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Asmodean is offline Asmodean
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Aarhus, Denmark
Aug 1999
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  Old Post 23-02-2005 17:27 Visit Asmodean's homepage!
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I have always been thinking: What if I could design my own dream game, and play it without worrying about little things such as hardware requirements and software limitations.

What should the game be like? What kind of elements should it have. Should it be TBS, RTS or perhaps RPG? Here's what I would really like to play:

The genre: An RPG/TBS/RTS hybrid (how...I'll get to that)

The setting: Anywhere in the world, app. 4000 BC and onwards (epic scope) I personally think it would be cool to play China.

The idea: I would like to play a game, where you interact with both individual characters, tribes, nations and armies. I envision a simulation of the life of a ruler. I think it would be cool to play, and addictive as hell.

The RPG elements would be living the life of the ruler. Going about his business, living his life, ruling his tribe/nation/empire.

The TBS elements would be moving around units and armies. Expanding the country's borders, building wonders and improvements.

The RTS elements would be the battles. They look cool, and would be very fun to play out. (Haven't you ever wanted to control your armies in a civ game?).

As of now, it's only a rough sketch, but I think you get my idea. The difficult thing would be to transcend between the different parts smoothly (the hardest being how you go back and forth between RPG and TBS). But if that could be done, I think I would never need to play another game. To do this, you would need one hell of a lot of locations, which is why it couldn't really be done in the foreseeable future. But perhaps some day??

What do you think...and what would your dream game be like?

Asmodean

Adagio is offline Adagio

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Jun 2001
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  Old Post 23-02-2005 17:51
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I don't have 'a dream game', I have dream games. I have a lot of ideas for interesting games in my head...

For some time I have thought about an RTS/RPG hybrid:
The game is about evolution. At the beginning you control a bunch of animals with the size of an ant. Each time a new generation begins you make some changes in the genetic code, and with time your "ants" gets more abilities or just grows in size/gets faster
Of course the same thing happens for the enemies, so you have to keep track on who wants to kill you and who you can kill (animals needs food you know)
Survival of the fittest

Adagio is offline Adagio

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Jun 2001
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  Old Post 23-02-2005 18:11
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Another game I have in mind:

Ok, it's not actually a game, but more as an "addon" for the tycoon games where what you're doing is supposed to have an influence on the surroundings (like building restaurants, hotels or whatever)
What I want added to those type of games is the ability to actually "change" what's going on outside of my bussiness from within my bussiness. This could be both positive and negative changes:
Here's an example: We have a city, but there's no tourist attractions in the city so the (non-existant) hotels wont get many visitors. The player then builds a few attractions (like changing the dirty lake near some factories into a lake that attracts tourists) and builds a few hotels nearby. This adds a new income to the citys stores nearby while the enviroment gets better, but this also highers the traffic and crime in this area

Since these games (who uses the above idea) needs a pre-made open-ended scenario (of the city and the bussiness within) it should be possible to do this:
Let's say each game begins in 1950 and ends in 2000. Each scenario has a "how would the city be in 2000 if the player didn't do anything" result, and when the time is up the player is told how much he changed in the city (like would there have been more crime or less crime if he didn't do what he did)

Kinda like in the back to the future trilogi where you see what happens if Biff has unlimited money and what happens if he doesn't have

MORON is offline MORON
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Vancouver, Canada
Jun 2001
time: 13:22
  Old Post 23-02-2005 19:36
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MMRTS with a working and realistically sized chain of command and a serious and seamless strategic map and logistic links. There is no grand strategy like grand strategy commanding people.

Asmodean is offline Asmodean
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  Old Post 23-02-2005 21:43 Visit Asmodean's homepage!
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quote:
Originally posted by Adagio
I don't have 'a dream game', I have dream games. I have a lot of ideas for interesting games in my head...

For some time I have thought about an RTS/RPG hybrid:
The game is about evolution. At the beginning you control a bunch of animals with the size of an ant. Each time a new generation begins you make some changes in the genetic code, and with time your "ants" gets more abilities or just grows in size/gets faster
Of course the same thing happens for the enemies, so you have to keep track on who wants to kill you and who you can kill (animals needs food you know)
Survival of the fittest


This actually sounds rather cool. How do you envision these "changes to the genetic code"? Surely you don't mean that the player wil juggle around with guanine and cytosine?

Asmodean

Kuciwalker is offline Kuciwalker
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Feb 2001
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  Old Post 23-02-2005 21:53
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Too many to list.

