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Describe a game you would like to play and would be absolutley fucking awesome. Ignore techical or, to an extent, even pysical limitations of today's hardware and explain what it would be in all it's glory. Doesn't matter if you think it will only appeal to a niche market or it draws heavily from another idea/franchise, just explain it, even if it sounds too good to be true or impossible to make.
Again, I want a full murder (or whatever kind of crime, really) mystery with all of the mundane details and open-ended investigation with days that pass in real-time.
a first person cyberpunk sandbox rpg. Carjacking, murder, dirty dealings, and a fully realised cyber world that can be entered ontop of the real world.
This probably sounds weird but I just finished reading the Aeneid over break and I think it's one of those rare instances where the transition from another medium to a videogame could actually be done really well without mucking up the source material too much. You have plenty of scary monsters and battles for interesting, dynamic gameplay possibilities, an interesting story that has the heroes covering a lot of land, lending to that epic feel that can be found in games like Twilight Princess and Morrowind. Imagine everything happening seamlessly in a wide open, huge world with good voice acting, game mechanics, and pacing, and I'd say one might just have a really fun game on your hands.
I want to experience a VR simulator of a fighter jet using an SSTO to go straight from the ground into outerspace. Like something you'd see in ace combat 3 or macross. Of course there would be space fighting which then ensues.
It would be cool just to feel the g-forces pushing you back, and the sky changing from blue to black.
Also, I want to see a new Tribes game that leans more toward the RTS micromanagement system that T2 had pieces of rather than the Unreal Tournament formula that Vengeance copied. You know, a robust command circuit, large and complex bases, lots of static defensive options, and maybe even a command hierarchy if we wanna get fancy. Tunnels, bodies of water, large, sprawling maps, fast scout vehicles, large and sturdy transport ships, stealth tactics; I want it all.
Gameplay just like the other MechWarrior games, a mech sim
Could be like an MMO or just with individual servers, whatever, as long as there are persistent characters and mechs. You start out with a small amount of money and have to work your way up through tournaments or missions; no real skills or levels, but as you play more you make more money and are able to use a wider range of mechs and weapons, maybe unlock different weapons from different factions as you gain favor with them, etc.
A first person RPG in a Modern setting with Magic. Not quite Cyberpunk and not quite Steampunk, but around the current time. Set in a big city, completely mapped out and presented in it's actual size, preferably New York or maybe even Chicago. The magic system should be huge and capable of allowing any sort of effect the player desires, and the mundane aspects should be filled out to an extent that could be considered staggering: realistic flow of time, realistic need for both food and water, sleep, work, going to the grocery store, having a job, etc, etc.
It's very unrealistic but, hey, I can dream.
(Basically it's The Sims meets Oblivion meets Arcanum)
MiSTieOtaku on
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SirUltimosDon't talk, Rusty. Just paint.Registered Userregular
edited January 2007
A game set in the wild west that's GTA crossed with Fable.
take Tekken style intuitive controls (left foot, left arm) and control the body with an analog input of your choice (stick, pad, mouse) and apply this awesomeness to a side scroller beat-em-up ala Final Fight. add in motions the character can utilise instead of "dial a combos" so every combo is unique and totally "procedural" (thanks Will Wright)
the idea of two people inventing pure physics based combos has been in my mind for so long, and Ragdoll masters (I hope you have all played this one by now) has gotten a LOT of replay from me and my buddies because physics based brawling is where it's at. the wave of the future!
Gameplay just like the other MechWarrior games, a mech sim
Could be like an MMO or just with individual servers, whatever, as long as there are persistent characters and mechs. You start out with a small amount of money and have to work your way up through tournaments or missions; no real skills or levels, but as you play more you make more money and are able to use a wider range of mechs and weapons, maybe unlock different weapons from different factions as you gain favor with them, etc.
I would lose my life to it.
Wouldn't you rather have all the best mechs and weapons at the start of the game? I understand that the earning money and buying stuff mechanic works for some games but wouldn't you rather have every weapon at your disposal right at the start or do you enjoy money management as a gameplay feature?
