If you could create a video game, what would you make?

O.K, let's say you have all the funds and man power needed to make any kind of game you want. What kind of game would you make? Would it be comedic, serious, or a little bit of both? What genre is it?

I have a few ideas for what ind of games I'd like to make personally. I would either make an RPG taking place at a high school, where the students tropes make their class. Jock=Knight, Cheerleader/Band Geek=bard, etc. Obviously it'd be a comedic game centered around the characters. The other would be a fleshed out version of a mini-game Esq TCG I made as a side game for a room on PS, but said game is no longer playable(though it may be in the future :3). In the game, you control a group of dragons protecting their treasure(life), and there are different elemental dragons and everything. I'd love to flesh it out by adding pictures, adding actual whole decks instead of just a max of 8 usable cards, music, etc.
 
I'd want to make the perfect simulator game for any animal. Something like Dinosaur Battlegrounds will do but on a different scale. Maybe mythical creatures, dragons, griffins, etc. A very accurate version of mythological creatures and just how they would survive and live. I'm a big fan of thinking about things like that.
 

askaninjask

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I have a few ideas for what ind of games I'd like to make personally. I would either make an RPG taking place at a high school, where the students tropes make their class. Jock=Knight, Cheerleader/Band Geek=bard, etc. Obviously it'd be a comedic game centered around the characters.
Knights of Pen and Paper is an interesting take on this kind of theme.
 

MiniArchitect

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Despite how improbable it is that I would ever end up making a game myself, I've contemplated the prospect for a long time. Generally I think a lot about mechanics, and make rough brainstorms of story elements.

Basically, I've always wanted a turn-based RPG with a palpable sense of escalation to combat. I'm a big fan of strategy in RPGs, but I feel like too often battles boil down to the same cycle of commands every time. Spam your most damaging moves, heal whenever your HP starts to get low, use items when your MP is too low to spam strong attacks or heal. In this sense, boss fights and encounters are often repeats of the same strategies with occasional diversions to deal with tricky elements like status effects.

Here, by "escalation," I mean that the complexity of your strategizing and decision-making increases over the duration of a battle. As a fight goes on, both you and your opponent might gain more varied abilities, and gradually become capable of dealing more damage, changing up your stats, disabling your opponent's abilities, defending in different ways, exploiting elemental weaknesses that you couldn't access earlier in the fight... something along those lines. The premise of the game I've thought about (theoretically) engenders escalating combat through a more radical system of decision-making.

Basically the combat system is abstracted as a tree diagram. Something simple like this, to start out with:

GameChart.png


To start off a battle, you use the attack command, and once your next turn happens, you have a choice between activating an attack boost, defense boost, or attack again. You move along a string of ability nodes based on the commands you chose previously, and eventually get access to more advanced abilities. The order of commands you chose is saved between turns, and on consequent turns you can either advance to the next ability to use a more powerful or advantageous move, or use any ability that you've already used along the path you've taken. By choosing older moves, you can then choose a different pathline to go down and activate different abilities.

For instance in the above case, you might move along the path toward "Heavy Attack" to inlict a high amount of damage to an enemy. After you've done that, however, they still have a lot of HP left, and are starting to deal heavy damage onto yourself. You could then reverse back to the first "Attack" command, and on your next turn activate "Def Boost" to survive the enemy's attacks better.

A more complex version:

GameChart2.png


The current brainstorm of additional ideas for this system include:

- The grid is customizable; ability nodes on the grid can be set up in a variety of ways;
- More powerful nodes are restricted by level (indicated by the boxes above the diagram), and thus must be placed at farther ends of the grid;
- Some abilities have advantages and disadvantages to using them. For instance, using would prevent all damage to yourself when an enemy attacks, and reflect that damage back on the enemy; however, using Spike Guard would send you two stages backward along the path you took on the grid, preventing you from using the ability more than once
- Some highly useful abilities might break for the duration of a battle after one use, so you have to plan ahead when customizing your grid and deciding when to use it in battle.
- Reaching the very end of the grid would activate some other special bonus or stat boost
- If you have multiple copies of the same node in your grid (i.e. multiple "Attack" commands) and your path runs through both of them, you can choose to perform that action twice in the same turn;

Escalation is accomplished here by giving the player access to more complicated and powerful abilities as the length of a battle increases, with increasingly potent advantages and drawbacks. The player will theoretically need to preplan for advantageous combinations of abilities, while dynamically strategizing depending on their opponent's actions.

