• gastroglizzy@piefed.social
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    6 days ago

    Conscripted

    A game where you’re conscripted into an army for an authoritarian regime and sent to commit atrocities against innocent people on their behalf. You can play through the game normally, following orders and getting an ending of some kind.

    Or, you can go AWOL, betray your country, and organize a resistance. This option will not be advertised or indicated by the game in any way; it’s available only to those who dare try to go against the game.

    • grrgyle@slrpnk.net
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      6 days ago

      That’s a great idea. Reminds me of what Spec Ops: The Line was going for in a very small way. The game has a specific narrative that you can’t diverge from like usual, and that’s also part of the point, but you do have a couple moments where you can get creative about completing the “orders” the game is tacitly giving you.

      In game design terms, there are moments where you have more gameplay affordances than you might realise.

    • aldhissla@piefed.world
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      5 days ago

      You could set it in and around WW2,. You could have content from the Spanish Civil War, through the French Resistance, maybe even towards the Decolonisation of Indochina (Vietnam war DLC!)…

  • sad_detective_man@sopuli.xyz
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    5 days ago

    A game where you feed and pet and take care of guinea pigs. Varieties of vegetables and reactive chin scritches and they yell at you when they notice you going about your business. Also my guinea pig has to be in it you have to ruffle his fur or you will instantly die.

    Possibly a setting in the Andes, I dunno it would be funny to be a guinea pig herder. Otherwise it just has to be comically over designed and marketed as competing with Death Stranding.

    • sad_detective_man@sopuli.xyz
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      5 days ago

      Over-budget motion captured acting with Nicholas Cage. He’s a pig shepard named Armando Marìa-Castañeda. The publisher should go into debt and barely recover from all this.

  • aesthelete@lemmy.world
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    5 days ago

    A game where you walk around an existing town and fix things. It teaches you real stuff about how the things you’re fixing work. For instance, you can fix light switches and do so using examples of how real wiring works.

  • Havatra@lemmy.zip
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    6 days ago

    Oh, this is gonna be one of my longer comments…!

    Imagine the Fallout universe only less grim and less apocalyptic. There have been not dirty/radioactive world war, but a massive solar flare that fried all global electronics. This leads to mass disarray, as society is so dependent on electronics that we’re facing a total societal collapse. However, people do not turn wild and crazy like in the Fallout franchise, Metro franchise, or others.

    This is set in the year 2051, about 4 years after the solar flare called the DC (The Digital Cleansing). The first few months after the DC people panicked, and raided most stores and such for food, and a lot of people died, especially in the bigger cities, due to lack of food and transport. A lot of people thought ahead however, understood what this meant, and moved out into the countryside to live off of the land just like humanity did back in the days.

    You are a Longing One; someone who longs for the times of the past, looking through ruins to find functional technology. You disassemble it, learn it, document it, and rebuild the modern society from your little village. Most people are helpful and encouraging of your adventures, but of course some people who believe the past should stay in the past.

    You will face environmental dangers (abandoned structures and global warming related events), manage your resources on your excursions (hydration, temperature, sleep), and dig through all kinds of buildings - libraries, research institutes, governmental offices, and normal homes.

    Back home in your village you will be able to grow fruits and vegetables, tend to animals, and trade items with your neighbors for resources both for survival and for excursions. You get to help your neighbors with quests like finding certain items in the ruins or helping them rebuild something on their farmstead.

    The ultimate goal of the game is nothing more grand than a village that thrives - you grant them electricity, steady resources, and a happy life, while finding small stories both in the present and the past that tells you of how things were and have become.


    A mostly peaceful game, where there’s realistic documentation about how technologies work, and a village that grows from your contributions.

    • gothic_lemons@lemmy.world
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      6 days ago

      Love the idea! I feel like there could be multiple paths to take in regards to farm tech.

      1. The Way Things Were. Back to computer chips in everything and internal combustion engines. Fancy tractors of today that ppl can’t work on cuz software bullshit.

      2. Sweat and Toil. Old school farming tech pre engines of any kind aka horse and ox power. Basic blacksmithing and stuff.

      3. The Engines of Yesteryear. No computer chips or very simple ones and internal combustion engines/lost of green house gases. Like 1960s tractor tech.

      4. Solarpunk Tomorrow. All electric tractor with simple computer chips. Nothing too fancy, just solarpunk tractor.

    • gnutrino@programming.dev
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      5 days ago

      The initial setup of a “clean” post apocalypse sounds a bit like the background to the My Time at Portia/Sandrock series.