Adagio is offline Adagio

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Jun 2001
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  Old Post 23-02-2005 22:18
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quote:
Originally posted by Asmodean
This actually sounds rather cool. How do you envision these "changes to the genetic code"? Surely you don't mean that the player wil juggle around with guanine and cytosine?


The way I see it:

It kinda works like the techtree in Civ, where some "changes" needs several other changes, but some changes makes other changes impossible (or just harder to get). Some changes might take more generations to become usefull. The player picks from a list of possible changes and it 'might' come true (there's a small risk that the new generation will have a change you didn't "order"... you can also have several picks like 40% chance to become larger and a 50% chance to get a tougher shield... the rest is unknown risk)

Here's a small example:

Let's say you want your animal to throw some kind of poison into the enemy when biting. To be able to do this you need several things:
1) Some sharp teeth
2) Some kind of poison (with several poisons to choose from)
3) Be able to get the poison into the enemy from a bite

The first two can be "invented" individually, while the third one needs 1 and 2 before it becomes an option for the next generation


Though poison is not something you just get from one generation to another. Poison "evolves" too. At the beginning you might just "invent" some basic poison which just scares the enemy, but by "evolving" it there's a chance that by some later generation the poison is actually dangerous (for some animals). As soon as you have the basic poison you can "invent" the 3rd option, but it wont be that useable before the poison is more usefull...



This game will probably be tough to make, but I believe it could become very interesting if done right

Dis is offline Dis
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  Old Post 24-02-2005 00:05 Visit Dis's homepage!
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fallout3

Adagio is offline Adagio

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Jun 2001
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  Old Post 24-02-2005 00:25
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This is not a "what sequel do you want to see" but a "construction yard" for games

Though a sequel to The Settlers II would be nice

Dis is offline Dis
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  Old Post 24-02-2005 01:08 Visit Dis's homepage!
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exactly. I want to construct fallout 3.

here's what I would like. post apocalyptic setting. I'd remove the turn based combat, but have a pausing feature similar to Baldur's Gate 2. And of course you start out with no weapons. I want a fully interactable environment. I want to be able to pick up a rake and use it as a weapon. Fallout should be about survival. You shouldn't find the good weaposn too early in the game.

I would still keep the top down view, but make it similar to NWN (adjustable camera angles). it would be a simulated 3d environment.

DRoseDARs is offline DRoseDARs

Prince
"My god, it's full of peas..."
Jul 2002
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  Old Post 24-02-2005 02:24
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My ideal game involves simply nuking the crap outta stuff: Cities, countries, planets, stars. Also, crashing things into other things, like people, cars, ships, planetary bodies etc. No contrived plot, no secret mysteries, no hollow victories. Just sh*t blowing up.

Asmodean is offline Asmodean
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Aug 1999
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  Old Post 24-02-2005 02:39 Visit Asmodean's homepage!
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Simple idea. But it sounds fun nonetheless.

Asmodean

Adagio is offline Adagio

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Jun 2001
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  Old Post 24-02-2005 03:26
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quote:
Originally posted by Dissident
exactly. I want to construct fallout 3.

here's what I would like. post apocalyptic setting. I'd remove the turn based combat, but have a pausing feature similar to Baldur's Gate 2. And of course you start out with no weapons. I want a fully interactable environment. I want to be able to pick up a rake and use it as a weapon. Fallout should be about survival. You shouldn't find the good weaposn too early in the game.

I would still keep the top down view, but make it similar to NWN (adjustable camera angles). it would be a simulated 3d environment.


Now why didn't you post that in your first post


Btw, I support the idea

Verto is offline Verto

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Mar 2002
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  Old Post 24-02-2005 04:41
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Morrowind, with ueber graphics, on a 75'' screen, total graphic and sound immersion.

Dis is offline Dis
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  Old Post 24-02-2005 04:50 Visit Dis's homepage!
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the graphics of Morrowind combined with the gameplay of Baldur's Gate 2, and the setting of Fallout, and the customability of NWN . If such a thing could possibly work.

Verto is offline Verto

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Mar 2002
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  Old Post 24-02-2005 04:54
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Barf. The graphics of Morrowind would be ruined with BG gameplay.

