The one game you want made that isn't being made


#256

Not to my knowledge, but that was a great adaptation of the game to the pc. Would love to see it again as well. We used to play the tabletop edition at a gaming store where I grew up that had a game club on Wednesday nights.


#257

Some of the very old QQP games (but modernized)

Lost Admiral
With a more modern UI (the designer did try to bring it back a while ago but really did nothing to improve the old UI) This game was fun and had a decent AI IIRC.

Grandest Fleet
Fun game just wish the AI played better

Conquered Kingdoms
I liked the game but the AI did not play well. Would love to se whta could be done today

Perfect General
Fun little wargame


#258

Oh hell yeah.


#259

Baldur’s gate 3: Daughter of Bhaal.


#260

GSC announced S.T.A.L.K.E.R. 2 again last year targeting a 2021 release and running on Unreal 4, but since it’s been nearly a decade since Pripyat shipped and there’s no word of a publisher, I think that hitting that date’s going to be a long shot at best. 4A Games (founded by ex-Shadow of Chernobyl devs), however, are returning to their open-world shooter roots next month with Metro Exodus, which is looking stunning! :)


#261

Nidhogg’s a sword-fighting game with one-hit kills. Totally different aesthetic and maybe more of a platformer than a fighting game though.

Just read this article about a game that hopes to fill that void. I’m kind of skeptical since I don’t think SimGolf was really about managing a golf course (I saw it more as a commentary on the nature of game design) and without Meier around that aspect of it is probably lost, but who knows, it might be good.


#262

Look at that! The course-building definitely looks like a direct successor to SimGolf. You’re right, if there’s too much financial management it might feel like a different game. But we’ll see!

(BTW, I always tell people that SimGolf is “the best game about game design.”)


#263

I may have said this on a similar thread in the past, but I’d really like to see an RPG, or even an MMO, based on Jack Vance’s Dying Earth novels.

The setting is a tired, worn-out but currently simple and bucolic, largely mediaeval-fantasy Earth some unknown vast time in the future when the sun occasionally flickers and wobbles, on the verge of going out. A world kind of like the D&D type of world (D&D being partly inspired by Vance) with magic, only there are numerous unknown, lost, hidden vaults, installations, cyclopean ruins, etc., dotted around on Earth’s rich, ancient loam, from civilizations that rose, fell, rose, fell, thousands of times, based on different ideas and principles. Like, e.g. 1) when Earth had a vast evil interstellar empire, 2) the second time Earth had an interstellar empire, but it was good, 3) the time Earth was ruled by magicians, 4) …

Etc.,etc. That type of thing. The canvas is about as big as it could possibly be, offering tremendous scope for the imagination, rich stories and varied gameplay utilizing low tech, mid tech, high tech, unbelievably advanced tech, and magic, on Earth and ranging throughout the galaxy, all with a poignant sense of impending doom and a lore history stretching uncounted years into the past, with things discovered, forgotten, discovered again, forgotten again.


#264
  • Jagged Alliance 2 like crpg, basically fantasy version of JA2 … very important to have quirky but cool heroes… or just a really good JA2 sequel which never happened.

#265

yup, this could rock awesomely. or a sequel.


#266

This sounds very cool - will look up that series.


#267

This puts me in mind of an Eternal Champion MMO or RPG, Hawkmoons distant post-apocalyptic world with strange forgotten tech and an evil British empire, the chaos and law driven realms of Corums first novels or the Celtic mythology of the second, Bastables steampunk airships, Erekoses iceships world, and of course Elrics high fantasy. The perfect excuse for a cross-genre setting.


#268

Some of the Dying Earth stories have a somewhat similar vibe to Michael Moorcock’s Dancers at the End of Time trilogy (Vance’s work is quite a bit older, don’t know whether Moorcock was influenced or inspired).


#269

Vance’s fiction was edgy at the time Gygax was creating D&D, and it’s one inspiration for some of the weird spell magic systems in it.


#270

One does not reduce Bushido Blade to a sword-fighting game with one-hit kills…shame on you!
You CAN hit the other guy and have him not die…the hit has to be fatal. I would have accepted a sword-fighting game that ditches life bars.

There’s a lot more going on too. Different weapons, stances, huge environments, etc.

Nidhogg is a 2D arcade mini-game. It’s amusing, but not really the same thing.


#271

Deuteros the next millenium was fantastic. An update to that would be great.

Probably said it before, but an updated Powermonger or Ashes of Empire (Midwinter 3) would also be fantastic.


#272

The Numenera rpg setting of the ninth world mimics parts of the Vancian feel. While Torment isn’t a perfect adaptation, you might enjoy it!


#273

Arma 4 by any one else but BI, which is impossible since only BI can make Armas. Just so tired of nearly two decades of jank.


#274

You know, some people complain sometimes about “Vancian magic” (the requirement in some RPG systems to memorize and prepare spells). But people seldom know the rationale - the idea is that spells are so weird and distort the mind so much (a bit like the Lovecraftian idea of strange words and language that can drive you mad) that it’s a tremendous strain to hold them in the mind, and requires a lot of preparation, and a high level of intelligence, so when you discharge a spell, it’s a mental relief and you forget it. It’s a very cool idea - that happens to double up as an interesting limiting mechanic in some game systems.

Even more interesting, I always thought, was how Vance’s idea of what magic is, is very close to what “real” occultism propounds: basically magic can’t be an innate property of the human being (IOW the idea of a “Sorcerer” doesn’t make any sense, that’s more of a superhero-like idea). In Vancian magic, as in genuine occultism, the magic is done by beings who inhabit other dimensions and planes of reality (Vance called them “sandestins”), and you do magic by getting in touch with them, and using the spell to bind them to your will - IOW, they do the magic, not you.

Vance’s sandestins are very much in line with the “salamanders”, “undines”, demons, spirits, etc., in the Western system, and also, curiously enough, the bizarre beings in the celestial bureacracies of Chinese magic (which is surprisingly similar in many ways to Western occultism).

Sandestins are tetchy, finicky (and also morbidly witty) creatures who resent the way you as a magician are forcing them to do your will, and they’ll try all sorts of ways to have to avoid doing what you ask of them (similar to the geni idea) - another reason for the high INT requirement, you have to pretty sharp to avoid being tricked by them.


#275

A proper Dragon’s Dogma sequel, or at least something in that spirit.