A space combat action/RPG controlled through motion sensors and a learning neural network AI system. Basically, you invent the controls as you play, the AI is advanced enough to meet you halfway.
It would be glorious if it worked. Like some sort of machine melded to you while you're playing. A set of headphone-like circles to manipulate your inner ear and perceived sense of balance would be an excellent peripheral.
A space combat action/RPG controlled through motion sensors and a learning neural network AI system. Basically, you invent the controls as you play, the AI is advanced enough to meet you halfway.
It would be glorious if it worked. Like some sort of machine melded to you while you're playing. A set of headphone-like circles to manipulate your inner ear and perceived sense of balance would be an excellent peripheral.
A strategy game like Fire Emblem, but instead of cutting away to little battles that have to do with statistics, it would go into a fighting game mode, like Street Fight or something. But it wouldn't be cumbersome either.
A samurai open ended action rpg. Just you, the road, and several towns that need liberating from gamblers, yakuza, bandits, or other samurai. Plus as your reputation increases, other samurai randomly try to track you down to challange you.
I want a multiplayer RPG (not an MMO) in which the gameplay consists of infinitely more than grinding monsters. I want to be able to strategize and be creative with my party members and have few limitations in how to achieve a goal.
If we're walking through a field and we come across an enemy watch tower, I want to have virtually limitless choices in how to deal with it. We could rush in and try to take the tower, giving us a strong advantage over the enemy camp that is undoubtledly nearby. If someone has a torch and someone has a bow and arrows, I want the ability to burn the thing down from a distance.
If we come across an Orc camp in the woods, I want to be able to deal with that any way I and my party choose. We could wait for nightfall, sneak in, and kill all the Orcs in their sleep. We could sneak in and poison their water supply and kill them that way. Or we could have someone run in, get their attention, then lead them away from the camp and into a clearing where we've got archers sitting in the trees, ready to rain arrows down on them.
Basically, I want an RPG that lets me make decisions and achieve goals the way I would if I were actually in the world and had so many resources and choices to utilize. I want to feel like my friends and I are actually in the world, and that we've accomplished something by our wits and skills, and through a means that some other group would never even think of.
That, or an enitrely open-ended sandbox Batman game with full-on detective work, gadgets, swinging from grappling hooks, driving around in the Batmobile, driving out to Wayne Manor and chilling in the Batcave, breaking into the police station to chat with Commissioner Gordon, whatever the fuck I want.
I don't want to wander around Gotham, see a bank being robbed, and have the random mission end once the badguys are on the ground. I want to look for clues, see who masterminded the heist, and track the fucker down. I want to complete some small mission and then - holy shit, guess what? - Two-Face is behind it, and tracking him down isn't even part of the main storyline.
I want Gotham to be a living, breathing city to explore, and I want to fight crime and take down supervillains in a manner that isn't in chronological order to a predetermined script. I want to be personally responsible for putting criminals and villains in jail, and I want them to be able to break out again. Every time I turn the game on, I want some new circumstances to come into play, so that replayability is limitless.
"I haven't played Batman in a couple of days. I think I'll fire it up and see what's goin' down. Oh shit - the Penguin broke out again!"
I would go for an open ended MMORPG shooter game, set in a sci-fi setting. You would need money to hitch rides to different planets, all of which would be fully populated dand developed. You would fight other people for dominance, generating more money, which you could use to buy real estate (which could later be sold to other players), weapons, and AI armies. At this point, the game would have to also be similar to a RTS MMORPG, and other players would have to ban together in alliances to defeat common foes.
I want semi-MMO (hub towns, instanced dungeons) that involve player skill and real-time action instead of the icon-based "click-and-watch" gameplay of WoW, Guild Wars etc. Each dungeon would be randomly generated (think Diablo). Instead of the stiff animation and icon interface found in today's MMOs, the game would have animation and controls similar to Twilight Princess - one button for slashing, one for shield etc.
Firebrand on
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SirUltimosDon't talk, Rusty. Just paint.Registered Userregular
Gameplay just like the other MechWarrior games, a mech sim
Could be like an MMO or just with individual servers, whatever, as long as there are persistent characters and mechs. You start out with a small amount of money and have to work your way up through tournaments or missions; no real skills or levels, but as you play more you make more money and are able to use a wider range of mechs and weapons, maybe unlock different weapons from different factions as you gain favor with them, etc.
