From the thread "Your favorite game that'll never happen":
Maybe they should just team up with EAD Tokyo to make this happen...
They don't need to fix what's not broken... they just need to release the games.
Read on if you want to read a lot of serious design talk.
The key to megaman is at his core he is a platforming game based on ranged combat and not melee. IF things get close then you die. That is your foundation and everything from there onwards has to be built upon this core concept to transfer Mega Man into 3d.
The first aspect is he is a platformer at heart and platforming in 3D requires two really major things to make it good.
- Strong and easy to use mobility options that give you precise control of maneuvering
- Good cameras.
*More stuff, I read it I swear*
Any feedback is welcomed on these thoughts. I'd love to talk about this some more.
Why? Because Platinum would be owned by a company that would support it?Uh, I'm not thinking small at all. I'm thinking about what would be a good game. And Nintendo owning Platinum would be the worst thing to happen to gamers this century.
Lock-on would ruin the game, because a big part of Mega Man is skill shots. I think it makes more sense to use something like the Wii Remote's IR capabilities a la Metroid Prime. I agree with your platforming opinions, though.Read on if you want to read a lot of serious design talk.
The key to megaman is at his core he is a platforming game based on ranged combat and not melee. IF things get close then you die. That is your foundation and everything from there onwards has to be built upon this core concept to transfer Mega Man into 3d.
The first aspect is he is a platformer at heart and platforming in 3D requires two really major things to make it good.
- Strong and easy to use mobility options that give you precise control of maneuvering
- Good cameras.
Likely to make Mega man work in 3d he will need some serious retooling to his overall speed and air mobility options. Unlike Mario who most might try to clone Mega Man has to fight at a range. Mario is a slower character and his jumping style is one that, if you recall, faired best at close range since he could do jump ins and perform melee to safely approach opponents. When he was faced with flyers he generally began to struggle and it greatly hindered his platforming.
To get around this I think an air dash and various double, triple, or floaty hover style jumping options can fix this. Someone gets close back dash or go higher with your extra jump option to put enough range between you to fire. Obviously he is going to need something equivalent to a lock on system in order to jump and shoot accurately in 3d while platforming. Nothing like auto aim, but more like a z target and hold to multi target with a small shot limit to keep it challenging so you can't spread shot everything away and just be on with it. Pressure should be present and never so easy to eliminate. Generally, keep one to two enemies over his limit on screen to insure he has to worry about his safety as he shoots from those he can't target to keep him moving and platforming.
This brings up the camera issue. If you are precision platforming and you are firing at enemies you need to worry about blind pitfalls. This means as enemy numbers increase on screen you will be moving around a lot more. To compensate the camera should pull back and openup more of the screen for Megaman in these instances. Likely he will need a Metroid Prime style map marking enemies/enemy generators to stay oriented in large 3D environments like this. Some cameras would need to have defaults. For instance if it sees you targeting and you jump and side dash it should pan back some to show the landing area and up slightly so you can see your shadow and judge where you will land. Shadows for aiming are crucial to design your cameras to keep in frame during the usage of jumping tools that move you around fast.
Like when you jump in 3d platforming you need your shadow to aim your landing. Sonic messed up by giving you too much momentum to judge his landing and by making him skid on landings too much from his own momentum. This resulted in lots of sudden jumps, missed platforms, and sliding off edges. To compensate I think momentum should end after the air dash move and let you just drop straight down afterwards...otherwise it'd be like trying to precision platform during a firefight using Sonic's turbo boost to launch yourself...youd just be a big blue cannonball flying uncontrollably far due to momentum.
Its tricky, but not even close to impossible. It takes a lot of calculated design, but hey if an Animation student like me who still has 2 weeks to graduate can design its core elements so quickly its not impossible to do by a long shot. I'd say it really could be done so long as they remembered never to forget that at its core it needs to be platforming based on projectile combat. If they design his mobility tools to support this fact and never circumvent its purpose with a bunch of melee then it'd actually feel like Mega Man in 3d. Otherwise it'd feel like a reskinned beat em up and those are best left to really flashy and elaborate combat systems like Devil May Cry and Bayonetta. Mega needs to feel like Mega Man to make this jump to 3D. To do that you have to recreate the pressure of trying to platform in a game where theenemies never end and you can NEVER let them get close. This is what created Mega Man's core feel of trying to run through a swarm of hell while picking off just what was needed to survive. If he got melee he'd never feel like he had to run or dodge or worry because if they got close he could handle them. Its this aspect of long range at all cost that made Mega Man so distinctive. Anything else would just feel like playing Zero and thats not what we are trying to turn Mega Man into. 3d shooting platforming needs to have this limitation to remain challenging otherwise it'd be too easy or they'd have to make enemies take a ton of hits. Enemies weren't meant to be tough fighting experiences, they were meant to force you to move and be careful as you platformed. They were meant to feel like obstacles so treat them that way and make them fully able to threaten Mega Man's mobility like always by forcing him to jump, shoot and dodge. Melee means no need to dodge.
