessarily reduces your political will (drawing military resources = denying civilian resources), so building out economically means making your political defeat closer. That's the two ways you lose, you either actually lose your railroad hub city or you have a revolution.

The main economic layer, without farms and mines and stuff on map to fuss over, is the railroad network. Many things cannot be economically moved, or moved at all, except by train. Supplies do have actual physical locations, at least in supply depots that supply a radius around them and have capacity. You have to build railroads (which in real life were designed to be modular and relocatable), you have to build rolling stock (sometimes specialized) to keep the supply chains going. Most of your "buildings" on the map are things like firing trenches, support trenches, field hospitals, radio stations, etc. Units are RoN/Cossacks/Total War style actual units: you don't micromanage individual infantrymen, but you do send, say, a company of grenadiers (rendered perhaps as 20 men on screen) over the top, with specialized equipment like CoH2 (one man in the unit has a flamethrower/an anti-tank rifle/a sniper rifle, that's what makes the unit special, not that you send "a flamethrower"). Trench raiding is the equivalent of fucking around with tanks/snipers in CoH2 as a micro sink.

The equivalent of raiding villages in this game is probably popping their trains with successful artillery/air strikes.

Economically, you tend to cannibalize more and more your resource base even as you build out your logistics infrastructure; early game, you can often have abundance locally but inflexibility. Later, you have hunger but more flexibility.

I think it could be a really cool game. The Great War: Western Front kind of sucked.
 
I want old Rockstar Games back. I want Bully 2, or a Red Dead sequel that's closer to Revolver than Redemption. I want a game with over-the-top mega-violence like Manhunt, and I don't want decade long development cycles for games that could never in a million years live up to the hype they've tried generating. It's bleak. My only hope is that the indies can deliver in some capacity after the rest of the industry goes tits up.
 
The Táin Bo Cualinge but as a Musou/RPG game like Dynastry Warriors. Playing Cú Chulainn, The Knights of the Red Branch, Conlan of the 100 Battles, Scáthach, Morrigan, Fergus Mac Róich, Medb and Ailill and lots of others over the magical monstrous bulls of Donn Cuailnge and Finnbhennach. The story is about the massive war between the Kingdoms of Connacht and Ulster that reverberates across Ireland in the amount of dramatic bloodshed it induced. Ending with Cú Chulainn fulfilling his prophesied doom by fighting against the armies of Connacht to a standstill until he dies of exhaustion.
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Now that I've had a chance to revisit the old Mega Man Battle Network and Starforce series, I wish the series would have stuck around long enough to use the same card-battleish system in 3d arenas. Basically Phantom Dust (for all 3 of you that name means anything to) but Battle Network. Aside from Two Steps From Eden, no other games have come out since that captures the gameplay style, and TSFE is a roguelike instead of a story-driven card battle "RPG". Also it's not Mega Man.

I'm glad the Starforce collection is a thing and getting a Sonic Racing crossover is neat, but it's always dry season for Mega Man fans. Capcom really did the franchise dirty, but it's getting so old that nobody with any of the original vision is still there and teams at Capcom are always apprehensive about taking on a new Mega Man project. After Legends 3 dirt-dicked and the later PS2 entries were meh, nobody wanted to be the team with a canceled/shit Mega Man game to their name. Keiji Inafune might have been a hack who turned the series into fanfiction for his OC, but Battle Network was fucking mint.

Also, yes. I'm still mad about Legends 3. I will never not be mad about Legends 3. On my deathbed in my old age, surrounded by friends and loved ones, I will cling to my anger about Legends 3 until my mortal coil slips from my grasp. At the pearly gates, Saint Peter will ask, "Spider, are you still mad about Mega Man Legends 3?" And I shall respond, "yes, Peter, I am indeed still mad about Mega Man Legends 3". My anger shall be inscribed into cosmic slabs, transcribed in a universal language, to be placed at the center of the universe, eternally decrying my anger over Legends 3. When the stars burn out and all of collective creation folds into itself, only my anger over Legends 3 will remain.
 
Última edición:
I'm still disappointed Ogre battle saga was never completed, and POLC isn't even technically canon. instead ideas were harvested and repurposed into other games Matsuno worked on. All these games could use a remake / remaster as well ( Although TO reborn was a big disappointment in terms of audio) what a waste of a great world to never have any conclusion.
 
i wish we had an fps where you play as a nazi shooting kikes and commies (:_(kinda plays like wolfinstein 3d or marathon 1, and the gun play like doom 3.
 