I've also contemplated a game (separate from the above) that manipulates the concept of Hit Points in a way that it functions as more than just a standard life bar. In this game, your HP bar acts more like a balance instead. Your HP starts as a positive value, and if it dips below zero, it will actually swing into the negatives. In order to win a battle, you need to get the opponent's HP to exactly 0. You would gain access to completely different abilities depending on whether your HP was positive or negative, as well as how great the absolute value of your HP is. For instance, having full or high positive HP will grant you access to stat-boosting moves, and having low positive HP would weaken your attacks significantly. However, a high negative HP value might power up your attacks immensely.

A system like this would give utility to both heavy and weak attacks: You would want to hit the enemy hard if they have a lot of HP and hit lightly if they only have a little. You would even need to heal the enemy if you drop it below zero. Concepts like the Black Knight class from Bravely Default, for instance, in which you damage yourself to deal high damage to enemies, would see some more interesting uses too, as you could damage yourself to bring your HP into the negatives, and then activate additional abilities afterward.
 
Making video games is easier than ever nowadays. There's rather powerful engines that are more than enough if you aren't much of a programmer and more of an artist (Unity largely, but also Unreal Engine assuming prior experience in game modding or other tools) that you can use to quickly begin making games. There's little issues you'd run into normally with these engines, and they definitely allow rapid prototyping regardless. If you're more of a programmer and would prefer to roll your own system rather than use a premade solution, then there's plenty of lower-level frameworks and libraries that could get you started quickly, including FNA/MonoGame for C#, libGDX for Java, SDL 2 and Allegro 5.x for C/C++.

I used to make a bunch of games (or perhaps better said, toys/experiments because of their tiny size). I've found I prefer making the bits that make a game, rather than a game itself. Trying out new rendering techniques or software design choices is rewarding enough, and I don't have to make a bunch of content. I also found a rather interesting niche as a result--real-time, hardware accelerated vector graphics in games (and by proxy, simulations and user interfaces and whatever else), which is something I'd like to develop on further...

Making games is more about discipline and dedication, as well as an honest idea of scope and feasibility. Finishing a small game (scope/length/feel) is a great feeling, perhaps even better than attempting a larger-than-life project that is never finished. Generally, if you can program, you're in the best spot, since you can collaborate with others for the resources (like art and music) or contract/purchase it much easier than an artist/composer/designer can do so with code.

Not to mention there's plenty examples of solo developers and tiny groups making amazing things. Of the games I've truly enjoyed, the MMO RuneScape was largely made possibly by just a pair of brothers and has outgrown it's incredibly simple gameplay and graphics when it was released in 2001. A rather unknown, and perhaps even more amazing example, is SoulFu, which was made by a single person, and it is a true 3D rogue-like that looks and feels professional and also made from scratch (no prebuilt engine and 30,000+ lines of C code).
 
If I were to create a game ignoring any sort of limitations and can do literally whatever I wanted with it, I would want to create a game based on the book I'm writing. It would be a live action RPG with hugely customizable characters. The world would be huge with several secret areas and secret bosses. There'd by a huge replay factor in terms of optimizing and finding special items/places with hundreds of armour, weapons, items etc all of which are fully customizable and you character would not necessarily be bound to several pre-determined class traits.

