I have a huge, HUGE idea that would advance OpenTTD into the forefront of gaming... of course, it would pretty much stop being OpenTTD as we know it, but at its soul would be OpenTTD... and it's never going to get made because it's too big, too all-encompassing, would require too many developers and artists and I can't see how it would ever make money.
So, pray that I win a major lottery. If I do, I promise I'll finance it all 100% and waste at least 10% of my lottery winnings on this boondoggle.
It's an "OpenTTD except with crazy complex micromanagement!
No. And yes.
Basically we start out building a game that's a transport tycoon game. Pretty much the mechanics of TTD/OpenTTD.
But, what if you want to micromanage? Then we got a game for that. Let's say you really like shaping cities. We make another game for that, city management sim. And your city that you manage integrates into the transport game, and you get to interact with the players who want to manage transport networks.
What if you want to manage the industries instead of a city? Another game, industry management sim. And your industries that you master tie back into the transport network sim and the city management sim.
What if you just want to manage the feeder industries that feed into the primary and secondary industries? Then you get a farm management sim, mining mogul sim, etc. How about you don't want to manage businesses or cities at all, but you just want to live in one of these cities? Then we'll build a life simulator, and you live in those cities. What if you want to ride on the trains that you build the transport networks for? Train simulator. Or flight simulator. Streets of OpenTTD. And either you can sit in the seat of a generic world view on all of those, or artists and coders and build custom in-cabin experiences. What if you want to drive semi-trucks from one city to another working for the industry moguls and you haul cargo in competition against other players in order to achieve cargo goals for the industry moguls, and as you win contests and earn money you upgrade your truck with the latest paint schemes and technology? What if you don't want to be the mayor of a city, but you just want to shape it or design it? What if while you're waiting for your transport network to grow, you decide you want to get a side gig at McOpenTTD and see how fast you can flip burgers and churn out lunch orders? Maybe you go visit a local casino and gamble away some of your hard-earned McBucks after? What if the team chat function could expand into an instant messenger platform? What if you could build in a dating app?
A world of infinite styles of gameplay. All built on one universal platform. And all of it can be its own stand-alone game or work in any number of infinite worlds. Single player against AIs or head-to-head competition. Competitive game, cooperative game, or pure sandbox.
But, like I said, there's not enough money to be made in this. Nobody's going to sink a bunch of money into this.
Hm. What if we sold in-game ads? *ponders*
Well, yeah that's kinda what I meant by crazy micromanagement (okay maybe I wasn't expecting it to be nearly this
complex). Which is not to say it's a bad idea, but then again my personal philosophy is that there's no such thing as bad ideas, just ones that are easier or harder to pull off. This one I'd rate "pretty damn near impossible" but hey, a man can dream.
Ignoring that (let's be square, you'd need to win a lot of lotteries and contract a dozen game companies to do this right), I'm not sure it would really elevate the game to a large audience. You're essentially stringing together a lot of niche games and expect people are going to be interested. Let's not forget Call of Duty is still the biggest franchise in the history of gaming, bigger than Grand Theft Auto, and all you do in those games is point and shoot. You don't exactly run transport companies in those games either. You can drive trains in some GTAs, but people who play those games don't care for that part at large.
But hey, when it comes to games that are in the spirit of OpenTTD except more feature-rich, what's wrong with Factorio...? I mean if anything the devs of that game struck gold with simple game mechanics that work on the general populace. What makes Factorio so addictive is the fact that at its core it is an incremental game
, same as Cow Clicker. OpenTTD has that element to it as well, but the game doesn't really wave the carrot too much, it just it gives to you very early on and becomes pure sandbox which isn't that addictive. I'd look in that sort of direction if I were to make a super popular TT clone. Might actually also be possible to do, which is a nice little benefit of this idea.