5 aspects of my life i would like to incorporate into a game would be
I. Status Effects - environmental and aftereffects of interaction with objects.
II. Love Interests and mutual enemies - auras emitted [buffs and debuffs in AoE]
III. Alarm Clocks - Waking and sleeping times boost to stamina/efficiency.
IV. More open interaction with real life - Crowds you walk in, chatting with new people, etc, not scripted stuff.
V. Elections - Different ruling groups give different buffs and debuffs respectively-in game.
I. STATUS EFFECTS
This idea revolves around environmental and interactivity with objects and people.
For instance, environmental effects could be rain, whi Bch causes effects like Slow or Wet. Hot weather could induce Fatigue or Burn.
Interactivity would be for instance, situations like Physical Injury which reduces strength and speed, or Heartbreak which reduces all stats and stamina until given enough recovery time. Certain games like Monster Hunter have similar systems in put, but there are limits considering how they do not have more "in-depth" status effects.
II. LOVE INTERESTS/ENEMIES
This idea is based on the feelings one gets around the presence of a loved one or rival. People tend to feel more calm and composed with a loved one or more gutsy, and a rival can invoke feelings like anger or more, giving the "player" a sense of competition, boosting stats or depending on how good the "rival" is, damaging the "player"s ego.
III. ALARM CLOCKS
Many games refuse players the option of when to wake up or sleep, only giving fixed times. If such an option was implemented, it could be set up to give players boosted stamina and vitality on certain days through more sleep, or getting fatigued/sick by not getting enough rest.
IV. HIGHER LEVELS OF INTERACTION
Friendly chat with strangers and the like are hard to find in games, usually because of the amount of coding and the like it entails, but it would increase interaction levels. Such interaction is present, but it is predictable and horrible in how they are done. For instance, in certain games, you just completely pass through characters, without affecting them. In games like GTA and Assassin's Creed, people may stop to scold you, attack you or even just simply flee screaming from you. It is limited to how you can interact with the environment. Prototype is a perfect example of this. You can absorb random people and take their forms, but usually you need to do something like CARRY them first, instead of luring them away from the crowd and taking them out. This is an aspect the game industry should work on next apart from main storylines.
V. ELECTIONS
Players may vote for certain parties in the game to be the ruling party. Such parties could affect the game like shop prices, changes in NPC behavior and more.A party may end up making NPCs more aggressive or more calm. It could also affect environment or looks. For instance more clean building or run down buildings, more NPCs in shabby or rich clothes, etc.
Nicholas
NYP DMD[G]
Sunday, May 15, 2011
Sunday, May 1, 2011
Hello there - Rockman Zero/Megaman Zero series.
On an entirely unrelated note to what i'll be talking about today, here's Black Mage i found in my dots by accident. I realized my dotting was forming a silhouette of him and i proceeded to finish him up a bit. >:D
Right. Back to the point of this post.
THE MEGAMAN ZERO SERIES [HOW AWESOME IT WAS UNTIL IT DEGRADED INTO A MONEYMILKING SERIES BY CAPCOM]
Today, i'll be in straightforward terms, bashing the hell out of Rockman ZX Advent.
But first, i shall begin with a bit of "prologue".
See this video here? This is the sequel to the Rockman X series, Rockman Zero. This game was released on the GBA. Despite the low graphics quality comparing it to the Rockman X series, it still was considered excellent gameplay, even better than the X series. You roleplay as a Reploid [a form of cyborg] - by the name of Zero, who has awoken from deactivation to help an organization named the Resistance, comprised of reploids AND humans, rebelling against the iron fist rule of Neo Arcadia, lead by Copy X. The story deepens game after game, with several twists, giving the game also not excellent gameplay, but one of the best plots Capcom has come up with. My personal favourite was Megaman Zero 3, for in my opinion the 1st and 2nd focused too much on gameplay.
Here's a video of the bosses in the final stage of MMZ3.
However, i am coming closer to the bit about MMZXA, the latest in the series [even though the ZX series is considered a spinoff, it actually is more or less a sequel to the MMZ series like the MMZ series being a sequel the to MMX series.]
In Rockman Zero 4, gameplay became complex and fun, but players felt that the game was starting to get too crappy, due to the fact that most of the things in the game began to make less sense and seemed horribly designed. But nevertheless, it was the end of the MMZ series, and it was received well.
A while later, the MMZX game was released, sequel to MMZ series, onto the Nintendo DS. You were able to choose the gender of your character, which only made minor changes to the plot and sidequests, but it was a good option which Capcom finally incorporated. The gameplay was decent and the story good, but once again, players felt that it was getting lousier, and suspected Capcom was using the MMZ series as a cash cow.

Megaman ZX Advent - Buckfire's Stage.
Megaman ZX Advent proved this.
First of all, to sum up the bosses, it took under 30 seconds to beat the first boss on normal mode, on the first playthrough.
Secondly, the system of getting about now required money. Gameplay was changed to force you to change forms [and take note that changing forms was pointless as very few were any good at all], in the form of making areas impassable without a certain form and that in future, it was likely you would never ever touch that form ever again. Storyline was brought TOO far, too warped, and left more plotholes than a bucket full of swiss cheese.
MMZX Advent Prometheus & Pandora fight.
Certainly, Capcom did improve graphics. But they either went too far, or just tried everything they could to continue milking money out of the MMZ series. In fact, it's been found several times that there were sprites completely ripped from the previous game, sometimes without touchups, and these werent even cameos, but part of animations and more. For instance a form's transformation animation had a sprite which came from the MMZX game, showing that the game was just tossed up together. All in all, a disappointment to many of the fans. It was noticed by people that the amount of fans and revenue of the MMZ series decreased ever since the 4th of the Zero series - proving that people knew Capcom was just trying to get money without much effort.
It's hard to describe how bad the difference was, but if you had ever completed the Rockman Zero series and then played the ZX series, you would understand what Capcom was doing. In fact, the same thing went for the Megaman Battle Network series, which was then continued in the spinoff Megaman Starforce/Ryuusei No Rockman, which too, became horrid games in the databases Capcom rockman fans.
Thank you Capcom for ruining one of my favourite series.
- Nicholas
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