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What is your dream game?
I've had plenty of fun conversations with friends about this topic and figure all you Tilders would have some interesting ideas/thoughts.
- Are there any games that you've always wished for?
- Has there been a game that captured your imagination but fell short in one or more areas?
- Have you ever wanted to smash elements from two or more games together?
Don't let budgetary/IP constraints ruin your dreams here!
When I was a child I played Age of Empires and Zelda: A Link to the Past a lot, so I always wanted a Zelda RTS game with ALTTP assets, I would even accept a tactical rpg if real time battles is asking too much.
This would be incredible. I'd love to run those silly bulldog-looking baddies from the Zelda cartoon into a raid on Hyrule castle.
If not Wololo, what would the priest unit's call be in a Zelda RTS?
Tingle Tingle Kooloo Limpah!
That's it!!
Been daydreaming about a city builder sim that realistically characterizes cars. No "magic parking", no perfect drivers, with pollution mapping, traffic deaths, an average commute time per citizen as a statistic, that kind of thing.
I imagine it starting out exactly like Cities: Skylines, where you start building out your town with commercial and industrial and residential zones. As you lay out roads and utilities, the citizens keep demanding more parking and bigger roads. If you build them, your town becomes mostly parking lots and huge, dangerous roads. People complain about living near pollution, loud car noises, traffic deaths and commute times. Your town would have negative income from all of the building and maintenance costs and constantly be needing to be bailed out due to how expensive it all is.
The trick, then, would be not to listen to the complaints from car drivers. The only way to build your town where the budget is balanced properly is to increase density, utilize mixed use areas, and to build as few large roads and utility corridors as possible. The game wouldn't tell you this outright, it would simply give you realistic price tags and maintenance costs compared to people moved and let the player problem solve and optimize.
There would be a robust palette of micromobility options, public transit, greenways and parks and pedestrian areas. Car access would be optional for building placement and based more on emergency vehicles or services. You could design your own streets with your desired configuration of bike paths, street cars, pedestrian walkways and green spaces and save templates to use elsewhere.
There would be lots of beautiful middle density building models, parks, and plazas, and a mode where you could rehabilitate an already developed car centric city.
If someone made this game I would be so happy. It's frustratingly possible and a concept that's right there but games that aren't car centric are all either historical or not city sims. It's not enough for me to build the pretty solarpunk city, I need to see people inhabiting it and solving their problems.
This doesn’t answer your call, but the one that I’ve been watching for last month via dev vlogs. If you watch, the dev starts at very basic levels in videos but has actually already worked on the game for 3 years. Still very early but has some interesting concepts: https://m.youtube.com/watch?v=4heM4MqK82w
What intrigues me about your idea is if you could model aggregate human behavior in similar detail - selfishness, apathy, local influence, the ability of charismatic individuals to kick-start major change when society is "supersaturated". If you combine this with the detailed city building simulation, you could try scenarios with different parameters and see what it takes to get utopian / dystopian outcomes. You could even have pvp where some people are the reformers and some people play the robber barons, and see who wins out.
I saw a graphic the other day that I think sums up your entire game:
Things Kids Have Sacrificed For Drivers and Things Drivers Have Sacrificed For Kids
I’ve always liked the idea of a city management game that focuses on super realistic road management. I’m generally fascinated by road planning, traffic lights vs roundabouts, where to put bike paths, handling pedestrian flow etc.
I have a simple request. Basically a new racing game that goes back to older racing game mechanics. No open world driving and collecting bullshit, just more focus on solid arcade racing with awesome tunes. Basically something like Need for Speed Underground and Burnout Revenge, but new. Unbound was close! But still had an annoying amount of open world driving and driving to the safe house at the end of each day or night. It was also annoying to switch cars for the drift events and then get stuck with a drift car when chased by 10 cops. Burnout Paradise was also close, but annoying map mechanics where you basically had to memorize the map.
I don't know if it's fully up your alley, but if you enjoyed older games like Out Run, you might find some real enjoyment with Slipstream. It was last updated about 2 years ago and it's not getting more updates per the developer. It's feature complete. It has a ton of modes including single and multiplayer, Grand Tours, Cannonballs, Elimination Races, etc. I decided to reinstall it and play it with my controller and I found it quick to pick up and play. It's a very straight-forward set of mechanics:
That's the entire tutorial right there. The single player race I ran gave me a choice of 5 cars and around a dozen cities. I picked a hatchback because WRX, and I won my race with about a half second better time than the next contender, and around 23 full seconds from the last placer. Doesn't feel like it uses BS mechanics: once I was in the lead position at the end of lap 2, the next two laps were just me vs the course, no BS rubberbanding and other cheap tactics to make the race "exciting"...
Thanks! Will give this a shot. Sounds right up my alley.
For me this is Blur, but its more multiplayer focused
That looks so good.
A fully-immersive, RDR2 style Dragonriders of Pern game.
For those unfamilliar with the series:
Humans colonize a planet
They are Space Amish, so want to use the minimum technology possible. They live in a non-FTL world, so it's a one way trip.
When they get there, deadly spores from the system's Oort cloud start falling in a cycle they realise will last 50 years, with 250 year orbital gaps.
They have to figure out a way to burn these spores ('Thread') before it devours all of their organic material, and their flyers, jury-rigged with flamethrowers, are running out of battery capacity.
