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I want to see someone actually make a Stargate game worth spending my hard earned money on.
An RPG with a huge universe to explore (planets to visit, Goa'uld, Ori, Replicators, Wraith and other bad guys to shoot or blow up or destroy, oppressed peoples to free, loot to collect, technology to acquire, ships to fly/infiltrate/escape from/destroy/steal/etc, Stargates to travel through, new gate addresses to discover etc) if done right is definitely something I could see myself playing just as much as I have played Fallout 4.

I want to see more games based on the works of the legendary Cyberpunk author William Gibson. Imagine a Neuromancer game in full modern 3D instead of just lines of text. One that stays faithful to the book as much as possible. (there are some games that are kinda similar, most notably System Shock but a game that follows the book faithfully would be perfect IMO.
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jonwil: I want to see someone actually make a Stargate game worth spending my hard earned money on.
An RPG with a huge universe to explore (planets to visit, Goa'uld, Ori, Replicators, Wraith and other bad guys to shoot or blow up or destroy, oppressed peoples to free, loot to collect, technology to acquire, ships to fly/infiltrate/escape from/destroy/steal/etc, Stargates to travel through, new gate addresses to discover etc) if done right is definitely something I could see myself playing just as much as I have played Fallout 4.
This! I'm appalled by the lack of decent Stargate games (or any Stargate games in general) as for example SG-1 was considered at its time one of the longest running live action shows (pretty sure it beat X-Files). Something similiar to the KOTOR games but a Stargate setting would be the dream...
Fantasy world that developed advanced technology. Specifically, the world started out as a typical fantasy world, but then technology advanced, and the game takes place at a point where technology has advanced to futuristic levels. Note that this is different from Shadowrun, where technology came first. I'd like it to also be different from Arcanum, in that magic and technology should work together rather than being in opposition. Final Fantasy 6 isn't suitable because magic has practically disappeared, rather than technology being developed while magic is still prevalent. SaGa Frontier 2 did take this idea a bit with the development of steel weaponry, but again it interferes with magic and the technology level doesn't advance any where near far enough (no guns, which is notable because some other SaGa games have them).

I'd also like to see more common magic settings, where not being able to use magic is the exception rather than the norm. (SaGa Frontier 2 did this, where one major character (Gustave) is unable to use magic, and that fact drives that whole branch of the plot).

Another thought, though it might get a little ridiculous: A setting that has basically everything, but all in one world rather than being found only in separate regions. (SaGa Frontier does this with separate regions, with different levels of technology and different types of magic depending on the region, though not all the regions get explored in depth.)
Another fictional universe that would do good in games is Brandon Sanderson's Stormlight Anderson. The author is a master of worldbuilding. I usually despise action scenes when I'm reading a book, but in this case I enjoyed them immensely and I would love to be the one fighting with a shardblade in a game.

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jonwil: I want to see someone actually make a Stargate game worth spending my hard earned money on.
An RPG with a huge universe to explore (planets to visit, Goa'uld, Ori, Replicators, Wraith and other bad guys to shoot or blow up or destroy, oppressed peoples to free, loot to collect, technology to acquire, ships to fly/infiltrate/escape from/destroy/steal/etc, Stargates to travel through, new gate addresses to discover etc) if done right is definitely something I could see myself playing just as much as I have played Fallout 4.
That's a good one. Visiting different planets via Stargates would be the best fast-travel ever.
I would love an Unreal Tournament movie made in the style of Death Race (2008). I feel like the format would be perfect. Some underlying plot that would be explored between matches.

Just watch the UT 2003 intro. Something like that.
Post edited February 08, 2021 by idbeholdME
How about games with an explicit anti-colonialist mindset? Particularly games where it factors into the actual game mechanics.

For example: A game like Civilization, only if you try to take over the world, or even just conquer other nations, the game will not go well for you. There would be severe repercussions for taking over other civilizations (perhaps some critical resources can only be acquired through trade?), and there would be no conquest victory.

Even simply having an RPG where you initially control some characters attempting to "civilize" the world's "savage" tribes, then switching the perspective to a different party of characters who live in one of those "savage" tribes could send an anti-colonialist message.
A game set in a post volcanic world where there's been huge volcanic eruptions and humanity struggles to deal with the consequences.

A monster taming / pokemon-like game that portrays the conflict and transition of our ideas about documenting nature / animals (ie from hunting to painting) and the debates by the various schools about how their idea is/was the best.

And most impossibly, an RTS with proper naval combat
Another setting idea: Post-post-apocalyptic. Some time ago, there was an apocalypse that sent the world into ruin. For a time, there were the sort of issues that generally come up in post-apocalyptic world. However, the world is starting to recover, and more importantly, your job is to help with that recovery. (If there was some on-going entity that caused this apocalypse, said entity either no longer exists or is no longer a serious threat.)

While this could work for an RPG, I am thinking that something like a city/civilization building simulation could be suitable here.

