ITT WE PITCH GAMES WE WANT BUT DON'T EXIST Anonymous
02/18/26(Wed)12:16:11
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3930323
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Ever since I played Attila Total War 10 years ago, I've wanted an rpg set in the dying days of a roman-like empire. I have the whole game in my head. Maybe I'll make it one day, if I learn how to.
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>>3930323
This sounds cool
But id rather have more in depth Brytenwalda
5th century Britain is the best post roman place for larp
>Want to restore provincial order? You still got few surviving romanobriton cities down south
>Want to larp as celt pagan? Still some left on the isle
>Want to larp as pagan germgroid? You got angleseax still unconverted
It's a shame butterlords version died mid development
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H game RPG where you use the karma sutra.
A gross out RPG that uses buggers,poop,piss,cum, farts and a bunch of gross out disgusting stuff
RPG that is self aware and beating you over the head with a bunch of allegories and metaphors like the allegory of the cave and the heros journey monomyth.
An RPG that doesn't take itself seriously at all.
An actual zelda rpg
Mutant chronicles
Kult
Mage the ascension
Boy scouts/girl scouts RPG
Only fans twitch streamer debate bro RPG
Anthropomorphic food RPG
Death camp /concentration camp RPG
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I've always wanted a low-fantasy or historical cRPG set in a 15-17th century setting, mostly in Europe (or a European-based fantasy land) but with some seafaring to other continents.
There wouldn't be any need for magic in the setting because that time period had a mixture of firearms and traditional weapons which should allow for plenty of combat and build variety and there would be several scholarly and practical applications for intelligence instead of a heavily-abstracted magic system, such as medicine, navigation, or linguistics.
Dice roll combat also works perfectly for simulating the terrible accuracy of firearms in that era and allows a trade-off of not having to invest heavily in traditional combat skills and attributes at the expense of relying on a slow, inaccurate arquebus/musket for any combat encounter, just like how the mass adoption of firearms meant soldiers didn't have to train as heavily historically.
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>>3930436
>A gross out RPG that uses buggers,poop,piss,cum, farts and a bunch of gross out disgusting stuff
Earthbound has some of that sorta stuff
>An RPG that doesn't take itself seriously at all.
there are a ton of these out there, again Earthbound is one of them
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I've always wanted a RPG in a non fantasy setting that revolves around the Crusades and High Church politics of the Middle Ages. You can join Orders and or Guilds and you work your way up until you have enough political clout to determine how, when and if Crusades play out.
>Inb4 crusader kings
Yeah like you can get pretty close with CK2 but at the end of the day its a spreadsheet simulator and you have to fill in the gaps for the story.
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RPG in which races have extremely different play styles in a sandbox world. You want to play as an orc? Being retarded and detested drastically changes your adventuring experience. You want to play as a 40 pound gnome? Have fun adventuring with a pack limit of 15 lbs , having half hp, etc. No attempt at all to balance things except by amount of flavor each race / class has. You want to gimp yourself? Go ahead, and roleplay it.
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I just want my isometric dark fantasy post-magickal-apocalypse game, essentially a modernized sequel to Dark Sun: Wake of the Ravager but instead of dumping all the funding into voicing every character ala BG3, instead just do it the way morrowind or Pillars 1 did it, where only important NPC's and companions have like their first few lines and major important plot events voiced, then the rest unvoiced. As for gameplay, I'd love for it be like Wasteland 2/ 3 but with a hardcore magic system with drawbacks via the defiling/preserving mechanics. Also have real penalties for resource scarcity and the like. Morally ambiguous , complex characters, tons of gruesome ways to die or dismember your opponents. environmental hazards, and crazy fucking monsters and a psionics system that's actually well done, and the ability to pick a wild talent at the beginning of the game. Have your major choices actually impact the game i ne meaningful way. Feral halfling cannibals, asshole elven merchants, weird life-shaper bio-punk gadgets, creepy ass aberrations like the psurlons , secret cults, despotic sorcerer-kings, and unflinching portrayals of savageness and brutality with the themes of slavery, genocide, and environmental/societal collapse and how regular people survive in such a place. I want it to feel like madmax meets new vegas/wasteland but in a Dark Sun RPG.