Any feedback is welcomed on these thoughts. I'd love to talk about this some more.
Legends was the right Mega Man for this generation, sadly it was released ahead of his time.
Nice post, and it backs up an idea I had but didn't have the energy to elaborate on in a post so I'm just gonna throw this out there: Sin and Punishment. Takes care of the camera issue straight away, stays true to the "shoot things far away, too close and they hurt you" style gameplay and allows for a focus on mobility (floating, flying, dashing etc) without being impeded by level design, or having level design be impeded by those abilities.
Mega Man didn't have the speed of Sonic but they always seemed like very tight, briskly- paced games (as opposed to Mario where levels were more spacious and there was room for error). Traditional 3D environments I think would degrade a lot of the gameplay that made Mega Man classic in the first place.
Why? Because Platinum would be owned by a company that would support it?
Lock-on would ruin the game, because a big part of Mega Man is skill shots. I think it makes more sense to use something like the Wii Remote's IR capabilities a la Metroid Prime. I agree with your platforming opinions, though.
Mega Man should be given a permanent rush armor with limited flight abilities. If you've ever played Gun Valkyrie for the Xbox, something like that.
Boosting into the air should pan the camera down to a birds eye view so you can aim at the ground. You dodge by jetting left/right/forward/backward.
Hire Wayforward to make a new 2D Mega Man.
Hire Insomniac to make a new 3D Mega Man in the style of Ratchet and Clank.
Done.
Retro-made 2.5D Mega Man would be pretty crash. They could have it set in the classic universe, but just make a new series.
Mega Man: Reloaded or something.
j
Legends only made sense in the PS1 era, a 3rd person shooter with bad cameras and controls mixed with JRPG elements. If they released Legends 3 it would have been difficult for them to sell more copies that the first 2 legends game did.
DMC style Megaman is probably its best chance of being relevant. I think Dragon's Dogma with busters is another idea that has potential.
I hope that when you eventually get a say in these things, you still ask GAF for thoughts on the games you are making. Game design was my childhood dream, so if I can indirectly influence a future game by talking about this stuff with you, a part of me feels fulfilled.I'm feeling you on this post. I agree that lock on can easily ruin Mega Man due to his skill shot core. I hadn't honestly considered motion controls like the wii's , but that could work. Dual analog would be too hard to do, but if he had a slight wily coyote like moment after an air dash before he fell where he stayed in air for a second before slowly gaining momentum into a fully fledged fall it should give enough time to orient yourself and aim without making it too easy. It would come down to playtesting. If it felt too hard then they may need a really really nerfed z-targeting thing, but the more I think about your idea the more I feel it could be designed to work and make skill shooting possible without forcing a high level of gunplay mastery skill from players akin to tourney level COD jump and strafe headshooting skills. A slight pause before descent could give us all the time we needed.
Gun Valkyrie is an excellent description of how his mobility tools and camera could work together to handle things without resorting to rails BTW. God, I'm glad I'm about to enter into this industry. I won't stop until someday at least one of these kind of Gaf talks makes its way into a damned design discussion where it can make a difference on some franchise or another. Studios need to hear this kind of stuff and its why I wanted to do this for a living so bad. I'm tired of spotting solutions and never having a big enough voice to give designers the answers they should consider for themselves. God knows where I'll end up, but someday if I earn the right to lead a project I am seriously going to remember feedback like this.
At this point? Something. ANYTHING.
I always thought Jet Force Gemini was a fantastic framework for 3D Mega Man.
Retire the IP, or at least put it to sleep for a long time. Mega Man doesn't have the appeal today that it used to back in the late 80s and the 90s. (Although MM9 was excellent.) We've gotten more than enough Mega Man games.
Mega Man 3D Land.
I would kill for 3D Mega Man that plays like a 2D Platformer akin to Super Mario 3D Land
dmc-style action game in the vein of zero directed by hideaki itsuno. do it.
They basically did this with Powered Up and it is one of the best Mega Man games ever.
Mega Man Universe was basically a sequel to Powered Up. Sucks that it got canceled though, even if it didn't look spectacular.
Sell the IP while it holds some value. That's really all they can do.
Let it die, not every franchise needs to last 30+ years.