Game Ideas

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  1. Character appearance changes as story evolves [contrast with customizable characters or static characters]

    Rather than building a completely new character and styling it however you want, what if we were given a selection of initial portraits / appearances of the *same* character, and those appearances changed according to how we played the game?

    Points:
    * Select from a couple of initial poses that cast the same character in different lights, according to player preference

    * As you play the game, the character's hair grows. They can cut it if they want at any time

    * Becoming seriously injured as a function of the story might leave the character scared or burned... choose to…

    2,228 votes
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    considering  ·  70 comments  ·  Art and Graphics  ·  Flag idea as inappropriate…  ·  Admin →
  2. A losing enemy shouldn't fight you to the death and perhaps non-lethal combat

    For example, a couple of thugs stand in the entrance of an alley and demand you pay a tithe for passage. You refuse, making them hostile. After butchering a bunch, the leader, if he's still alive, would try to intervene and beg for mercy. Now you can demand a tithe, let them off, or mercilessly murder them, influencing your alignment, of course.
    If you killed the leader already and them thugs sense your power, they should just disperse, like a morale failure in PS:T.
    The same can be done with enemies with loads of HP, who after reaching like 15%…

    2,083 votes
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    considering  ·  59 comments  ·  Combat  ·  Flag idea as inappropriate…  ·  Admin →
  3. Currency Sinks

    In cRPGs players often find that they collect money throughout the game, becoming fabulously wealthy, often in disproportion to the gameworld. There’s nothing wrong with allowing players to accrue wealth and we certainly enjoy both collecting money, maximising the systems and feeling ‘successful’. The real problem is that such wealth is almost never utilised. We spend dozens of hours bartering, flogging and hauling ass for in game money – quest rewards so often are monetary and frequently moral choices come down to money too (the typical “greedy” moral choice). But we never use it!

    In most games, vendor items are…

    1,802 votes
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    45 comments  ·  Story  ·  Flag idea as inappropriate…  ·  Admin →
  4. Take all the time you need.

    My biggest fear is that as this project nears the deadline, it could be "rushed". I know the developers don't want to do that, so this is a request to the fans instead. Please do not get angry if a delay is announced. A delay is only a few months to a year or so, but a bad game is bad forever. I for one donated with the expectation of delays, and while I will certainly be very eager by that point, I am willing to wait as long as it takes for the developers to make this game exactly…

    1,673 votes
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    38 comments  ·  Overall  ·  Flag idea as inappropriate…  ·  Admin →
  5. No time limit on the game.

    I know George Ziets is on the team now and I'm really glad, but the big problem I had with NWN2 the mask of the betrayer was the constant time limit, the Devour Spirit system was constantly pushing you to move on, even forced you to move on and stops you from exploring the world. Please don't make the game rush you and push you on its own speed, let the player take its time to explore and discover at his own pace, I know sometimes it's good to have some need of urgency but not all the time, dont…

    1,632 votes
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    40 comments  ·  Overall  ·  Flag idea as inappropriate…  ·  Admin →

    We don’t plan to have one overall time limit for the game. However, we do intend to use time limit mechanics for individual quests if the narrative dictates it, and we do intend to use pressure mechanics to give real gameplay consequences as appropriate for the situation.

    We do not plan for any time limits to be based on real-world elapsed time. But, for example, if a building were on fire and you went away and came back later, you should expect the building to have burned to the ground (unless, for example, someone else extinguished the fire in your absence, but that in turn would lead to different consequences).

  6. Possibility to use spells during dialogs.

    My favorite type of main hero is mage. And it always made me sad that I can't use spells during dialogues if I forgot to cast it before a dialogue. For example "Charm" on NPC, different buffs of any type on main character himself, maybe some debuffs on NPC with the aim to weaken his/her wits, to persuade easily, or reflexes, if you know that after the next answer you will be fighting.

    1,548 votes
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    35 comments  ·  Dialogue and Description  ·  Flag idea as inappropriate…  ·  Admin →
  7. Multi-Chapter Side Quests

    Side quests are an integral part of any classic RPG but so many of them are 1-shot missions. Even if they have a couple of parts most stories end far too quickly in my opinion. So you've rescued the farmer's daughter...then what? Their failing farm is magically safe for the rest of the game?

    Worse, interesting NPCs and storylines only exist for a small percentage of the game. That clever little rascal may only occupy an hour of your time and then you never have to see him again.

