An MMO where is truly feels like player versus environment and not another pawn versus environment. Stop having 300 people deliver the one lost ring to the same npc for days at a time. I think one way to do it is to provide a general prompt to GPT models and have them generate a few hundred similar but different quests that get assigned per player. But also keep track of these generated differences to weave a story. Make there be more npcs than players.
I hear ya, I hate when games have too much story. The stories are never any good and usually outright eye-rollingly bad. I particularly hate when they do “…”
Legend of Zelda, the very first one. Yoshi’s Island. FIFA.
I’d love for something like a watchmaker simulator to exist. You’d get broken watches, and you’d be tasked to take them apart, clean them and fix them up. Basically, something very similar to those almost ASMR videos on youtube where someone restores those completely broken things into a pristine state.
There’s mostly only some really funny voice over during the missions. EDF6 is already there but the developer always takes his time to translate the game into English.
I’d love a city builder based on making gritty industrial cyberpunk megacities, with plenty of verticality and layering. You know, the places where there’s nothing but concrete, steel and neon for kilometers both horizontally and vertically, and a colonies of mutant cannibals fighting against giant rats in the derelict areas near the bottom.
There’s a couple of places that need passcodes and figuring out riddles. Sometimes you team is smart enough to remember them, other times not so much.
It also comes in handy with Dialog Options when no one in your team has ‘talking’ as a primary stat. You can still punch in the triggering word manually.
You’re basically the sixth member of the team if you can remember all that stuff. It’s neat little feature. Pen and paper absolutely required.
bin.pol.social
Najnowsze