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tell me about your 'perfect' game

rleyv4.jpg


Perfect game for me. It's a game I can pick up and enjoy right away. It's also a short game so I don't have to dedicate some ridiculous amount of time to feel "accomplished". The only issue I have with ZoE2 are the occasional slowdowns and that's due to the terrible PS2 hardware. Other than that it has everything I want out of a perfect game. Excellent pacing, very fast paced. It's very stylish, from the robot designs to the choice of music. The characters are cool, the story isn't forced down your throat and it doesn't try to be what it isn't. Gameplay is really fast and very challenging. Very memorable game. It's a shame that ZoE3 isn't going to happen/not any time soon.
 
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For me this WAS the perfect action game. Sure there have been many improvements in the genre, to the point where now DMC is just archaic (no on the fly realtime weapon switch, non-customizable controls, limited aerial combat, limited weapon selection etc.).

But what it brought to the table that instant... wasn't matched truly for 2-3 years and that to me is something. Every action game nowadays has something to owe to DMC, the grand father of the 3D action genre.

I have always been an action fan and had loved the 2D side scrolling beat em ups back in the SNES/Genesis days. This game just spoke to something deep inside me.
 
X-Com is probably the closest I've come to a perfect game. I can't really nail down what I'd call my perfect game though because I enjoy different genres. I don't want multiplayer in X-Com.

blah blah blah emergent gameplay
Designers let creativity shine through... as few rules as possible.


Now. Near future. What I really want to see and what would be my perfect game.
Games that truly take advantage of multi-touch/multi-input.

The old Warcraft 3 demo.
Galcon Touch

These are basic examples of what is possible. However, the next step is allowing true simultaneous input. When you play some PC games you are tapping out commands on the keyboard, moving with a mouse and tapping out more commands on the mouse. A true multitouch interface needs to mimic that kind of parallel execution with individual fingers and gestures. The 'active' surface doesn't need to be 1:1 with the playing surface either.

I want to see how great players adapt to massively parallel quick thinking and execution. An exceedingly rough approximation would be a chess version of Beatmania. I'd never be able to play at a high level. My brain is too slow and my hands are too clumsy, but I know there are players who can.
 
-PXG- said:
DMC 1 was amazing. Haven't bothered playing the others. Keep on hearing 3 was the best.

3 technically improved the combat in various ways, but I still find 1 to have the best symmetry of enemy and weapon design. The cutscenes in DMC3 are a total riot though.
 
Here's another one - a game allowing you to carry two or three simultaneous powerups - could be anything, from a lunging attack to flying to wallwalking to slow motion to telekinesis to breathing fire, you name it. In order to progress through the game you need to pick up and drop powerups all the time - but rather than obstacle X requiring powerups A and B absolutely, these are soft solutions, so you can creatively use several ways to overcome each obstacle. You'll learn enemy behavior, but what you can sometimes kill or evade easily will be pose a deadly threat at other times when you aren't equipped with strong counters for it, leaving you vulnerable and forcing you to think creatively. Vague, I know, but could be loads of fun with lots of replay value.
 
Let's see, my favorite games right now are Majora's Mask, NSMB Wii, and Persona 3 FES (also Deus Ex but not quite as much). I loved some of the elements of SMT: Devil Summoner 2, like the battle system, but it was too flawed to be with my favorites. Also, I'm playing through Persona 4 right now, so I may end up liking that more even though I don't currently.

Still, I'm not sure of a great way to combine those...I guess Majora's Mask and Persona 3 FES have some things I like in common (helping people and getting rewarded for it, etc.) but I'm not sure how platforming fits in that. Maybe a Mario RPG, hanging out with characters to get new badges or something, along with morality choices and the ability to transform into different creatures? For some reason I think I ought to leave it to developers to make a great game for me. :lol
 
Take JSRF and put the police/military pressure from the first game back in. That would be my perfect game.
An HD-gen graphics upgrade would be the cherry on top.
Opiate said:
A game that has exactly one action. Just one. You are only capable of performing one behavior.

And yet, it is profoundly deep and sophisticated.

I enjoy deep, elegantly designed games.
The game you want is RB2. (On drums or guitar. Take your pick.
Drums FTW
) It's a tall order, though. Even Tetris doesn't qualify because you can rotate the pieces, too.
 