    But what if the story keeps going? What if the farm…

    1,484 votes
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    considering  ·  15 comments  ·  Story  ·  Flag idea as inappropriate…  ·  Admin →
  8. I'd love to see characters visually change as they journey with you

    I'd love to see companions change over time as you journey with them. I don't only mean grow as people and characters through the story, but also visually in some way. In PST the characters were pretty static, wouldn't it have been great that as you progress with Mordon he grew or evolved visually.

    Another small example in Torment was Dak'kon's sword changing when he "knew" more.

    I'd love to see more of this visual growth so that characters really change over time as they journey with you. The longer you have them as a companion and the more you…

    1,382 votes
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    11 comments  ·  Companions  ·  Flag idea as inappropriate…  ·  Admin →
  9. Subvert "character slots" mechanic

    The toughest decisions I had to make in the original PS:T (also Balder's Gate and similar games) were which companions to dismiss when I have a full roster and encounter a new potential party member -- and where I am when I do it. If I abandon a friend somewhere dangerous I may be leaving them to die (in Balder's Gate they tended to disappear in a rather worrying fashion). Any time I dismiss someone, I miss out on the rest of their story, and I don't get the benefit of their skills any more.

    The problem with this is…

    1,352 votes
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    102 comments  ·  Companions  ·  Flag idea as inappropriate…  ·  Admin →

    While we have to keep the party size limit for technical reasons, we are planning on being smart about where and when characters go when you dismiss them. Most of them won’t just stand around in the wilderness, hoping you’ll change your mind.

  10. Make dialogue less obviously 'right'

    Preface: PS:T is my favourite game.

    There is a big problem that I have with a lot of the dialogue in Planescape: Torment. Whilst the game is rightly renowned for its excellent dialogue, it always seems to me on replays that this breaks down whenever The Nameless One debates anything with any other NPC.

    Whilst I loved arguing in Planescape, it really doesn't require any intellectual involvement on behalf of the player, since when you've created an Int/Wis character, it basically just involves constantly picking the longest and the obviously clever option which will win the debate.

    I just wish…

    1,294 votes
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    35 comments  ·  Flag idea as inappropriate…  ·  Admin →
  11. Ability to Directly Modify Your Body [Equipable Bodyparts]

    Swap out that boring flesh and blood for all sorts of crazy things:

    ~Classic mechanical prosthetics!
    ~Living Crystals!
    ~Specialized Tissue grafts!
    ~Various Computer parts!
    ~Pretty much anything!

    The equip-able eye and tattoo thing from PS:T was refreshing and it would be similarly great to see more items along that vein.

    As with any item in the Numenera setting the possibilities are endless. Who knows how the previous civilizations took to altering their bodies to better adapt to their environment.

    1,290 votes
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    31 comments  ·  Items  ·  Flag idea as inappropriate…  ·  Admin →
  12. Companions Have Their Own Lives and Worlds

    Let companions have their own worries, lives and things to do. When you arrive at a city, one may want to go to rest, she could feel sick or even may receive a letter and have to leave for a while forcing you to try and survive on your own or buy some small stuff on her own when you're, let's say, walking through the market, forcing you to wait in the market or decide to meet her later.

    Even though the player may critically need his specific companion on any given time, companions just running with you which you…

    1,202 votes
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    18 comments  ·  Companions  ·  Flag idea as inappropriate…  ·  Admin →

    As much as we can make it, companions will feel like they have their own goals and desires that may or may not mesh with your desire to feed them to that cavernous maw in the wall over there…

  13. include beautiful 2D art for inventory items

    The Baldur's Gate series had cool 2D drawings for each inventory item, shown next to the detailed item description.

    Examples:

    http://bit.ly/XUJDao
    http://bit.ly/ZV8pTl
    http://bit.ly/11aae3Y

    I think this added a lot to the game's atmosphere and immersion, and thus it would be cool to have something similar (maybe using a different art style?) in Torment.

    PS: This is a counter-idea to https://torment.uservoice.com/forums/197950-game-ideas/suggestions/3757316-ability-to-view-items-in-inventory-in-3d

    1,103 votes
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    considering  ·  9 comments  ·  Flag idea as inappropriate…  ·  Admin →
  14. Romance!

    My favorite part of any RPG is the romance element. I may be the only one to admit that, I am not (by a long shot) the only one who feels this way.

    If the romance-able characters are voice by Asa Seigel or Nathan Fillion, I will do something unseemly where only my monitor can witness.

    Just kidding. I will do SEVERAL unseemly somethings where only my monitor can witness.

