So being that I've only ever played Quest 64, I can only really ask this from that perspective, but if you were in charge of making a sequel to Quest 64 for current gens how would you go about doing that? What elements (not literally lol, or I guess if you wanna go there) would you bring back, alter, leave in the past and whatnot? What needs to be improved? Because like I said in the Banjo thread I think there are definitely some compelling elements to the games that could make for something great if given the chance.
I already had many thoughts on this;
Keep a single player thing. The game doesn't work well with multiple characters due to the action rpg set up. Unless it's a separate player controlling that character. Which would be a fine splitscreen option. Enemies can be modified due to that, like double HP(or 1.5 times) in that way.
The inventory system has to be fixed. This can either be done by having a multi-lined one like the Final Fantasy games or even Lagoon, or at least let you have an option to sort them by type. Having separated inventories for key items, wings, and consumables like the Gameboy remake is good.
Readable signs in something other than the Japanese version. And the rest of the JP features. Colored auras, etc. But the most important part, cutscenes. And up to 3 items can drop. >.>
I'd also like to see every single spell combination via your buttons different if possible. So Water/Fire/Water could be different from Water/Water/Fire. Mind you, the way the game is designed, it just puts it in a slot, and you're linked to it due to bad programming.
I'd like to see some kind of puzzles. Nothing extravegent, just something a bit more interesting.
Actual story. Like the Gameboy games, which are chock full of it.
I could also see other playable character options, perhaps with a different weapon in itself. And that different weapon could change how you play overall. Like you could have the Staff gain 2 MP back per hit instead, but a Warhammer as a melee weapon with more damage... but only gain back 1 MP. Where a dagger could have far weaker damage, but gain back 3. Or, for instance, you could skip your turn while wielding a dagger and get back 1 MP. I don't think the way the Gameboy games did it was that balanced. Especially since you can't restore MP while running around. Alternatively, your rate of restoration of MP could be based around the "class" you have. Which would determine your weapon type. You could also have a projectile weapon, but it wouldn't restore MP when you hit, or it could only restore MP depending upon your damage output. Kind of like a reversal of Vampire's Touch. So different classes with different weapons that matter. Other things like them making a certain element stronger would help.
The MP restoration items should be like the Gameboy games. So they are like restoring HP, with 50, 100, 150, and 9999.
You could also easily have other elements. Ice and Lightning are pretty separated at this point. There's even a bubble attack in the beta that could replace Ice Knife. Or maybe Ice Wall. Lightning might be harder to justify. Though you could apply these to the various Water moves(I explained above of how you could justify more spell slots).
More enemies. The variety isn't bad, but they could be better. Likewise, the item drops really need to be more evenly spread out. Also, return the Lottery with the various winnable items(including an upgraded Cape, main weapon, and an amulet to reduce encounters).
More music, and obviously make it sound better. Also, likewise, fix up the graphics a bit. It shouldn't be easy to see some polygon disappearing(though that might be an emulator problem?).
I'd like a language option and for it to be a hard worldwide release. Keep every language, even Spanish(then Mexico doesn't need to make bootleg/unofficial copies). Sure, you gotta print a bigger booklet, but...