Game Ideas

Welcome! We’d love to hear your ideas for the game itself. Before submitting your own ideas, please check out the ideas marked as WILL DO or WON’T DO using the drop boxes below.

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  1. More long side quest branches

    I would like to be able to get away from the storyline when I want. It would be nice to have a few long side quest branches for this. This will help to get to know the characters and dive into the world of the game

    136 votes
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    considering  ·  3 comments  ·  Story  ·  Flag idea as inappropriate…  ·  Admin →
  2. Lulls in the main quest to let sidequests exist more naturally

    A lot of rpgs have urgent main storylines, which can make the sidequests jarring, as my character incongruously takes a break from saving the world or escaping the angel of death to help a baker with his marriage troubles.

    Now, I love sidequests when done well, as they let me grow my character into a personality, get to know the setting and my companions and even form emotional ties with npcs.

    That is why I would want the pacing of the main story to allow room for these smaller stories to exist without that disconnect of ignoring the meteor overhead…

    65 votes
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    considering  ·  2 comments  ·  Story  ·  Flag idea as inappropriate…  ·  Admin →
  3. Non-romantic strongly emotional relationships

    Rivalry, hate, admiration, lust, pseudo-paternal/-maternal, etc. etc. There is a huge amount of interesting and meaningful interpersonal relationships that don't involve romantic love. Please let me get to know this interesting companion and make an emotional bond without mandatorily getting in her/his metaphorical pants.

    61 votes
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    considering  ·  4 comments  ·  Companions  ·  Flag idea as inappropriate…  ·  Admin →
  4. Have some sort of HUD of past dialog with NPCs.

    In order to remember what was said to NPCs as well as their reaction to you, I would like some sort of heads up display with a summary of past dialog, or at least if they "like" you or not. Many times in games with many NPCs with similar looking names and images, it is difficult to remember what one said an hour ago, let alone a week or two ago (in real time) since that character was last encountered.

    78 votes
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    considering  ·  2 comments  ·  Dialogue and Description  ·  Flag idea as inappropriate…  ·  Admin →
  5. Avoid RNG-abuse for skill checks

    I loved Wasteland 2, but one thing annoyed me in particular: I found myself unable to stop abusing the "save / load / load / load ... until success" option for all kinds of skill checks. I saw an idea further down here where the suggestion was to implement skill checks with random results -- the other option being a simple greater-than-or-equal comparison with a difficulty rating.

    I also saw a mention from one of the developers regarding degree of success of dialogue options, which sounds like a great idea.

    My suggestion for skill checks is one that can be…

    8 votes
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    8 comments  ·  Overall  ·  Flag idea as inappropriate…  ·  Admin →
  6. Make music ever-present: avoid silent scenes

    One of the (very many) things I absolutely adored about PS: T was its ever-present music. Virtually every area had its own distinctive music. Even areas that didn't (catacombs beneath Buried Village, tunnels under the Ragpicker's Square, HIve Mausoleum, etc.) had strong environmental audio attached to them.

    I've been playing Pillars of Eternity recently and while it is a superb game in terms of gameplay and storytelling, after a while I realized I do miss this point. You enter someone's house - it's quiet. You walk into a new, undiscovered area of some forest - quiet again. You enter Gilded…

    33 votes
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    0 comments  ·  Sound and Music  ·  Flag idea as inappropriate…  ·  Admin →
  7. Allow companions to make their own decisions on occasion

    It's a real shame that companions in cRPGs tend to be little more than sidekicks. Sure, they may have interesting background stories and a couple of quests related to them, but aside from that the only card they ever get to play is to leave your party if you really annoy them.

    While I understand that the player should always feel like they're the driving force behind the story and that their fate in the game world should ultimately be decided by the choices they make, I think that keeping companions on such a tight leash is a missed opportunity.

    10 votes
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    3 comments  ·  Companions  ·  Flag idea as inappropriate…  ·  Admin →
  8. Conversations quoted directly

    I was over at a friend's house recently, watching him play Pillars of Eternity. He was having trouble with a certain point that I'd already passed, and when I explained the solution and how I picked up on it from clues in a conversation, he lamented that he was unable to review previous conversations.

    Not everyone has the time to play our games regularly. Days or even weeks may pass between play sessions, and information learned from dialogue with NPCs may be forgotten. The journal in PoE can be handy at times, but if clues to the solution of a…

    18 votes
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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  9. Castoff Legacies affect Replay?

    Tides of Numenera ... suggests that the world has its own tides ... I think it would be pretty cool if the end legacies of your prior castoff's play through affect the tides of the world in some way in your next play through as the castoff. I'm not sure if this would be feasible, but I think it would be pretty cool and could possibly add some major replay-ability if implemented successfully.

    26 votes
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    seen  ·  2 comments  ·  Overall  ·  Flag idea as inappropriate…  ·  Admin →
  10. Not ending like Mass effect or Pillars

    I would like to ask the developers not to opt for a Mass effect type of ending or in the recent case a Pillars of Eternity type where the end comes down to a set of X number of choices which spoils all the long way you made to get to it.
    I may have missed the "really cool ending" in Pillars if there was any, but i believe that any content that will not be seen by everyone is probably not important.

    So what type of ending i am talking about?

