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#151 |
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Newbie
Join Date: Jun 2011
Posts: 3
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Several years ago, I had an idea for a Superman game that could take advantage of the motion controls that Wii offered. It would be in first-person view. Just punch with either hand and Superman would punch, too. Simple. The game would be comprised of super-villain fights on the one hand, and flying missions on the other. Hold out the nunchuk controller to fly (Superman would fly one arm extended instead of both) and tilt it to ascend/descend/etc. You would chase after runaway trains, etc. Of course, you wouldn't have to keep your arm out continually while you flew. I think some investigative missions could work, too. Point the controller at the screen to show a small x-ray circle, and press a button to use heat vision.
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#152 | |
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Side-Kick
Join Date: Dec 2004
Posts: 5,111
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"No great genius has ever existed without some touch of madness." - Aristotle |
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#153 |
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I ♥ Jane
Join Date: Sep 2009
Location: Geordie Shore
Posts: 11,896
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Kid's being kidnapped by Toyman. Characters from the Daily Planet being kidnapped by someone. As long it's done along the line of the Riddler's side-mission.
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The Best Of British Women Tournament http://forums.superherohype.com/showthread.php?t=457183 Love For Jane http://forums.superherohype.com/showthread.php?t=455059 "A hero is an ordinary individual who finds the strength to persevere and endure in spite of overwhelming obstacles " Christopher Reeve |
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#154 | |
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Exquisitely Empty
Join Date: Feb 2006
Location: US
Posts: 2,570
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Superman with realistic physics isn't Superman. |
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#155 | |
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I ♥ Jane
Join Date: Sep 2009
Location: Geordie Shore
Posts: 11,896
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But it's more entertaining to see characters in side-missions, cause they are bound to do more and say more in the cutscenes. Especially if it's a character from the comics involved, like rescuing Vicki Vale in AC from the snipers.
__________________
The Best Of British Women Tournament http://forums.superherohype.com/showthread.php?t=457183 Love For Jane http://forums.superherohype.com/showthread.php?t=455059 "A hero is an ordinary individual who finds the strength to persevere and endure in spite of overwhelming obstacles " Christopher Reeve |
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#156 |
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Professor of Power
Join Date: Jun 2011
Location: In the Moment
Posts: 3,160
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Gripping? That's a bit of a strong word for picking up someone from a ledge and flying them to the hospital. Perhaps if we were catching them out of the air, or disarming gunmen in bullet time to prevent them from being shot... but even then, these are one-move events, these aren't really puzzles in the sense of...
Also, it is different when there is an immediate danger, and when there's some item to get. I can leave a riddler puzzle as long as I want, I can't really leave someone with a gun to their head the same way, y'know? |
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#157 | ||
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[insert witty comment]
Join Date: Apr 2006
Posts: 5,193
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Quote:
Personally it ranks as one of the worst games I've ever purchased. Quote:
Now IF an open world style game was achievable with Superman & it could come across well with plenty of things to do, then have at it I wouldn't not buy it because of it. But first & formost I'd like them to start out small'ish much like AA did for Batman & then work their way up. |
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#158 | ||
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Professor of Power
Join Date: Jun 2011
Location: In the Moment
Posts: 3,160
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Quote:
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How do you isolate Superman from a gameplay perspective? Do you restrict him from flying? Mission failure if you leave? Kryptonite fog? lol And even in a small space, what is there for Superman to do? In the whole of metropolis, or in just a section... |
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#159 |
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Side-Kick
Join Date: Dec 2004
Posts: 5,111
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It needs to be open world simply because of that reason, the illusion that he can go anywhere. Just create interesting side missions that take advantage of his powers like flight, xray, etc. and link it to a rogues gallery villain like Arkham City did. It's a formula that works for good reason. Not that anybody would ever do this, but how awesome would it be if they released a game that was literally just being Superman in Metropolis with side missions, and they released story content episodically in DLC? Would satisfy both the sensation of being Superman saving people daily, and then STAS type episodes that would be 2-3 hours each with great set pieces. I can dream, can't I...
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"No great genius has ever existed without some touch of madness." - Aristotle |
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#160 |
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Professor of Power
Join Date: Jun 2011
Location: In the Moment
Posts: 3,160
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Well, then you run into a problem... you can't map out the whole planet, so eventually there's an invisible wall somewhere... how do you keep up the illusion for someone that decides to just keep flying.
Also, as you likely know, most people don't have the imagination to create goals for themselves, especially in video games, and would get bored very quickly without a compelling story. Any 'interesting side missions' would be evaluated as the story, and any story DLC as promises, perhaps too little too late. |
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#161 | |
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I WILL FIND HIM!!!
Join Date: Jan 2011
Location: Smallville/Metropolis
Posts: 7,349
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Quote:
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My father believed, if the world found out who I really was, they'd reject me...out of fear. He was convinced that the world wasn't ready. What do you think? -Superman |
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#162 | ||
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[insert witty comment]
Join Date: Apr 2006
Posts: 5,193
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It wouldn't be a very Superman'ly thing to do if Doomsday was killing people or destroying things & you decide to seperate yourself from him & fly off in the opposite direction. You get the general idea, if something is happening surely there should be mission failure or perhaps the character himself gives a verbal warning/hint towards the player that perhaps he should do xyz. If & when they make another Superman game, unless they are gonna invest about 5 years of development time into it they should start of small scale & gradually work their way up in terms of scale of free roam & map size much like AA & AC did. |
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#163 | |
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Professor of Power
Join Date: Jun 2011
Location: In the Moment
Posts: 3,160
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Agreed
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But I agree that the scale should be small, so that the game can be made, but the reason I question everyone's suggestions is to highlight how frikkin difficult the game is, and how it really doesn't fit around typical level design. I mean, there's a reason that you don't see flying characters in video games. It removes all platforming, and outdoor level design, and means the only constraint you can use is the enemies. With Superman the idea is compounded as even indoor level design needs some macguffin to keep him from just plowing through... I haven't come up with, or heard of a good way to confine Superman that isn't frustrating or confusing. |
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#164 |
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Scrawny gaunt & anorexic?
