stan423321
Member
for at least the last 1925 seconds i was drinking coca-cola and thinking about playstation all-stars battle royale. it is sometimes said that the game being the disappointment it was was due to limited appeal of the included characters, and i personally think that's b*******. other people say it's due to game lacking the content overkill and passion of developers of the obvious inspiration behind it, and i think that's b******* too. other people say that the problem was the characters they needed were all too expensive, and while wishlists are cool, i think that is not entirely the problem. what i think actually happened was developers underestimating the effects of the super kill system early in the development, and then getting tiny budget. anyway, in the end the brand is poisoned right now, but knack 2 is a thing regardless so we could surely imagine reusing that.
what many people already noticed is that the concept behind the crossover does not necessarily tie into a particular gameplay genre like a sidescrolling platformer, so using a genre such as tps could be a nice starting point, for some characters of course you could make them exclusively use exaggerated melee attacks and so on. you could actually stop there and start implementing elements making the game more interesting in party scenarios, such as split-screen multiplayer modes, character differences and zany pickups such as new coke, as well as regular shooter staples such as capture that flag, and you could end up with a pretty nifty game, but i doubt it would just sell. a recent trend is to add complex story modes to fighting games, but it's hard to assess how well would that work since that is not a fighting game really.
that brings us to the often criticized thing about newest smash bros, in which on small stages combined with bigger player counts players have no breathing space, and on bigger stages combined with lower player counts running is sometimes considered the best strategy, and unless you're one of weirdos playing on time mode as intended by the developers, bigger player counts gradually diminish, which has the semi obvious but yet unimplemented, probably due to said developers intention of making people play on arbitrarily scored time mode, solution of the stage falling apart as players are eliminated. regardless of the tps mechanics being different than those of a platform fighter, one would expect that such a setup would work nicely in that too, even ignoring the recent fever of making games primarily based upon a very similar mechanic, in which playing ground gets gradually reduced regardless of players getting eliminated. it is not a huge leap in logic to allow players to mimic such games more closely by setting stock count to one etc, assuming game has enough of various settings.
if you made that focus on that the question then becomes why would you buy that instead of the real deal. well, there are two reasons. one is that the real real deal is apparently being in talks with microsoft. another is that this is where the crossover part gets into play. under my understanding pubg is primarily based upon players making use of resources found upon the map, and while this aspect would not probably be completely eliminated, the usage of varying player characters and their skills, not only attacks but also traversal abilities or even teammate support, would result in a significantly different yet recognizable game feel that would make that that while at the same not screwing with the design too much because that's impossible, how would such a small change change that that much. though frankly speaking even making the nature of the pickups less bland would have similar results, but having characters as well recognized starting points isn't the worst idea ever. three is that you have split screen while most of the battle royale games i heard of don't. wait, i said two reasons, while i have four. oh well. four is the game is different so you could do other changes to fit the audience, for instance you could not add mi- i mean, you could also release vi- i mean, you could push perf- i mean, you could include coca- i mean, no, there clearly were three re- i mean, four, you make the game pegi 12 so that the few people who care care. and add old-school team elimination 8v128 for when people get bored with 1v128 and 2v128. how would i forget that? because that's obvious. let's peg that at zero. zero sugar.
the one question that remains is how do you justify the fact that players can end up seeing 128 kratoses, and the answer is you justify that with a multiverse, or with nanomachines running on coca-cola. the other question is how do you use that justification to justify 128 pepsimen and the answer is, regrettably, pepsiman won't cut it into the game, so it's not really a question.
so that would be that. i don't work at sony so if you like the idea of playstation all-stars battle royale battle royale tough luck, i recommend you send coca-cola to sucker punch or somewhere so that they think of that. i should also clarify that i don't work at coca-cola.
send me coca-cola if topic's old.
what many people already noticed is that the concept behind the crossover does not necessarily tie into a particular gameplay genre like a sidescrolling platformer, so using a genre such as tps could be a nice starting point, for some characters of course you could make them exclusively use exaggerated melee attacks and so on. you could actually stop there and start implementing elements making the game more interesting in party scenarios, such as split-screen multiplayer modes, character differences and zany pickups such as new coke, as well as regular shooter staples such as capture that flag, and you could end up with a pretty nifty game, but i doubt it would just sell. a recent trend is to add complex story modes to fighting games, but it's hard to assess how well would that work since that is not a fighting game really.
that brings us to the often criticized thing about newest smash bros, in which on small stages combined with bigger player counts players have no breathing space, and on bigger stages combined with lower player counts running is sometimes considered the best strategy, and unless you're one of weirdos playing on time mode as intended by the developers, bigger player counts gradually diminish, which has the semi obvious but yet unimplemented, probably due to said developers intention of making people play on arbitrarily scored time mode, solution of the stage falling apart as players are eliminated. regardless of the tps mechanics being different than those of a platform fighter, one would expect that such a setup would work nicely in that too, even ignoring the recent fever of making games primarily based upon a very similar mechanic, in which playing ground gets gradually reduced regardless of players getting eliminated. it is not a huge leap in logic to allow players to mimic such games more closely by setting stock count to one etc, assuming game has enough of various settings.
if you made that focus on that the question then becomes why would you buy that instead of the real deal. well, there are two reasons. one is that the real real deal is apparently being in talks with microsoft. another is that this is where the crossover part gets into play. under my understanding pubg is primarily based upon players making use of resources found upon the map, and while this aspect would not probably be completely eliminated, the usage of varying player characters and their skills, not only attacks but also traversal abilities or even teammate support, would result in a significantly different yet recognizable game feel that would make that that while at the same not screwing with the design too much because that's impossible, how would such a small change change that that much. though frankly speaking even making the nature of the pickups less bland would have similar results, but having characters as well recognized starting points isn't the worst idea ever. three is that you have split screen while most of the battle royale games i heard of don't. wait, i said two reasons, while i have four. oh well. four is the game is different so you could do other changes to fit the audience, for instance you could not add mi- i mean, you could also release vi- i mean, you could push perf- i mean, you could include coca- i mean, no, there clearly were three re- i mean, four, you make the game pegi 12 so that the few people who care care. and add old-school team elimination 8v128 for when people get bored with 1v128 and 2v128. how would i forget that? because that's obvious. let's peg that at zero. zero sugar.
the one question that remains is how do you justify the fact that players can end up seeing 128 kratoses, and the answer is you justify that with a multiverse, or with nanomachines running on coca-cola. the other question is how do you use that justification to justify 128 pepsimen and the answer is, regrettably, pepsiman won't cut it into the game, so it's not really a question.
so that would be that. i don't work at sony so if you like the idea of playstation all-stars battle royale battle royale tough luck, i recommend you send coca-cola to sucker punch or somewhere so that they think of that. i should also clarify that i don't work at coca-cola.
send me coca-cola if topic's old.