Game idea daydream…

WellSheet

Member
I've always dreamed of a game that was quasi larger, 3D Metroidvania-styled progression world game - think Control, God of War 2018/Ragnarok, Dark Souls; Banishers has a lot of these elements too, but I'd like more variety and combat options. Plus more variety and bespoke encounters. And in a more steampunk/modern setting

This game would be horror/action flavored. You're a detective type - think Constantine meets John wick type - who has to hunt down different ghouls, goblins, ghosts and other demonic and supernatural beings.


The focus would be on having a more dense and varied game world that would lead you to progress and explore based on your own curiosity and interactions vs bloated quest logs that overly explain the way forward (think Hell is Us or Elden Ring)


The other focus would be less is more. Side quests wouldn't be dozens and dozens, but more curated that took you to unique environments and granted you powers/weapons/gear that were bespoke and more worthwhile than a skill point or whatever.


Imagine, you stumble into a group of cabins hidden in the wood shrouded by fog. The myth surrounding this old, run down campground is that it'll only appear if you go through the woods and ring the bells hanging in the trees in a specific series, which then lets the haunted cabins appear.


You'd heard a myth that these cabins are haunted by a husband and wife who killed each other - though the tale is different depending on who tell it; some say the husband killed the wife, some say the wife killed the husband. You can solve some of puzzles and summon them both and talk to them to see who you would agree with. Whoever you side with becomes a summon/magic power.


The environment, the encounter, the reward would be bespoke and unique and totally missable.


Imagine another 10-12 quests that had that level of detail and reward structure, some would give you items like, let's say you meet a dead little girl who rides her bike in an infinite loop on the street she was killed, but you could only encounter her when certain rituals or conditions are met, she'd have unfinished business with how and why she died - not understanding exactly that she is dead and is caught in a loop - this would lead to the player, if they chose, to explore her story and find out how and why, and then it would lead a monster hunt for a some crazy beast that had killed while riding her bike decades ago.

Upon that quest completing, she'd give you a weapon or armor or something self, but also give you a clue as to where to find something that could lead to a new aspect of that side quest that you could totally miss.

I'm daydreaming hard obviously - this game would be unbelievably expensive and probably only be able to be done with the level of fidelity and care by rockstar or naughty dog or something….but…figured I shout into the void about the idea.
 
Careful there, you start dreaming about your ideal videogame and end up downloading Godot and looking into 3D modeling and level design. :goog_relieved:

Your idea sounds quite cool, like a mix of metroidvania with an Cthulu-style immersive sim, no? I'd play that for sure, and it's specially cool to have the player exploration gated not by skills but by what he learns of the world has he completes quests (if I understood correctly lol)

Thing is, game would be kinda boring on a replay. But maybe you could introduce some random elements to spice things up.
 
Careful there, you start dreaming about your ideal videogame and end up downloading Godot and looking into 3D modeling and level design. :goog_relieved:

Your idea sounds quite cool, like a mix of metroidvania with an Cthulu-style immersive sim, no? I'd play that for sure, and it's specially cool to have the player exploration gated not by skills but by what he learns of the world has he completes quests (if I understood correctly lol)

Thing is, game would be kinda boring on a replay. But maybe you could introduce some random elements to spice things up.
Yeah! Immersive Sim elements for sure! You got it on progression, there's that stupid "metroidbrainia" label that I think I'd like to see as apart of how you'd be expected to explore the world and such, but also some gear gating like a traditional Metroidvania, but those items could be missed because you don't explore and do those quests.

Replays, yeah; that could be less exciting…but I'd wager an experience that had a blend of those 'vania elements + immersive elements that let you cater your "build" - using magic or rituals; or guns or melee; but also keeping the side quests feeling so expansive and satisfying but fairly well hidden, that you'd likely not see everything unless you really took the time.
 
OP if you want to start game development and have no prior experience I would recommend starting out with baby steps, like experimenting with something of a smaller scope first. 3D games are also typically more complicated to develop than 2D.

Have you ever worked with Unity? That might be a good starting point. It's generally considered an easy engine to use.
 
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OP if you want to start game development and have no prior experience I would recommend starting out with baby steps, like experimenting with something of a smaller scope first. 3D games are also typically more complicated to develop than 2D.

Have you ever worked with Unity? That might be a good starting point. It's generally considered an easy engine to use.
I've not!

I'm a pretty tech-dumb person. I feel I'd run into so many walls and not be able to stay motivated.

But ideas are a dime a dozen, anyone and everyone has good or interesting ideas, having the skills like you're talking about is where it's at to see if you can manifest them
 
Try sketching up a light design doc. You don't have to be serious about making the game. It can be fun. It's a little like drawing even if you're not going to show anyone.
 
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