One other idea for a game: The game would be a civilization simulator. Unlike a city simulator, you would be directing an entire civilization. Unlike a game like Civilization, the focus would be on building and developing your own civilization, not on conquest. (For example, was would not be a significant aspect of the game, and if present, would be handled in an abstract way, without any combat units.)

(Are there any games that fit either of these ideas?)
I would love to see a CRPG (isometric or first-person) based on Warhammer Fantasy Roleplay. The Warhammer Fantasy world is a really cool, gritty setting that has never been used for a true 'dice & stats' CRPG. Imo, it's absence is verging on criminal.

I also think it's a shame there has never been an isometric CRPG based on the Call of Cthuhu pen & paper game.

Both of those IPs have well-established pen & paper rulesets already, so you would think they would be slam dunks.
Post edited February 08, 2021 by Time4Tea
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Time4Tea: I would love to see a CRPG (isometric or first-person) based on Warhammer Fantasy Roleplay. The Warhammer Fantasy world is a really cool, gritty setting that has never been used for a true 'dice & stats' CRPG. Imo, it's absence is verging on criminal.

I also think it's a shame there has never been an isometric CRPG based on the Cthuhu mythos.

Both of those IPs have well-established pen & paper rulesets already, so you would think they would be slam dunks.
Why isometric rather than top-down?
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dtgreene: Why isometric rather than top-down?
I'm just a fan of the isometric viewpoint. Imo, it allows for a more 'realistic' and immersive artistic expression than only being able to see the tops of things.
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dtgreene: Why isometric rather than top-down?
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Time4Tea: I'm just a fan of the isometric viewpoint. Imo, it allows for a more 'realistic' and immersive artistic expression than only being able to see the tops of things.
Thing is, I prefer a look that's cleaner and more practical from a gameplay standpoint, and the top-down viewpoint makes it easier to see what's going on. Plus, the top-down view puts everything on something like a grid, so that you don't need to move diagonally to follow most paths. With isometric, even basic movements need to be diagonal, which is a real pain.

(Also, the pre-rendered backgrounds of many PlayStation RPGs (including Final Fantasy and SaGa games of that era) are not so easy to navigate; it is not always easy to tell where you can and can't go and where the exits are. This becomes especially annoying in the SaGa Frontier games that have real-time enemy movement outside of combat; you try to avoid enemies only to be stopped by not being able to go where it looks like you should (and you can't just run from battles in these games), and I note that the problem was bad enough in Final Fantasy 7 for them to include a mode that adds indicators for the locations of your character and the exits. Some 2d platformers also have these sorts of issues.)
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dtgreene: Thing is, I prefer a look that's cleaner and more practical from a gameplay standpoint, and the top-down viewpoint makes it easier to see what's going on. Plus, the top-down view puts everything on something like a grid, so that you don't need to move diagonally to follow most paths. With isometric, even basic movements need to be diagonal, which is a real pain.
That's fair enough. I don't want to take the thread too far off topic, but I can see there are some advantages to the top-down viewpoint, in terms of clarity of what is going on and movement. Although, I always thought the Infinity Engine games and D:OS (as examples) had a good middle ground between aesthetics and practicality.
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Time4Tea: Although, I always thought the Infinity Engine games and D:OS (as examples) had a good middle ground between aesthetics and practicality.
I don't know about D:OS, but the Infinity Engine games suffer from the fact that you can't move your characters directly, but instead have to choose a point to move to and rely on the pathfinding to do its thing.

Back to the topic:

Wizardry 4 had an interesting concept: You control a mage who summons monsters, the enemies you fight are do-gooders (consisting of the classes available in Wizardry 1-3), and you are on what would be the enemy side rather than the party side. I wish more games using this sort of concept would appear, though preferably easier so that they would be more accessible.

(Of course, I've been wanting to see more RPGs that break away from the standard experience level system of progression.)
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dtgreene: Even simply having an RPG where you initially control some characters attempting to "civilize" the world's "savage" tribes, then switching the perspective to a different party of characters who live in one of those "savage" tribes could send an anti-colonialist message.
Spiderweb Software has the rpg Nethergate Resurrection. You can play as Celts rediscovering magic to help against the Roman oppressors, or play as Romans out to crush the savage Celts.

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dtgreene: I am thinking that something like a city/civilization building simulation could be suitable here.
Frostpunk might fit your bill.

FYI, I haven't played either game.

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dtgreene: you are on what would be the enemy side rather than the party side.
Might and Magic 8 was slightly like this. While your party was still the hero of the story, you didn't have traditional members. You got to choose from knight, cleric, dark elf, dragon, vampire, necromancer, minotaur, troll... most of whom were enemies in previous games. MM8 was essentially the last of the MM games (MM9 does NOT exist!!!111) and it was rushed, but it was a decent member of the series.

I know you like jrpgs, so maybe Cthulhu Saves the World? I'm not a fan of jrpgs, so I don't know how it compares to others, but you can always decide for yourself.
Post edited February 09, 2021 by BlueMooner