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>>3930323
>Set in Roman Empire during 3rd century crisis
Fucking YAWN.
The Civilization games have existed since the fucking dark ages of the '90s, and your /pol/ dogwhistles are so transparent and just fucking cringe.
The closest you'll ever come to understanding ancient history is your last playthrough of fucking Assassin's Creed or some shit.
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>>3931198
>The Civilization games have existed since the fucking dark ages of the '90s, and your /pol/ dogwhistles are so transparent and just fucking cringe.
This is one of the more bizarre non sequiturs I’ve read on this board.
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>>3931246
Are you a nazi or just genuinely completely oblivious to public discourse this entire last decade? Oooooo no one can possibly figure it out! It's just such a mystery, and we'd better not accuse you of being a nazi without rock solid proof~! UwU
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>>3930323
Spaceship sim/management/RPG where you upgrade a ship over time, either with a custom builder allowing you to expand the ship or just by buying new ships. Starting with just you as the pilot of a tiny vessel, graduating to eventually commanding much larger ships, complete with crew, each crew member with their own names, motivations, personalities etc.
Sort of like a mix of Rimworld, Mass Effect and Mount & Blade.
Could also just as well be sea vessels, or a train in the post-apocalypse, or whatever the fuck. I'd be down for the core idea regardless of setting.
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One Piece open world sandbox RPG
>alternate timeline, no canon characters just the world and the vibe
>create your own character
>set sail on a simple skiff
>find dozens of different islands and explore
>each island has a set of quests that can lead to new crewmates, weapons, ship parts, or treasure
>you can equip a weapon to level up skill in that style, or if you eat a devil fruit that you find you become locked to that style of combat
>quests are branching across time, some decisions will gain certain crewmates and lock out others. Potentially huge crews by late game
>Playthroughs offer a ton of variety through all the different crewmate, devil fruit, ship, and weapon options.
>build your own ship through money and rare parts. Bigger ships have better combat abilities and can hold more crewmates and treasure
>done in the comfy art style of the early One Piece anime
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>>3930674
Clutch your pictures of the pope, gather your crystals and consult your horoscope. Go see your local psychic and burn some sage. Wear that tinfoil cap tight enough you can see your own fucking aura. Live in terror that the flat earth might one day begin to spin, sending you careening off the edge and into space. Drink your bleach. Gobble down that horse paste. Turn yourself blue with that colloidal silver potion.
Fucking moron.
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>Convince Shift Up to give me money to make a Nikke spin off that somewhat plays like Warframe, but with an NPC Squad you can customize besides your own PC.
>Have it so you play as a discarded Nikke that got a relatively stable case of Cyberspychosis that got dumped in the Outer Rim.
>Whole interactive hub is a large part of the Outer Rim slums
>Can do jobs for several factions in, and actually flesh out existing gangs and put other paramilitary in it.
>Can recruit other NPC nikkes for squad and humans for support (these can die)
>Have mainly 3 modes, one about exploring complexes to loot shit and kill raptures (these are pretty straight foward), another one with a big ass map to loot shit around but other players can kill you as well as there being even larger bosses, and actual Faction Wars.
>You can fuck some human NPCs, or even other Nikkes if you are feeling gay.
>Sometimes, have canon Nikke Squads hunting you down that are treated as boss battles, each with their own strategies and finisher moves (eg: if fighting Absolute and you kill Ewnhua and Emma, Vesti gets pissed, becomes faster, and can kill you with her bare hands by beating the shit put of you).
>Have a bunch of other minigame side shit like singing, cooking, have a business, part time jobs and the like.
>Have a mental health feature where Mind Switches actually affect gameplay, like replacing friendly or neutral NPCs and squad mates with raptures that look like they will attack you, and enabling friendly fire, as well as other hallucinations.
>Call it Nikke: Irregular Feels just because i want it to be called Nikke:IF
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>>3930323
>Urban fantasy RPG
>Set in modern day
>Vampires are real, demons are real, ghosts, monsters, conspiracies, secret societies... all real
>Player is part of some group that tries to fight against them and collect evidence to prove that supernatural exists
>everyone things they are loons. media slanders them as grifters
>"ghosts are not real, that's just AI slop!"