Barinthus is offline Barinthus
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A Magical Moment...
Jan 2004
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  Old Post 24-02-2005 10:01
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I have always wanted to have a game based on Joe Dever's Lone Wolf/Grey Star series.

quantum_mechani is offline quantum_mechani
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Nov 2002
time: 20:22
  Old Post 24-02-2005 11:13
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A game set in David Brin's Uplift War universe could be very good.

Bosh is offline Bosh
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Taehan Mingook
Jan 1970
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  Old Post 24-02-2005 12:57
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What a lot of strategy games really really lack is internal intrigue. If you're the boss of a country, that's that. Every once in a while your people get annoyed at you so you have to smack 'em around a bit or bribe em. The only real exception I can think of is Paradox's Crusader Kings game but in that the internal intrigue bit isn't really fleshed out and isn' the emphasis of the game.

So I'd like something Machiavelli-ish in which you would be a family (Visconti, Borgia, Medici etc. etc. etc. etc.) and there'd be a couple of different families vying for the control of each city. The main emphasis of the game would be conflict between the different families instead of the different city-states and plenty of chances for unconventional warfare. There'd be lots of fun things to do like:

-Deciding wether to whipe out your rivals inside your city or deal with rivals outside your city.
-Manage you family (I would think it would be like Crusader Kings but more developed and interesting).
-Take part on decision making on the city level.
-Meddle in Church politics and try to get your nephew to be Pope.
-Manage your popularity among factions of the populations (nobles, clergy, merchants, artisans and peasants perhaps) as well as building up powerbases in cities outside of the main city of your city-state.
-Keep an eye out for new families popping up after you've eliminated the opposition (managing an Italian city state is never easy and new rival familys could pop up in the form of the new bishop, a merchenary captian that just showed up etc. etc.).
-Make sure none of your sons go all Romeo on you and start hooking up with your enemey's daughter.
-Lead your army against other citiy states and choose wether its better to have your dopey but loyal sonlieutenant or the smart but sneaky mercenary captain be your lietutenant.
-Deal with France and Spain intervening in Italy and rampaging around like 500-pound gorillas.

Other scenarios?
Warring States China? Early Republican Rome? early medieval England?

:) Smiley is offline :) Smiley
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USCA, Berkeley
Feb 2001
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  Old Post 24-02-2005 13:13 Visit :) Smiley's homepage!
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Strategy game that is open-ended like Civ but realistic for the industrial and modern ages.

Bosh is offline Bosh
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Taehan Mingook
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  Old Post 24-02-2005 16:36
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quote:
Originally posted by Smiley
Strategy game that is open-ended like Civ but realistic for the industrial and modern ages.

Or realistic in the ancient ages. The way the spread of technology and the interaction between barbarians and settled peoples are modeled is crap. I'd like to see nodams that kick farmer ass on a regular basis and then get assimilated into the agricultural culture (as happened in history on a regular basis) and more upheaval in general (and an EU II-like number of civs would be cool too).

duke o' york is offline duke o' york

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Oct 2001
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  Old Post 24-02-2005 17:24
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A dream game?

One that Dr Spike didn't feel the need to post about!

A detective game would be nice, but it would have to be enormous to give it any kind of replayability.

child of Thor is offline child of Thor
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UK
Jan 2002
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  Old Post 24-02-2005 17:54
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A long time ago.......in a gaming magazine far away, called "Computer+Video Games"(i know its been naff for years now, but it was once a great mag) in the early 80's they ran a cartoon strip called the "Bug Hunters".

So whats this got to do with the price of eggs(sorry that could be a 'britishism'?)?

well you had a bunch of characters a little the 'Sam Slade' from 2000AD comics, that ran around having short adventures from issue to issue.

The best story line, that ran for a few issues of C+VG, had the bug hunters running across the G.O.D game.
It was a virtual universe simulator where the player asumed the role of a God and created everything in the virtual universe from scratch, and could shape the way it went.

You had a large arcade style console to sit down in and seal yourself inside, cut off from the outside world.

In the story the actual machine had been made illegal worldwide, as there had been cases of people dying inside their G.O.D machines for lack of food and water etc. Still the game had assumed an underground status, and they were sent in to sort it all out.

So that would be my dream game - a real G.O.D game....................but then who's to say we aren't already in one?

Last edited by child of Thor on 24-02-2005 at 17:59

Asmodean is offline Asmodean
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Aug 1999
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  Old Post 24-02-2005 18:44 Visit Asmodean's homepage!
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Makes me wonder...did the makers of that cartoon have any idea how close to home they were. I mean, look at the addictiveness of the civ genre. I myself have more than once skipped supper only to play civ (or a related game).