Chrono Trigger and Final Fantasy 7 would be two "perfect" games for me in one of my favorite genres. Devil May Cry 3 is pretty close for my other favorite genre, but not quite there.

As an action game, my perfect game would be one with crazy weapons that may or may not transform into other weapons, a ridiculous group of villains with at least 2 being criminally insane, hard as fuck boss fights that are as deep as they are cinematic and make you feel like you've accomplished one of your life goals after beating one, and a main character that uses a guitar that transforms into a sword. Despite being really cheesy, there would be quite a few hidden messages in the story that question the actions and mentality of humanity.

Basically, it would have gameplay similar to Devil May Cry with story and characters similar to No More Heroes.
 
Funny, "my perfect game" was a phrase that came up a few times when I played the most recent Ratchet&Clank. It's comfort food. You can have a small bite or go on a binge, doesn't matter, it's always great.
 
My perfect game is Chrono Trigger.

It has perfect blend of drama and playful, whimsical characterization for a sprite artwork Japanese RPG.

It has the perfect soundtrack, Mitsuda's finest work IMHO. The perfect songs for adventure and uplifting atmosphere, with the flawless sprinkle of melodrama and sinister doom in just the right spots.

It's got the best of 'yamas character designs, that fit every other element hand-in-glove. And I usually dislike that style.

It has the perfect, concise storytelling style that's not too long winded, and not too simplistic.

It has the perfect length. It feels like a meaty adventure without ever overstaying its welcome.

It has the perfect battle system, with on-screen battles taking up almost no time and keeping the pace going.

It has some of the finest character arcs ever, with two of my all time favorite game characters: Frog and Robo.

It's one of the most "warm" games I've ever played. For all its simplicity its world feels alive and lived in.

It stands to me as the perfect expression of all "boy saves the world" Jungian archtype gobblygook stories.

I replayed it on the DS to see how it faired against nostalgia goggles and even with its blemishes, rough edges, and warts exposed by time, none of the positive elements were tarnished in the slightest.

If I had to make a list of five games that demonstrated "what is a videogame" Chrono Trigger would be on the list.
 
Open world shooter like Far Cry 2 but in the suburbs. Maybe with aliens or zombies or something, a nearby national park with some forest area would be nice too.

Also throw in a sweet weapon crafting system so you have to root through abandoned houses and stuff.

Might sound a bit unimaginative but if done perfect I though it would rock my world.
 
Well, the perfect game for me would be....imagine a GTA like game, with a Training Day/Street Kings like story, Mass Effect dialog system.

It plays like Uncharted in the City, but it also has this really awesome hand to hand fighting system based on stuff like Krav Maga, and then you have shoot outs and car chases like the ones in movies.

That would be perfect for me right now.
 
Semi-open world Thief game in a big steampunk/medieval/Victorian city. Elaborate traditional story missions of lots of little jobs in the city. Builds on the Life of the Party roof-traversal feel from Thief 2 (which Assassin's Creed channeled a little bit).

Thief 3 had the right idea but the city was too cramped with not a lot to do, you never went on roofs, and there was too many loading zones. Basically Thief 3 done right would be my perfect game.

I'd also love a zany single-player game using the Warhawk mechanics, kind of like what we saw in the early trailers. I'd want either a big open world or HUGE individual missions, you fly, run, sneak and drive across the maps to complete objectives. Dogfights, bombing missions, ground-stealth missions, vehicular combat, Star Fox-style rail shooting levels between the larger campaigns, jetpack missions, massive mothership boss-fights like in the trailer, co-op, a space-opera-style story, futuristic Chernovans vs quaint Eucadians, vehicle-modding... oh god, I just jizzed.

Oh, and a 2.5D remake of both Metal Gear and Metal Gear 2- Solid Snake. Just like Bionic Commando Rearmed.
 
Tetris is the right answer. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you have lost.
 
eggandI said:
rleyv4.jpg


Perfect game for me. It's a game I can pick up and enjoy right away. It's also a short game so I don't have to dedicate some ridiculous amount of time to feel "accomplished". The only issue I have with ZoE2 are the occasional slowdowns and that's due to the terrible PS2 hardware. Other than that it has everything I want out of a perfect game. Excellent pacing, very fast paced. It's very stylish, from the robot designs to the choice of music. The characters are cool, the story isn't forced down your throat and it doesn't try to be what it isn't. Gameplay is really fast and very challenging. Very memorable game. It's a shame that ZoE3 isn't going to happen/not any time soon.


