EDIT: Woah I missed something even while typing this first part. I feel bad for this discussion leading to someone getting banned!
Wow, this discussion sends chills up my spine. Its just thrilling. Its vindicating. It finally proves that we are heading in the right direction. I know that may sound odd since there is much argument against what I mentioned our intent was, but hear me out. We have a plan I hinted at in an earlier post that so far I have not heard anything from either side of the arguments here that should have a real problem with it once they grok its full impact. We wanted to see how you guys would discuss it amongst yourselves to see if we were even on the right track (that's why I started off asking what Tain would actually want).
What I presented was our worst-case minimum scenario for completing the game. But we have a much better plan. However, we plan to only present this as a stretch goal and we didn't want to get people's hopes up if we couldn't do it. We can't afford to do what we REALLY want to do on the minimum funding, but we needed to set the funding at the minimum we could to get the core experience finished (which we felt would still be pretty awesome and something most fans of this game style would really enjoy), as we were afraid that if we set it high enough to do everything we wanted to do that we'd end up with nothing (Kickstarter is all or nothing).
I'm not going to reveal the design we hope to be able to do here, but I'm going to give you some things to think about, and maybe you can figure it out yourself.
I like to look at a problem from all angles, and try not to take anything for granted. This means looking not just at the what works, but why it works and if there are other ways to achieve the same thing without losing something else in the process. Everything you change about something to improve it, you lose something. I think this is a lot of the problem with the progression of game development over all. Right from the start, you improve by, say, making a player able to purchase a game once and play it as much as they want without using quarters. But there was a cost for doing that wasn't there? There was a cost for adding cinematic presentation. There was a cost for adding 3D (camera control anyone?). There was a cost for giving infinite lives, just as there would be a cost for taking them away again. You never get something for nothing.
So with that in mind, the key is to look at what experience you truly want the player to have. I will now break down the core elements I personally think are vital for this game and that I feel most of the posters here would agree with.
*Core element #1: Don't waste my time, give me the gameplay
This means don't spend a lot of time on cutscenes and story, don't make me "grind" at any point, please no filler to extend the length of the game, I want REAL game-play from beginning to end.
*Core element #2: Make me earn it
Pretty basic, give me a challenge so when I complete something, I feel like I did something not everyone can, and I can feel a true sense of accomplishment.
*Core element #3: Motivate me to not only play the game, but master it
I don't want to just play through the game and be done with it, I want to feel motivated to learn it inside and out and feel like a real bad-ass by the time I can do a flawless run.
*Core element #4: Give me a reason to play ALL of the game, not just repeat the part I'm on now
I don't want to just hammer away at one spot and then never have to deal with it again. This isn't a tour of the levels. I can't appreciate the game experience as a whole if its just forgettable nuggets from beginning to end. There needs to be some reason why I want to play the game again from the start (or am forced to).
Can most everyone here agree on these elements? I'd like to think so. We have a solution that we believe amply satisfies all of those elements, but only if we get enough funding to do it (done editing this post).