You KNOW I had to do one of these for games, too... XD

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Veresae
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14 Oct 2007, 5:26 pm

Describe what would be, to you, THE MOST ULTIMATE VIDEO GAME EVAAAAAAA!

POSSIBLE things to get into: gameplay (lots to get into there), graphical and sound styles, music, protagonist, story, weapons (if needed), developer (if desired), menu, intro, whatever.



TheMandalore
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17 Oct 2007, 11:58 pm

A Knights of the Old Republic MMO. The gameplay would be the same, but no pausing obviously. More powers and items too, of course. Graphics... eh, if it looks good, don't fix it. I think the obsession with updating graphics is kinda silly. (I'd be happy with 2D... I really would. Super Meteroid is perfect. Wouldn't work with an MMO, though) Sound? Star Wars music and lightsaber sound effects. Simple yet it works for me. You would design your own protagonist, seeing as its an MMO :D And then... the ultimate boss in the game is of course Darth Mandalore, the only Sith Mandalorian. I know, awesome beyond belief, right? Developer? Bioware was good on the first KotOR, think they should do that also. Sony wouldn't touch it. They should never touch another Star Wars game again :evil: Thats the perfect game, end of story.


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skafather84
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18 Oct 2007, 1:30 am

quirkyness of earthbound (though not necessarily as over the top or goofy....could be a serious quirkyness if that makes sense)
great story development of jade empire/ability to dictate where the story goes
it'd be cool if the time period was something other than medieval types of time periods...maybe a film noire RPG
live action fighting/beat 'em up style fighting with a level up system and learned skills (both fight combos and spells)
relatively fast pace off the start (this killed morrowind for me...the start was waaaay too slow)
good music



though if you wanna build off of something existing...maybe take all the above and put it with megaman.



TheAPERSON
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18 Oct 2007, 3:13 am

An RPG with arcade beat 'em up style fights. And you learn combos as you level up.


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LePetitPrince
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22 Oct 2007, 10:31 am

another 40 hours for Baldur's Gate 3 in neverwinter's engine .



Veresae
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28 Oct 2007, 12:04 am

Gonna write mine eventually...I've written parts...but it's complicated...running into some issues...design flaws...things that are more tacked on because I think they're cool and don't tie in well to the rest of the game... XD I'll figure it out.



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28 Oct 2007, 2:42 am

It's already been made.

System Shock 2


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28 Oct 2007, 2:46 am

A dark RPG like a mix between Silent Hill and Final Fantasy with some of the existentialist themes from the Metal Gear Solid games.


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Veresae
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04 Nov 2007, 7:47 pm

Here's one, but it's far from final....

The overall “shape” of game would be like classic RPG’s like “Planescape: Torment,” “Arcanum,” or “Fallout.” However, unlike those isometric games, this would be fully 3D, third person with a movable camera, with movement and the camera being a bit like the game “Splinter Cell.” You could enter a certain “cursor mode” to get control of a mouse pointer, to highlight objects in the game world and interact with them.