I would lose my life to it.
Wouldn't you rather have all the best mechs and weapons at the start of the game? I understand that the earning money and buying stuff mechanic works for some games but wouldn't you rather have every weapon at your disposal right at the start or do you enjoy money management as a gameplay feature?
I'm not sure of his reasoning, but if everything was available at the beginning it seems like there would be no goal to work towards and no real sense of accomplishment.
Gameplay just like the other MechWarrior games, a mech sim
Could be like an MMO or just with individual servers, whatever, as long as there are persistent characters and mechs. You start out with a small amount of money and have to work your way up through tournaments or missions; no real skills or levels, but as you play more you make more money and are able to use a wider range of mechs and weapons, maybe unlock different weapons from different factions as you gain favor with them, etc.
I would lose my life to it.
Wouldn't you rather have all the best mechs and weapons at the start of the game? I understand that the earning money and buying stuff mechanic works for some games but wouldn't you rather have every weapon at your disposal right at the start or do you enjoy money management as a gameplay feature?
Definitely enjoy the working up to it bit. It would feel more badass to have an Assault mech if you had to work for it, rather than if you just had it at the beginning. Gives you an incentive and a sense of accomplishment. Plus, everyone who worked up to it would probably know how to use it, as they would have played through the other classes of mech to get to it.
Wild West is such an underused genre, I foresee soon it becoming the new World War 2, where one amazing game comes out and a lot of clones follow suit.
Basically, a third person shooter, where you have to od missions like rob trains, or can be hired to protect them. And you can have gunfights, horseback battles a la TP, oh man just theorising this is making me anticipate it. Would be awesome.
Oh, and a slo motion showdown type thing, where its like a reactionary thing just like the showdown in Headhunter, if anyone remembers that, or more recently, Resi 4 with quick time events.
A game where I'm grad student doing a project, and I have to convince forumers to give me ideas to use.
Slick. It's true I'm very interested in what people expect from games, I want to see how open-minded people here can get to trying new ideas and never saying 'that will never work'. With this thread I want to see what idea everyone likes and see how we would create it with todays technology.
Thief -- the world and gameplay mechanics -- as an open ended RPG. No stats, skills, or levels -- your character's overall experience is based on how well you play the game. Have the conversations be dialogue trees that allow for moral ambiguity as well as nonlinear progression through the main storyline (think Fallout), with lots of little sidequests discoverable through sheer exploration of The City.
Steampunk MMO. More open-ended than WoW, less linear than Oblivion (you read that right). Think GTA, with other people in a much bigger world, and far more things to do, in a steampunkish-setting.
The best way I can describe what I'm thinking is the style of Blade Runner, in the setting of Neal Stephenson's Quicksilver.
EDIT: Actually, a Blade Runner MMO would be badass in its own right. Make it like the Multiverse from Snow Crash.
I want a full city sandbox game like GTA, but with Deity, the new god of darkness. You can fly like le Superman, super strength (Ex: Enough to rip roads off the ground. You can be so strong you pull office buildings up to smash enemies with.) Superspeed, AND intersecting Diablo 2 skill trees for Magic, technology, physical and mental skills. You can morph ordinary metals that are lying around like streetlamps into weapons.
I want boss battles so large they take up the ENTIRE city, involve MASSIVE destruction and only end when you've completely obliterated the Boss. I want boss battles where you're fighting in space, destroying small planets and even entire warfleets by yourself. I also want a large overarching plot where you hunt down and kill all the other elemental gods who have become corrupt. And then, when you see those credits roll, the screen goes dark and...
YOU HAVEN'T BEATEN IT. That's right. ANOTHER major 50+ hour story arc begins where Deity is flung 1000 years into the future where another fight for the planet begins.