A genius genetic engineer who studied gene editing with a sentient alien race turns the planet's native fire lizards (small, green) into rideable dragons (big, bronze), who can self-generate flame and reproduce.
Each pass of the Thread cloud makes the colonists of Pern lose more and more knowledge as they retreat into machine-cut caves. Their tools wear out, their electronics break, their records are slowly destroyed, and over thousands of years, they essentially have a (non-violent) feudal society.
The game would focus on immersive roleplay, as Pern MUSH and MUD games were a really fun scene when I was a teenager.
The big event would be Threadfall, including excellent dragon flight dynamics (including teleportation - they can do that!) and working with your wing and your weyr to keep habitable settlements and crops safe from the all-devouring parasite that destroys organic life.
The dragons are telepathic, so I'd want fully voiced bonding systems, as well as mating flights, depending on the color dragon you select at the start of the game. That'd be the basis of the companion/romance system.
The main thing: it has to capture the feeling of yearning for a telepathic, teleporting, ultimate-freedom-granting dragon, and experiencing the cosiness of the world Anne McCaffrey wrote.
Setting wise, I think it'd be most interesting to do it during a regular Threadfall pass, where the balance between dragonriders, Holds (settlements) and Crafthalls (professional guilds) was normal. This would allow for an interesting and character-driven storyline, and most of the best Pern RPGs were set in this time period, as opposed to the setting of most of the novels, where nobody believed Thread would come back and the dragons were dying out (it did, and they didn't).
I wanna ride a dragon. I want it to be fun and exhilherating. I want to breathe fire on a non-sentient parasite falling from the sky to protect my comunity. I want to build relationships with complex, interesting characters from across the three social worlds of Pern.
But I don't think any game has properly captured the feel of what riding a dragon might be like. That core mechanic I think is similar to the breakthrough Rockstar had with the feel of bonding with and riding a horse, and depending on it through the whole storyline.
That's the magic for me. Get the dragon riding right, and everything else follows.
I've been meaning to check out Pern for ages!
I'm mid-work so plan to come back and read through your comment fully, but I wanted to let you know that your Fire Lizard picture link is broken.
Thanks, fixed! Here it is
I love this idea but only if the talking dolphins are included :)
This is absolutely not the entire package you just described (which sounds awesome), but I wonder what you'd think of the dragon-riding mechanics in Century: Age of Ashes. It's a free to play dragon-riding arena game from 2021. I never played it a ton but it was good fun with decent controls. PvP only though, sadly. There's a practice mode if you just want to see what it feels like.
Thanks for the rec! It doesn't look like it's for me, the flight mechanics don't seem to have any inertia or momentum to them. It needs to feel weighty and meaningful if I was to enjoy it, so that making the wrong choice means you can't just snap back in the other direction and have your mistake erased.
And PvP is a huge taboo in the Pern universe. I think dragons fought each other once because of rider neglect, and the consequences were society-rending :(
Thanks for the suggestion though! Just goes to show how starved we are of dragon games.
Ahaha, I know it wasn't the point, but your bullet-pointed summary of Pern's setting is absolutely perfect. =)
Linear 3rd person space opera.
With how popular the mass effect series were, you'd think there'd be more, but nope.
I'll take the bait: make it based on the Revelation Space series by Alastair Reynolds. Give everything pseudo-realistic relativistic physics and astrophysics. I never played Mass Effect, but even the bad books in the series have wild elements to them that would render great in a Mass Effect-like game.
I also would love that game. Chasm city ghe rust belt or glitter belt. Would be so fun to explore !
I have always dreamed of what I would describe as a “vertically integrated 4X” game.
At the top level is something like stellaris. Empire management, fleet management, top level colony management.
But in stellaris, you just command your fleet to engage with the other fleets and watch the fireworks. In my dream game, you can play entirely at this stellaris level if you want. But if you want, you can zoom in to the battle and participate, with combat sort of like elite dangerous. This elite level would be an entire complete game, and you could play forever at this elite level if you want.
Stellaris also has land wars. And these would be another level to the game. I am thinking a FPS game sort of like battlefield or SW battlefront 2. Again, you could play exclusively at this level if you wanted.
The scope of this concept is mammoth, and so it probably will never see the light of day. Likely it would need multiple different developer studios working on the different levels of the game and how they interact. And balancing would be an absolute nightmare. But imagine a game where it was player driven at every level. You could be in a drop squad for an invasion, lead by a player commander, lead by a player fleet commander, lead by a player commander in chief, lead by a player emperor.
If someone made a 40K version of this I'll probably never the house again.
On the still-might-not-be-realistic budgeting side, the closest I'm hoping for a game like this is basically a Total War with a real-time strategic layer and seamless zoom. At the lowest layer is standard RTS, zoom out enough and it turns into map painting where you make sweeping orders to move entire divisions to secure and hold provinces on the planet.
There were a few non-Star Citizen cracks at this idea. You might be interested in the concepts of Dust 514. It was a cancelled FPS MMO tied to Eve Online where the actions in one game influences the other and vice-versa.
Eve players would hire the Dust players as mercs, and can provide support during combat via orbital bombardment. Dust players who won that match would inch the hiring corporation's influence and power forward.
Another is a mod (Crusader Blade) that makes a Crusader Kings III encounter trigger a custom battle in Mount and Blade: Bannerlord.
