Aurora Jenny
Smash Lord
Now, I've seen quite a few peole dissect the pros and cons of both Melee and Brawl's Single Player Campaign, seen the ideas suggested for improving said modes. To break it down, the problems with Melee is that Adventure Mode, while fun, is monotonous and repetitive in playing with all the characters. On the other hand, SSE had some pretty awesome cutscenes, but a bad storyline that results from not enough Nintendo material being used, worlds, baddies, etc. I thought the original enemies were neat, but should have seen a far greater variety of the local enemies too at least rather than a few iconic bosses. Anyhow, you guys can bullet point the details I missed but onto the meat of this thread, eh?
From what I'm seeing, you guys want something that is a blend of Melee's Adventure and Events, along with the Boss Mode. Now, let's start with the basics. You all liked how each world had its own mini-stage to scramble through right? To keep that from getting stale, how about making it a branching route, that's determined by either what you do during that stage or by which character you're using. Rest assured, there's only x number of stages you go through, but the route's always going to be different every play through.
So how do events and bosses tie in? Well, take Melee's Adventure mode as an example, at the end of each stage, you had a battle related to the world you were in. This is just taking it a step further, and having there be a different world-related challenge, but more interestingly, if the player character is native, have a special event(s) for them. Also, while said worlds could be randomized, set points in the adventure would be fixed for Rival Battles, Boss Battles, and what not, all leading to the Final Destination where you could have a cutscene development and final battle.
All of this could lean towards alternate methods of unlocking characters in a fun way without being boring or repetitive and force you to try all the characters without pressure. It gives players a good replay value and varying degrees of challenge towards unlocking stages, characters, and items. Heck, the Event Mode could have its' own unique challenges, but have the Adventure ones unlocked once you find and clear them so you can tackle them again with whoever you want. Same for the Boss mode.
Well, that's all I had to say on the matter.
From what I'm seeing, you guys want something that is a blend of Melee's Adventure and Events, along with the Boss Mode. Now, let's start with the basics. You all liked how each world had its own mini-stage to scramble through right? To keep that from getting stale, how about making it a branching route, that's determined by either what you do during that stage or by which character you're using. Rest assured, there's only x number of stages you go through, but the route's always going to be different every play through.
So how do events and bosses tie in? Well, take Melee's Adventure mode as an example, at the end of each stage, you had a battle related to the world you were in. This is just taking it a step further, and having there be a different world-related challenge, but more interestingly, if the player character is native, have a special event(s) for them. Also, while said worlds could be randomized, set points in the adventure would be fixed for Rival Battles, Boss Battles, and what not, all leading to the Final Destination where you could have a cutscene development and final battle.
All of this could lean towards alternate methods of unlocking characters in a fun way without being boring or repetitive and force you to try all the characters without pressure. It gives players a good replay value and varying degrees of challenge towards unlocking stages, characters, and items. Heck, the Event Mode could have its' own unique challenges, but have the Adventure ones unlocked once you find and clear them so you can tackle them again with whoever you want. Same for the Boss mode.
Well, that's all I had to say on the matter.