And of course, online play.
core tactic on
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SirUltimosDon't talk, Rusty. Just paint.Registered Userregular
edited January 2007
An MMOm where the governments are player controlled. I imagine three warring factions, and when the game launches all the higher up business is handled by players who work for the company. Later though, people get recruited into the army and get commanded to go fight battles wherever the (player controlled) general tells them to.
Eventually, people move up in the ranks until the entire command structure for each faction, up to and including the king, is controlled by a player. It would then be fun to see how long each player's regime lasts, and how many of them fall to coups perpetrated by a traitorous general with ambitions of power.
There'd be quests and normal MMO type stuff, but the real fun would be trying to get yourself into a position of power.
Thief -- the world and gameplay mechanics -- as an open ended RPG. No stats, skills, or levels -- your character's overall experience is based on how well you play the game. Have the conversations be dialogue trees that allow for moral ambiguity as well as nonlinear progression through the main storyline (think Fallout), with lots of little sidequests discoverable through sheer exploration of The City.
I just like the idea of a level-less RPG. I'd like to explore that idea, if you don't mind.
I agree that your success should be determined by how well you play the game. There shouldn't be any levels, any skill sets, etc. However, I do like the idea of getting better at certain things, the more you use them. I think if you use one specific sword, you should become more comfortable with it. Your character knows its weight, balance, and using it becomes second nature. If you trade it out for another sword, you won't be as comfortable, and thus you won't be as effective at using it.
I like the idea of choosing one weapon and keeping it throughout the duration of the game without worrying about something better coming along - because there is nothing better, you're just really proficient with your own personal sword (or bow, or axe, or polearm). Armor could be the same way - you'd be completely comfortable in the stuff you've been wearing since the beginning, but you'd feel constricted and chaff in something brand new.
Skills like picking locks could progress in the same fashion, but not in the way they do in the Elder Scrolls games. If you've practiced lockpicking enough to become a badass, you should be able to pick a lock based on your own ability as the player - there shouldn't be any "level 5 security skill versus level 10 lock" stuff.
And combat is a big one. Yes, strength and agility are big factors in a fight in the real world, but a skinny little guy who knows kung fu definitely has a strong chance of beating a professional football player, if he's got the ability and confidence. Your character should have a fighting chance against any opponent in the game. If your enemy is a master swordsman, then you better be on your guard - not because his "strength level" is higher than yours, but because he has far more experience and knowledge than you do - but if you're fast enough with the mouse and keyboard, and you're patient enough, you can still win.
Hope that wasn't too long-winded. I just really like the idea of my own personal ability to play the game being the deciding factor in whether I succeed or die. Certain little perks like taking the time to adjust yourself to a new weapon or armor is a nice addition to that idea, though.
Gameplay just like the other MechWarrior games, a mech sim
Could be like an MMO or just with individual servers, whatever, as long as there are persistent characters and mechs. You start out with a small amount of money and have to work your way up through tournaments or missions; no real skills or levels, but as you play more you make more money and are able to use a wider range of mechs and weapons, maybe unlock different weapons from different factions as you gain favor with them, etc.
I would lose my life to it.
Wouldn't you rather have all the best mechs and weapons at the start of the game? I understand that the earning money and buying stuff mechanic works for some games but wouldn't you rather have every weapon at your disposal right at the start or do you enjoy money management as a gameplay feature?
I'm not sure of his reasoning, but if everything was available at the beginning it seems like there would be no goal to work towards and no real sense of accomplishment.
Then we create another sense of accomlpishment that the player gets when he gets to use his souped up mega mech. This reminds me of how a 3d Metroid game would work if Samus had all her powers at the beginning (and kept them this time). The gameplay of the Metroid games is structured around the mechainc of using a power or skill to earn a new poweror skill that lets you explore further and earn another power or skill. The next feeling of accomplishment the player gets, underneath the item retrieval is usually the accomplishment of beating a tough enemy or finding something whilst exploring.