>AI is actually the big bad ancient evil slowly waking up, people behind it are just useful idiots who don't know what they are messing with
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i keep having these lucid dreams where i'm playing some sort of Final Fantasy 6.5 that takes place in a metropolis in the 1930s
the party consists of some sort of noir gumshoe a fat mobster a femme fatale witch and a catholic priest
you fight zombies and shit in the sewers and subway tunnels and go to speakeasies and deal with criminal scum and shit
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>>3930323
Open world ARPG set on a small italian island in the 1970s during the Years of Lead.
There is an uprising brewing, Reggio-di-Calabria style, with all the usual suspects of the time involved: Brigante Rosse, fascists, carabineri, local mafia, CIA/GRU, etc. Basically New Vegas/Mafia hybrid. You are a small time criminal that got way over his head during some botched robbery (maybe got a hold of some documents or something) and now can influence the fate of the island (one of the successeful revolts or back into government control, for example).
Honestly it feels like describing Mafia 3 but with a different setting and less tedious, more involved and personalized content.
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>>3930323
-STALKER RPG with actual skill stats like Desu Sex 1, and everyone is an anime grill.
- turned-based Ace Combat RPG, with plot spliced with Earth Defence Force 6.
>https://theearthdefenseforce.fandom.com/wiki/Earth_Defense_Force_6#Pl ot
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>Genre
FPS+TPS/Town Management/Horror
>Setting
A village intended to be a "dark very low fantasy" tweak of a typical large village in 18th Century Scotland. No magic, but weird creatures exist.
In Paris, a bizarre occult disaster has brought the end of times to Europe; this isn't a defence against the end-times, but an attempt to survive it. You play a very low level member of the former nobility; the pittance of an estate you own has yet to fall to the chaos that has engulfed much of the rest of Britain. To the south, England is in sheer chaos-endless incurions of horrors from the continent which don't quite spill north, but which prevent travel south. To the north, the highlands have become a no-go zone on account of reports of a wandering hostile leviathan.
You have your village, and a small group of survivors; endure as long as you can.
>Gameplay
Two phases; town management, and defence. The former is centered typically around managing supplies, building new buildings, each intended to resemble a post-apocalyptic estate of a post-apocalyptic nobleman. How it operates and appears is up to you-and different approaches grant different boons. If attacked, it swaps to a Mount and Blade: Napoleonic Wars style siege defence. Muskets and melee-eventually artillery, if you unlock it.
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>>3930323
I'd love sandbox games in Nethergate, Battle Brothers, Myth, Black Company. Basically were magic is on the fringes and shunned.
I pitched another Fallout or Syndicate 3 to Tim Cain on his video. I will pitch a variation here.
It's basically Pirates Gold! but Fallout or a cyberpunk world like Syndicate. The player controls a faction that changes the world. Like Pirates were a sloop turns into a frigate then an armada and can conquer the Caribbean, the player can make a mutant or raider faction or miner rancher biker drug dealer NCR Legion BoS faction. In Syndicate if would be a corp just before EuroCorp invades then survives the invasion. The player would get random encounters and quest lines they can do which shapes their group and end slides. The combat is closer to Fallout Tactics.
I've given up on MMO"s and multiplayer not on console I am so sick of cheaters and bots. I would love Bannerlord to fix multiplayer I had so much fun in the first one. Oh well it's been almost 20 years I don't think it's coming back.
>>3930375
Attila's art was the best. That map was so good it made the player dream of what could be. I love that red leather opening then the world burning with the kings looking like kings.
>>3943409
You should check out Secret World by Funcom if you haven't yet.
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>>3930323
Magical Girl misery porn RPG with a cute artstyle that gets more and more fucked up as it goes on with moments of hope and happiness here and there with time limit system ala Pathologic where events progress without you taking part in them and visible consequences of those events
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I want something that is kind of the RPG equivalent of being Joseph Joestar from Part 2 all the way until his older years, basically a very long spanning RPG through which you age and get descendants that you battle alongside with.