This, I want this. I have wanted this ever since I played Spore the first time. I want to tell my ships or troops to engage in a battle and then jump into it like Battlefront 2 (the OG of course) and fight alongside them and win the battle.
Sins of a Solar Empire came close but also didn't quite feature personal action in combat. Still an interesting entry to look at perhaps?
Did you ever check Distant Worlds? (DW2 released on 2022). The scope... is vastly incredible. Not a game for me, but I was really impressed.
The ultimate problem is that vast scope.. may not make for a fun game.
Joke answer: Overwatch if it wasn't being handled by Blizzard.
Real answer: I'm a sucker for actual open-world games with satisfying ways to move around. That could be GTA-style traversal with cars, motorbikes, planes, etc. something like Marvel's Spider-Man 2 with really fun movement, or ideally even a mix of both.
Story-wise, I'd want something meaningful and well-written, but still easy to follow. I don't want Dark Souls levels of ambiguity, where you have to find some random item in the most remote corner of the map and read its description just to understand an important part of the story. But I also don't want something as simplistic as GTA missions that can sometimes basically boil down to "go here and shoot people".
Basically, I want a story that's entertaining and engaging all the way through, while still being simple enough for most people to understand without needing hours of cutscenes, dialogue, or outside lore explanations.
After thinking about all of that, Scrap Mechanic actually came to mind as one of the closest games to what I'd consider my dream game. It's already one of my favorite games, and I love the amount of freedom it gives you, but its world has always felt a bit too empty and the gameplay can get really repetitive.
The Chapter 2 update has definitely helped with some of that, though. There are more enemies, more structures to find, and the whole underground area adds a lot more to explore, so the world feels more populated and varied than before. But even with those improvements, I still feel like it has that underlying problem of eventually becoming repetitive and not always giving you enough interesting things to do with such a huge amount of freedom.
I'm not even completely sure how I'd fix that, but it's kind of cool that a game already exists that gets surprisingly close to the sort of "perfect game" I had in my head.
On the off-chance you haven't already played it, I recommend you drop what you're doing now and wishlist Just Cause 3 XXL. It often goes on sale for next-to-nothing on Steam (I think I spent $10 altogether on it, and that was buying the base game separate from the DLC pack).
JC3 has the most satisfying traversal mechanics of any game ever made, and that includes the various Spidermen, with or without hyphens. The story can be a bit goofy at times, but is also oddly engaging. David Tennant gives a characteristically fabulous performance as the foreign journalist who gets press-ganged by the resident dictator into the official propaganda mouthpiece.
My advice is to hold off on any DLC questlines until you've completed the main path, as the gadgets you get from them will utterly wreck any remaining challenge, especially the air-themed one.
Seconded, while the story of Just Cause is not the focus and not what they're looking for, it absolutely satisfying on traversal mechanics. There's a bit of a learning curve with the wingsuit but once you get it and it clicks it's amazing
I don't know, I think the dictator's voice journals are pretty engaging and more than a little chilling, especially with the way politics have gone in the Western world over the last decade. It's no War and Peace, but it'll do.
I have seen crazy clips with some sort of grappling hook aswell, it does seem like my cup of tea, so if there's any good deals online at some point I will hundred percent buy it.
Oh yeah you grapple everything and everywhere. You use in conjunction with the wingsuit to grapple along the ground and essentially fly. It's wonderful.
I think it goes on sale for like $3 pretty regularly.
I didn't scroll down far enough to read, but I wholeheartedly endorse Just Cause 3 XXL as the best traversal system on the planet. For me, second best is Breath of the Wild. For some reason the traversal in Tears of the Kingdom doesn't really click as much for me. I've tried to play TotK several times and I get a few hours into it and just shrug my shoulders and set the controller aside.
I’m not sure it quite matches GTA’s options for open world travel — I don’t think there are planes or helicopters as far as I can remember — but maybe you would like Watchdogs? You can drive around similar to GTA but as you’re driving, you can interact with the world around you because you’re a master hacker who has access to the city’s infrastructure on your phone.
Police chasing you? Just activate those bollards that are sunk into the street, and they pop up just behind you. You got through just fine, but the cop car behind just got totalled. Or you see the cop car ahead of you trying to cut you off? What if that set of traffic lights just happened to go green for everyone at the same time and cause a 5-car pileup in the middle of the intersection, so the cops have to go around the long way while you duck into an alleyway.
There are very few games that do a good job of action and stealth within the same game engine, and this isn’t stellar by any means, but I do love that sometimes when the cops are after you but have lost line of sight, your best bet isn’t to keep running forever, but instead to pull over and park and duck below the window so your car looks empty from a distance and the cops just drive right past you without realising.
I have actually not given any of the Whatchdogs games a fair chance yet, but I may. I remember being excitedwhen it got anounced since I was a huge Assassins creed fan so bringing a similar fantasy but futuristic, with hacking and what not sounded fun but then the gameplay didn't seem engaging enough so never really got around to buy it, now it's like 2€ on steam so I may actually get it.
I love the traversal system in Just Cause 3. Sometimes I boot it up just to goof around. You can ride in vehicles if you really want, but with their flight traversal mechanic you probably won't ever really want to...
Basically what they promised Star Citizen would be, but offline single player.
Waiting this since I replayed freelancer for like the 15th time. But its cursed
I want a game that lets me really focus on more realistic railway operations, particularly around railyards and building trains.