How about this. Samus starts with all the powers she earns at the end of Metroid Prime. Instead of removing them like the games usually do, she keeps them and they do not upgrade, they stay the same throuout the entire game. The combat stays the same as in Prime but the enemies are suitably more tougher this time around, usually needing the missle/beam combos right at the start to take them out. The feeling of accomplishment from this game would not be earning the new weapons, but learning how to use them effecitvley to explore and defeat enemies. Samus lands on a planet after the player goes through basic training with her weapons and must get creative with her weapons and skills to accomplish tasks. From preventing the game from being too easy the game can be designed about making the game easier for players who decide to use the simpler weapons and skills. For example-
Samus comes across a doorway in a canyon that is blocked by a landslide. These rocks are piled high and can be climbed to exit the canyon, but if climbed there are many hazardssuch as avalanches that have to be avoided with skillful use of rockets, energy beams, super jumps and further on are enemies that require skillful use of her weapons.
Samus can simply blast the rocks away with her missle launcher but then this negates the possiblity of her climbing the rocks and reaching another area. In this doorway is a much easier route that only requires usage of her rockets and energy beam, maybe her energy whip and morph ball. The player soon learns how to use these and explore further. The player who took the route that requres lots of skillful work of all their skills ends up at another place on the planet that provides a challenge and the route 'splits' again depending on her choice of dealing with situations such as the first rockslide that blocks the door. Slightly more challenging solution than what was used before to pass, or use another solution that provides even more skillful use of her tools.
If the player takes the easier routes, they find some information about the planet that they were looking for when they reach the end of their route, this information is guardsed by a semi tough boss that requires decent useage of Samus' skills. After the player has beaten this route of the game and have confidence in using her skills, they may want to tackle the tougher routes on their next try of the game. These tougher routes need more skill to beat and provide tougher bosses, but the tougher route that is taken the more informtaion is revealed to Samus about the planet, including the information that was available at the end of the easier routes.
There you go, a Metroid game with plenty of explortaion, the ability to use all of Samus' skills right at the start of the game and provides the right amount of challenge to anyone who thinks they are confident enough to take on aid challenge, on the way teaching them how to use the tools at their disposal.
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Where Madness and the Fantasical Come to Play
Must have ZERO lag.
It would be cool just to feel the g-forces pushing you back, and the sky changing from blue to black.
That was my idea in an earlier thread, but the Gh controllers were used to spice up World of Warcraft style games
Gameplay just like the other MechWarrior games, a mech sim
Could be like an MMO or just with individual servers, whatever, as long as there are persistent characters and mechs. You start out with a small amount of money and have to work your way up through tournaments or missions; no real skills or levels, but as you play more you make more money and are able to use a wider range of mechs and weapons, maybe unlock different weapons from different factions as you gain favor with them, etc.
I would lose my life to it.
It's very unrealistic but, hey, I can dream.
(Basically it's The Sims meets Oblivion meets Arcanum)
Ragdoll masters style PURE PHYSICS BASED COMBAT.
take Tekken style intuitive controls (left foot, left arm) and control the body with an analog input of your choice (stick, pad, mouse) and apply this awesomeness to a side scroller beat-em-up ala Final Fight. add in motions the character can utilise instead of "dial a combos" so every combo is unique and totally "procedural" (thanks Will Wright)
the idea of two people inventing pure physics based combos has been in my mind for so long, and Ragdoll masters (I hope you have all played this one by now) has gotten a LOT of replay from me and my buddies because physics based brawling is where it's at. the wave of the future!
Wouldn't you rather have all the best mechs and weapons at the start of the game? I understand that the earning money and buying stuff mechanic works for some games but wouldn't you rather have every weapon at your disposal right at the start or do you enjoy money management as a gameplay feature?
The harder the rain, honey, the sweeter the sun.
It would be glorious if it worked. Like some sort of machine melded to you while you're playing. A set of headphone-like circles to manipulate your inner ear and perceived sense of balance would be an excellent peripheral.
electrosphere, REALIZED!
So basically a modern remake of Sword of the Samurai.
If we're walking through a field and we come across an enemy watch tower, I want to have virtually limitless choices in how to deal with it. We could rush in and try to take the tower, giving us a strong advantage over the enemy camp that is undoubtledly nearby. If someone has a torch and someone has a bow and arrows, I want the ability to burn the thing down from a distance.