  • someacnt_@lemmy.world
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    6 days ago

    There’s this thing floating in my mind for some time. A colony management game, where the colony is regressing instead of progressing.

    You manage an isolated colony on a deserted planet slowly falling apart, desperately trying to mitigate the damage and survive the fall. You begin with automated system managing the colony, so that you won’t get overwhelmed by all the systems. Then, systems begin to fail one-by-one, by external factors putting them in strain. Maybe the colony train network goes down first, then the communication network breaks down, leading to civil unrest. Next, heating fails, then environmental shielding, and oxygen goes out. You can utilize emergency systems and construct makeshift components, but it can only lessen the impact, not reverse the entire breakdown.

    Maybe this is uncommon because sense of despair makes it unfun, but I would still find it interesting.

    • modus@lemmy.world
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      6 days ago

      Are you secretly a current US politician hoping someone smarter than you chimes in with a secret one-two punch to save the breakdown of your government?

    • Varesti@lemmy.zip
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      5 days ago

      It’s not your vision, exactly, but I think Project Zomboid handles this to a degree. You start out with the power/water on and none of the food spoiled yet. But as the game goes on, you need to rely more and more on things you’ve made yourself. Also, you’re told from the very start that this is how you died.

    • Omgpwnies@lemmy.world
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      6 days ago

      One thing colony management games really don’t handle is rot… so your concept would be really good along with a progression system, so you start with a functioning but failing colony, and have to fix/rip out/rebuild/etc to keep it running, but doing any of that runs the risk of breaking something you might not have known about and so on…

    • solarvector@lemmy.dbzer0.com
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      5 days ago

      Frostpunk is pretty similar. If the gameplay is slightly harder than you can keep up with its essentially exactly that scenario.

  • MrSelfDestruct@lemmy.dbzer0.com
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    6 days ago

    Native American game where you free your captive tribe and hunt colonizers. It could have some mythical elements like controlling animals and using ancestors to help control the environment for you.

  • Ilixtze@lemmy.ml
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    5 days ago

    I’ve always wanted to play a game like “tropico” but instead of managing a parody of a banana republic, you have to manage the decline of a parody capitalist empire.

  • Nefara@lemmy.world
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    6 days ago

    Been daydreaming about a city builder sim that realistically characterizes cars. No “magic parking”, no perfect drivers, with pollution mapping, traffic deaths, an average commute time per citizen as a statistic, that kind of thing.

    I imagine it starting out exactly like Cities: Skylines, where you start building out your town with commercial and industrial and residential zones. As you lay out roads and utilities, the citizens keep demanding more parking and bigger roads. If you build them, your town becomes mostly parking lots and huge, dangerous roads. People complain about living near pollution, loud car noises, traffic deaths and commute times. Your town would have negative income from all of the building and maintenance costs and constantly be needing to be bailed out due to how expensive it all is.

    The trick, then, would be not to listen to the complaints from car drivers. The only way to build your town where the budget is balanced properly is to increase density, utilize mixed use areas, and to build as few large roads and utility corridors as possible. The game wouldn’t tell you this outright, it would simply give you realistic price tags and maintenance costs compared to people moved and let the player problem solve and optimize.

    There would be a robust palette of micromobility options, public transit, greenways and parks and pedestrian areas. Car access would be optional for building placement and based more on emergency vehicles or services. You could design your own streets with your desired configuration of bike paths, street cars, pedestrian walkways and green spaces and save templates to use elsewhere.

    There would be lots of beautiful middle density building models, parks, and plazas, and a mode where you could rehabilitate an already developed car centric city.

    If someone made this game I would be so happy and play it all the time, making a perfect transit utopia

    • Mrkawfee@lemmy.world
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      6 days ago

      I would buy this. I’m sick of car centric city builders that make roads the key to everything.

  • DJKJuicy@sh.itjust.works
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    6 days ago

    There is no answer here other than Half-Life fucking 3.

    If there were any way to legally force a game to be made, it would be HL3.

  • subverted_per@lemmy.blahaj.zone
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    4 days ago

    A space strategy/tactics game with realistic physics. Basically ftl stops at the edge of a solar system, and then ships can reach a small percentage of c while traveling within the system. Lasers travel at c, but you have to anticipate where your enemy will be over long distances. Missiles or torpedoes are evn worse with the addition of worrying about fuel consumption to reach their target.

    I think it would make for interesting dynamics. How would fighters/drone swarms work? Mines? Bases? How would ambushes work.