This is the only true answer
 
Somehow...

Risk (the board game) + Street Fighter 4 + Uncharted 2

you know it'll be good. game developers get at it!
 
I want a futuristic mmo with the fast and satisfying twitch gameplay found in ZoE2 + Bayonetta for both in and out of mech gameplay, but it still needs the concept of stats+levels with a job/subjob type mechanic found in FFXI :lol
 
My realistic perfect game? Little King's Story. No joke.
-oil-paint-on-glass art style after my favorite animator of all-time, Yurii Norshtein
-thoughtful story based on The Little Prince and The Nutcracker
-remixes of classical music (even if it's heavy on the Romantic era) done by my favorite video game composer (Shimomura) and 1 in my top 10 or 15 (Minobe)
-reunion of Love-De-Lic
-PIKMIN with RPG and life simulation focuses
-hilarious
-massive amount of depth, gameplay- and world-wise

My realistic idea for a game? The sequel to Tarkovskii's Stalker. Tarkovskii was going to make a sequel where Stalker becomes a Grand Inquisitor-like figure. The Soviet government stopped him. It probably would have been 1 of the greatest things ever, and a game could bring a lot to it. It would be a 3rd-person shooter with little actual shooting, lots of hostage directing, constant tension, and theological/philosophical conversation.

My perfect game?
-metaphysical graphic adventure JRPG platformer
-designed by truly reunited Love-De-Lic
-main section art design in the style of Winsor McCay, with the "outside world" by Seth and the "thought realm" done by Yurii Norshtein
-main section music by Yoko Shimomura, Noriyuki Iwadare, and Love-De-Lic's composers, outside world's by The Walkmen and The Twilight Sad (or appropriate organ/accordian/drone musicians), thought realm's by Arvo Part and Bjork (in her horns phase)
-illustrates Kierkegaard's 3 spheres of existence by way of Martin Luther
-the 1st section of 3 is the aesthetic sphere and is the only part revealed to the public before release
-it's essentially a standard (brilliant) adventure game set in a house with dream-like logic to the puzzles and a nostalgic, silly sense of humor in which you are trying to rescue your best friend
-it takes about 2 hours to solve, at which point you end up in the 1st room again instead of finding your friend
-the solutions are exactly the same the 2nd time through, which the player will enjoy less if he chooses to complete it
-the 3rd time through, the house starts breaking apart, creating some new puzzles and solutions, and the NPCs get weirder (think Maria Bamford), but are still harmless
-this time, you can see a brand new house in the distance through the cracks that looks amazing and incredibly fun!
-the 4th time through, it's a nightmarish, bizarre place that apes the silly unease of Silent Hill 3's haunted house (and is trying to kill you, just like in Silent Hill 3)
-it's a time trial that will kill you if the house collapses before you do the newer puzzles again, and you can see the new house even better during your escape
-at the end, you have a choice between the old puzzle solution and a new door leading toward the new house
-the new door lets your character go to the new house and gives you a game over
-the old solution sends you back for a 5th time except you can only see your character in all-black rooms while your friend calls out your name, meaning you must redo all of the puzzles from memory or blunder through until you do so
-your Kierkegaard repetition shows that you reject the video game dopamine treadmill and want to commit to an ethical theory of gaming
-you find your friend, but he disappears and you escape to the outside world
-the 2nd section of 3 represents the ethical sphere
-you meet a shopkeeper who explains the world's rules to you and that a farmer and rancher essentially run the area; he'll give you money for animal pelts and you can buy a ticket home to find your friend if you have enough gold
-your life degenerates when you walk and only food can replenish it
-if you faint in battle or by hunger, you are brought to a doctor's house; this makes you lose gold and time (since you have to walk out of town to find food), but you can faint as many times as you want
-as you explore, you notice that there are only 2 places to get food; a rich rancher doesn't fence his land because his livestock are ferocious cattle-like beasts whom you can defeat for experience and meat; a rich farmer keeps his back gate unlocked, and by beating the guard dog in battle (who is easier than the wild beasts), you get experience and bread
-the ranch battles are difficult (unwinnable in many cases) but provide a lot of food and experience; the farm battles are easy and provide a bit of food and a lot of experience
-1 out of every 10 battles is wild game that gives you little experience and a bit of food
-2 people (1 in each place) are poaching and stealing and getting experience; if you get to level 30 before they do, the shopkeeper unites with you in a final assault on the farm and ranch; you'll probably win, you take over their property and you get a game over
