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Ask HN: What game do you wish existed?

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671–680 of 1001 posts

Re: Ask HN: What game do you wish existed?

#671

I want a sort of civilization-but-for-countries. E.g. you are the newly elected president of Afghanistan/North Korea/Iraq/Other etc - now go rebuild infrastructure etc, set policies, see how the country develops as a result. E.g. do you invest in universal healthcare, or transport infrastructure? Is transport infra required while your country is still largely subsistence farming?. What about education - save money th…

I have been thinking about this concept / similar concept for a long time.

My chief complaint with Civilization games is that they've become a history-themed board game. A fun board game, but less and less it doesn't feel like a history simulator.

The problem with "country" simulator is that countries are a more modern concept, the vast majority of human civilization doesn't feature strong nation concept. How do you model a country that goes from Villanovans to Romans all the way to Italians?

How do you model a civilization which can boom and collapse? How can you set the systems up to support things like the mayan collapse or the bronze age collapse? The fall of the roman empire? Technological regression? How technology truly transforms culture, engineering, politics, etc? Adding +1 to a score is nice and dandy but how you simulate your nation having dynamic classes enjoying luxuries based on location, industry and technology?

I want to see that the urban elite are using silver utensils while the farmers are stuck on wood. I want to see that the civilization used wood too fast and used it all up, causing a collapse.

I actually envision the map as a grid with each grid holding information about the people there. Population, class, technology, industry, culture etc. A rural tile would have low population and be influenced by other tiles. An urban tile might be generating let's say `copper age 3` and in a radius around it for some distance, their tools would be upgrading towards that level. But invading and pillaging this urban tile might lead to those levels dropping, setting a region back in many ways.

The hardest part I have is that I just want a pure simulation with no user input. Gamifying it ruins the purity of my simulation and leads to civilization the game!

Re: Ask HN: What game do you wish existed?

#672
I gave some thoughts about it.

Here're interesting things that I'd love to explore given the chance and skills.

1. This game is MMORPG. Think World of Warcraft game.

2. Everything is realistic (more or less).

3. There's no fixed story.

4. World is generated initially but then shaped by NPCs and PCs.

5. Every NPC is controlled by AI. Every creature controlled by AI. Not stupid AI but real AI. Some creatures fight each other. Like wolves sometimes go hunt rabbits, rabbits don't want to die so they learn to hide, wolves learn to find rabbits. Wolves learn that humans are strong so they coordinate with other wolves to kill humans, etc. Some wolves are stupid, some are smart, some have scars from rabbits. Wolf parents teach their pups to hunt. They probably have some initially trained AI, but then everything is trained inside the game.

6. Human NPCs learn their complex lifes, interact with other humans, mine, grow, fight, kill, conquer.

So far it sounds like dwarf fortress, but I want to underline that behaviours are not mechanical, but rather more real-world where creatures are learning from their mistakes.

7. Human NPCs provide quests to PCs which actually generated from their stories. Like some tribe stolen women from other tribe, now their chief asks travelers to return women.

8. Everything is free for all, you can kill anything or help anyone.

Basically it's fantasy world with extreme freedom and extremely advanced NPC AI.

Also it's MMO and I'd love it to be as "realistic" as possible (in some weird sense of reality, of course). Things are mundane. You need money, you need to find ways to earn it. Distances are tremendous, like in real life, you need to walk for hours to reach another village or for days to reach another city. Mounts are not magic, you need to care about them, feed them, you can spoil them and they'll die (and they cost huge amount of money). Wolves can eat your horse. Wizards can portal people but that requires extreme dedication, costly reagents, so only very rich people can afford that. No flying gryphons, sorry. You can't just resurrect after death, probably you need to create new character and start from the scratch. There could be resurrection spell, but again it must be performed by other players, probably by several skilled priests with very costly reagents and only for a limited time after death, if corpse is not damaged severely. Scars and traumas affect character and could be healed, again, by extremely skilled doctors and costly reagents.

Interaction with NPCs is done using either speech or written dialogs, not just by selecting things in the list. Like they talk to you and you talk to them. NPCs can lie to you, of course, take advantage of you, etc.

Re: Ask HN: What game do you wish existed?

#673

Star Control II, but more so. Star Control II is a collection of different interrelated minigame mechanics. You have spacewar-style combat, planet exploration resource collection, interactive storytelling with the communications with other races, resource and time management, ship and fleet customization, and exploration of the universe. But some planets could require a side-scrolling platformer, instead of the top-d…

Starcom: Nexus temporarily scratched this particular itch for me. There is no economy in the game, but there is ship building, researching, collecting resources, interacting with ships and planets, discovering stuff, space battles and a mystery that takes 10-15 hours to unravel. It's a top-down 2D game with free movement. The gameplay is balanced and fun, and the game doesn't always give you quest markers to chase, so you are expected to be observant.

https://store.steampowered.com/app/863590/Starcom_Nexus/

Re: Ask HN: What game do you wish existed?

#680
post #504

I want to play a real-time strategy game with a limit to the number of actions per minute. Look, I'm an old man now. I can't compete on reaction speed against 13-year-olds micro-managing each unit to perfection. But I can macro. I can plan. I can strategize. I can do that better than those damn kids. I want everyone to have a pool of 5 orders, refilling itself by 1 order per (1 second? 3 seconds?). Orders can be to a…

I used to be very active in the Incremental/Idle game community and penned a few games myself.

At some point I toyed with the idea of an Idle strategy game. Battles would play automatically, and as a player your intervention was purely at the strategy level: manage your armies, resources, etc. Think Total War but every battle is auto.

This was a bit boring so I pivoted a little: battles would be mostly automatic, but players had a limited number of actions. For each battle players would set up their troops and these would fight automatically. You'd have a limited number of action points, say 6, that you could spend on things like spells or reinforcements. Also you would win 1 action point for every minute.

I wrote a prototype for this, but I never made it work. In my mind I imagined an epic struggle where two players would fight tooth and nail for several minutes until one just about won the battle. In practice battles were either an endless stalemate or one player quickly steamrolled the other.

There might be a good idea there, but it might require far more work balancing and pacing that I could put into it.

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