Here's my idea for a story-based game I came up with that will never get made.
You're someone sitting on the beach with first person view. The way it works is that you can see different things happening around you which influence your future. For example, you see a plane flying which makes you want to become a pilot so you take that route and can choose between all the different types of pilots. You see a nearby hotel which makes you a bellhop, chef, or manager. You see a military Jeep which makes you want to join the military. You see a boat which can make you become either a yacht captain or a deckhand for a shipping company. You see luxurious high-rise building which makes you a CEO of a multinational company.
It's just an idea I came up with while visiting the beach before.
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Not a "perfect game", but I would like to see one game with the mechanics of Cultist Simulator, but without the occultism/mysticism etc topics and themes.
Just a simpler kind of "life simulator" instead, basic survival with personal and business relation development and advanced late(r) game options.
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I'm into different types of games, thus not fixated on a different genre. In fact, it might very well be that I enjoy one game and dislike another quite similar game, without any particular reason.
My favorites are:
TES V
Gothic II
Hitman
GTA VC
Life is Strange
And, I hate to say it, fucking League of Legends
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My perfect game would require outstanding writing skills first and foremost. Like Disco Elysium level of writing (I mean, you did ask about perfection). Something like 90's Jane Jensen (Gabriel Knight games), Oxenfree, Night in the Woods or Wadjet Eye games would suit as a standard as well.
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Hollow Knight for sure. I always end up playing it altough finished %100.
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I haven't played it yet but Space_Haven looks like it's right up my alley.
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Immersive sim game (like Deus Ex)
with interesting open world and side quests (New Vegas).
Smooth gameplay with lots of toys to play with (Phantom Pain)
and some crazy story with lots of twists putting it all together (like in Yakuza 0).
Co-op mode would be nice too :D
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That Harry Potter RPG comes to mind. If done correctly and allowing players to explore the world freely and take whatever path they want, it's probably going to become the greatest game of all time. If they don't nail it however it's going to be the biggest disappointment of all time instead.
A large-scale Slime Rancher with a bigger map, more slimes and more stuff to do would probably be high up as well, but Slime Rancher is already my favorite game as it is. The developers are doing everything they can for the game and still developing it so I'm not too sad about it, I just remember the joy I got from unlocking new places and seeing new slimes and being done with the whole game in just 30 hours felt too short.
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An immersive sim like the original Deus Ex:
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For me Fallout 3 was perfect. I've never played something like that. I keep hearing New Vegas is way better but that sense of surprise was lost after playing F3. I really enjoyed TES Skyrim also, I remember being amazed when some enemies were sorrounding me outside a pond, moving from one side to the other trying to find the way to get you and throwing arrows to the water. That was like the next level of A.I for me, It may not be a big deal for some but It was a WOW for me.
Open World, great musical score, replayability, next level A.I. and sense of surprise are huge factors for me.
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Perfect game would be for me more like and from Planscape Torment.
To see more from the crazy Planescape World, have more to do/visit/quest etc
More planes to go to, such things.
Planescape Torment is my all time favorite since it launched back in 1999 and i always wanted to see more (and have more of
that great storey(ies) which were brought to live in that game).
So for me it would be great story, "crazy/wild" setting and lots of good ideas to fill the whole thing.
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Spore. At least the game Spore was supposed to originally have been.
Customisation that isn't limited to mere multiple choice, that ranges from both cosmetic to functional, is my entire jam. Being able to personalise intimate details of your experience is a massive draw to me. Spore's original design had an amazing design centered around this, and its creation tools were designed in such a manner that you could essentially blunder through the creative process with trial and error, gradually figuring out what you think is cool (while also allowing for more naturally creative or skilled people to use the tools to good effect).
I love games such as Terraria, 7 Days To Die or Minecraft, because the gameplay is oriented around exploration, but also has a rewarding sense of creation when it comes to creating safe areas, bases and so forth. I find it so easy to burn hours just perfecting a small secure home out of the lowest tier building materials even before I really engage in the main 'adventure'. Sadly some games like Astroneer have a great visual style and nice polish, but burn out very quickly because they lack in the adventure/gameplay part, and quickly become just a grind for materials and a repetitive war of inching ahead based on production and supply (Astroneer had so much potential, and while fun for a while, missed its mark).