-if you run from all battles except for wild game until your opponents reach 30, you faint a lot and have no money, but you prove that man cannot live on bread alone; the shopkeeper hires you out of pity to spin textiles for him
-this involves repetitive button-tapping to spin
-after a lot of this, you run them to other towns, at which you point you have typical, action-based (Mario RPG series) RPG battles
-after a lot of this, the shopkeeper gives you a reward: a special lance that unleashes a massive magical attack; you destroy monsters on the paths really easily with this, but you don't control it; it simply is unleashed and destroys everything in its path; the game would tell you this by including random passive creatures along with those that attack you
-after some of this, the 2 "other guys" run into town and you discover that each works for the rancher/farmer
-they have all of the power (in business and because they're level 30), so they harrass the town folk
-they begin harrassing you (not extreme physical violence, just shoving, breaking things, et cetera) and you have the choice to defend yourself by unleashing the lance's power (which would disintegrate them)
-if you do so, the people bow to you and it's game over
-if you refuse, you learn that godhood cannot be gained by miracles and you go talk to the shopkeeper
-he becomes enraged and takes the lance from you; he confronts the rancher and farmer and demands that they quit stealing/poaching from each other in competition
-walking out of town, he threatens townsfolk who are lying to each other, vandalizing homes, et cetera, and they stop
-you both arrive home to see his wife having sex with someone else; he drags them both out into the public and says that he is going to destroy them as an example
-he gets an idea and hands you the lance; if you kill them, you become his right-hand man and a powerful person and get a game over
-if you refuse, you learn that one cannot induce morality through brute force and fear instead of faith, so, basically, The Grand Inquisitor
-the shopkeeper transforms into some kind of demon and you're off to the thought realm
-the 3rd section of 3 represents the religious sphere
-you're in a hazy, peculiar, castle/void combination with a voice that speaks directly to the player: "Trust me. Trust me."
-it returns to a clever graphic adventure game in which your reward for each puzzle completed is a fragment of Cain's and Abel's story and Abraham's and Isaac's story
-after reading, you're asked, "Do you understand?" and you can proceed after answering, "Yes"
-after doing so, you see your friend finishing the same puzzle in some other part of the castle and answering yes
-you then enter a 2-d platformer section with each character
-at the end of each segment are 2 doors, 1 with a young man killing another and 1 with an old man killing a young man
-if you choose the Cain and Abel door, you enter a different-looking room the 1st and 2nd times until, in the 3rd, there's no floor and you automatically fall and die and get a game over
-if you choose the Abraham and Isaac door, you understand, even as the same-looking rooms and challenges reappear, that this is a repetition to which you aspire and in the last repetition, a silver dagger locks the door
-after you take it and walk through, you suddenly walk down a long hallway with Part's Te Deum (with lyrics) playing in the background because you've proved that you understand the potential fallacies of your experience http://www.sparknotes.com/philosophy/feartrembling/section2.rhtml
-in the final room, your friend lies tied up by the demon in 1 corner of the room while the demon stands in the other, taunting your final existential choice
-if you kill the demon with the dagger, the whole room fades to blackness and your friend calls out your name repeatedly; there's no game over screen or return to the title, it's just like the end of Earthbound 3, except reinforcing your lack of faith
-if you cut your friend's throat, he whispers the final lines to you (O Lord, in thee have I trusted/Let me never be confounded) and is reborn in some amazing animation sequence that depicts the demon's death, your friend and you making the double movement to faith, and a whole bunch of crazy glorious animation that ends with you walking along the road together silently looking at each other as the credits roll

It would be pretty great.
 
I know many people are going to hate me for this answer but for me it is Uncharted 2. It represents what I like the most in games. The only aspect that I like in games and it is not in Uncharted is something like Heavy Rain. (Fahrenheit would of been my other perfect game if not for the ending)
 
A post apocalyptic shooter/rpg hybrid with deep character customization and hundred of quests to partake in, with tons of NPCs and moral choices with a karma system...

