Binding of Isaac + Risk of Rain 2 + Cult of the Lamb
Grim Fandango 2
Warhammer 40k city builder.
Extensible open world-y shooty thing, in the vein of Far Cry or GTA games. First class mod support so game content itself is a “mod” and nothing hardcoded. Individual, potentially really small bits of “logic”/behavior can be switched on/off/out, such as different driving physics/enemy AI modes/arcade shooter vs ballistic simulation. Behavior written in some kind of fairly accessible language. Multiplayer support.
In theory it should be (potentially) everything to everyone. That never works in practice, of course, but I think it would’ve been neat. The main goal is to take a lot of the pain in the ass out of modding so as to enable more of it, make things possible that are generally annoying/impractical in modding existing games with usually dogshit support etc
Pillars of Eternity 3, in the style of PoE 1+2 (i.e. isometric perspective and party-based combat). The original developer was bought out by Microsoft and now makes games that are more in line with The Elder Scrolls.
The developer being Obsidian…? Makers of Fallout New Vegas…?
Yes. From everything I’ve heard and seen, it doesn’t look like they’re going to be making another isometric CRPG anytime soon. It’s a pretty niche genre anyway, even Larian’s success with Baldur’s Gate 3 doesn’t change that.
Yeah what happened with Larian redefining the industry standard with BG3? I thought there was a big hubbub about people realizing that we’ve been living on scraps by comparison
I assume that leaderships don’t want to put in the work, because that would cost money and talented developers get uppity when you can’t/won’t threaten them with immediate replacement with LLMs and inexperienced, low-paid devs. And nevermind getting on Larian’s level, most big publishers seem to prefer remakes over originals.
You’re right. I guess that did happen literally right before the LLM-boom gasoline hit the gaming industry dumpster fire.
X4: Foundations mixed with Oblivion.
I want to fling fireballs at goblins and then take off and fling missiles at capital ships. Let me orbitally bombard that dire wolf nest until its nothing but ashes. Gimme space magic where a wizard powers some kinda magi-tech engine that amplifies its ice magic to be a viable weapon in interstellar space.
Star citizen… but like not a scam front.
I’d take freelancer 2.
Freelancer but with an extended story arc and a modernized engine as a mmorpg.
It’s a bit absurd, but I’d like to see a Skate-esque control scheme/engine applied to other sports games, especially a basketball game. It’d be kind of QWOP-y, but so many possibilities and potentially so satisfying.
This isn’t what you were asking for, but you said QWOP and sports and is nearly literally QWOP golf: https://youtu.be/rT1IYuT5X4o
This DEFINITELY isn’t what you were asking for, but you might find it amusing. It’s a degree of abstraction from QWOP, but is basketball. https://youtu.be/ZPB_me25O94
I’d ask for whatever Star Citizen was supposed to be. It’s the only way that game will ever be finished.
Call of Duty but from the prespective of the Vietmanese or Afghanis or Iraqis or etc, etc, etc.
Why would I want them to make a game? Factorio already exists.
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
I would buy this. I’m sick of car centric city builders that make roads the key to everything.
they can make destiny 3 for me
Reunite TTLG and make a new Thief game with the original voice actor for Garrett.
But what relation does a game about stealing have with an anime about drill-wielding robots?

He’s talking about Tengen Toppa Gurren Lagann but didn’t realize the G and L are swapped in your acronym lol.
Picture this:
Side-scrolling/three-quarter perspective, SNES or Genesis era Vampire game. The game is very high contrast, to let you play with light and shadows.
The game starts with you getting bit by a vampire. The goal is to find and kill the vampire who bit you to avoid becoming one yourself. You have to fight your way through various monsters, like vampire underlings, familiars, etc., with mini-bosses sprinkled throughout.
As you progress through the game, you slowly develop vampire powers as you’re turning. You get stronger, faster, learn to fly or transform into animals… whatever. You can slow the progress by hanging out in sunlight, drinking holy water, eating garlic, etc. However, you can also speed up the progress to become more powerful by hanging out in shadows, drinking blood, or handling cursed items.
At the end of the game, your character decides whether to kill the vampire or embrace the lifestyle, depending on how far your transition has progressed throughout the game.
This is effectively the plot of Castlevania: Aria/Dawn of Sorrow, so go check those out. They’re quality. I would love to see the idea more fleshed out though.
Bonus points if we make this a proper VTM vampire game, but I’m biased because I was coming in here to use my vote on “VTM Bloodlines 2 but good”
This sounds really fun tbh. Multi-pathed games are great. I’d play this.
That’s a really neat narrative context for a game! It could fit into about any play style, too.