I love OpenTTD, Factorio, and Satisfactory all for what they give you with setting up rail networks. Satisfactory in particular feels almost like the most realistic: stations are huge and you can't just set up arbitrarily large stations like you can in OpenTTD. This constrains you to fewer and smaller stations.
With this constraint, I'd love to be able to have a railyard somewhere where I could split and build trains. Perhaps I have a station serving coal on four cars. I want to take that train and break the cars out and merge them into four different trains and then distribute them across the game world.
The closest thing I've found (aside from actual model railroading) is the game Railroader. I think though I want something that is a bit more at a birds-eye view. The dream game would be the interface and general gameplay of OpenTTD, but with heavy constraints around requiring realistic operations that would force building yards and switching cars.
When I was a kid I always dreamed of a large open-world game where you were an animal. Somewhere between arcade and simulation, so that the gameplay would reflect an animal's real activities, but you wouldn't spend actual hours eating grass (for example).
There are games that have tried and at least partially succeeded IMO, but there are honestly so many different ways to approach this concept, that I'm still itching for more.
Examples:
Spore - If you know, you know. I was so excited for this game as a kid, and its release was like a slap in the face. The game had large ambitions of letting the player progress from a single-celled organism to an animal, to a tribe, to a civilization, and then to space. And (somewhat predictably) delivered just OK results. Also they had a terrible DRM system that prevented me from playing for the first few days and continued to be a significant annoyance past that. So I honestly didn't even play much in 2008. I only really experienced the game about 10 years later. The single-celled and animal phases were decent, but they just didn't feel full-fledged. The gameplay was sandboxy, but there weren't that many systems to interact with, so it felt shallow. Also the focus on the evolution of your creature is interesting in a way, but it also takes away from the feeling of living as that creature.
Jaws Unleashed - a licensed game where you play as a great white shark living off the East Coast of USA. Released in 2006, which was around the golden age of AA games IMO, this game had no right to be as good as it was. Although the story missions were kind of clunky, and there were a number of technical glitches, this game comes close to my dream. You feel like a badass shark living in the real world. No, attacking and ripping people apart for fun is not particularly realistic (and it gives a bad name to real sharks, but I digress), but your fundamental actions and abilities as a shark mostly are. The ocean ecosystem is not thoroughly modeled, but everything looks pretty reasonable and there is decent variety. Importantly, the game was fun. Just cruising around eating stuff and causing mayhem was satisfying.
Anyway, this comment is growing out of hand, and I need to end it for now. Maybe I'll revisit this :)
Have you played Little Kitty, Big City ? I recently played through it on the switch. It's pretty short but thoroughly enjoyable - funny dialog, interesting and weird characters, chill vibes.
The Untitled Goose Game is another strong rec. It is somewhat linear, but you are 100% a goose doing goose things, if goose things == being a complete agent of chaos. It's an interesting puzzle game.
Spore was the game that taught me to not pre-order games. I still long for the game that was shown in that early 00's tech demo.
Lately, I've been imagining a first-person shooter version of Noita. It would be a little like an open world, procedurally generated Hexen with destructible terrain. Maybe also some Nethack dynamics, like you actually don't know what which potions are which or exactly what that wand does when you fire it until you see it in action.
Particularly, I'm fond of the way that Noita signals to the player the way that Mina knows what's around her, even if she doesn't have a direct line of sight, as though she were inferring position and identity via sound, echolocation, or a sixth sense or something. I've been trying to imagine that maybe the player sees outlines or silhouettes behind opaque walls.
The third dimension would make the mines and Hiisi Base dark, claustrophobic, nightmarish maze, while at the same time the open arena spaces would feel airy and exposed. Gloomy areas would be especially scary.
I wouldn't want the graphics to be too good. Better that they stay more "Doom" and less "Half-life". It could run on a lot of hardware and would be extremely difficult. I might not even enjoy playing it, but I'd like to see it to find out.
Arcanum, remade in the divinity engine (or a similarly physics-oriented engine) and designed/written by the OG Troika team.
I'd also want to recreate the original (abandonware) Albion game as a first person skyrim-like.
I have two:
The first would just be a new game like Lucasarts' Gladius, which if you're not familiar is basically just a turn-based strategy RPG in the setting of the Roman gladiator games but at each city you can recruit new members with various classes and abilities, which allows for a surprising amount of replayability if you want to try different strategies and synergies. The original game is really too easy to bother with a lot of the strategy, unless you adore it like I do. I think I've played it all the way through at least a dozen times over the years.
The second would just be Dark Souls 4. Elden Ring was just okay and Bloodborne is too easy, give me more Dark Souls. Please Miyazaki.
/offtopic Elden Ring is just okay?! That was my first "soulslike" type game and I adored it. Can you recommend which of the Dark Souls I should try out? Bloodborne is on my list but it was recently-ish announced that it will get a PC port and I'm waiting for that.
Just to note, Bloodborne is not receiving a PC port. Sony still owns the property, and they're no longer porting their non-live service games to PC. You may be thinking of the recent emulator efforts in ShadPS4, which has made the game playable on PC.
My general recommendation is that if you intend to play the series throughout, it's better to start early and move forward. That's not (just) for some puritanical reason, but it lets you appreciate the later quality-of-life improvements, rather than get frustrated when they're not there. The games do also feature an overarching story, though it's easily missed and not critical to the gameplay itself. Like Elden Ring, you can consider it to be background lore as found in environmental storytelling and item descriptions.
