Sburb. It's breaks like EVERY law of physics, and several others, so it's a no-go.
What he said...
I had a pretty clear dream game when I was a lot younger and a huge fan of Elfquest. You'd have your tribe and do linear missions, but what happened on each mission would change the plot very, very dramatically, like, choose-your-own-adventure-books on total crack. I don't want to say "procedural", because that word gets way overused. But social interactions should evolve from realistic situations in the game, real motivations and desires and emotional moments, people who realistically decide when it's worthwhile to sacrifice themselves for the greater good...
...I think that in a true dream game, you should be able to sacrifice yourself for your loved ones, and get more than just 'game over'. Not a scripted ending, not a 'you died the game ends', but seeing what the consequences of your actions were.
My other more recent dream game was Star Trek Online. No, not the version they released. Something closer to Hazeron, but without the city building and a lot less NPCs. Closer to Puzzle Pirates. Maybe I should find that old thread on the STO boards from before it got released. You would have duty puzzles where you fiddled with stuff to make your ship go faster, or the weapons do better, and you had other players on board doing the same thing in different stations. (If you haven't played Puzzle Pirates, think Bejeweled kinds of stuff. Realtime. Don't dawdle. And then go play it; you'll like it, I mean it.) You could have long-term crews, a captain could say "Sure, these guys are also allowed to take the ship out when I'm not here go right ahead", you could recruit either (poor-quality) npcs or other players to temp on your ship very easily...
You didn't always have to be out doing missions, either. If you liked the engineering puzzles, you could embark on a very long-term puzzle to upgrade your ship's engines; something along the very vague lines of "Here are some very nasty Sudoku-like
puzzles, solve 20 of them for a minor engine upgrade". Or for your ship's medic, a long series of puzzles that you can do at your own leisure to "write a paper" and get a rank promotion, which can help give advantages (better missions?) to ships that you crew. As your ship takes damage, certain puzzles are made more difficult until those parts of the ship get fixed. You'd even have puzzles like a medic puzzle where the ship's medic is playing one game, while the person being healed has a different one to not scream in pain and writhe around and make it take longer (okay that's silly, but it's still an example).
You'd be able to send down landing parties during the course of some missions, talk to the natives, maybe have a translation game... No mining/resource management, probably no free world exploration. And unless you opted in, *NO* hardcore pvp or even pve; getting blowed up = your shiny upgraded ship is back at port and needs some tender love and care before it's back up to full operation, but the world isn't over or anything. Being able to walk around on your ship is a must, being able to watch the viewscreens of people as they play the puzzles is important, and huge bonus points if sometimes a corridor gets wrecked and you need to find your way through the Jefferies tubes to get to Engineering.
THAT, in my opinion, is what STO should have been. And I was working for a while on an engine to do just that. But it was hard. D:
Another dream game: Something involving GPS units, real-world stuff, and Steam achievements. Turns out
that already exists. Even if the achievements aren't Steam based.