I saw this thread [http://www.escapistmagazine.com/forums/read/9.401336-Mass-Effect-Mercenary-Game-NOT-A-REAL-GAME] and wanted to hear more ideas like it. Without the constraints of actually having to make it, it seems like fans come up with the best ideas for games, and I want to here your pitch for the next game in an AAA franchise.
Only fair that I offer up my idea for scrutiny first: Total War: Assassin's Creed.
So you've got really deep pockets and the ears of whatever developer you want: what is your best sequel idea?
Only fair that I offer up my idea for scrutiny first: Total War: Assassin's Creed.
I seems like Ubisoft has been moving slowly but steadily this way for a while, going from collecting weapons, to managing recruits, to running the Homestead. I say they dive right in and, instead of trying to cram RPG and sim-management elements into their action-platformer, they flip it around. You are the immortal god-figure tasked with rebuilding the Assassins after some catastrophe which devastated their ranks and left the Templars in control.
You spread your influence throughout the land (the idea is generic enough to work in pretty much any time and place) by assassinating Templars, setting up outposts to funnel money and recruits to the Order, and currying favour with political, economic and cultural leaders to support your ideas. Instead of the battles of Total War, each mission (from assassination to protecting caravans) plays out like a short mission from a regular Assassin's Creed game, where you try to accomplish the objective while taking as little damage as possible (if you die in the mission, the Assassin is killed).
Your various Assassins are the family members of Total War, with various skills that are inherent and honed, and with tools and aides that you assign to them (giving you a tech tree to work on). If they are good at Diplomacy, you assign them to a royal court; if they are good fighters, they become front-line agents, etc. One of them is your Mentor/Master Assassin, responsible for running the whole operation (think faction leader). They also have Loyalty which, if it gets low enough, might result in them leaving the Order to become independent or even join the Templars.
The Pieces of Eden are also a big part of the game. You can search for Precursor sites to raid, and sometimes the game generates Pieces in the market or private hands. You and the Templars engage in all kinds of shenanigans to get them, because the Pieces provide serious benefits. For example, on a mission you could whip out the Apple and start mind-controlling people. However, if any of your Assassins has a Piece for too long, it starts to affect them, reducing their loyalty, especially if you try to take it from them. It gives the game a nice risk/reward balance for finding the MacGuffins.
You spread your influence throughout the land (the idea is generic enough to work in pretty much any time and place) by assassinating Templars, setting up outposts to funnel money and recruits to the Order, and currying favour with political, economic and cultural leaders to support your ideas. Instead of the battles of Total War, each mission (from assassination to protecting caravans) plays out like a short mission from a regular Assassin's Creed game, where you try to accomplish the objective while taking as little damage as possible (if you die in the mission, the Assassin is killed).
Your various Assassins are the family members of Total War, with various skills that are inherent and honed, and with tools and aides that you assign to them (giving you a tech tree to work on). If they are good at Diplomacy, you assign them to a royal court; if they are good fighters, they become front-line agents, etc. One of them is your Mentor/Master Assassin, responsible for running the whole operation (think faction leader). They also have Loyalty which, if it gets low enough, might result in them leaving the Order to become independent or even join the Templars.
The Pieces of Eden are also a big part of the game. You can search for Precursor sites to raid, and sometimes the game generates Pieces in the market or private hands. You and the Templars engage in all kinds of shenanigans to get them, because the Pieces provide serious benefits. For example, on a mission you could whip out the Apple and start mind-controlling people. However, if any of your Assassins has a Piece for too long, it starts to affect them, reducing their loyalty, especially if you try to take it from them. It gives the game a nice risk/reward balance for finding the MacGuffins.
So you've got really deep pockets and the ears of whatever developer you want: what is your best sequel idea?