Now my wish was actually 80% granted in the god tier Dragon Quest V I played recently, one of the most beautiful games I've played in my life but I want something I guess more with the themes of JoJo too and the important factor of you becoming like a very old grandfather figure, with it reflecting in your stats too.
I'll write some other more unique concept later though this is just something I wanted to share, maybe someone knows something like it apart from DQ V.
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Discworld party based RPG set in Ankh-Morpork, main character is a new member of The Night Watch and tries to dismantle absurdly convoluted plot to depose Vetinari (yet again). Party contains Rincewind (who tries to run away regularly) and chosen members of The Watch. Fast travel is MC closing eyes and navigating the city by the shape of the cobblestones (skill has to be learnt from Sam Vimes). Game is happening entirely at night over the course of a week or two and starts with patrol in the newly unlocked district (similiar to Disco Elysium expanding map on every next day), where you find clues for the main case and get involved in smaller cases involving Guilds, local minorities and more important characters from the series spanning across several nights. Game features choices, but, because of how everything needs to develop so it makes a good story, universe bends over backwards to push it into right direction - if you miss the side quests before shift end, you learn next night of some almost miraculous happenings that put you in the point that you can continue the side story, it also means that there is no dying - in case of defeat in combat, you get saved by similiar miraculous happenings (several unique versions for every encounter based on party composition, apart from having Detritus on the team - he uses his crossbow and "deletes" the enemy), missing out on experience and loot. Obligatory chat with Death (with Rincewind present) before the fight with the main villain. Singular love interest that is integral to the main story, the other rookie Watch member of opposite sex that is also your partner on the case (because it's how the story should go, of course). A lot of investigation without hand holding, you actually have to deduce what happened and making mistakes can lead you onto alternate path that still converges into the same spot at the end of the night with alternative rewards or encounters.
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An RPG set in an early bronze age like setting with light fantasy elements. Gameplay would be about survival, exploration, and freedom. No “chosen one to save the land from evil,” but there will be an overarching narrative about an arrival of a barbarian people threatening the old cultures. You can be bandit robbing caravans or merchant ships, a mercenary to a foreign power, or try to become a local clan chief by showing prowess in battle and defeating rival warriors. Or, be a wandering trader or craftsman
The fantasy elements would be shamanic or religious in nature, doing rituals to call down powers from multiple pantheons of gods or nature spirits. No “shoot fireball” sort of magic. Sacred places in nature have guardian spirits you can slay, drive away, or kill. Appease foreign gods at their temples, or work against them to make your own gods happier.
Key mechanics
>functioning trade system and precious resource scarcity
>shamanistic use of ritual magic for benefits
>reputation system with hundreds of clans, tribes, cities, and kings, as well as a reputation system with spirits and gods
>setting up camp and hunting are essential, but not grindy
>crafting is in depth, with the ability to make clothing of various materials, simple armor, and weapons of flint, bronze, and more
Basic culture
>stone age wild people in the far north, who use bone and flint tools
>neolithic farming peoples
>pastoral warrior people who just learned the secret of bronze, led by fierce wanaxes
>the settled farmers of the south, typical river valley civilization, the most advanced with large armies but in decline
>sea-peoples esque foreign barbarian raiders
Enemies/NPCs
>ice age animals in the north
>giants and trolls
>giant serpents
>undead revenants
>bands of primitive cannibals
>other mythological or folkloric enemies
Basically a mix of king of dragon pass, m&b minus the map stuff, and far cry primal, if the latter wasn’t ubislop. The vibe would be mystical but grounded
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>>3930323
1) A complete large-scale remake of Xenosaga with the full story as originally intended, and a planet traveling system similar to KH's Gummi Ship
2) A complete large-scale remake of Xenogears, but with Xenoblade Chronicles X's exact style of open-world and exploration, and fully playable 2nd CD
3) At least 2 new Ar-Tonelico trilogies, one describing the events leading up to Grathnode Inferia, the other one being prequels of each one of the original trilogy's games
4) Final Fanasy Versus XIII as it was intended to be immediately before it was renamed XV
5) Final Fantasy VII REMAKE: Unjannied Edition (literally just a FF7R collection, but without the time jannies and timelines' shittery)
6) A new Spyro... but NOT made by Toys for Bob
7) A physical console release of Genshin Impact, but with about 67% of dialogue cut out.