Asmodean

General Ludd is offline General Ludd
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Minion of the Dominion
Aug 2001
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  Old Post 24-02-2005 19:24
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quote:
Originally posted by Boshko
What a lot of strategy games really really lack is internal intrigue. If you're the boss of a country, that's that. Every once in a while your people get annoyed at you so you have to smack 'em around a bit or bribe em. The only real exception I can think of is Paradox's Crusader Kings game but in that the internal intrigue bit isn't really fleshed out and isn' the emphasis of the game.

So I'd like something Machiavelli-ish in which you would be a family (Visconti, Borgia, Medici etc. etc. etc. etc.) and there'd be a couple of different families vying for the control of each city. The main emphasis of the game would be conflict between the different families instead of the different city-states and plenty of chances for unconventional warfare. There'd be lots of fun things to do like:

-Deciding wether to whipe out your rivals inside your city or deal with rivals outside your city.
-Manage you family (I would think it would be like Crusader Kings but more developed and interesting).
-Take part on decision making on the city level.
-Meddle in Church politics and try to get your nephew to be Pope.
-Manage your popularity among factions of the populations (nobles, clergy, merchants, artisans and peasants perhaps) as well as building up powerbases in cities outside of the main city of your city-state.
-Keep an eye out for new families popping up after you've eliminated the opposition (managing an Italian city state is never easy and new rival familys could pop up in the form of the new bishop, a merchenary captian that just showed up etc. etc.).
-Make sure none of your sons go all Romeo on you and start hooking up with your enemey's daughter.
-Lead your army against other citiy states and choose wether its better to have your dopey but loyal sonlieutenant or the smart but sneaky mercenary captain be your lietutenant.
-Deal with France and Spain intervening in Italy and rampaging around like 500-pound gorillas.

Other scenarios?
Warring States China? Early Republican Rome? early medieval England?



Have you played Crusader Kings and Europa 1400: The Guild? Neither are exactly what you're suggesting, but they both are based on the idea of playing as a dynasty and involve a fair bit of politics and intrigue.



I would like a game of civ that wasn't just an overblown chessgame. A game where the emphasis is, as the name would make one suspect on civilization, rather than war. Where you lead your tribe from the dawn of time and internal politics, conflits, and events play an important role in shaping both your nation and the world. A sort of a cross between Civilization and King of Dragon Pass.

It wouldn't have a tile or hex map, and you wouldn't directly be moving anything around on it either, such things would instead be "abstracted" (I think that moving things around on a tile map is more abstract, but whatever...) by issuing commands and organizing things within your tribe, city state, or nation. Think about organizing an expedition to explore the mountains near your tribe - they set out, but get lost and are never seen again. Generations pass, and another expedition is organized - perhaps they find a fledgling tribe that are the remnants of the previous expidition, or perhaps they find a pass through the mountains to a fertile valley beyond, or perhaps they see a bad omen and turn back, ect...

How these sorts things play out, and how you respond to them, is how your civilization would be shaped, and the effects of them would add to the character of your tribe. Say, for isntance, that through a series of events, luck, or simply curious invention, a member of your tribe discovered the idea of metal working early on in tribe's history. If that idea is embraced by the tribe, it could then become an integral part of the tribe's character - metal smithing could become a cherished tradition, and the people could end up being renown throughout history for being master metal workers. In this way a "discovery" would actually be a discovery with effects and repercussions that ripple throughout the history of the civilization, and not just a means of building a unit with more attack value.

Jamski is offline Jamski
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May 2002
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  Old Post 24-02-2005 19:29
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How about Fantasy: Total War with a Civ-style city interface, workers to build roads/irrigation/forests/mines actually on the map, that would then show up in the 3D battles, more detailed character development. I mean Fantasy: Total War should have heros like in MoM that are more powerful than entire armies. I want to research spells in my tower too, and send my heros on quests to find magic items. And make magic items for them as well!

Of course a random map generator too.

Basically I want a MoM 2 with more of everything, and a civ-like city building interface, a Total War battle set-up and I would be happy.

-Jam

General Ludd is offline General Ludd
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Minion of the Dominion
Aug 2001
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  Old Post 24-02-2005 19:42
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quote:
Originally posted by Jamski
How about Fantasy: Total War with a Civ-style city interface, workers to build roads/irrigation/forests/mines actually on the map, that would then show up in the 3D battles, more detailed character development. I mean Fantasy: Total War should have heros like in MoM that are more powerful than entire armies. I want to research spells in my tower too, and send my heros on quests to find magic items. And make magic items for them as well!