Even games where the customisation is more limited in scope, such as the Armored Core series (mecha mercenary style game), with sufficient balancing, variety and theming, the scope can be reigned in a little but still give a real sense of progression, ownership and pride. All Points Bulletin, despite its wonky history and toxic playerbase, allows you a really nice degree of customisation on your character and vehicles, letting people create some amazing paintjobs, custom clothing, and even musical stingers played to opponents you kill or when you win as VIP (which is great when used well, but sadly ended up as an earworm / griefing method).
Customisation, or at least ways to personalise your progression and feel ownership, almost always enriches the games I tend to play. Hell even Dark Souls leaned into this aspect of game design, and while it manifested as 'builds' given how closely it was tied to gameplay effects, it still made the game feel far more personal and involving even for those who tended to avoid PvP and minmaxing. Games like Planet Coaster found a way to add the customisation aspect on top of the personalising design.
While it isn't a great fit for all genres (depending on how they are designed), the sense of progression finds a way to manifest even in other places. Loot boxes didn't get big just by offering guns and gameplay advantages, after all.
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A role playing game where the main character is an amnesiac person who ends up taking odd jobs of a failing village to help repair it. Harvesting materials from outside the village such as stones, lumber, and monster drops. These help not only improve buildings, your own residence {which at a certain point can be customized after most of the village is repaired} but also enhance the purchasable items or tradeskill resources for other buildings.
The player home itself should be a run down shack that eventually can be turned into a nice homestead or even a small castle. It overlooks a small field the player can invest a bit of time into to attain some simple consumable foods that can later be cooked for actual buffs or legitmate healing. It could have either a freeform plan for furnishings or specific spots for furnishings. {A table with a chair can go here or a couch; for example.} As the player builds up the home, natural stat increases occur or allow the player to perform abilities he suddenly remembers (If you can dodge an arrow, you can dodge a beast claw).
The beasts outside the village have variable spawning. So you don't always see the same. To simplify a drop table for them, assign them families. So "Dog" based beasts always drop teeth or bones, while "Bird" based beasts always drop feathers, eggs, or claws. In areas of the map could be unique beasts that respawn or are goals for the player to eventually aim for. They are unique in shape or color that stand out.
Of course, the main enemy of this game is revealed late in the game and the enemy could be some invading army or angry group of folks that actually do some of the player's earlier skills like dodge every so often. It leads up to a final boss fight that makes the player grind up the best materials for his armor & weaponry/magic. As the battle progresses, the boss could do something forbidden or demonify using taboo stuff. {Downing a mixture meant to hulk him up by shortening his life force for example, taken only when he's near death.}
Tradeskills should be in variety, like cooking, smithing, woodworking/furniture craft, and alchemy. There can be others of course; but this is a generalized idea. The player could level these up based on an experience system that caps itself based on how developed that part of the player's home is. So say a foundry in the basement is in shoddy condition; the player can only level his smithing skills to 5~10, while a well equipped foundry can allow him to go up to 40.
The story of the game shouldn't be thrown at the character but instead introduced slowly through character interaction with the townspeople and a bit of recoverable memory. The earliest part of the game of course is dealer's choice as you want to create a driving force for the characters to learn and feel invested in.
Anyways, that's my take on my perfect game.
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Something like vanilla WoW, but 10x the size and a Star Craft MMO, but no mtx, just a flat sub like 24.99 a month or 249.99 for a full year. Star Craft or even better, Warhammer 40k. Except Blizzard could never and will never be as innovative or daring in game production like WoW ever again. Someone call Musk, put this Mars thing on hiatus and let's get this Warhammer MMO off the ground. We can then put all the proceeds from the game to colonizing space. I guess closest thing possible is Terreria/Minecraft but on Ritalin and Steroids.
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Takes too long to respawn and I don't want to come back as a worm if I really screwed up the last try.
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Skill trees / something that makes you stronger over time / unlocking new stuff
Great deep story, can be more linear in the playthrough but with the possibility to be extremely complex (NieR:Automata as an example)
Godly soundtrack (Super Mario Galaxy; NieR series)
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Maybe not "perfect", but... I always wished for some improvements to MySims. That, or there's probably some other life sim I didn't get to yet that would be just as good, if not better.
Other choice would be one of those long-ass visual novels that fully let you immerse yourself in the world and care for the characters (definitely fully voiced).
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I'm taking up game development and am curious to know what everyone's perfect game would be!
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