8) Final Fantasy XVII. With FF7R exploration and combat, and a FFX-inspired setting.
9) Klonoa 3
9) BallisticNG, but with Wipeout Omega Collection's graphics.
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50 years but deeper.
50 years is a strategy civilization building game meant to played over a coffee break. I loved how minimalist it is but I also want it to be more complex and involved while still keeping the short gameplay loop
Lookup 50 years flash game and 50 years steam. The steam version is the same game but with a graphical touch up
Wizardry like but VR. Would be fun
Audio RPG. This feels very abstract and I can't be assed to explain it
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>>3930323
if a game could somehow combine the best aspects of the old tomb raider games, parasite eve 2, underrail, and baldurs gate/icewind dale, (so basically D&D as a video game) I'd never play anything ever again
especially if it was optimally randomized so each playthrough was different, and it had multiple game-changing choices and endings
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>>3957602
I think a modern Darklands-esque historical fantasy style of game could work well in this setting. Though, if you went for full immersion, you'd have to constantly hire translators for each region you're travelling to, otherwise you wouldn't understand shit (you'd have to constantly roll INT+DEX checks for either pseudo-sign language, or drawing things on a piece of parchment/papyrus). And, if weather is fully modeled, you'd need to decide how deep you wanted the trading system to go. Many ancient traders were ruined when their cargo boats sank during storms (no such thing as shipping insurance at the time).
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>>3984124
The convergence of Warner Bros’ Nemesis System with a late-20th-century isekai narrative framework provides the foundation for an aggressively maximalist, tactical-action RPG. The third-person perspective grounds the visceral combat, while the underlying political mechanics turn every personal vendetta into a geopolitical crisis.
>The 1996 Temporal Anchor (Prologue)
The experience boots up with the abrasive, high-contrast aesthetics of a 1996 CRT monitor. The prologue is bathed in the neon-lit, poly-textured grit of the mid-90s. The protagonist’s abrupt, violent death in our world triggers a sensory cross-fade—the smell of ozone and asphalt seamlessly transitioning into the scent of roasted meat, spiced wine, and the echoing halls of a Westerosi feast. The "Game Over" screen shatters, rebooting as the Nemesis-Matrix HUD, initializing the player’s consciousness into one of two divergent royal bloodlines.
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>>3984567
The Dual-Campaign Matrix
>Path M : Viserys III (The Blackheart's Apprentice)
This campaign violently reroutes the "Beggar King" destiny. Waking at a feast right before the Targaryen exile, the player rejects the canonical path of fleeing to Braavos and instead actively seeks out Myles "Blackheart" Toyne of the Golden Company.
Combat Profile: Heavy, brutal, mercenary-style melee, emphasizing polearms, shield-breaking, and dirty Essosi fighting tactics.
Geopolitical Focus: The mid-game shifts to an aggressive city-building and economic conquest campaign, specifically focusing on founding a heavily fortified, autonomous settlement on the Axe Peninsula.
Logistical Engine: Survival requires mastering complex infrastructure. You must construct and defend highly lucrative, Roman-style salt routes to establish a preservation monopoly, generating the vast revenue required to keep the Golden Company's contracts exclusive to your claim or relied your own mercenary.
Polygamous marriage options are available:
- For Viserys: Asha Greyjoy, Arianne Martell, a noble's daughter from a free city, among other female options.
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>>3984575
>Path F: Princess Visenya II (The Viper’s Lancer)
A female counterpart born into the fires of Robert’s Rebellion. By deliberately rejecting the honorable but doomed protection of Ser Gerold "Whitebull" Hightower and employing a ruthless, pragmatic sellsword, Visenya escapes the sack of King's Landing and flees to Dorne.
