I’ve always wanted something that takes an RPG (JRPG a la Final Fantasy or Western RPG a la Fallout) where the economy is real and active. Like, if I go out and grind to get 9999 of some valuable resource and just dump it on some poor merchant in some tiny town and sell them all and buy all other resources, that should have a noticeable impact on the local economy. Or that there are trade routes between towns Town A specializes in weapons while Town B specializes in healing items. Then you can support them by facilitating trade between towns or you could “be evil” and create larger imbalances in market demand. I don’t know, it’s just a super nerdy idea.
In the same vein, Satisfactory and Dyson Sphere Program. I love planning and optimizing and it feels great to plan it on paper then build it in the game, only to run into countless problems, distractions, and rabbit holes of things to do to achieve my goals, requiring taking countless more notes to keep track of it all. Definitely one of my favorite genres of games.
Minecraft SMP/Survival Island/Shadow of Israphel - Yogscast
Additionally, their Tekkit series.
Actually all of their old Minecraft stuff is amazing. I loved their playthroughs of various adventure maps as well. There’s a playlist full of those somewhere.
A game with a truly completely fluid magic weaving system where you can casually levitate spoons around the corner and then liquify that spoon into a pool of metal and finally having a spoon-elemental emerge. Magicka comes really close, but even there you have pre-defined spells with specific effects in addition to the “3 stone 1 fire 1 arcane” stuff. I can’t just magically slap on a conjured knife onto my fire elemental.
Bonus points if the magic system is gesture-based like in Arx Fatalis.
Yes, this is something I’ve been wanting for a really long time, I’ve been playing around with different magic system implementations especially because of playing Arx Fatalis, trying to get a dynamic magic system that feels natural, it’s just really hard to get right and from experience, gesture based systems might seem fun, but they fall apart under certain circumstances and are limited to specific actions, so I’ve actually been considering different types of input systems and effects, for example graph based systems with multiple layers for construction and then for execution using key combos or hotkeys to combine sub graphs or just execute a single graph to perform actions or initialize causality based systems.
A game like Stray, but with actual mechanics and that’s difficult where you actually need to git gud at. I’d like the world be even more like a maze, both horizonal and vertical (like Kawloon Walled City), that isn’t strictly linear, but has many hidden ways to be completed. Basically what I want is a Stray-Dark Souls hybrid.
If I might be so bold as to self promote my solo VR-only let’s play channel has long form gameplay with (almost) no edits or cuts and I discuss in depth the mechanics and art of the games I play. So far I’ve covered The Walking Dead: Saints & Sinners, Half Life: Alyx, Hello Puppets, Cosmodread, After the Fall, Into the Radius, Five Nights at Freddy’s: Help Wanted, Wanderer, and most recently Half Life 2 VR.
I haven’t uploaded anything recently as my partner and I just got married but there’s a decent backlog of games and I plan on continuing my run of Half Life 2 once it gets back up and running.
Thanks, yeah that’s the sort of thing I had in mind. To clarify sensible edits that improve the flow are totally fine as long as they are not the popular-youtuber types with flashy transitions, cutting to memes, screaming or making a face etc.
Not really a Let’s Play, but more of an “I’m Playing“, but I recently discovered SourSweet’s DayZ series. He only edits for time and to add film score type music to heighten the drama, as well as narration. He’s calm and collected, very skilled at the game, and there are no memes.
Ethos MC vids in general. I also have a fair bit of nolstalgia for some of the old Chuggaconroy series (might have forced jokes, but tbh I can’t remember).
His early ones with Anthony are definitely my favorite. The Messenger series is amazing, and I can’t see the game without hearing “I’m Ninja Bobbyyyy!”
I know it shifted from a subscription model to a paid DLC one. Do you actually need to buy some DLCs to get an enjoyable experience out of this? Do you only need the endgame stuff once you get there, like buying the latest WoW expansion? How does this model actually work for chill players?
You can do probably 60-70% of the game just with base version. You won't be hamstrung by missing meta sets or content. Even then, DLC sets that can be crafted can still be obtained by having someone else craft the for you, or by having access to tables via a guildmate (like 95% sure it works that way, if not, you just need the 3rd party crafter). You'll obviously miss the new zones, dungeons, trials, and skill lines, but you'll still get over a hundred of hours of content.
You can absolutely play this casually. The base game stuff is pretty easy in comparison to how it was, with power creep and such, but it's, at worst, a good, long introduction to the game systems to better gauge your future interest.
If you subscribe and get ESO+, you get ‘…Access to all DLC game packs available in the Crown Store for the duration of membership’. That does not include the latest chapter; right now that’s Necrom. There’s a new one each year, so you’ll be able to play Necrom next year with a membership if you don’t want to buy it outright.
They do a good job of making the membership very appealing, I have to say. Increased bank space, double the slots for furnishings in your houses, and a bottomless crafting bag, for ex. But they are not obnoxious about it like, say, Neverwinter Nights is.
Ever since I was a kid I have wanted a Pokémon game with real-time action combat that approximates the fight scenes in the anime, not only incorporating movement and dodging but also counter-moves like using fire attacks to nullify Razor Leaves.
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