[quote]Not sure how relevant your last is, but Texas, formerly Colorado.
As far as my perfect game? Probably a Cryengine first person RPG with a Dragon Age: Origins combat flow, although obviously without the need to pause incessantly.
That being said, too many games are good for too many different reasons for me to nail down any one perfect. Crysis would be close to my ideal in a "serious" shooter, with a couple of gameplay aspects that could use tweaking. Seamlessly blended freeform gameplay in a feasible science fiction environment. Take out the utterly inane and unnecesary VTOL level, and make the large-scale strategic portions of the game involve either more or less independent function, and I would have no complaints outside minor technical bugs that didn't hurt immersion badly.
For me, it isn't so much about what's in the game, as how its implemented, and consistency. If I see a game that goes from GTA sandbox complete with car stealing to Tekken style melee combat and pulls out to RTS control of an entire crime syndicate, my reaction is going to involve laughter and a few choice words about the game designer's mother's reproductive and chemical habits.
Any game has the potential to be great at what it does, as long as it knows what it does, and sticks with it. Despite loving Crysis, I think Wars had some fundamental flaws involving this specific topic, including too few maps of any given size, too many variables for any one game mode, and so forth. An Instant Action server that generally sees 6-8 players should have more than 3 maps that don't require someone poking you with a rusty wooden spork to keep you awake.
Don't spread too little butter across too much bread, and I'll most likely accept any game for all its flaws.[/quote]
My pefect game would be an FPSMMO. I imagine something like the battlefield of Afghanistan, with entire cities and battle sites moddeled. You have two sides, the US and Al Qaida. You choose one side and stick with it until you win or lose the war (you could create other characters), working your way up the chains of command. You get a big map of Afghanistan with the major cities all being moddeled, along with the real battle sites out in the country. You can choose which battle to enter, and on the map it gives you technical information like # of people in the map, # of team casualties, etc. You can then join a battle, and its a sort of territory war. Your rank starts out as a private, and depending on performance you get promoted or demoted. Each kill or tactical objective you do also gets you TP (training points). You can use these to "train" your player to be certified as a tank specialist, a medic, or air specialist. Your entire team also has a currency that they get from killing the enemy or an objective, and you can use this currency to buy specialist weapons like tanks, UAV, Helicopters, Bomber Jets, Fighter Jets, APC's, etc.
The chain of command is what sets up the objectives. If you can promote yourself up to a General, you have the ability to set commands for the ranks lower than you, that are within your squad (something like 12 player squads). Your team gets extra TP for completing the certain objective. If you are a high ranking general, you can literally set up and order armies to move to different battlesites, which adds a sense of strategy to the game.
Each battle will last until one team has total control of the area (>90%), and forces the other team to retreat. When one team gets majority control of Afghanistan (>75%), the main Afghanistan country map and ranks/training reset, to replay the course of the war again.
Of course my idea has a lot more to it and it's completely impossible to do with the current hardware and would have balancing issues, but its pretty much an FPS like ArmA II converted into an MMO set in Afghanistan with the destructability of Crysis 2/Bad Company 2.
Mmmm.... I would love a game like that, but my idea will of course never happen. Too complicated, too many man hours, too much hardware, and too many balancing problems.
One can dream though.
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