I got a few ideas for a shitty game:
- setting is in the future, as envisioned in /pol/'s worst nightmares.
- world is run by the shadow cabal of jews, and whites are a minority in hiding, actively being sought out to be destroyed. The majority of the world population is under the effects of mind control, meaning that everyone of them is an enemy.
- you have a home base among some whites who are hiding out in an undersea base near Antarctica, but your old home was in space on a hideout colony on the moon.
- you have powers given to you, these are the standard powers of video game characters, but here they are actually acknowledged as what sets you apart and gives your people hope for the future.
- for example, the ability to project your mind into the future from some point and snap back to thst point when you die (save/load), a firm of invulnerability that gets taxed as you take damage, until it gets destroyed and leaves you up to taking damage for real (health points), the ability to put people under from up close by interfering with their mind control implants (reliably and safely knocking people out for long periods instead of killing the modern causing permanent damage to them), the ability to store items in the aether and summon them to your hands as you need them, etc.
- you also have the ability to break things down, and restructure them as you wish, thus, everything is "currency" for "buying" whatever you need, like in the game "prey" (the new one) but it can be done on the spot.
The things you can "buy" include items and equipment, but also leveling up stats, and purchasing a variety of new abilities to enhance your character and his powers.
- The game is both first and third person, it's a pretty standard "go it your way" type sandbox roleplaying game, that can be played like a shooter, beat em up, or stealth game, you can parkour around the environment to get around, and there are multiple paths to basically anywhere you want to go, being good in one playtime or another simplymakes the associated route easier.
There's no pressure to play any one way, as all awards can be gotten once an area is cleared, all you need to do is access the places where the things are, and when you liberate the area, all the stuff you can get is claimed by the rebels, who take control of the area, and gather up resources for you to retrieve at base.
This also means that your launching hub moves closer to you as the area of the boss becomes the newest hq.
Newly liberated areas aren't fully safe, however, since the majority of those freed won't be white, and more importantly they won't be just joining up to the side that freed them, nor will they be siding with their former enslavers, instead they will just be going wild and attacking both sides, also, once liberated, an area will be besieged by the establishment, so the rebels will be seen fighting these off, only to stop when surrounding areas are also claimed, in which case you won't have to deal with the establishment, but those neutrals are still going to be something to deal with.
- your powers come from some entity who only you can perceive, she takes the form of a waifu, but her personality is pure golden-age internet troll, she's lovable and hateable at the same time, she offers to make your enhancements cheaper, or offers new upgrades to you, or recipes for new items, all on exchange for completing missions she's laid out for you. These missions can be anything she cones up with for you to do, bit ot makes achievement hunting actually rewarding in-game, it also presents a moral dilemma with the use of an official morality system, as her most evil requests often align with the best rewards.
- On the subject of morality, you can also attack amd kill rebels, and doing this enough can set you down a different oath and give you a different ending when you complete the main quest line.
Other things that affect story progress will exist, such as how many enemies you have killed vs how many you didn't (even as a combat focus build, enemies will be a to be incapacitated rather than killed, even from long range, which is unique for a game in which incapacitating is possible, bosses can ve defeated in such a way, and there are benefits down the line for taking important people prisoner rather than ending them, but there are also risks if you mismamage their containment areas, it all depends on your choice of build).