Of course a random map generator too.

Basically I want a MoM 2 with more of everything, and a civ-like city building interface, a Total War battle set-up and I would be happy.

-Jam



This is another dream game of mine. But some thing's that I would add to what you said are, 1) Item creation. I love making magical items, it's to fantasy games as shape design is to sci-fi games - there should be enourmous amounts of options and abilities and neat things you can make, and you should be able to to equip even the grunts with magical items. And 2) Regular soldiers should be able to become heroes - if a soldier has faught in the ranks for an entire campaign, has slain 50 foes and come out of it all alive, why shouldn't he be able to stand beside those "heroes" you've recruited who've so far done nothing trot around on their horse and look menacing? Actually, Dominions comes close to doing this... but doesn't, for some reason. Each individual soldier in the army can gain experience and become a better fighters, or be inflicted with debilitating wounds, or even pick up magial items from slain heroes... but they can't be given magicla items, and they can't become a hero.

Adagio is offline Adagio

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Jun 2001
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  Old Post 24-02-2005 19:56
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quote:
It wouldn't have a tile or hex map, and you wouldn't directly be moving anything around on it either, such things would instead be "abstracted" (I think that moving things around on a tile map is more abstract, but whatever...) by issuing commands and organizing things within your tribe, city state, or nation. Think about organizing an expedition to explore the mountains near your tribe - they set out, but get lost and are never seen again. Generations pass, and another expedition is organized - perhaps they find a fledgling tribe that are the remnants of the previous expidition, or perhaps they find a pass through the mountains to a fertile valley beyond, or perhaps they see a bad omen and turn back, ect...

How these sorts things play out, and how you respond to them, is how your civilization would be shaped, and the effects of them would add to the character of your tribe. Say, for isntance, that through a series of events, luck, or simply curious invention, a member of your tribe discovered the idea of metal working early on in tribe's history. If that idea is embraced by the tribe, it could then become an integral part of the tribe's character - metal smithing could become a cherished tradition, and the people could end up being renown throughout history for being master metal workers. In this way a "discovery" would actually be a discovery with effects and repercussions that ripple throughout the history of the civilization, and not just a means of building a unit with more attack value.



I have had such game in my mind for a very long time

DrSpike is offline DrSpike
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Sep 2001
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  Old Post 25-02-2005 00:24
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quote:
Originally posted by duke o' york
A dream game?

One that Dr Spike didn't feel the need to post about!


Can't help being knowledgeable.

Sandman is offline Sandman
Prince
Sinister Penguin
Aug 2001
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  Old Post 25-02-2005 01:56
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quote:
Actually, Dominions comes close to doing this... but doesn't, for some reason. Each individual soldier in the army can gain experience and become a better fighters, or be inflicted with debilitating wounds, or even pick up magial items from slain heroes... but they can't be given magicla items, and they can't become a hero.


Oh yes they can! The Gift of Reason spell allows you to turn any unit into a commander. It's a rather expensive spell, though.

My games:

The space strategy game that has all players starting on the same homeworld, with all the politics that brings.

A fantasy game that involves horseback exploration and combat, with steppes being the dominant terrain. Preferably 'light' fantasy; no omnipresent magic, no dozens of non-human races. You'd have set-piece battles and chase scenes as part of the story.

Another fantasy game where you don't play a person, but a sentient magical sword. Instead of the warrior changing his sword, you change the warrior! And of course, you're stuck in stone or at the bottom of a lake as hundreds of years pass, and the world changes around you. This could work as either light or heavy fantasy; my personal preference is for light, I just find such worlds more interesting. Eternal Darkness achieved something like this.

Yet another fantasy game. This time, the setting is a city under siege. This setup allows for lots of violence in a convincing context, rather than 'encounters' or dungeon crawling. As the game progresses, you have lots of subplots within the besieged city (finding traitors, investigating intrigues, etc), as well as regular combat on the walls. Parts of the city get closed off as the besiegers press onward, and other parts get opened up. Once, you'd be forbidden from entering the palace grounds... now, it's the only part of the city left in your hands, crammed with refugees, as the enemy prepares for the final assault.

Note that I say 'fantasy game' rather than RPG. I wouldn't mind getting rid of a lot of RPG conventions.

 
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