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LegoDnD: This is the most darling statement ever made about Chess. Cheap home computers of today can run that many computations in the blink of an eye.
That's just two moves. It goes up from there. After 15 moves (8 from white, 7 from black), there are 2 sextillion combinations. The truth is you don't know what you're talking about, and chess is not solvable as far as anyone knows. Maybe with quantum computers. Checkers was solved in the 2000s but it took almost 20 years of calculations from a couple hundred computers (granted, slower computers compared to what we have now).
Post edited November 18, 2023 by eric5h5
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LegoDnD: It's also worth noting that your premise is more fitting of another dormant thread I've favorited.
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Lovstrelfra: Meanwhile LegoDnD is secretly hoping that Cavalary would necro that thread since he doesn't want to receive the blame lol. A winning scenario for you for sure as you get to partake in that discussion again, that's fortunately necroed by someone else other than you. Jkjk I'm sorry ^.^
That's CarChris' premise though, just to keep it straight.

And I'll keep wondering wth's wrong with "necroing" a thread with an on topic post...
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Lovstrelfra: Meanwhile LegoDnD is secretly hoping that Cavalary would necro that thread since he doesn't want to receive the blame lol. A winning scenario for you for sure as you get to partake in that discussion again, that's fortunately necroed by someone else other than you. Jkjk I'm sorry ^.^
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Cavalary: That's CarChris' premise though, just to keep it straight.

And I'll keep wondering wth's wrong with "necroing" a thread with an on topic post...
Personally, I see nothing wrong with necroing a thread. It's just that I'd sometimes see other users not reacting too kindly to users who necro a thread. Whether the necro was done with an on topic post or not, I don't really remember. Buuut, the keyword there is "sometimes", since I'm not gonna deny the fact that there have been times when the necro was joined with a continued discussion of the thread. Lastly, it was just a joke. >.>
an open world game like something between daggerfall and skyrim, procedurally and sensefully generated by ai.. maybe someday in the future...
How about an RPG where:
* Combat is non-tactical turn-based, with SaGa-style stat growth and ability learning.
* Setting is renaissance-era, with some modern technology thrown in.
* Different races follow different growth rules. (Robots, for example, get all their stats from equipment.)
* You're the ruler of an empire. You can build and develop cities, and gather resources that are used for upgrades.
* While you're the ruler of the empire, you have the option of retiring at any point while in the capitol. If you do this, you get to choose an heir, time passes, resources are gathered, and research is conducted. There's no limit on how often or how many times you can do this, and the option never becomes permanently unavailable.
* If your main character perma-dies (there's an LP system to ensure that being reduced to 0 HP doesn't immediately trigger this), then you, again, get to choose an heir. Or you could reload your last save.
* Failing a quest, if it can happen, still gets you some reward, at least from a game mechanics perspective. (You might not like what happens in terms of the story/world, however.)
* There's some enemy level scaling, but it's based on the number of major quests you've completed. Furthermore, some areas have minimum levels, and some areas (including the final dungeon) are outright inaccessible unless you've completed a certain number of major quests.
* Also, note that your ruler can be male, female, non-binary, or any other gender that exists in the world.

(You may be able to recognize certain influences from other games, but it's not actually identical to any of them; there's some slight differences at least.)
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flanner: an open world game like something between daggerfall and skyrim, procedurally and sensefully generated by ai.. maybe someday in the future...
With how AI has advanced in the last couple of years, we should see world games in which AI can think independently. Not on the level of Skynet, but enough to make simple decisions on their own to keep the game feeling fresh ever time you play it..
Post edited November 19, 2023 by Syphon72
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LegoDnD: This is the most darling statement ever made about Chess.
Not really. Even a hobbyist with maybe ELO 1300 or so like me knows this.

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LegoDnD: Cheap home computers of today
Apparently you dont even understand what exponential growth means.
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flanner: an open world game like something between daggerfall and skyrim, procedurally and sensefully generated by ai.. maybe someday in the future...
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Syphon72: With how AI has advanced in the last couple of years, we should see world games in which AI can think independently. Not on the level of Skynet, but enough to make simple decisions on their own to keep the game feeling fresh ever time you play it..
yes, that would be great. i only afraid game companies will hesitate to make games with such a replaybility.. they need to sell on and on ...
Another one:

An RPG where:
* The numbers grow really large and really quickly. By "really quickly", I mean faster than exponential. (I'm thinking something like O(n!) or O(n^n) growth.) By "really large", I mean at least into the thousands of digits and ideally big enough that scientific notation is not good enough.
* The game somehow remains balanced, despite those high numbers.

(One game I've played, Reinhardt's House, certainly satisfies the first criterion (though it may be too simplistic for many), but it definitely does not satisfy the second (after a while, every attack is either harmless or instant death).)
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dtgreene: How about an RPG where:
* Combat is non-tactical turn-based, with SaGa-style stat growth and ability learning.
* Setting is renaissance-era, with some modern technology thrown in.
* Different races follow different growth rules. (Robots, for example, get all their stats from equipment.)
* You're the ruler of an empire. You can build and develop cities, and gather resources that are used for upgrades.
* While you're the ruler of the empire, you have the option of retiring at any point while in the capitol. If you do this, you get to choose an heir, time passes, resources are gathered, and research is conducted. There's no limit on how often or how many times you can do this, and the option never becomes permanently unavailable.
* If your main character perma-dies (there's an LP system to ensure that being reduced to 0 HP doesn't immediately trigger this), then you, again, get to choose an heir. Or you could reload your last save.
* Failing a quest, if it can happen, still gets you some reward, at least from a game mechanics perspective. (You might not like what happens in terms of the story/world, however.)
* There's some enemy level scaling, but it's based on the number of major quests you've completed. Furthermore, some areas have minimum levels, and some areas (including the final dungeon) are outright inaccessible unless you've completed a certain number of major quests.
* Also, note that your ruler can be male, female, non-binary, or any other gender that exists in the world.

