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only character enhancement but ship
enhancement. Consider adding some branching points along moral/ethical
lines that affect the main storyline.
What To Do Wrong:
Straightjacket players into a storyline that brooks no deviation.
Go back to the 2D gameplay and the one dimensional characters.
Crusader
You
may wonder why I'm mentioning this game (the entire series, really) when
I've already suggested that it's poor cousin Meat Puppet deserves
a remake. They both deserve remakes, but they deserve them for
radically different reasons. Meat Puppet is the "redemptive"
remake. Crusader is the "reincarnated" remake. It was a great
series cut short (only two games were made, but five were reportedly
planned out) and it's just the sort of over-the-top balls out action
adventure game that never really gets old. How could anybody walk away
from that?
What To Do Right:
Keep the environmental interactivity. Go full 3D. Bump up the
enemy AI. Make the arsenal as cool if not cooler than the original
games. Maybe consider recreating the first two games much like
LucasArts is redoing Monkey Island. Keep the grim and gritty
cyberpunk cool of the originals.
What To Do Wrong:
Steal from Halo and Gears of War. Limit the number of
weapons the character can carry (you already made and corrected that
mistake in the first two games). Make it a "mindless" shooter.
BattleTech
Let's
get this one clear right from the get-go: I am not talking about a
remake or another sequel to MechWarrior. I'm talking about
BattleTech, the original wargame which would later spawn the
MechWarrior franchise. Its first iteration on PC was actually
closer to a JRPG than the tabletop miniatures wargame, and its second
go-round was a very slow pseudo-RTS that did manage to capture the feel
(and some of the frustration) of having to manage an army of trucks,
tanks, and walking war machines. What was striking about the games
prior to MechWarrior was the amount of effort put into not only
getting the feel of the setting translated properly into the game space,
but getting you the player ready to go out and kick somebody's ass.
Playing those games, I remember my brother and myself keeping the manual
open and reading it at every turn, using it like it was a copy of
Jane's Armour and Artillery to help identify enemies and formulate
battle plans. That was a genuinely useful manual for a game and it was
a genuinely enjoyable game.
What To Do Right:
Immerse the player in the setting. Keep the game focused as a
wargame, probably RTS, but don't be afraid to add in some RPG elements
to the mix. Remember, a lot of the BattleTech universe revolves
around mercenary outfits, and if Jagged Alliance was any
indicator, players will shepherd their units more closely if they think
of them as characters. Let the computer handle the tedious calculation
parts and let the player focus on tactics and execution. Definitely
package in a fully featured map editor.
What To Do Wrong:
Emulate Command & Conquer, EndWar, Stormrise, StarCraft, or
Supreme Commander. Hire a bunch of actors (even really good
actors) and create FMV sequences.
Outpost
If
there was ever a game which had so much great stuff and yet was so
thoroughly hobbled by bad choices, Outpost was that game. On the
plus side of things, you had probably the most scientifically detailed
computer game ever made. This was hard sci-fi at its best: no freaky
powers, no unexplained widgets which just happen to solve problems, just
200 colonists and one shot to avoid extinction (though the strategy
guide did mention that the devs had considered making an expansion
involving aliens). On the minus side, you had a manual that practically
wasted the paper it was printed on, a degree of difficulty even on the
"Easy" setting that turned off a lot of players, and so much obscurity
in everything from the tech tree to the basic workings of the colony
that you wondered why cannibalism wouldn't be a perfectly rational
policy to implement. For the sake of my health and sanity, I'm going to
pretend that the excretable sequel never happened. Still and all, well
before Alpha Centauri, this was the benchmark for simulating an
extrasolar colony.
What To Do Right:
Write a proper manual and package it in with the game. Obscure nothing,
abstract nothing, let the player see it all. Allow the player to create
supplementary colonies and facilities away from the main colony, maybe
even colonize other worlds in the star system they've chosen. In the
fifteen odd years or so since the game first came out, there's been a
wealth of new ideas, new information, and new technologies, work those
into the game. Allow for the possibility of more Earth-like worlds
instead of locking the player into a "Rare Earth" model. Give players a
map editor and let them go nuts.
What To Do Wrong:
Do exactly what you did for the first two games.
(August 7, 2009)
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