A Cold War grand strategy game, R.I.P East v West (:_(
You play an intelligence agency, not a state, but it's autistic.

A Minecraft clone with a military spin on it. Mine for resources to build firearms and vehicles, build your own militias, and raid other bases. Minecraft for guys.

You're gonna shit yourself buddy
Until they patch it, though, word is the devs basically ruined the game.
 
Can't remember if I posted this in here before.

Subspace Continuum but with MMO stuff. Make it a massive persistent world, where you can build out bases and your own game types. Want to play trench wars? Gotta fly or warp to that part of space. Entire space map built out by players.
 
I've been watching the police bodycam videos and I'm thinking it would be an AMAZING video game. Car chases, first-person gunfighting...a lot of the games where you play as the right side of the law are often hamstrung with "legal" arrests and trying to avoid casualties.

Basically, I want a game where I can play as "Sleepy" John Estes if I wanted to.
 
Trench Foot
A melee centric game of trench combat. Shovels, clubs, bayonets, rifle butts as clubs are the focus of the fairly linear, brawling like combat. Pistols, rifles, SMGs, shotguns are only there as openers and desperation weapons you need some distance to use and can cock up.
 
To expound (I can't edit my post), and this is something I really wish games in general tried at more, taking melee seriously, my "Trench Foot" idea revolves around the idea of actual bodies in combat. Video games mostly just have canned animations playing, it's all combo pressing shit. That's different from a real world fight where two dudes are groping around bumping into each other, slipping in mud, falling, clocking someone with their elbow because they tried to punch them and missed.

What you'd have to have for something like this - and I don't know how the control scheme would work - is a physics model, I think, where you actually model the body, with things like balance and momentum and what not - and you give it a control scheme that's a little "drunk" feeling, delayed, weighty, something you can always try to control. But I want to see things like, if a move misses awkwardly but my body still comes into contact with them indirectly, that's a strike, but how much force it imparts would surely depend on how I hit them. If we are pushing into each other, it should be a sort of wrestle, people should be able to topple over, roll around with each other, slip in things like mud.

I want a full on beatdown in the mud simulator. One where even when you're winning flawlessly you feel like you're losing because what you're doing is so bleak and you're battling your own clumsiness and this uncooperative Hun and it does not look like an elegant blood ballet, it looks like two chimps wailing on each other with weapons that aren't quite bladed and aren't quite blunt.

With guns, the thing is that games do not depict aiming as a rule. When you "aim" in a game it is already perfectly aimed, as in, the sight picture is correct, you are notwithstanding ballistics going to hit exactly what are you targeting, "aiming" is putting the gun over what you want to shoot but the idea that you will if the bullet trajectory cooperates hit what you are trying to shoot at is guaranteed. Shooting real guns is hard because they have weight, you have to line it up well, with handguns even small mistakes at close range still guarantee a miss. I don't know how you easily mechanically represent this, but actually hitting someone in a game like this would be a small miracle. And then you've also got the fact you can shoot someone once and they crumple to death or you can shoot htem thirty times and they gut you, clear a machine gun nest and go home to recover fully and breed. That's where gun balance comes in: it's hard to actually hit things with a gun.

The goofy slapstick equivalent of this fantasy is the saloon brawler where you pick people up by their belt and toss them out the swinging open air doors and crack bottles on heads and chairs over backs and what not.
 
I want a WW2 survival horror FPS that heavily leans into an Amnesia-style scarcity regime, without any paranormal elements. Think to the British soldiers trapped in Malaya while the IJA dominate in land and air or conversely the starved and desperate IJA attackers in the '44 Burma campaign, where you could fight if you want to, but you have so little ammunition and so little awareness of your surroundings that it would basically invite the vastly better equipped and zealously homicidal enemy to you if you decided to start shooting, with the aim of escaping behind enemy lines while managing hunger, thirst, disease, and not getting used as bayonet or target practice.
 
I want a Final Fantasy game to replicate Yoshitaka Amano's art style. Doesn't even need to be a main line title. While he was the initial character artist for the earlier games, I want to see a fully rendered world designed by him.
 
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