As for which Souls title to play first, that depends on a few things. Do you like Elden Ring primarily because of its fast action and complex bosses? If so, then Dark Souls 3 will be the best fit. Its gameplay is much more linear in comparison, but this helps with overall pacing and balance. Get the DLC, as the Ringed City content is fantastic.
Bloodborne is also a good consideration, especially if you have a PS4 already. Its combat is also faster paced, and more reactive. The game feels thematically different, as it's more gothic than dark fantasy, but is definitely worth a play. Just mind the heavy frame drops.
Do you instead want to experience the legendary series from the beginning? Then start with
Dark Souls 1Demon's Souls (DeS). Yes, Demon's is still a great game. It's the spiritual predecessor, but establishes the formula that we now call Soulslike. If you have some tolerance for jank, it's a good time, and you'll come to appreciate the series' roots.If you don't enjoy PS3-era games, then Dark Souls 1 polished that formula further, notably with the introduction of the estus mechanic. It still has some of the best level design I've seen in a game, and sets up the story as explored by the rest of the series.
Both DeS and DS1 are slower and more methodical in combat, which I happen to really enjoy, but you might find jarring if coming from ER and DS3. Expect a different pacing, but still many of the mechanics you're used to.
Dark Souls 2 isn't a good title to start with, but it's still a good title, despite its reputation as the black sheep. It's the most experimental game in the series, which really clicks for some, and less-so for others. It had two releases: Vanilla, and Scholar of the First Sin.
You can start with either version, honestly. Vanilla shows some of the original design decisions of the team, for better or worse. Scholar acts as a sort of remaster, where items and enemies were shuffled around. Sometimes because they made more sense; sometimes the devs just wanted to troll player's expectations. Scholar received some engine upgrades, and bundled the three DLCs which need to be purchased separately if playing Vanilla.
Thank you so much for the thorough breakdown.
I could have sworn I saw something alluding to a port but I can't seem to find the article and I'm wondering now if it was just AI slop? :( Sadness. I briefly gave it a try on the shad emulator (maybe two weeks ago?) but playing with keyboard and mouse felt uhhhh very difficult. The very first encounter gave me crazy motion sickness so I decided to revisit it when I feel more patient to see if I could find some settings that work for me. I've been told by everyone I know that I should be playing these games on a controller but I have yet to find one that feels comfortable for smaller hands...Maybe someday!
I know there was a tentative rumor about the DeS remake eventually getting ported but I think I will put it in my waiting pile. If I figure out my Bloodborne issues then I will try it out sooner.
I really loved Elden Ring for the lore and exploring more than anything. I don't know anything about DS lore so I think DS1 is a good place to start :) thank you again!
These games are 100% designed with controllers in mind, so that's my recommendation too. The later titles do at least try to improve the keyboard controls, so you'll probably have the best luck with Dark Souls Remastered and Dark Souls 3, since they're the most recent releases.
Unfortunately, emulators will not be designed for KB+M controls, and I do expect that to be a pretty poor experience.
Hopefully you can find a controller that works for you. I'm sure that smaller controllers do exist. Nintendo tends to design for smaller hands than Xbox, but companies like 8BitDo also offer a wide selection of options to choose from. I think if you do some reading, you'll find something that's a good fit.
I can understand about Bloodborne motion sickness. I originally played it via the Playstation Now streaming service, and I also experienced some queasiness from the game. It was running at its original very choppy framerate, and with added latency on top. I could only play for an hour at a time. I slowly adapted over multiple play sessions.
Thankfully, Sony later improved that service tremendously by changing server providers, and the experience was far better when I last tried it. They sadly merged this service into their regular monthly PlayStation Plus subscription, greatly increasing the cost, but it's still an option if you're unable to emulate. Just note that only the base game of Bloodborne is available, for reasons that still elude me, and many consider the DLC to be essential.
As for the DeS remake coming to PC, I wouldn't bet on it. It was originally featured in the "Nvidia Leak", but it's been so many years now that plans will have changed multiple times since then. Sony has since reconsidered their entire PC strategy, and many other titles in the leak never saw PC releases. I think that particular well has now run dry.
I'm sure you'll enjoy DS1 though, and it's probably the best option available to you until you're able to find a controller that works. Despite the Souls series being more linear than Elden Ring, there's still plenty to explore, and the lore and environmental storytelling are second to none. Enjoy!
This is an excellent write up. I wouldn't change anything.
Ahaha you'll be waiting with the rest of us. This has been asked for years to the point it's a flat out meme about the game. Every time Sony has their State of Play you'll see endless comments about Bloodborne PC.
It won't happen, but like @Wes said we have ShadPS4 that allows for a really cool experience since it's no longer locked to a paltry 30fps (that it struggled to reach at times) and the possibility to mod slowly expanding. Randomizers are already possible for example.
Edit to add: 8bitdo Ultimate controllers are smaller. Have you looked at those yet?
My technical prowess is limited so I suspect that the shad experience could be better if I knew what to adjust. But certain settings being turned on seemed to make it not want to open the game at all? A lot of the advice online seems to boil down to "Have you tried turning it off and on?" which was not super helpful :(
I'm afraid I can't help you there. I tried setting it up once and it Just Worked™️, so there's little guidance I can give.
