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.