    Well for example there could be moments where…

    13 votes
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    2 comments  ·  Dialogue and Description  ·  Flag idea as inappropriate…  ·  Admin →

    We are taking steps to have Torment’s ending to feel like an organic outgrowth of the choices you’ve made throughout the game. Ideally, Torment players should find the ending they experience to feel both rewarding (given their choices) and realistic.

  11. Maximum party size dependens on charisma

    I really liked the idea that charisma effects the number of party members you can take along with you. This was present for example in Arcanum. Normally the charisma stat has the problem of not being very useful battle-wise. Of course you can have a class that has abilities based on charisma - but for all other classes, charisma is a dump stat. This for instance doesn't really let me play a charismatic warrior. But if the number of my companions depends on charisma then all of a sudden, it is worthwhile to sacrifice the strength of a warrior for…

    16 votes
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    2 comments  ·  Companions  ·  Flag idea as inappropriate…  ·  Admin →

    Numenera has three main attributes: might, speed and intellect. It does not have a direct equivalent of charisma. Torment’s part size will be 4 people in total (the Last Castoff and three companions).

  12. Please give us a glimpse of what the First World was like

    I do not know if this might interest other players or you, the developers, so I apologize if this idea is out of place.

    I am a huge fan of our (earthly) mythology. The Greek, Egyptian, Nordic, Sumerian, Vedic myths - you name it. What interests me the most are the creation myths, the stories that cultures use to describe how the world began. It has been a lifelong passion of mine to collect, understand and compare as many of these "world origin stories" as I can. Strangely, the more I delve into this, the more I see that the…

    4 votes
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    1 comment  ·  Story  ·  Flag idea as inappropriate…  ·  Admin →

    The corebook does not reference anything “First World” related, and as a rule of the setting no references to the last “eight worlds” can be made. Myths exist, of course, but I can not comment as to how much we’ll explore those.

  13. Jellied hydra eyes in aspec...

    ...try it, you'll like it.

    Something I remember from the original torment was all the hawkers selling their wares. It’d be a nice throw back to the original torment to have the hawkers back but this time be able to buy what they are selling. HeHe, and maybe find some jellied hydra eyes in a pickle jar that no-one can seem to open
    .

    6 votes
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    considering  ·  0 comments  ·  Sound and Music  ·  Flag idea as inappropriate…  ·  Admin →
  14. Unlimited rest

    I guess you are going to restrict characters rest as it was made in Pillars Of Eternity. But not every player wants to micromanage rest and efforts. So please make a "noob mode" where all stats restored automatically after every effort/battle/crysis or at least player can rest as much as he needs. Thanks in advance.

    4 votes
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    2 comments  ·  Overall  ·  Flag idea as inappropriate…  ·  Admin →
  15. 16 votes
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    seen  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  16. Make a Dynamic Codex based on the player choices AND player stats at the MOMENT the notations are made

    In a discussion about the "Dumb journal" we had in the Fallout games I've came across this idea.

    The journal would be a dynamic thing, which would register the events dynamically, based on your choices AND your current stat pool. So for example, if the Last Castoff entered a city with a Int pool of 18, with it's tides pointing to some greedy selfish person he could write something like:

    "10/09/29990 of Ninth,
    At this date i've come across the city of Ashuaeuhsu, the people on the streets are well dressed and the residences are ample and nicely decorated. I…

    12 votes
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    considering  ·  0 comments  ·  Dialogue and Description  ·  Flag idea as inappropriate…  ·  Admin →
  17. Flashback montage of the character who occupies and spiritually and physically possesses the bodies of others.

    I would like to have some first hand visual experience as to how the Forgotten Ones come into being, before being discarded. Could there be a storyline that presents a sequence of how the discarded husks of numenara (is this the right use of the term?) come into being, focusing on their deaths and falls into disuse?

    39 votes
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    considering  ·  0 comments  ·  Story  ·  Flag idea as inappropriate…  ·  Admin →
  18. Use italics for emphasis, not caps

    I was disappointed that Pillars opted for caps. They strike me as being childish, adding volume, not emotion. It's not a big deal, but I think it would go a long way and definitely alters the way one may read a line.

    7 votes
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    0 comments  ·  Dialogue and Description  ·  Flag idea as inappropriate…  ·  Admin →
  19. Degrees of Success

    This mainly pertains to dialogue, but COULD pertain to other areas, I suppose (skill checks, etc.). But, too often in RPGs, the game is full of thresholds. To use a simplified example, if you have a Speech skill of 16, and you need 17, you completely and utterly fail to persuade someone of something. "You should let those prisoners go!" "LOLZ! Never gonna do that!". Then, if you have a 17, you just get a response of "... My god... you're RIGHT! *lets them go.*"

    You're either laughable, or you're a jedi. Wherever applicable, there really should be several degrees…

    71 votes
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    6 comments  ·  Dialogue and Description  ·  Flag idea as inappropriate…  ·  Admin →
  20. Shopkeeper NPC

    Clothing is truly a miracle. It is so alien and yet so necessary as a consequence of civilized society.

    When my CLOTHING causes me harm, I mistrust the entire industry.

    What if there was a shopkeeper selling cursed clothing that I could remove from the game somewhow.

    15 votes
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    considering  ·  0 comments  ·  Story  ·  Flag idea as inappropriate…  ·  Admin →
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