If we come across an Orc camp in the woods, I want to be able to deal with that any way I and my party choose. We could wait for nightfall, sneak in, and kill all the Orcs in their sleep. We could sneak in and poison their water supply and kill them that way. Or we could have someone run in, get their attention, then lead them away from the camp and into a clearing where we've got archers sitting in the trees, ready to rain arrows down on them.
Basically, I want an RPG that lets me make decisions and achieve goals the way I would if I were actually in the world and had so many resources and choices to utilize. I want to feel like my friends and I are actually in the world, and that we've accomplished something by our wits and skills, and through a means that some other group would never even think of.
That, or an enitrely open-ended sandbox Batman game with full-on detective work, gadgets, swinging from grappling hooks, driving around in the Batmobile, driving out to Wayne Manor and chilling in the Batcave, breaking into the police station to chat with Commissioner Gordon, whatever the fuck I want.
I don't want to wander around Gotham, see a bank being robbed, and have the random mission end once the badguys are on the ground. I want to look for clues, see who masterminded the heist, and track the fucker down. I want to complete some small mission and then - holy shit, guess what? - Two-Face is behind it, and tracking him down isn't even part of the main storyline.
I want Gotham to be a living, breathing city to explore, and I want to fight crime and take down supervillains in a manner that isn't in chronological order to a predetermined script. I want to be personally responsible for putting criminals and villains in jail, and I want them to be able to break out again. Every time I turn the game on, I want some new circumstances to come into play, so that replayability is limitless.
"I haven't played Batman in a couple of days. I think I'll fire it up and see what's goin' down. Oh shit - the Penguin broke out again!"
Yeah. That's what I want.
Knife, stir fry pan, ect...
I'm not sure of his reasoning, but if everything was available at the beginning it seems like there would be no goal to work towards and no real sense of accomplishment.
Definitely enjoy the working up to it bit. It would feel more badass to have an Assault mech if you had to work for it, rather than if you just had it at the beginning. Gives you an incentive and a sense of accomplishment. Plus, everyone who worked up to it would probably know how to use it, as they would have played through the other classes of mech to get to it.
Wild West is such an underused genre, I foresee soon it becoming the new World War 2, where one amazing game comes out and a lot of clones follow suit.
Basically, a third person shooter, where you have to od missions like rob trains, or can be hired to protect them. And you can have gunfights, horseback battles a la TP, oh man just theorising this is making me anticipate it. Would be awesome.
Oh, and a slo motion showdown type thing, where its like a reactionary thing just like the showdown in Headhunter, if anyone remembers that, or more recently, Resi 4 with quick time events.
Slick. It's true I'm very interested in what people expect from games, I want to see how open-minded people here can get to trying new ideas and never saying 'that will never work'. With this thread I want to see what idea everyone likes and see how we would create it with todays technology.
The best way I can describe what I'm thinking is the style of Blade Runner, in the setting of Neal Stephenson's Quicksilver.
EDIT: Actually, a Blade Runner MMO would be badass in its own right. Make it like the Multiverse from Snow Crash.
I want boss battles so large they take up the ENTIRE city, involve MASSIVE destruction and only end when you've completely obliterated the Boss. I want boss battles where you're fighting in space, destroying small planets and even entire warfleets by yourself. I also want a large overarching plot where you hunt down and kill all the other elemental gods who have become corrupt. And then, when you see those credits roll, the screen goes dark and...
YOU HAVEN'T BEATEN IT. That's right. ANOTHER major 50+ hour story arc begins where Deity is flung 1000 years into the future where another fight for the planet begins.
And of course, online play.
Eventually, people move up in the ranks until the entire command structure for each faction, up to and including the king, is controlled by a player. It would then be fun to see how long each player's regime lasts, and how many of them fall to coups perpetrated by a traitorous general with ambitions of power.
There'd be quests and normal MMO type stuff, but the real fun would be trying to get yourself into a position of power.
I just like the idea of a level-less RPG. I'd like to explore that idea, if you don't mind.
I agree that your success should be determined by how well you play the game. There shouldn't be any levels, any skill sets, etc. However, I do like the idea of getting better at certain things, the more you use them. I think if you use one specific sword, you should become more comfortable with it. Your character knows its weight, balance, and using it becomes second nature. If you trade it out for another sword, you won't be as comfortable, and thus you won't be as effective at using it.
