Rock, Paper, Shotgun asked the question today of what people's dream games would be and so I mentioned the idea suggested in this blog and linked to it in my comment. A few people read my idea and posted replies in the RPS comments and I just wanted to paste here a couple that were interesting for my own benefit so that I can refer back to them in the future easily if I want.
Frome RPS commenter '':
"Read that. Like it. Want that now. (And, contrary to a lot of other suggestions here, it seems utterly feasible. Will anybody step up to the challenge?! Though I would maybe completely get rid of the guns.)"
From RPS commenter ''
"I love the general frame of the idea. Except the capture part. It could work, but I think there are more creative ways to make the same sort of tension that would be dependent on the setting and the plot.
I can see a post-apocalyptic Rage/The Road style game, but I can also see this working in many other environments. The same general idea could be easily made into a compelling frontier exploration game or a medieval Europe setting (maybe your character joins a seasoned traveler on the long road to Jerusalem to join Richard’s army after your homestead is ransacked by bandits or by a rival lord of your master’s; with nothing really to lose, you set out and over the course of the journey Jerusalem changes insofar as what it means to the characters).
Setting aside setting, one of the first things I thought about was whether or not the characters reach their final destination. Not on account of death, but especially in a post apocalyptic world, maybe this paradise doesn’t exist (maybe the experienced fellow was making up stories because he truly believes in it and figured he could use help getting there). Or maybe they learn something radically new about it on the course of travel and change their minds. Or maybe they find something else along the way. Or some catastrophe between the two characters leaves one heading toward the final goal and one walking away by choice.
It’s a simple, but elegant story that we as a culture love to tell. And it has so many variations … it’s a great story to tell with a game, especially an open world game. In my head it’s something like Mass Effect, Fallout, and Bioshock (character driven, extensive dialogue; open world travel, frontier atmosphere, scarcity of ammunition and supplies; characters as a form of environment, madness and competitive survival, the living world feel, environment as an antagonist) with a healthy dose of new ideas and material, adherence to the commandments of video games (thou shalt not make checkpoints right before cut scenes) and a fair bit of ye olde Oregon Trail: a final destination, with path choices (more extreme, of course, as this is to be open world) and a stable combination of random and pre-set events and obstacles."