Features:
-Brutally beautiful dark fairy tale art style. Gothic as hell. Shadowy, macabre, magical, bloody--all done with awesome visuals. The graphics would take advantage of all the latest graphical hardware. The developers would pay particular notice to the atmosphere and the animation. The animation would be even better than that of the upcoming game Assassin's Creed.
-Character creation system with fully customizable appearance. Think something as advanced as the Create-A-Sim feature in “The Sims 2”—completely customize your character’s face, outfit, make up, accessories, etc. You could create your character’s face using sliders. For the outfits, it would be something akin to Heromachine—you could choose every single part of the outfit. Most of it would be keeping up with the gothic art style, though. It would make good use of the graphics, and the dark fantasy theme would mean you could add things like wings and what not.
-Advanced, branching storyline that would be defined by your choices. And in this case, it would actually work and kick ass. I’m not talking about insignificant choices, like those used in “Indigo Prophecy”—choices that, while kinda cool, never had any real impact on the story, which was basically the same no matter what choices you made. In this, there would be REAL choices—choices that would make the game’s story go in completely different directions. (The Witcher claims to be like this…I have not yet played it, though I’m going to be getting it for Christmas.)
-Political choices. At one point in the game you would have the opportunity to enter a position of political power. If you chose to took it, you would be presented with problems, and could make political decisions that would affect the game world. This would play out quite a bit like Nationstates, except that you would be able to SEE these changes in the game world as you explored it. Some choices would be so extreme that your people would rebel against you, and you’d have to fight them--directly if you so choose. This would be another one of the ways that the storyline was affected.
-Lots and lots of kickass writing and dialogue. I’m talking “Planescape: Torment” level of writing here. There would be memorable, even quotable lines; characters with distinct personalities; generally great dialogue; and of course a mind-blowing story. No cheesy, cliché lines here! The dialogue choices would sometimes be a way to shape the story and make your choices.
-Emphesis on a romantic relationship with NPC. One of the ways that the dialogue would come into play would be that the protagonist could have a romantic relationship with one of 6 “love interest” NPC’s. (Why so many? Because you have to account for different genders—your character could be male or female, and could be interested in males or females. Some love interests would only be open to heterosexual relationships, though it would be possible to change this via modding.) The potential love interests would be among the most detailed characters in the game, and a particular amount of dialogue would be given to them. One could have very long, sometimes deep conversations with these characters, even random arguments about things that are really unimportant but SEEM important to the characters. A love interest would eventually travel with you, and as your relationship would grow, one could interact with them in more ways. Here the game would take another cue from “The Sims,” with various social animations. (One could also use these animations on other players (or choose how their character responds to such animations) in multiplayer, which I will discuss later.) The animations would become fairly risqué after a cetain point, enough to land the game a hard-M rating, though the game wouldn’t enter AO territory…at least not without some mods, ‘cus you KNOW horny gamers would make those mods. I’d love a really well done sex minigame, but the game would sell practically no copies if it had the AO rating. Really, it would have more of an emphesis on romance than sex. You wouldn’t go on actual “dates”--crappy Hentai dating simulators have shown that those don’t translate well into games--but there would be romantic scenes, romantic speech, an accurate feeling of genuine love between your character and your love interest. (The game would also come with the ability to create your own love interest by choosing one of the built-in love interests’ personalities, dialogue, etc. and changing the appearance using the character-creator tool. This would replace that love interest in that character’s game world.) Love interests would also play a role in the story, sometimes directly affecting it—especially the ones with more passionate, less passive personalities.
-Swordfighting that’s actually fun. Think “Jedi Academy”’s lightsaber fights, but even more advanced and cool.
-Real emotion and kickass voice acting. None of this contrived “We have Patrick Stewart and Sean Bean in our game!” BS. The voice actors would be “right” for their characters, but would all be great voice actors—and most would be unknown, and unrecognizable. There would be real emotion here—I want voice acting so powerful that it could make the player cry. There would be some pretty intense moments, too, plenty of times when the actors have to stretch their muscles. There would be real acting here. You know that upcoming game Heavy Rain? Watch that trailer. That’s what I mean by real acting. But even more realistic-looking. Some of the facial expressions aren’t perfect there, but in this game, they would be.
-A full orchestral soundtrack that would put other soundtracks in MOST of the gaming industry to shame. Combine memorable themes with a great overall sound…again, very dark and magical sounding.
-Idle animations. You have the ability to do various MMO-style emotes, like make your character randomly start to riverdance.
-Details. Great little touches.
-Multiplayer with Dungeon Master/Storyteller gameplay. The multiplayer would take cues from “Vampire: The Masquerade – Redemption” or “Neverwinter Nights,” with the host of a multiplayer game taking the role of a Storyteller, who could sweep their other players into a storyline by possessing NPC’s, spawning objects and monsters, giving them experience points, etc. For those players who would want an arena deathmatch or just a room for standing around and chatting with other players, it would be easy to set those up, too. Also the multiplayer would HAVE to be relatively low lag, and not be bug-ridden. That was a major problem with Vampire’s multiplayer: you could barely play a multiplayer game without the game freezing, or becoming a slideshow.
-Oh, the modability. It would ship with powerful, but extremely user-friendly modding tools, that one could use to create even more content—outfit parts, new meshes and animations, maps for multiplayer, or even adjustments and additions to the singleplayer game world via “plugins,” a la “The Elder Scrolls: Morrowind.” (Dunno if “Oblivion” has that ability or not.) When you join a multiplayer game with content that you don’t have, the game would automatically download that content for you, a la “Half-Life 2”’s deathmatch or “Freedom Force,” so you don’t have to search online for it. And I DO mean user-friendly—as in, I could figure out the basics and pump out a simple map in a few hours.
-A really cool menu. Meaningless? Perhaps. But I like really cool menus. XD
-Quicksave. No friggin' checkpoints. I wanna save when I wanna save.
-Mostly Bug Free. There’s no point in playing an unplayable game. A few glitches is forgivable, but this game would be mostly cleaned and polished.