I like the idea of choosing one weapon and keeping it throughout the duration of the game without worrying about something better coming along - because there is nothing better, you're just really proficient with your own personal sword (or bow, or axe, or polearm). Armor could be the same way - you'd be completely comfortable in the stuff you've been wearing since the beginning, but you'd feel constricted and chaff in something brand new.
Skills like picking locks could progress in the same fashion, but not in the way they do in the Elder Scrolls games. If you've practiced lockpicking enough to become a badass, you should be able to pick a lock based on your own ability as the player - there shouldn't be any "level 5 security skill versus level 10 lock" stuff.
And combat is a big one. Yes, strength and agility are big factors in a fight in the real world, but a skinny little guy who knows kung fu definitely has a strong chance of beating a professional football player, if he's got the ability and confidence. Your character should have a fighting chance against any opponent in the game. If your enemy is a master swordsman, then you better be on your guard - not because his "strength level" is higher than yours, but because he has far more experience and knowledge than you do - but if you're fast enough with the mouse and keyboard, and you're patient enough, you can still win.
Hope that wasn't too long-winded. I just really like the idea of my own personal ability to play the game being the deciding factor in whether I succeed or die. Certain little perks like taking the time to adjust yourself to a new weapon or armor is a nice addition to that idea, though.
Then we create another sense of accomlpishment that the player gets when he gets to use his souped up mega mech. This reminds me of how a 3d Metroid game would work if Samus had all her powers at the beginning (and kept them this time). The gameplay of the Metroid games is structured around the mechainc of using a power or skill to earn a new poweror skill that lets you explore further and earn another power or skill. The next feeling of accomplishment the player gets, underneath the item retrieval is usually the accomplishment of beating a tough enemy or finding something whilst exploring.
How about this. Samus starts with all the powers she earns at the end of Metroid Prime. Instead of removing them like the games usually do, she keeps them and they do not upgrade, they stay the same throuout the entire game. The combat stays the same as in Prime but the enemies are suitably more tougher this time around, usually needing the missle/beam combos right at the start to take them out. The feeling of accomplishment from this game would not be earning the new weapons, but learning how to use them effecitvley to explore and defeat enemies. Samus lands on a planet after the player goes through basic training with her weapons and must get creative with her weapons and skills to accomplish tasks. From preventing the game from being too easy the game can be designed about making the game easier for players who decide to use the simpler weapons and skills. For example-
Samus comes across a doorway in a canyon that is blocked by a landslide. These rocks are piled high and can be climbed to exit the canyon, but if climbed there are many hazardssuch as avalanches that have to be avoided with skillful use of rockets, energy beams, super jumps and further on are enemies that require skillful use of her weapons.
Samus can simply blast the rocks away with her missle launcher but then this negates the possiblity of her climbing the rocks and reaching another area. In this doorway is a much easier route that only requires usage of her rockets and energy beam, maybe her energy whip and morph ball. The player soon learns how to use these and explore further. The player who took the route that requres lots of skillful work of all their skills ends up at another place on the planet that provides a challenge and the route 'splits' again depending on her choice of dealing with situations such as the first rockslide that blocks the door. Slightly more challenging solution than what was used before to pass, or use another solution that provides even more skillful use of her tools.
If the player takes the easier routes, they find some information about the planet that they were looking for when they reach the end of their route, this information is guardsed by a semi tough boss that requires decent useage of Samus' skills. After the player has beaten this route of the game and have confidence in using her skills, they may want to tackle the tougher routes on their next try of the game. These tougher routes need more skill to beat and provide tougher bosses, but the tougher route that is taken the more informtaion is revealed to Samus about the planet, including the information that was available at the end of the easier routes.
There you go, a Metroid game with plenty of explortaion, the ability to use all of Samus' skills right at the start of the game and provides the right amount of challenge to anyone who thinks they are confident enough to take on aid challenge, on the way teaching them how to use the tools at their disposal.
What do you think?