Oh wait. Yay!
 
I posted one idea few months ago in the Jurassic Park section:

The fact that we haven't got a recent, commercial release of a JP FPS is atrocious. Now is the time, now is the technology, fucking make it. Take Far Cry 2, add jungles and dinosaurs and set it on Site B/Isla Sorna. Let me find amber and dinosaur eggs. Let me drive in first person like FC2, with a side mirror that's reflective so as to see the dinosaur's jaws as they come toward me. Let me have a Winnebago with armor and a science kit inside to be my safehouse and have it be attacked by a Spinosaurus toward the end, forcing me to hoof it on foot. Let me call in new vehicles and health/food/weapons via cell phone. Let me choose my side: Biosyn mercs that airlift baby dinos to the mainland and shoot anyone on sight or InGen conservationists who collect scientific data.

Make it so, very quickly. I hunger for this game.

My perfect action game would be basically Fallout 3 but in the Wild West and with a much huger world and basically RDR is doing that, only without the FP view.

My perfect fantasy/RPG game would be like this:

* take Ocarina/WW/TP-like gameplay where you go through puzzle-loaded dungeons and gain a new, utility weapon (like a grappling hook) when you beat the boss
* but also make it a loot whore game ala Diablo II and Torchlight. Tons of loot.
* you upgrade your gear via loot drops from dungeon mobs, but the utility weapons get you to higher level areas.

Example:

You're lvl 9 and fighting through the 1-10 dungeon, gaining tons of new weapons and armor. In the end you kill the boss who drops a grappling hook. This hook helps you gain access to treasure chests in the game world that drop lvl 10 gear and you can grapple up the crater wall and exit the 1-10 area into the 10-20 area

* Side Jobs, but unique jobs for a fantasy game. Instead of warrior, be a town guard who gains rep for just this one town (faction) by at first breaking up bar fights and later defending the town against a gigantic GoW like boss.
* Dynamic gameplay that actually matterrs. Yes, you can play with the economy and kill citizens in Fable 1 and 2, but how about if you kill everyone in town it becomes a ghost town. Come back to loot it later and there are zombies and ghosts everywhere. Natural weather strikes: a hurricane destroys part of the forest zone and it temporarily full of water enemies.
 
Truthfully it would be something like Facade but blown up to the magnitude of New York City instead of just an apartment where you only talk to 2 people. Damn, I guess it really would be something like Vanilla Sky, :lol. Or something that feels more like playing art than playing a typical game. Like Out of this World or something of that sort.
 
World of Warcraft, but the gold earned could be converted into real dollars. Then I wouldn't have to work, could play all day and be a millionaire.
 
A realistic military sim from the soldier's perspective; where "vehicles" and "technology" are ancillary. Where the most dev focus is put on the way the soldier moves/reacts in the environment, with a realistic sense of weight in player movement. A foucus on how a soldier handles and manipulates weapons and body during a firefight. Realistic, deadly gunplay. A game more about tension than action. And action more about strategy than reflexes. And a game that finally combines OTSV & FPWV (And FPV feelook) and makes it work... with a smart third person camera that addresses the common exploits.

And decent fucking AI. For once. And I'd like to play it with a gamepad... plus maybe something like TrackIR. But the gamepad is just personal preference.

If reading this, you're thinking of any shooter that's already been made. Then we are miles apart in our thinking. I don't think such a game will be made for another gen or more... especially with what I hope for with the physics-based animation. No one is really doing this stuff yet.
 
Dudebro

TAJ said:
Take JSRF and put the police/military pressure from the first game back in. That would be my perfect game.
An HD-gen graphics upgrade would be the cherry on top.


Fucking this...

Actually JSRF with super hi def graphics, no load times between worlds and increase the amazing madness of the multi-player. I want to go racing my path through Dogenzaga Hill and see other people racing around me getting different tricks/lines and exploring the environment. Plus artstyle and soundtrack is so amazing i could listen to it for hours. In fact different soundtracks for different parts of the city so each region would have its own amazing 50 or so tracks.