Combat Profile: High-mobility, kinetic combat. Specializing in advanced lancer techniques, mounted strikes, and evasion, moving with a hyper-fluid, game pacing resemble late-90s action-movie.
Geopolitical Focus: Guerrilla warfare and strategic area denial. The campaign revolves around the meticulous construction of hidden forts deep within the Red Mountains to bleed out Baratheon loyalists, later pro-Lannister faction.
Logistical Engine: Managing desert strongholds requires engineering sophisticated, Middle Eastern-style qanat irrigation systems to maintain self-sufficient water supplies. Furthermore, the player must cultivate an impenetrable intelligence network by building specialized pigeon towers, allowing for rapid-response tactical deployments across the Dornish sands, option recruit Long Lance, an sellsword company.
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>>3984577
>The Feudal Nemesis Engine
The Nemesis System is elevated from mere battlefield rivalries to comprehensive political simulations. Enemies are not just mindless combatants; they are ambitious hedge knights, corrupt Magisters, and slighted Lords.
Dynamic Grudges: If a rival mercenary captain survives a skirmish with a facial scar from your lance, they will not just wait in a field to fight you again. They will leverage their survival into political capital, resurfacing seasons later as a wealthy Triarch in Volantis, actively using their new power to blockade your Axe Peninsula salt routes or bribe your pigeon handlers in Dorne.
The Blood-Debt System: Killing a rival creates a power vacuum. Sparing them allows you to indoctrinate them into your administrative hierarchy, turning former assassins into ruthless tax collectors or garrison commanders—though their loyalty meter will constantly fluctuate based on your economic stability.
The example are hierarchy of Viseryspolis/Maegorome (or the Grand Duchy of the Axe) is a perfect reflection of a 1990s "Management Sim" logic applied to a feudal nightmare. By structuring the state like a corporate-military pyramid with kino "modern toilet" system, Viserys transforms a collection of sellswords and guilds into a disciplined, Roman-style administrative machine.
>The Archduchy of Andalos: The Power Pyramid Row
Second: two prince
Third: four consul
Fourth: six margrave
Fifth: eight count
Sixth: 17 knightly-lords (ex-sellsword lieutenant)
At the top sits the Archduke (The Grand Doge), a title that blends the merchant-sovereignty of Venice with the imperial weight of a Roman Caesar. Viserys occupies this seat not just through "divine right," but through his control of the silver mine, salt road and the "volcano glass" (secret coal factories).
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>>3930323
>Star War x Kingdom Heart
Rinoa Heartilly and her fates fallen to the dark side.
Gameplay resembles Castlevania, Darksiders, and Bayonetta, with RPG elements from The Old Republic.
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Game starts out as a Brothers Karamazov RPG. You begin by playing through the opening sequences of the novel, but in a fantasy version of 19th-century Russia. Combat is real time with character switching between the Three Brothers. However, the game throws a curveball at the beginning of the second act, and the rest of the game is Kingdom Hearts, but with classic works of Western Literature rather than Disney movies. Fighting the Cyclops with Odysseus, searching for the Holy Grail with Galahad and Perceval, helping Hamlet avenge his father's death. You can make choices based on each brother's outlook on life that will influence the ending.
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>>3984783
before anyone calls me schizo they're making a movie based on pic related and anon isn't going to see shit from it. Stop posting your ideas for free on 4chan.
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I love the idea of this thread, thanks for making it. Before I post some random ass game ideas, does anybody here know of a forum for the theme of this thread? I think there was some old Subreddit a long time ago that I stumbled onto with the idea of "THIS SHOULD BE A THING" - it didn't have to be games, just a place to spill out random ideas for inventions or things people wanted to see either built or developed. I do that whole synthesizing cool ideas thing a lot, where I know I'll never put in the effort to carry half of them out, but some are things that others could probably take and run with for a story inspiration, or develop into a game, or anything else along those lines. I think there was a sub that also had the theme of "Make this into an app" for people who would think of potentially good apps but who weren't themselves developers or programmers that could actually carry it out.
