All of us have a dream game. Or two. Or dozens. Whether it's a remake of a classic, a different take on a franchise or setting you love, or something completely original, we all have an idea of ideal video games. In this opinion piece, we will list and discuss sixteen dream game concepts that we have; games that will probably never be announced or attempted.
You should know that the GND-Tech gaming staff is comprised of RPG-loving PC gamers. To get a better understanding of us, see our breakdown of our game review system
as well as our ideas of the ultimate, most ambitious game design in this article
All of our entries include highly detailed but perfectly feasible game ideas. There is nothing particularly outrageous here, but of course every single one of our games listed here demands a large and very talented team as well as a large budget, but not a budget that's totally unheard of for video games, and not an unreasonable amount of ambition and effort. Continue on to the next page to start the countdown.
We're really going to indulge in our fantasies here. We have some prerequisites that apply to every single one of our game ideas, which we'll go into before actually starting our countdown. High budget is an obvious one. We also envision all of these games, except perhaps the two RTS games, being developed on Unreal Engine 4
(DX12, so these games couldn't be made until late 2016) using GPU accelerated NVIDIA PhysX
as an option for NVIDIA users. The games would be designed to use GPU PhysX to its full potential because it is quite literally decades ahead of other modern video game physics engines. AMD users would have to use CPU PhysX which would provide only standard, unimpressive but fundamentally sound physics effects. Also, every one of these games would use OpenAL
as the sound API with native Rapture3D
support, because this would provide the most advanced, realistic, and accurate audio including a 3D sound space and HRTF, and EFX.
Optimization would set new industry standards for PC games. We'd improve multithread/multicore support to the point where 8 core CPUs show legitimate improvements (DX12 will help with this). Shaders would be designed for modern graphics cards (again DX12), everything would be optimized for powerful Intel based PCs. We do realize these games would have to be on consoles too; they'd simply be ported to console and graphics quality and NPC count reduced as necessary, and GPU PhysX obviously wouldn't be an option.
These games would have all of the options and customization needed to satisfy the most seasoned PC gamers, such as toggle or hold walk/crouch/aim, HUD adjustment