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Main - Kafuka Gaming Arcade - The N greatest video games we'll never get to play
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Kawa
Posted on 05-07-12 04:56 PM, in Link | ID: 15139
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Inspired by this Cracked article. What are some of your best ideas for revolutionary video game concepts? Be thorough about it.


Epele
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That article has some interesting ideas.. but I can't really think of anything which doesn't feel like something already out there.

I wouldn't mind playing a RPG backwards, by playing as the major antagonist character rather than a party of heroes.. Or that concept in a multitude of games to be honest.


The world could always use more heroes!

GreyMaria
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I want to be the road in a driving game.



Jokes aside, I want to see popular turn-based RPGs remade in action platformer format.

Kawa
Posted on 05-07-12 05:58 PM, in Link | ID: 15151
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Posted by GreyMaria
Jokes aside, I want to see popular turn-based RPGs remade in action platformer format.
Could you elaborate on that? Because action platformers are nothing new, and it's a bit vague as to where and how the RPGs get involved.


Epele
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Posted by Kawa
Posted by GreyMaria
Jokes aside, I want to see popular turn-based RPGs remade in action platformer format.
Could you elaborate on that? Because action platformers are nothing new, and it's a bit vague as to where and how the RPGs get involved.
All that springs to my mind is Final Fantasy styled.. And a Dragoon jumping higher than a Knight for some reason. >_>


The world could always use more heroes!

GreyMaria
Posted on 05-07-12 06:04 PM, in Link | ID: 15156
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Posted by Gywall
Posted by Kawa
Posted by GreyMaria
Jokes aside, I want to see popular turn-based RPGs remade in action platformer format.
Could you elaborate on that? Because action platformers are nothing new, and it's a bit vague as to where and how the RPGs get involved.
All that springs to my mind is Final Fantasy styled.. And a Dragoon jumping higher than a Knight for some reason. >_>


Ding!

I honestly would love to see the Final Fantasy games remade as 2D and/or 3D action platformers.

Crystal Chronicles was fun. But I want to see a real challenging game made out of that kind of system.

More in-depth. More complex. More... more... more Final Fantasy 7-like.

Trelior
Posted on 05-07-12 06:04 PM, in Link | ID: 15157
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Posted by GreyMaria
Jokes aside, I want to see popular turn-based RPGs remade in action platformer format.
Super Paper Mario says "Hi."

GreyMaria
Posted on 05-07-12 06:05 PM, in Link | ID: 15158
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Posted by Trelior
Posted by GreyMaria
Jokes aside, I want to see popular turn-based RPGs remade in action platformer format.
Super Paper Mario says "Hi."


Except it doesn't because god DAMN Super Paper Mario could have been so much better.

Everything was too easy! >_<

Kawa
Posted on 05-07-12 06:07 PM, in (rev. 2 of 05-07-12 06:08 PM by Kawa) Link | ID: 15159
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What would that even add? lolninja

I for one had this idea of a reversed Pokémon game back during OpenPoké's development. Instead of a beginning trainer, you play as a gym leader. You start out with an empty, completely bare gym, which you can buy thematic elements for.

You can go out and basically play a regular game of Pokémon, but with the added twist that trainers you encounter may join your gym, sort of like the posse system in GBA River City Ransom.

If you stay in the gym and wait for challengers, the larger your posse and the more intricate your gym design, the easier the challengers get to defeat -- the design makes it harder for the challenger to avoid your posse, and they only have so many healing items.... until word gets out and the challengers prepare better.


Trelior
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Posted by GreyMaria
Posted by Trelior
Posted by GreyMaria
Jokes aside, I want to see popular turn-based RPGs remade in action platformer format.
Super Paper Mario says "Hi."


Except it doesn't because god DAMN Super Paper Mario could have been so much better.

Everything was too easy! >_<
What do you expect from Baby's First Platformer being made into Baby's First RPG? All of the Mario RPGs are really easy.

GreyMaria
Posted on 05-07-12 06:10 PM, in Link | ID: 15162
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I anticipated such a response and have prepared a counterpoint.

Super Mario Brothers 2 (Japan).

Super Mario RPG.



I do agree that the newer Mario games are... too easy, but...

Nicole
Posted on 05-07-12 06:13 PM, in Link | ID: 15163
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One thing I'd like to see is Zelda 2, but done in a modern style with the flaws of the original removed... I feel like that game had some good ideas that get overlooked because of everything else.

A "level design game" might be interesting- you create a level and then some AI plays it- the idea is to figure out how to stop the AI, which gets progressively more difficult. The problem is it would all come down to being able to write the AI... (it could also be an asymmetric multiplayer game, though)


Trelior
Posted on 05-07-12 06:13 PM, in Link | ID: 15164
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Posted by GreyMaria
I anticipated such a response and have prepared a counterpoint.

Super Mario Brothers 2 (Japan).

Super Mario RPG.



I do agree that the newer Mario games are... too easy, but...
SMB2 is only hard because they incorporated puzzles into the gameplay with the wonky physics engine.

I don't have much reference with SMRPG, though. I have it for Virtual Console, but fuck I never get around to playing it.

Kawa
Posted on 05-07-12 06:16 PM, in Link | ID: 15166
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Posted by Nicole
One thing I'd like to see is Zelda 2, but done in a modern style with the flaws of the original removed...
Not what this thread's about. But...