As a child, I longed for a first person Pokemon. I didn't know how game designed worked, so I'm not sure how that would be translated today. Crawling thru grass and random chance encounters just seems to get cheesy the more realistic it gets.
I've always wanted an RPG style game set in the modern day. Something like what I imagine Earthbound was like back when it was released. You and your party are kids from a suburban neighborhood and your weapons and stuff are all things you'd find in normal day. No magic in the traditional sense, maybe some basic science or chemistry to craft things that explode, burn, etc. The villains can be regular humans but maybe there's something that's driving them crazy, like a toxic spill. South Park:Stick of Truth sorta scratches the itch but I want a game that takes it a bit more seriously and can't rely on years of established story
I'm not the biggest gamer so hoping for some suggestions toward existing games :)
After watching the anime Spice and Wolf I've really wanted a game along those lines. The premise: you're a traveling merchant trying to make enough money to settle down and open up your own shop with a medieval economy sim deep enough to allow for the kind of shenanigans that they get up to in the anime including things like currency manipulation and market crashes due to unexpected large-scale events. Or more broadly a "small fish in a big pond" kind of strategy game that doesn't scale up to have you the player directly running an entire guild or the like, but needing to do it through connections with NPCs that have their own ambitions and might refuse some requests or change their mind as the circumstances do.
Games like Mount and Blade, Freelancer, and Sid Meier's Pirates! have some kind of trading aspect to them but that's not the primary game mechanic and usually pretty simple. Even a more recent indie game that I've tried, Merchant of the Skies, is closer in scope for being entirely focused on trading but still fairly shallow in execution with "buy low, sell high" being most of it without much getting in your way. Maybe I need to dive into the trading and economy tags on Steam and see if there's anything else that draws my eye.
All that said I don't know if it would even make for a game that's fun to play, but it's something I've wanted to give a shot for more than a decade... and after getting back into a MUD and enjoying playing a trader leading caravans between towns, I think that desire's subconsciously been around for closer to 30 years.
I used to love Marco Polo when I was a kid, maybe check it out? It was a DOS game and it had awesome videos from real actors, it was quite something at the time.
That sounds awesome, I also enjoy the merchant aspect of games, but it often times is very much a shallow side activity like you mentioned.
The creator of Spice and Wolf has a doujin circle which has released some games which probably won’t scratch those itches but might be worth looking into. There are some S&W VR experiences and a very long 3-part VN called World End Economica which leans heavy into the economics. I tried to play the latter but I couldn’t get into it.
I did get into those some years ago but they don't quite fit the vibe I'm looking for in one way or another, with World End Economica in a sci-fi setting and the Spice and Wolf VR (the first one at least) being more of a "sit around and chat with Holo" thing from what I remember.
Morrowind.
I mean, you could fix the stuff that's obviously wrong with Morrowind (the appallingly-unfriendly dice-roll combat mechanics, the ugly character models, the handful of quests with totally bogus directions…), but that would be to make it someone else's dream game. I'm perfectly happy with Morrowind as it is, weeping corprus pustules and all.
(I should start another playthrough.)
Morrowind does have a handful of features I would really like to see other games adopt more, though:
This is one of my favorite things about Dragon Age (well, up until Veilguard... but I don't want to talk about that). So much of the lore you get in the games are written by religious scholars from the Chantry (a pseudo Catholic style religious organization) and they're often analyzing or interpreting other cultures through their own lenses and biases.
It was so much fun going through all of the different lore in the games, comparing the mythologies and stories of the dwarves, elves, and other cultures and trying to figure out where the overlapping truth actually was.
A combination of:
Basically the most immersive open-world fantasy RPG imaginable.
I've played Skyrim more than probably any other game. Most of my mods focus on making the combat mechanics more exciting and less clunky, and adding NPCs with new lines of dialogue. I have thought about trying the Skyrim together mod, but it seems a bit complex to set up and the people I'd want in my party aren't as tech-savvy when it comes to modding.
There is a VR mod in development for Elden Ring. https://youtu.be/6NPgNvg5Lwg
Two of my fondest memories are when I first started playing WoW during the WotLK era (with no prior knowledge) and the early years of Minecraft (first played allll the way back pre-alpha). What I loved was the feeling of this massive, unknown world. There was so much to explore, discover, and learn.
Perhaps unsurprisingly, some of my favorite all-time TV shows are also about exploration and discovery (Star Trek TNG and DS9, Stargate SG1).
So my dream game is whatever could possibly re-capture that feeling. I've played No Man's Sky, which does come close but feels a bit too barren and formulaic. Maybe I'm just too old now for a game to give me that sort of feeling, but that's the dream.
You're playing my tune. For me the best experience so far has been The Planet Crafter which has a free demo if you want to check it out.
I can get lost in it for hours on end, just jumping around harvesting resources, building my little bases, setting up my ability to explore the next thing as I terraform an alien world and unlock the mysteries of the crafters that came before me (and presumably perished, but maybe not?) It's one of the few games I not only purchased in Early Access, but at full price which was $9.99 at the time. I've recommended this game to a lot of people.
I miss that feeling as well, especially when there wasn't as much information readily available online for everything.
I know I should just dive in and enjoy the game, but I has such limited time to play when I do that I'll often look stuff up so I don't feel like I "wasted" my time running around being stuck or lost.