If I were to make a more realistic game, then it'd be one or two I plan on actually making in the future. Primary one is Archangel, an action platformer with RPG elements. It would be retro but stylistic game that switches from awesome horde killing to strategic one-on-one difficult boss fights which forces you to use the myriad of skills and weapons you've learnt. The story would also be decent (I hope, I'm a decent writer when I'm not screwing things up), with many player decisions affecting the outcomes, relationships and bosses you'll fight. Also unlike most platformers it will be relatively open-world.
 

Cresselia~~

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I wish I could make a game in the future, especially after they have developed easy-to-use set ups for non-programmers.

I've just finished illustrating for a card game, so it is likely that I'll illustrate for some low budget games in the future.
Maybe eventually, after people notice my illustrations, maybe they'll help me develop a game...

I want to develop a world that is very similar to Pokemon, but add many new stuff to it and hopefully not end up being called "ripping off" Pokemon.
 
I wish I could make a game in the future, especially after they have developed easy-to-use set ups for non-programmers.

I've just finished illustrating for a card game, so it is likely that I'll illustrate for some low budget games in the future.
Maybe eventually, after people notice my illustrations, maybe they'll help me develop a game...

I want to develop a world that is very similar to Pokemon, but add many new stuff to it and hopefully not end up being called "ripping off" Pokemon.
Oh, cool! What card game, may I ask?
 

aVocado

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I've always wanted an open world action RPG with the fantasy Europe middle ages settings, and centered around vikings because games that are like that are very few (I actually only know of one, and it's apparently mediocre? I bought it ages ago but never played it lmao)

But for the most part The Witcher series covered that really well and that's the biggest reason I love the series/books so much, the setting fit what I loved the most very perfectly.

So because of that I don't know anymore lmao. I don't think I'm personally fit to make a game because I don't feel like I'm particularly creative so yeah.
 
Vikings are so cool!!
I lived in York before, which has a Viking museum, and was legitimately invaded by the Vikings. (With historic remains)


It's still developing though. And I think I'm not supposed to tell people until it comes out.
Ah, o.k, sorry I asked. Though, if the creator is ever looking for someone to give him ideas, I've made up a good design or two for a TCG. Once he's done on that game, if he wants to make another TCG, hook me up, I'd love to see my base idea come to life, that is, if he even likes my idea.
 
fwiw, if VR headsets really take off in the next few years interactive porn becomes a whole new ball game. Also I'd be astonished if more stuff like that wasn't available with how big porn is, but idk I haven't looked.

Anyway I'm actually studying to be a game developer, so a lot of my ideas I could conceivably work on. One game that I'd like to create that isn't very realistic due to requiring massive amounts of resources is an MMO revolving around the birth, growth, decay and eventual destruction of a world. In terms of mechanics, the main thing that would be constant is the ability to manipulate the game world in some way, creating new structures and collectively making the world your own- think along the lines of minecraft though obviously there'd have to be some difference in the way the mechanic is brought to fruition. Otherwise it'd have typical MMO stuff (I'm being deliberately vague here), whether it be "new" ideas or applying existing ideas to an MMO format or straight-up borrowing ideas from other MMOs. Really anything works, but the core idea is an MMO with world-shaping mechanics and a planned death.

The idea is that players get to explore a new world and then go about shaping it and making it their own. It will evolve over a period of time but eventually enter a state of decline, where it becomes obvious that the world is growing unsustainable. Eventually the end will grow near, forcing players to come to terms with the imminent apocalypse. I think that would be an incredibly emotional experience, one with a lot of meaning as well, and (obviously) almost all of it being emergent, which is awesome. Then once the world is dead, release the next game in the series, which is built around the same core idea but is visually different and with various mechanic tweaks and additions.

I had a similar experience reading the Narnia series- I didn't really care greatly about the characters or the plots of each individual novel. It was experiencing the birth, evolution and eventual death of a world that was really moving, and it's an experience I've not really found elsewhere. I know this kind of thing has occurred with existing MMOs that got shut down, so it's far from original, but I still think it's a really cool idea.
 

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