I really want them to make this game :(
 
GhaleonQ said:
My realistic perfect game? Little King's Story. No joke.
-oil-paint-on-glass art style after my favorite animator of all-time, Yurii Norshtein
-thoughtful story based on The Little Prince and The Nutcracker
-remixes of classical music (even if it's heavy on the Romantic era) done by my favorite video game composer (Shimomura) and 1 in my top 10 or 15 (Minobe)
-reunion of Love-De-Lic
-PIKMIN with RPG and life simulation focuses
-hilarious
-massive amount of depth, gameplay- and world-wise

My realistic idea for a game? The sequel to Tarkovskii's Stalker. Tarkovskii was going to make a sequel where Stalker becomes a Grand Inquisitor-like figure. The Soviet government stopped him. It probably would have been 1 of the greatest things ever, and a game could bring a lot to it. It would be a 3rd-person shooter with little actual shooting, lots of hostage directing, constant tension, and theological/philosophical conversation.

My perfect game?
-metaphysical graphic adventure JRPG platformer
-designed by truly reunited Love-De-Lic
-main section art design in the style of Winsor McCay, with the "outside world" by Seth and the "thought realm" done by Yurii Norshtein
-main section music by Yoko Shimomura, Noriyuki Iwadare, and Love-De-Lic's composers, outside world's by The Walkmen and The Twilight Sad (or appropriate organ/accordian/drone musicians), thought realm's by Arvo Part and Bjork (in her horns phase)
-illustrates Kierkegaard's 3 spheres of existence by way of Martin Luther
-the 1st section of 3 is the aesthetic sphere and is the only part revealed to the public before release
-it's essentially a standard (brilliant) adventure game set in a house with dream-like logic to the puzzles and a nostalgic, silly sense of humor in which you are trying to rescue your best friend
-it takes about 2 hours to solve, at which point you end up in the 1st room again instead of finding your friend
-the solutions are exactly the same the 2nd time through, which the player will enjoy less if he chooses to complete it
-the 3rd time through, the house starts breaking apart, creating some new puzzles and solutions, and the NPCs get weirder (think Maria Bamford), but are still harmless
-this time, you can see a brand new house in the distance through the cracks that looks amazing and incredibly fun!
-the 4th time through, it's a nightmarish, bizarre place that apes the silly unease of Silent Hill 3's haunted house (and is trying to kill you, just like in Silent Hill 3)
-it's a time trial that will kill you if the house collapses before you do the newer puzzles again, and you can see the new house even better during your escape
-at the end, you have a choice between the old puzzle solution and a new door leading toward the new house
-the new door lets your character go to the new house and gives you a game over
-the old solution sends you back for a 5th time except you can only see your character in all-black rooms while your friend calls out your name, meaning you must redo all of the puzzles from memory or blunder through until you do so
-your Kierkegaard repetition shows that you reject the video game dopamine treadmill and want to commit to an ethical theory of gaming
-you find your friend, but he disappears and you escape to the outside world
-the 2nd section of 3 represents the ethical sphere
-you meet a shopkeeper who explains the world's rules to you and that a farmer and rancher essentially run the area; he'll give you money for animal pelts and you can buy a ticket home to find your friend if you have enough gold
-your life degenerates when you walk and only food can replenish it
-if you faint in battle or by hunger, you are brought to a doctor's house; this makes you lose gold and time (since you have to walk out of town to find food), but you can faint as many times as you want
-as you explore, you notice that there are only 2 places to get food; a rich rancher doesn't fence his land because his livestock are ferocious cattle-like beasts whom you can defeat for experience and meat; a rich farmer keeps his back gate unlocked, and by beating the guard dog in battle (who is easier than the wild beasts), you get experience and bread
-the ranch battles are difficult (unwinnable in many cases) but provide a lot of food and experience; the farm battles are easy and provide a bit of food and a lot of experience
-1 out of every 10 battles is wild game that gives you little experience and a bit of food
-2 people (1 in each place) are poaching and stealing and getting experience; if you get to level 30 before they do, the shopkeeper unites with you in a final assault on the farm and ranch; you'll probably win, you take over their property and you get a game over
-if you run from all battles except for wild game until your opponents reach 30, you faint a lot and have no money, but you prove that man cannot live on bread alone; the shopkeeper hires you out of pity to spin textiles for him
-this involves repetitive button-tapping to spin
-after a lot of this, you run them to other towns, at which you point you have typical, action-based (Mario RPG series) RPG battles