Join Date: Feb 2011
Location: Hertfordshire, UK
Posts: 1,349
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How about Kryptonite clouds?
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#165 |
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Exquisitely Empty
Join Date: Feb 2006
Location: US
Posts: 2,570
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All you can really do is make it like the GTA games where Metropolis is an island and put the invisible walls a mile or two off the coast, which would dissuade the player from bothering to fly to them, and when you get to them, the game just turns you around.
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Superman with realistic physics isn't Superman. |
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#166 | |
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I WILL FIND HIM!!!
Join Date: Jan 2011
Location: Smallville/Metropolis
Posts: 7,349
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Quote:
__________________
My father believed, if the world found out who I really was, they'd reject me...out of fear. He was convinced that the world wasn't ready. What do you think? -Superman |
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#167 |
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Professor of Power
Join Date: Jun 2011
Location: In the Moment
Posts: 3,160
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Yeah, I agree, with Kal, Cenobite, that was the SR game solution, putting the invisible walls away from the action was the best solution they could come up with, but for a character who is about being able to go places, and for a game where there's little reason to focus on the city, I think it made you feel trapped by the limitations of the technology, and constrained by the story or focus of the game.
Honestly, the way I would do it is to use some sort of progressive generation set up to either put an immense amount of distance between the player and the invisible walls, making the travel to them both rewarding in terms of giving them freedom, and discouraging, as there's really nothing to do outside of Metropolis in the countryside to the west, or in the ocean to the east. Of course, progressive generation comes with its own challenges... namely, no one can fill up a whole immense map, which is why most huge (more than 100 square miles) maps are like driving games where travel is the only gameplay meant to happen in most areas, because they're empty. And of course, you have to get someone who's good at those kinds of algorithms and such. It's more like the extra 1,000 miles, literally, Kal-El. Not everyone has the ability to make a world that big, and few have the ability to make it fun. See the Superman Returns game for instance. Another reason why it's so hard to make a good Superman game. I really think that's why flying should be the core mechanic. If that feel really good, then everything else can build off of that. |
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#168 | |
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I WILL FIND HIM!!!
Join Date: Jan 2011
Location: Smallville/Metropolis
Posts: 7,349
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Quote:
__________________
My father believed, if the world found out who I really was, they'd reject me...out of fear. He was convinced that the world wasn't ready. What do you think? -Superman |
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#169 |
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Professor of Power
Join Date: Jun 2011
Location: In the Moment
Posts: 3,160
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That could be interesting, multiple sizeable 'levels' or 'areas' to play in, or perhaps one main area and several smaller 'levels' that are more linear. Could be interesting.
Could make the workload a bit smaller, and could also be more conducive to gameplay "I'm not ready to go there yet" is a lot better message than "I can't go there" |
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#170 |
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I WILL FIND HIM!!!
Join Date: Jan 2011
Location: Smallville/Metropolis
Posts: 7,349
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the one thing I hated about Superman Returns' video game is that once you beat it, the same lame villains kept popping up. Give me some kind of disaster I have to stop. I don't want to keep fighting the same guys multiple times. And I really didn't like the controls for his powers. That needs to be fixed. I was glad that you didn't have to EARN them, but the constant switching back and forth was a pain
__________________
My father believed, if the world found out who I really was, they'd reject me...out of fear. He was convinced that the world wasn't ready. What do you think? -Superman |
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#171 | |
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Side-Kick
Join Date: Dec 2004
Posts: 5,111
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Quote:
__________________
"No great genius has ever existed without some touch of madness." - Aristotle |
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#172 | |
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I WILL FIND HIM!!!
Join Date: Jan 2011
Location: Smallville/Metropolis
Posts: 7,349
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Quote:
__________________
My father believed, if the world found out who I really was, they'd reject me...out of fear. He was convinced that the world wasn't ready. What do you think? -Superman |
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#173 |
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Banned User
Join Date: Jan 2011
Posts: 3,662
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Wow. How completely ignorant of gaming development. It is "rather simple" to construct open world gameplay involving "states, countries, outer space, and OTHER WORLDS"?! You've got to be s----ing me.
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#174 |
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I WILL FIND HIM!!!
Join Date: Jan 2011
Location: Smallville/Metropolis
Posts: 7,349
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ok, so maybe not complete open world to where you can openly fly to all those places, but you fly to a certain spot and then it loads the next level, say it be space. You fly to the north west corner of the map and it takes you to another part of the game. If you can go to "The Watchtower", "Metropolis", "Gotham" and other places in DCU Online, you should be able to do the same thing in a platform game. How is that so hard to figure out? And no, I'm not ****ting you
__________________
My father believed, if the world found out who I really was, they'd reject me...out of fear. He was convinced that the world wasn't ready. What do you think? -Superman |
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#175 | |
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Banned User
Join Date: Jan 2011
Posts: 3,662
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Quote:
I don't know what your sense of scale is, nor your ideal depth to satisfy any particular territory. But I imagine you wouldn't want scope for the sake of it. You want something to explore. At this point in game development, even the most arduous and aspiring creators in the industry are simply not capable of delivering those vast worlds to meet modern expectation of what that size and scale could entail. I'd say we're at least two gaming generations away from competently reaching that sort of potential. |
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