A "level design game" might be interesting- you create a level and then some AI plays it- the idea is to figure out how to stop the AI, which gets progressively more difficult. The problem is it would all come down to being able to write the AI... (it could also be an asymmetric multiplayer game, though)
I have such an AI right here, actually. It was meant as a player-hunter in a platform game.

It's a very simple AI, ofcourse, but the basic premise is a thing.


Trelior
Posted on 05-07-12 06:20 PM, in Link | ID: 15167
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Posted by Nicole
A "level design game" might be interesting- you create a level and then some AI plays it- the idea is to figure out how to stop the AI, which gets progressively more difficult. The problem is it would all come down to being able to write the AI... (it could also be an asymmetric multiplayer game, though)
I don't see how hard it would be to prevent the AI from being able to finish. An insurmountable wall, "Spiked-Wall Man," or a wide gap would be the end-all designs... Now designing levels around getting a stupid, and progressively dumber, AI through would be a far more interesting concept.

Kawa
Posted on 05-08-12 05:57 PM, in Link | ID: 15337
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Here's the original text on the gym leader game, unedited from way back then.

You start as a Trainer. Selecting your profile in the pause menu shows a regular Trainer Card to reflect this.
Having left your single Pokémon at home, you get an escort out of town who you control during battle.
Walking around the grass reveals several different Pokémon at around level 16 or so.
You carry one or two Great Balls that you can use to catch Pokémon your escort (who has a Normal-type Pokémon of around level 18 to 20) weakens in battle.
Your escort will leave you when you catch two Pokémon of your own or enter a town with one.
The first town does not have a gym, but the second does. This one you can challenge for a takeover.
The gym should be very generic to make room for later customization.
Defeat the gym leader and he'll leave town to try and become a member of the Elite Four.
In a cutscene, you'll handle the paperwork to register your new gym.
From this point on, you don't have a Trainer Card any more. Instead, you have a Leader Card showing your title.

The sign outside lists your name, a customizable title and the last N challengers who earned your badge.
The customizable title does NOT use the game's dictionary -- it's letter-by-letter.
The overall style of your gym can be chosen from a list of presets, the bigger the better.
The style does not determine the gym's type specialty -- that's up to the player's common sense and the NPCs don't care.

Every "day", you get the choice to "explore", "wait for a challenger" or "train your posse", the third only available if you have one.
Waiting for a challenger causes a randomly generated trainer to visit your gym.
If the trainer defeats you, you lose some money as determined by the trainer's class and level and he leaves.
If you defeat the trainer instead, you win money.
Depending on several factors, the defeated trainer may decide to join your posse.
Any trainer who comes in for a badge can get pre-chewed by your posse.

"Protagonist" classes such as "PkMn Trainer", "Ace Trainer" and "Cooltrainer" will tend to push on and are not likely to join your posse. They're too busy climbing the ranks for that.
If your posse is large, trainers' Pokémon can be weakened before they reach you, making wins easier. This reduces the chance of joining.
If you have a lot of money and/or decorations to show this with, they'll be easier to impress and more likely to join.
Your posse can only be so large, so trainers may leave your posse at any time if their Pokémon have grown enough or you lose too much impression.

Exploration means closing down the gym for a while and going out.
Taking too long may cause trainers to leave your posse.
In exploration mode, you can buy and use items, and find/buy decorations.
Basically, the usual gameplay applies, but you don't encounter any trainers on the road.
You will, however, encounter wild Pokémon that you can catch for use in your gym.
The map will not be very big. Multiple sets of Pokémon can be fit into the map using trees, water and the day/night scheme.
There should at least be a kind of mall to buy gym decorations from.

In posse training mode, members of your posse will fight amongst themselves to level their Pokémon, and they will fight you as well.
Defeat at most five of them in a row to end the mode. Lose too much training battles and you may lose members.



Ailure
Posted on 05-10-12 01:21 PM, in (rev. 3 of 05-10-12 01:31 PM by Ailure) Link | ID: 15472
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Some sort of Pokémon MMORPG.

It won't happen though, or if it did it would be lame and restricted. Nintendo is very paranoid about it's online interaction. I downright say that Nintendo really sucks at anything online, they improved (only needing one friendcode for 3DS is a good start I guess) but still have a far way to go. It's hard to make a safe chat system, as people figure out way around it anyway...

It's possible we see a proper "collect creatures and fight/trade other players" MMORPG though that isn't from Nintendo, but I hadn't heard of one yet.

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Kawa
Posted on 05-10-12 01:36 PM, in Link | ID: 15473
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How would a Pokémon MMORPG be revolutionary?


Nicole
Posted on 05-10-12 04:30 PM, in Link | ID: 15475
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Posted by Trelior
Posted by Nicole
A "level design game" might be interesting- you create a level and then some AI plays it- the idea is to figure out how to stop the AI, which gets progressively more difficult. The problem is it would all come down to being able to write the AI... (it could also be an asymmetric multiplayer game, though)
I don't see how hard it would be to prevent the AI from being able to finish. An insurmountable wall, "Spiked-Wall Man," or a wide gap would be the end-all designs... Now designing levels around getting a stupid, and progressively dumber, AI through would be a far more interesting concept.

I dunno- I really would prefer a game that encourages you to make a quote-on-quote "good" level... maybe it would basically require to have actual people playing it, and rating the levels, but then you have to worry about trolls and other nonsense so huh...


GreyMaria
Posted on 05-11-12 09:17 AM, in Link | ID: 15495
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But then you wind up with LittleBigPlanet. <_<
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