    1,096 votes
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    169 comments  ·  Story  ·  Flag idea as inappropriate…  ·  Admin →

    From Update 6:
    We’ve been asked some questions about what types of relationships the PC might have with their companions. Our position is this: adhering to our four pillars, we are going to craft nontraditional, complex, and believable characters. We are going to develop the companions with enough depth that we understand their motivations and personality. And then we will write them to respond appropriately to the situations they encounter. Love, which comes in many forms, is certainly relevant when exploring themes of legacy, abandonment, and mystery – and we expect to explore this emotion in ways that fits the story and characters. Meaningful friendships, even feelings of affection, will be possible, but relationships of the flesh would be inconsistent with our narrative.

  15. Environment interaction and item usage akin to adventure games

    Many RPGs are kind of "stiff" in that everything is either dialog, or combat, within very defined systems. The world just feels like a backdrop, and items are either useless, purely for mood or combat tools.

    I would like to see examinable parts of the backdrop, and a general mechanism for applying items on each other and the environment, so that items you find may or may not serve a purpose. This makes you think more about your environments and the items you find, and it gives you a kick when you discover a cool use for something. It adds…

    1,096 votes
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    23 comments  ·  Overall  ·  Flag idea as inappropriate…  ·  Admin →
  16. Realistic inventory for NPC and foes

    If there's something that breaks the immersion for me is when you beat a full equipped knight with his full plate and two handed sword and when you search the corpse you find... a dagger and five coins.

    Where's the full plate? I can see the corpse wearing it. Why can I pick it up? And the sword?

    And how about killing a hound and find some coins? Has the hound pockets?

    Or paying 10.000 gc to a NPC and kill him, and find 20 gc.

    I'd like to find whatever the NPC or foe have or use against you.…

    1,029 votes
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    considering  ·  29 comments  ·  Items  ·  Flag idea as inappropriate…  ·  Admin →
  17. Combat and violence shouldn't be trivial; make the player live with the blood on their hands

    Especially since it looks like a lot of the game can be played without violence, when the player DOES choose to go to the sword, it shouldn't be glamorized or trivialized.

    A lot of games have been showing a more realistic image of violence these days, and I think that's a good thing. I guess what I'm asking is that the following things be kept in mind while doing combat design:

    1. There is virtually no way to kill someone instantly and painlessly. People (and animals) will linger, terrified and in agony, but unable to fight back or help themselves…

    985 votes
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    considering  ·  48 comments  ·  Combat  ·  Flag idea as inappropriate…  ·  Admin →
  18. Add the guy with the yellow shirt at the party to the game.

    He looked like he needed someone to talk to, so let's let everyone talk to him.

    964 votes
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    considering  ·  201 comments  ·  Dialogue and Description  ·  Flag idea as inappropriate…  ·  Admin →
  19. Add map markers for quests and points of interest

    The poster of another suggestion has requested that Torment use no quest markers or other visual indicators of player goals or destinations. https://torment.uservoice.com/forums/197950-game-ideas/suggestions/3775053-no-quest-markers

    Opponents to the use of quest markers say:
    - "Quest markers are hand-holding, or even cheating."
    - "Quest markers are for the lowest common denominator."
    - "Quest markers dumb-down the gameplay, and insult players' intelligence."
    - "Quest markers and accessibility features aren't old-school."
    - "Quest markers make adequate description, detail, and quest logging less of a priority for developers."
    - "Quest markers discourage players from paying attention to description and dialogue."

    Since I cannot vote in opposition…

    909 votes
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    101 comments  ·  Technology and UI  ·  Flag idea as inappropriate…  ·  Admin →

    As in PST, there won’t be a minimap. But the scene map will have markers for points and people of interest.

    There may not be obvious quest markers, but as most quests will require you to visit points/people of interest, these will serve a similar purpose.

  20. Environment Affects Gameplay in a Meaningful RPG-Style

    “Many RPGs are kind of "stiff" in that everything is either dialog, or combat, within very defined systems. The world just feels like a backdrop, and items are either useless, purely for mood or combat tools.”
    -Hiptanaka

    We would like to see an interactive environment that is fun to play around with, but RPG-Style.

    Examples
    KotOR computer, repair, demolition, and security skills enabled hacking and other intrusion options allowing interaction with Star Wars technology and buildings.
    Fallout science and repair usage was similar.
    Dishonored uses scenery for very interesting hide and seek play.
    XCOM: Enemy Unknown uses scenery for tactical…

    830 votes
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    considering  ·  6 comments  ·  Overall  ·  Flag idea as inappropriate…  ·  Admin →
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