This game will never exist because there is absolutely no market for it, but a small part of me still dreams. As a kid, I was absolutely obsessed with the anime series, Zoids. Giant mecha and they're cool animals? What's not to love. Also really wanted to go on my own adventure where I piloted one of them. So I've long wished for an open world game where you can explore the Planet Zi, get your own zoids, customize them, and pilot them in battles. Ideally an arcade game with a custom cabinet to invoke a zoid cockpit, but at the very least it would be awesome if it could be a control scheme using the Steel Battalion controller. Again, there's no market for this, so it will never be made. But maybe one day if I ever get good at programming, and I can make this game for myself with a custom game cabinet.
There are multiple possible ones but here I'll go with a postapocalyptic base management, scavenging game that is focused on rebuilding. Possibly larger in scope, possibly smaller.
Something similar to Dead State in some ways but larger, less buggy, less grindy and focused on said rebuilding.
Generally I would also like to see llms integrated into npc behaviours. That is one use case where nondeterminism and inaccuracy does not really matter that much.
They are absolutely not on a level to drive the game but constrained small talk or combat and noncombat routine behaviour should be possible.
I have three:
Serious in tone (not design) reimaging of Phantasy Star 2, the OG Dune/Star Wars/Dirty Pair sci-fi dystopia RPG.
An offline version of Final Fantasy XI that utilizes an action RPG combat system while still somehow retaining the slower-paced strategy aspect of the MMO. Potentially utilizing some kind of gambit system a la FFXII. Updated graphics and a new story, or a rehash of the existing stories (which are great! But told in a clunky way)
Really I just want Binding of Isaac 2.
To clarify a bit more, I want a roguelike, as that's my favorite genre, but if I get to be picky:
-- Real Time/Action based. I love a turn based roguelike too, but what I really enjoy about action-based is that physical player skill can play a real role, and that any game is technically winnable even if the RNG poops on you. A terrible run in Isaac can still be won with grit and determination; a terrible roll of the dice in Slay the Spire can end you before you have a chance.
-- Discrete math: I'd wager no one here can tell me how much damage any enemy in Hades does. But I can tell you how much damage an enemy in BoI does: half a heart, except champions which do a heart. I appreciate the readability, and I think the enforced structure forces game design balancing that isn't just changing some #'s a few percent up or down.
-- Meta-progress based on variety, not on stat grinding: a meta gameplay loop I see fairly often that I don't really enjoy is the "gather Smurfberry shards to pay at the store to unlock permanent 0.5% health Regen!". It's imo a lazy way to enforce a roguelike difficulty curve, since you are literally weaker to start until you've ground out the upgrades, and in the worst cases the game can feel outright unfair until you've put an arbitrary amount of time into earning HadesBux. I love unlocks, a key part of roguelike satisfaction IMO, but they should be focused on variety (new items/enemies/environments/challenges/etc), not on making your next runs forever a tiny bit less challenging, because that's what your natural skill improvement is for.
-- An achievable endgame: this is the least important of the bits, but this is about dream game so I get this too. I love unlocks, and checking the bits off the lists: Isaac with the post it notes, Hades with the achievements and story, Slay the Spire and it's Ascensions. But not all games work that way, either because of structure or too much stuff. As an example, Monster Train 2 (which I love) technically has a story, but it's finished relatively early and also isn't really a draw IMO, it's more background. But while it does have Ascensions and a logbook to fill out, due to how the game works there something crazy like 500 different clan combinations, which you'd have to all beat max ascension, which is at absolute bare minimum 500 runs assuming you don't lose a single game (and trust me, you will). So while pushing myself to finish that last post it or get that last romance dialogue (cmon Icarus...) feels worth while, I'm never going to complete MT2. Doesn't make it a bad game at all, but wish I could tie a little bow on it the same way I can some other games.
As someone who loved the original BoI and also played a lot of the remake, I feel you. The game is so well done, and it also rewards skill so well since you could technically beat every boss without picking up a single item if you were patient and had the will and skill to do it.
I stopped playing BoI Rebirth before Repentance came out, and while I do want to pick it up one day, I'm not sure when I'll get around to it.
I wanted to 100% the game since I 100% the original before they went back and released the Hard Mode, but I realized I didn't do the Meatboy (or maybe bandage girl I don't remember which) achievement early on before unlocking a lot of items and I found it so tedious to try and grind it out. This got me curious and I looked up that there are easier ways with Afterbirth + so maybe I'll go back sometime and start playing again.
Repentance is the biggest upgrade since rebirth, highly recommend! They added a hilarious amount of new content, and almost all of it is amazing (and some of it is Fuck You, but you've played Isaac already so you know the gig)
I saw how much they added, and it has been on the wishlist for a while, so it'll definitely get picked up at some point.
The last few times I've found myself playing with the wiki open a lot more compared to when I was playing a lot and knew a lot of the mechanics/interactions. Now I just want to look up what the different number of pips do in a die room or the specific rune does since I play it so infrequently.
I'm betting with Repetance I'd probably log easily 500+ more hours in to the game, I think I have ~500 between the original and Rebirth so far.
I have found memories of blowing my friends' minds when I would break the game using the IV bag and the D20 + D6 and other shenanigans
If you're playing on PC, and thus can get the currently-in-beta free Repentance+ DLC, they added in-game item descriptions that tell you what items/cards/runes/trinkets do. Just re-beat Mom once and it'll unlock in the options menu.
