You. I like you. Star Fox could be a fantastic story-driven series. That is, of course, if
Miyamoto wasn't the man with the plan. That interview with him shows his true colors,
if you look deep enough.
Then again, in my post on the previous page, I think Star Fox wouldn't bring out its full potential if it simply strives to be a Hollywood-esque sci-fi epic (fair potential, but not its best). I think, instead, it should rely on story-telling
through provoking the player's wonder. It's a series that, not only deserves to, but
needs to stand out; frankly, it
cannot stand out if it keeps getting the "puppet show" treatment that it has received in the past. This would require great TLC towards
how they flesh out each character, as well as focusing on the many factors of immersion (without having to use peripherals to simulate in-game virtual reality, or anything like that) such as (but not limited to): atmosphere design and feel (including the design and limitations of the many planets as well as the Lylat system itself, etc.), musical depth, variety and coherence; intuitive, but non-gimmicky control; the
ability to switch between the different Star Fox members as playable characters
during the actual story (I feel this will help players feel
more invested into each character, rather than just getting Fox's perspective, and, in turn, perhaps provide a more positive fan reception towards each character); and finally bringing a sense of constant strategy/options
during the story (
without needing to use an overhead map/anything related to Command).
I feel Star Fox would be at its peak potential if it could perfectly blend a sense of urgency
while granting options; a universe of which you
could (while keeping it optional, for those who prefer the more linear approach) explore/perform side missions for credits (or whatever the currency should be) that could be used for constantly upgrading equipment/vehicles/weaponry/
powers (this
slight RPG element for seducing the traditionally eastern gamer, and granting a greater sense of immersion all-in-all; and
powers for
Krystal, if you so choose, as a developer, to allow players, as an option, to utilize different melee techniques [i.e Krystal's staff, not SSBM] while on the many different planets [including other melee techniques for the other Star Fox characters]; or expand Krystal's control over telepathy, perhaps opening new venues of her psychic powers, even). For this, you could treat the Great Fox as the hub of all Star Fox activities. Slippy, the team's mechanic, could be the one who deals with all of the upgrading, so perhaps a deck on the Great Fox could be used for this. Another deck could be reserved for training, training that could give way to more advanced techniques, or to keep the players you're
not playing as at the top of their game so they are ready when you want to play as them (I must stress that there would
probably need to be counter-aspects that reduce a potential grindy-feel [the feel, for those unaware, of the player spending long, almost unnecessary, amounts of time on just trying to become stronger]). Even then, there could be so much more done with the Great Fox, if it is treated as a hub. Don't even get me
started on the amount of customization that could be put in (including, but
not limited to the customization of fighting mechanics, weaponry,
and vehicles). It could be simply epic, and something to get lost into, let alone itself.
Of course, an option to dispatch other members of Star Fox with you is a must (this is where multiplayer could come into play as well). Sometimes, it could be a requirement, depending on the quest/mission.
Yet at the same time, while you
could (optionally) explore Lylat/perform side quests, I said that Star Fox
needs to have a sense of urgency (wherein lies the sense of strategy, and how you handle decisions regarding your path towards Cornerian victory [or the end result of the game itself, if Corneria isn't, for provided/known
understandable reasons, the main vessel of the story]). I
must stress the difference between this idea and the concept in Command. In Command, while you have paths to choose from, its
linear. The perfect Star Fox game would be
open-exploration,
however a sense of urgency needs to still exist. It is possible to work around with the idea of the opposing cause constantly advancing in the game, requiring you to act in defense of your own cause, whatever it shall be, if chosen to do so; however, it shouldn't be real-time. It shouldn't be turn-based either. This, is where the
possibilities of Star Fox merely begin!
How should the opposition advance their cause without it being real-time
or turn-based? This requires experimentation. Heck, Star Fox could spearhead a new way to treat strategy games,
without the strategy element getting in the way of the wonder and immersion. Think of Skyrim (open-exploration feel) mixed with Majora's Mask (feel of urgency and need to act, except
without the constant time countdown and the fact that you could reset the three days whenever you wished). Then brew in the additional idea of an opposition that is advancing their cause while you advance yours, and you could have one interesting stew.