-after a lot of this, the shopkeeper gives you a reward: a special lance that unleashes a massive magical attack; you destroy monsters on the paths really easily with this, but you don't control it; it simply is unleashed and destroys everything in its path; the game would tell you this by including random passive creatures along with those that attack you
-after some of this, the 2 "other guys" run into town and you discover that each works for the rancher/farmer
-they have all of the power (in business and because they're level 30), so they harrass the town folk
-they begin harrassing you (not extreme physical violence, just shoving, breaking things, et cetera) and you have the choice to defend yourself by unleashing the lance's power (which would disintegrate them)
-if you do so, the people bow to you and it's game over
-if you refuse, you learn that godhood cannot be gained by miracles and you go talk to the shopkeeper
-he becomes enraged and takes the lance from you; he confronts the rancher and farmer and demands that they quit stealing/poaching from each other in competition
-walking out of town, he threatens townsfolk who are lying to each other, vandalizing homes, et cetera, and they stop
-you both arrive home to see his wife having sex with someone else; he drags them both out into the public and says that he is going to destroy them as an example
-he gets an idea and hands you the lance; if you kill them, you become his right-hand man and a powerful person and get a game over
-if you refuse, you learn that one cannot induce morality through brute force and fear instead of faith, so, basically, The Grand Inquisitor
-the shopkeeper transforms into some kind of demon and you're off to the thought realm
-the 3rd section of 3 represents the religious sphere
-you're in a hazy, peculiar, castle/void combination with a voice that speaks directly to the player: "Trust me. Trust me."
-it returns to a clever graphic adventure game in which your reward for each puzzle completed is a fragment of Cain's and Abel's story and Abraham's and Isaac's story
-after reading, you're asked, "Do you understand?" and you can proceed after answering, "Yes"
-after doing so, you see your friend finishing the same puzzle in some other part of the castle and answering yes
-you then enter a 2-d platformer section with each character
-at the end of each segment are 2 doors, 1 with a young man killing another and 1 with an old man killing a young man
-if you choose the Cain and Abel door, you enter a different-looking room the 1st and 2nd times until, in the 3rd, there's no floor and you automatically fall and die and get a game over
-if you choose the Abraham and Isaac door, you understand, even as the same-looking rooms and challenges reappear, that this is a repetition to which you aspire and in the last repetition, a silver dagger locks the door
-after you take it and walk through, you suddenly walk down a long hallway with Part's Te Deum (with lyrics) playing in the background because you've proved that you understand the potential fallacies of your experience http://www.sparknotes.com/philosophy/feartrembling/section2.rhtml
-in the final room, your friend lies tied up by the demon in 1 corner of the room while the demon stands in the other, taunting your final existential choice
-if you kill the demon with the dagger, the whole room fades to blackness and your friend calls out your name repeatedly; there's no game over screen or return to the title, it's just like the end of Earthbound 3, except reinforcing your lack of faith
-if you cut your friend's throat, he whispers the final lines to you (O Lord, in thee have I trusted/Let me never be confounded) and is reborn in some amazing animation sequence that depicts the demon's death, your friend and you making the double movement to faith, and a whole bunch of crazy glorious animation that ends with you walking along the road together silently looking at each other as the credits roll

It would be pretty great.

That was interesting.
 
A third person open world action RPG.
GTA IV's driving controls with the third person shooter controls of GTA/Mass Effect/Uncharted, etc.

Mass Effects dialog system

Destructible world. Say you shoot out a window, the next day you go back and see a crew replacing the window. Or watch a new building being constructed over in game months or years.

Be able to see quest central characters in the world, and are killable. But even if you kill every quest specific character, the game compensates and the story still continues. None of that Morrowind "srry you killed a quest NPC. too bad" bs.

Make the game occasionally have random real world disasters that the player either witnesses or is a part of. (Tornado, Building on fire, Terrorist attack, etc.)
 
I know some people won't agree but I think OoT is a perfect game. I still haven't played a game with a combination of incredible gameplay + story like OoT has. In fact, it's probably my favorite video game story. I just think it clicks on all the important aspects (gameplay, art style, music, controls, level design etc).
 
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