And if you want even more in depth, the popular Enhanced Item Descriptions mod in the steam workshop does that, but also displays other information like synergies, dice rooms, sac room play counts, etc. Highly recommend, makes the need for wiki mid run obsolete. (You'll still need the wiki for like, how to unlock characters/endings/etc)
I appreciate the suggestions. Do you need Repentance to get Repentance+?
I'll check out that mod, as long as it doesn't interfere with achievements I'd definitely use that. I remember being happy when they added in the HUD that shows your stats and the items you had collected.
Yeah you do, all the DLC is additive (so you need all the DLC before it to play), but Repentance+ is free after that.
And no mods disable achievements after you've beaten Mom (the foot) one time. So you have to complete one run "Vanilla", but after that you can go hog wild and still get your unlocks and steam achievements
A full heart starting from The Womb! Unless you have The Wafer, then everybody does half a heart...
You're right, it's easy to keep track. The nature of the game helps, too.
Have you tried Brotato? I feel like it fits your real time, meta-progress, & endgame requirements fairly well. Discrete math maybe not so much.
Its quite fun to work through unlocking all the characters, items, and difficulties. Brotato does lack much in the way of storyline, but the gameplay may scratch the right itches for you.
This is a great question and I've never really thought about it. I want a Harvest Moon-style farming sim, but I want it to be real big - like, No Man's Sky level big. I want to go to different planets (or even star systems!) and harvest unique ingredients. I would like combat to be optional to promote a fully cozy experience (or Persona style, so I can befriend potential monsters/enemies and get the loot through cooperation). I want to collect minerals as well as plant or animal materials. And I want the depth of a Rune Factory style RPG, where I can make a variety of different things that have progression to them - basic food or crops, sure, but also weapons and equipment, pharmacy or healing items, or upgrades for my character. If things get really wild, we could throw in a Recettear or Moonlighter element where you can sell things in a store or some kind of interactive way (although if necessary, I could deal with a trading hub system kiosk like in No Man's Sky).
I'd like to see some potential variety in things to make, too - can I get different fibres to make different kinds of fabrics? What about bringing back different kinds of fauna to harvest different kinds of ingredients? It would be nice to have more crop variety than just radishes etc and fruit trees - what about reeds or or flax or cotton? What about different kinds of dyes? Let's just get really friggin crafty.
And, if I could do all this without the arbitrary "you better be in bed by midnight or else", like No Man's Sky, I would be the happiest little clam.
I'd love an MMO open world Pilotwings.
I commented in another thread that I'd like a great modern 3D-citysim, similar to Cities Skylines, but with more depth in the simulation part, no bullshit DLCs and better performance. That would be cool.
Another game I'd love to play would be a complex single player space sim, quite similar to X4, but with better UX, better mission design, better story elements, just better everything. I tried several times to get into X4, and while I love the idea of it and want to love the game itself, it is so unwieldy, buggy and has so many different problems that I simply don't enjoy playing it. Maybe one day another company improves on the idea. That would be a dream game for me.
Id like an openish world, rpg type game with, I suppose, either a more compelling ending or less obvious black/white choices.
I really enjoy games like TES, Fallout, and Baldurs Gate: exploring the world, going through the story, meeting characters... right up until the 3rd act choices. Stormcloaks or imperials? Brotherhood, minutemen, institute, or railroad? Emperor or Orpheus? I've never finished any of these games! I can never decide, and the stories/characters are never compelling enough for me to want to see how things end. Instead I find myself completing side quests until I quietly step away from the game.
The hallmark of an amazing quest is the very non-obvious 'best of all worlds' solution that becomes available to players who put in the extra effort, or have a good blend of stats, or made some other gameplay decisions that enable it.
Yes, I really like the idea of this style of solution. I once played mass effect 3, but hadn't played the prior games myself (I'd watched lets plays instead), so couldn't import prior decisions.
I learned only after choosing Legion over Tali (and being horrified at the outcome) that players who made specific decisions throughout the entire series could take a middle road. I think because the negative outcome was so extreme, this really stuck with me as solid mechanic to reward loyal players. I also may have stopped playing it long after that.
Just my own perspective, but for games like those I usually make a save before exploring one of the branching paths so I can go back and do the other one.
Now that I've got kids that approach doesn't work, so I sadly play many of those big RPGs that I enjoy, and for some with too many branches I've just come to accept that I'll need to do multiple playthroughs if I really want to see it all.
I also do the save-to-go-back strategy in these types of games! Ive only ever done it on a short time scale (like, save, see the immediate outcome, and go back or not), but I suppose I could do the same for longer periods (save, play through to the end, then go back and follow a different tree).
I have attempted replays, but I have a hard time playing as a character that would make decisions different than my own (eg, 'evil' playthroughs) so either most of the game ends up feeling the same and I get bored and stop, or I don't make it very far as I struggle to commit to the bit.
That's totally fair, I tended to not a fan of the evil play through. What changed for me was that I started viewing it as the same engaging with media that follows an unlikeable/evil protagonist. I wasn't rooting for Walter White in Breaking Bad, but I did want to see how his story would play out.
Zombie or postapocalyptic game set in one of the cities I’ve lived in and know well. With ultra realistic layout (ie the real buildings as they are, with real interiors). There were plans of a MMO like that set in Montreal (and they had real scans of the city) but it became vaporware. I can’t remember the name of it. Was around 2014 I think.