As for the controls? Options, options, options. Of course, options
without them becoming convoluted. For a specific example, an option (in a menu, as to set a default, whichever is most comfortable to the gamer) to switch between first-person or third-person while being on-foot (IMPORTANT: and
not having it where the game would require you to switch between both to accomplish certain feats, as that would be stupid. Instead, allow the game to be completed with
both perspectives, as that will grant more options to the player). How should the controls
feel? Sexy. That's how they
should feel (or at least strive to be). For a specific example, have you ever played Borderlands? This would be a good example of the first-person controls. As for third-person controls, have you ever played a game called Loadout? It has impressive third-person controls (the feel of the character's movement, not necessarily referring to the actual keyboard inputs, because a physical hand-held controller is a must). Mix these two together, and you have an
idea of what on-foot
could be like. As for spacial/aerial/vehicular controls, think of the best controls you've experienced in each of these venues, but strive to make improvements in each, and aim to give the player more feel
and control.
When it comes to on-foot innovation, there is one more thing I have to talk about: Interaction with your surroundings. The last thing Star Fox should be is an all-out Parkour game. However, I believe a Parkour element (
without the interactions feeling like frustrating obstacles), could be used to give the player
advantage in the battlefield. It could be fresh to come across an experience that allows you to interact with your surrounding, whether (as examples) in an athletic fashion to gain higher ground or to simply confuse enemies. The point is, the player needs to feel like they can control the battlefield, whatever medium it may be (ground/air/space/etc.). This could also be used to feature the athleticism of particular Star Fox characters (which would vary, of course, just juxtapose Slippy's athletic potential vs. Fox's, etc.). Heck, you could add certain abilities from the Smash Brothers series, to divvy up the on-foot experience, on top of all the weaponry and athleticism (without it becoming complicated or gimmicky).
And finally, comes the psychological aspect of the game: the player's perspective. The paragraph above stated that the player should feel like they have the ability to control the battlefield. Yes, however you need to strike them with an omnipotent dichotomy: where you
can have control, you can
lose it. In other words, there needs to be a common sense of danger,
provocative to the player(s) alone, and mostly affecting the player's psychological interpretation of the experience. This could be provided through various means, including (but not limited to): character liveliness and development (in terms of you
wanting to invest in the characters more, so you feel like they are a part of you, or a part of your friendship, ergo, your
responsibility), general difficulty (which could pertain to the ability of enemy A.I. [which is a topic for a later date, as I have crazy ideas for A.I.
similar to cleverbot, but on a more human-esque level of adaption]), certain decisions needed to be made (whenever they appear), and even the general atmosphere (more subjective than objective, but that's the point: psychological effects on the player).
For the multiplayer aspect, there's simply so much you could do... I just want to briefly mention one thing I have been thinking about.
Beyond the needed aerial/spacial dogfights (which could be
unbelievably fun [there's that word again, Mr. Miyamoto,
hint hint], there's something else: Clan Wars. This could be revolutionary for Nintendo. Two whole groups could simulate a Lylat war, for example Venom vs. Corneria,
online. What could you do with this? I'll let your imagination run wild...
Apologies for the wall of text, but I find Star Fox to be the only Nintendo game that causes me to get lost within its possibilities. That alone should be a testament to how I feel about Star Fox. Heck, we didn't even get to discuss the possible
stories that the franchise could tell! With a cast of characters and a universe like that, many things are possible...
This was just a
taste of what I meant by saying in the previous page's post, that "Star Fox could become Nintendo's magnum opus."
And
that's what is exciting.
*sigh*
It just doesn't seem like Nintendo sees the same way (or, perhaps, even similarly)...
We may never see Star Fox rise to its full potential...
I'm
not even sure of Star Fox's full potential
myself, to be honest. It seems like it could even do more than I have ever contemplated.
So yeah. Feel free to share these ideas, if you find them interesting of course.
And as always, Krystal for SSB4!