bgassassin said:
Going back to a Nintendo x Capcom scenario, what kind of genre would y'all want it to be?
I would like it to either be an RPG (more traditional than Namco x Capcom) or in the style of the Capcom vs series. Or better yet Nintendo x Capcom Power Stone style. That would definitely get my attention.
I don't want to go posting all of my fanboy ideas, but I've always thought a Nintendo vs. Capcom (fighting game) would be a perfect opportunity to inject some Nintendo-esque principles into a genre that's largely more difficult for players to get involved in.
Motions would need to be taken out. I know this is going to get me a huge amount of flak from purists, but I don't think they intrinsically add anything to the game beyond an artificial skill barrier. What's more important in fighting games is the interaction of mechanics and decisions made by opposing players, not the input. My typical example is likening motions to requiring players to play a perfect rendition of Moonlight Sonata prior to successfully moving a piece in chess. (There's an argument to be made, though, for how motions can restrict certain strategies, such as spamming Sonic Boom on Guile or something. These sorts of problems can be easily avoided with a little bit of creative thinking, such as short cooldowns.)
Special attacks would be executed the Smash way, i.e. through a dedicated button or buttons. Losing depth through the L-M-H variations would be a concern, but I think they could be retained through clever design. For example, a lot of heavy variations do more damage, but come out slower simply require the button to be held longer, the time of release determining the type of special. Position based variations (such as Dormammu's Dark Hole or Purification) can take the Mewtwo Teleport route, in that for a brief moment of time after input, you can alter the position by moving the stick in a desired direction.
Take out the Light, Medium, Heavy system, and reduce it to two buttons, A and B attacks. However, alternating between the two during strings results in different attack strings. In AAB and ABA, the second A might be completely different moves. The idea is that there is already a "right" answer when you initiate a combo in a fighting game there is an optimum sequence of buttons to press to result in max damage, and once the combo starts your opponent can't do anything about it, it's solely a single-player skill barrier. If landing that specific attack on an opponent can always lead to X damage from a skilled player, distill that combo down into a more meaningful series of attacks that is manageable for most players. (Eighting, developer behind TvC, implemented something similar in
NGNT4.) A and B attacks could also be augmented by directional variations, such as A-Up being different than A-Right.
The above paragraphs basically describe Capcom's Simple Mode, except at a level that doesn't sacrifice depth or options.
I've also had ideas for some sort of way to have the player taking damage influence the attacking player's strategy, similar to directional influence in Smash. I don't like the idea of one player being completely passive in these sorts of situations.
Basically, a game that retains depth, deemphasizes artificial skill, and the results of each match ultimately emphasizing a larger amount of direct player-to-player interactions and decisions than most other fighting games. This game would not only be a huge success, but it would strengthen relations with Capcom, introduce a large number of players to a whole new genre, and boost Nintendo's standing with hardcore gamers.
EDIT: wow i went overboard