(You may be able to recognize certain influences from other games, but it's not actually identical to any of them; there's some slight differences at least. For example you can create text using app that writes papers for you https://essaypro.app/)
Sounds really good. I wonder why nobody created this already.
Post edited November 24, 2023 by CaydenCarter
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dtgreene: How about an RPG where:
* Combat is non-tactical turn-based, with SaGa-style stat growth and ability learning.
* Setting is renaissance-era, with some modern technology thrown in.
* Different races follow different growth rules. (Robots, for example, get all their stats from equipment.)
* You're the ruler of an empire. You can build and develop cities, and gather resources that are used for upgrades.
* While you're the ruler of the empire, you have the option of retiring at any point while in the capitol. If you do this, you get to choose an heir, time passes, resources are gathered, and research is conducted. There's no limit on how often or how many times you can do this, and the option never becomes permanently unavailable.
* If your main character perma-dies (there's an LP system to ensure that being reduced to 0 HP doesn't immediately trigger this), then you, again, get to choose an heir. Or you could reload your last save.
* Failing a quest, if it can happen, still gets you some reward, at least from a game mechanics perspective. (You might not like what happens in terms of the story/world, however.)
* There's some enemy level scaling, but it's based on the number of major quests you've completed. Furthermore, some areas have minimum levels, and some areas (including the final dungeon) are outright inaccessible unless you've completed a certain number of major quests.
* Also, note that your ruler can be male, female, non-binary, or any other gender that exists in the world.

(You may be able to recognize certain influences from other games, but it's not actually identical to any of them; there's some slight differences at least.)
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CaydenCarter: Sounds really good. I wonder why nobody created this already.
Well, as I said. many of these come from other games. Romancing SaGa 2 does a fair amount of this, while SaGa 1-3 and Frontier do the multiple races things (but not RS2). On the other hand, enemy scaling based on major quests completed isn't something you really see, and it's something that would be preferable to having enemies scale based on level or number of battles fought.

Also, I note that my quote in the previous post added another sentence (that I have removed in the quote here) that was definitely *not* in the original post, and is a clear non-sequitor with a link. (AI-generated spam, perhaps?)
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dtgreene: Also, I note that my quote in the previous post added another sentence (that I have removed in the quote here) that was definitely *not* in the original post, and is a clear non-sequitor with a link. (AI-generated spam, perhaps?)
Yeah, definitely. The usual technique of slipping a suspicious link into a quotation.
Well, maybe new people have new ideas for this topic.

My next idea for a dream game is quite simple: Vanguard, Saga of Heroes.

I could write a lot about VSoH but the bottom line, its a MMORPG optimized for longterm motivation:

- Huge gameworld, realistic viewing distances, flying mounts.

- Wide array of classic fantasy classes "done right". As a concept (which sadly wasnt true for all classes in VSoH), each has a "hole" in its skillset, and a strength in its skillset, but every class has a wide array of tools and every class is difficult to master. VSoH itself also strongly supported the Trinity - Tank, Healer, Damage Dealer.

- Masterfully crafted dungeons and raid bosses.

- Long intervowen quest chains (VSoH didnt do too many but when they did they've been awesome).

- Extensive secondary spheres of progression: full featured crafting sphere (classes, skills, equipment) with enormous options, harvesting will group effort options, diplomacy as a card game in its own sphere as well (ability to put up area buffs for example, and original plans to have diplomacy classes had been dropped), fishing (though that was really done poorly in VSoH),.

- Housing and Guild Castles

- The usual of course - Grouping, Guilds

- Limited PvP (Arena)

Many elements of VSoH could be dropped, such as the weird way they did levels, attributes, the restriction on race and class combinations, etc.
Another game I always wanted is "The Temple of Elemental Evil done right".

Meaning a game that has this strict and complex implementation of D&D3 with all its innumerable tactic options, but

- A well done story, well done NPCs, good sidequests, and an interesting main quest
- More than one dungeon and also different climates etc
- Complete levels 1-20
- Good user interface
- Low on bugs

Combat in TToEE is basically the best ever, from any game I've ever played.

BG3 sort of comes close, but not really close. D&D5 was simply brutally stripped of feats. Also theres a lot less options for what to do during combat, too.

All in all TToEE was a really bad game, but the potential how good it could have been was just insane.
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Geromino: - Low on bugs
What's your problem with insects?

In any case, I did just have a dream with a game in it. (That happens every now and then.) Of note:
* It was a Dragon Quest game (or at least very similar to Dragon Quest).
* The interface was classic Dragon Quest, albeit with the menu background being green rather than white.
* In that game, you could learn tons of skills on a character, just like in Dragon Quest 6 and 7. Also, it seemed like lots of those skills could be used outside of combat.
* I was going to test whether cursor memory for the out-of-combat skill menu was interesting, but casting Whistle (starts an encounter immediately), then after the battle going to cast it again. However, I think the dream ended before the battle started. (Worth noting that you get this sort of cursor memory in (original version of) DQ6 and DQ7 and, I believe, the Japanese version of DQ8, bunt not in the US (PS2) version of DQ8, making Whistle more annoying to use repeatedly and therefore less useful.)