Anyway I would think a game with the graphics and mechanical gameplay of Dark Souls coupled with the extra heavy, dark, horror art and theme of games like Pluto, Fear & Hunger, or other recent indie games with those insanely creepy enemies at atmosphere, mixed with the writing and character development and depth of something like an HBO show. By this I mean heavy on the adult themes but not for gratuitous reasons, not done in any egregious manner. I'm thinking of high quality writing on the order of things like The Wire, The Sopranos, Breaking Bad (I know this isn't HBO, but it is S-tier writing), Game of Thrones (first 5 seasons were amazing, even if you don't like the show the writing is great), or other high caliber productions.
I know that's basically impossible to make come together because the game would need everybody to be at the top of their game and it would likely cost a lot to fund to make all of those variables coalesce into something perfect, but I see it in my head, it is possible, and it would be fucking beautiful.
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My ultimate game would basically be a fantasy underrail
I do enjoy the futuristic post-post-apoc setting, but my heart belongs to forests/elves/dragons/knights/etc.
Going further, if it was some perfect holy combination of underrail (infusion looks like it´ll be even better), parasite eve 2, and tomb raider 3, and you can have a party like in most crpgs, thatd be the ultimate game
as for setting, Id like the typical cyrodiil/not!europe basis, with forests, mountains, rivers, seas (and ships), swamps, volcanoes, desert (rocky more than sandy), caverns, with plenty of dungeons ranging from tiny to gigantic, but also an emphasis on beautiful wild areas to traverse.
If I could make my own infinity-engine game, it would be based around a portal nexus in faerun that would take you to a variety of environments, dungeons, and other planes or even other material worlds. Could use that idea for this game to facilitate all the different places the game would contain. I would prefer my own custom setting to faerun though.
As for races and monsters there would be many of the usual D&D ones, but not all the D&D stuff.
I genuinely dont give much of a shit about story; id be happy with an exploration sandbox campaign where there are things to get involved with and accomplish, and maybe some kind of endgame you can get around to when you feel like finishing.
so *basically* what I want is a true D&D experience video game without all the shitty current sensibilities, and a very good DM with gobs of prepared material
as a sidenote, Id also really like a sort of pokemon/earthbound-esque fantasy where you play a kid or group of kids who act like a party of adventurers where you go around a modern setting playing pretend but the stuff they imagine is real
kinda like stick-of-truth in essence, but, you know, better, and not south park
>>3931118
bro, underrail
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>>3930323
I would like a game centered around nomadic settlements with survival elements, migration based on seasons, heading livestock, fighting against raiders and raiding others etc. etc. Not sure how you can make this fun thou. Ancient Cities in theory came close but for some reason I couldn't get into that game for the life of me.
If not I could settle with what this anon is asking >>3930690
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>>3954011
SaGa Frontier 2 does the Joseph Joestar thing, but SaGa is an acquired taste.
I think we need lower graphics games, nothing more complicated than The Last Remnant. You wouldn't believe the amount of middleware bullshit heaped into game graphics the past 15 years. It's so much trash that devs are fighting Unreal Engine more than they are planning the actual game. I'm comfortable with PS1/PS2 era graphics for a JRPG as those were the last generations we get to see the fictional world without the claustrophobia of cinematic hallways.
I've been toiling away on ideas for mashing together FF6 and FF9. Sakaguchi wanted a leisurely pace for developing FF9, he got as far as brainstorming disc 1 before the top-down executives demanded his game be the filler mainline FF title before FFX the following release year. So FF9, as nice as it is, was hastily put together using anything Sakaguchi and his team could remember doing for the sprite map FF titles. Since FF9 has so much vacancy for wanting to be like FF6 and its SNES kin, it may as well borrow elements from other titles of the era. Some characters are fused, like Steiner+Cyan and Brahne+Gestahl. World maps are combined to larger continents.
Other JRPG brainstorms of mine:
BoF spiritual successor, missing link gameplay between BoFIV and BoFV
Phantasy Star V, thousands of years after PSIV
DQ-like in the Dragonball setting, no Goku
>>3951963
>>3983689
Sorely needed games.
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German/Baltic/Slavic-esque countries fighting over a shithole that you get involved in Mount and Blade style. Enemies use the nemesis system from the Shadow of Wardor games, complete with random dudes coming back with like an iron hand or whatever to kill you. Light fantasy elements, mostly just mudcore.
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I'll share my ideas with Intellectual Claim to them in light of the mention of datamining and milking. Some might satisfy the other voices here.
>Shining Force styled graphics / system and Siralim, toss up between fully loyal to the classics or expanded inventory in the range of Warriors of the Eternal Sun or Knights of the Chalice. Siralim's base building with some customization and some custom ally options.
>I would run two core builds, a heroic one and the villainous one based on a character I've built up over time. Bits of resource gathering for W-RPG elements and some aesthetics fused from the TT/RPGs the character was based in. Would bake in a bunch of myth/legend elements from across the world and nods to inspirations while fleshing it out with basic faction options.
>Considered Game Mode options to rectify the purists and linear story path route from semi-sandbox and Choices/Consequences options. Also sequel or mode variable on the base building between fill in the given set ups and fully place able base gradients. A few games inspiring the degrees of it and growth. Unlimited constraints would still be hedged by player audience slightly, don't want crass degen power fantasies included.
Far looser idea I'd run as a TT RPG blend but could make for a good vid' game once polished, with an ambitious character plot build I toyed with on occasion;
<Call of Cthulhu or similar, main setting, injected with the Githyanki / Mindflayer planar war element. Some emphasis included with the Serpentfolk, and exploration of the "evolving developments" of how the Githyanki partly or largely become the 'Soul-Sucks' from their original concept story.
<My Gith going an alternative route, won't spoil my full concept. However does include exploring some alien worlds a`la random generators I dabbled with some years ago and an incursion into the "Far Realm" which would be different in the Lovecraftian setting basis.?
<Humans would have options in the spirit of the core setting.
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>>3988662
This sounds like it could be very cool and unique. I would make it essentially one long migration to a phrophecised 'eden' that your father foresaw before he died and handed over leadership of the clan to you. You would essentially progress through a phase cycle of being on the move during the warm seasons where you amass as much food, skins, animals and weapons as possible and be forced to settle down during the cold seasons and wait them out for passages to thaw. All your resources would be very important and if you didn't manage to stockpile enough during the summer you have a strong chance of getting fucked up in the winter, losing tribe members if not getting a full game over. The whole time, during both the warm/cold phase you will deal with other tribes in the area. Most of the time they will want to attack you and take your animals or women, but occasionally they may more peaceful and open to trade. You can likewise raid other tribes and take their women or animals for a big risk/reward mechanism.
The biggest appeal to the game I think would be managing your tribe members. Like in Rimworld, they would have natural traits and talents, but also the ability to develop skills and teach other tribe members. For example, you might start with a few decent warriors and one exceptional one who can speed up development of the others through training, and if he gets sick or dies in a raid that's going to affect your tribes progression a lot. Likewise with other skills such as medicine, pathfinding, animal tracking, weaving and crafting. New members would primarily have to come from taking young adults of enemy tribes or rarely from the occasional friendly tribe if you built up a good enough relationship and offer them something they really need. I imagine the game lasts around 12 years, so not really enough time to breed and raise new members entirely within your own tribe.
Another mechanic would be sacrificing to your deity for minor RNG boosts.
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>>3930323
Take Daggerfall, remove from it its retarded combat and magic system and replace it with the combat and magic system of Silkroad Online and also add its trading/hunting/thief system as a side mechanic. You can also add more side mechanics (farming, base building, etc).
It becomes literal perfection.
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>>3995665
Well, yes, if you play CH characters and you're killing mobs 1 by 1 proves you're not capable of higher thought. It's a completely different game with EU characters in a party, or even with CH characters when you do mob crowd control when you want to speed up grinding.
Also, Daggerfall is a 1st person game, you keep that view mode and you have to aim where you want your skills/spells to hit, but all these actions take some time to cast, you do some hand animations to make it feel smoother, unlike the original game when it was instant. This adds a mechanism of choosing which spell to use, if you want a short and weak one or a longer and powerful one.
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