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Post by Creative Sushi on Nov 15, 2015 15:03:46 GMT
BASIC STORY LINE So this takes roots similar to the original Pikmin game. A space explorer (whoever that may be) crash lands on the planet while doing something in space completely unrelated. However unlike Pikmin 1, the ship is in shambles, and is completely destroyed with no chance of repair.
GOAL The goal of the game would be construct a communicator using parts found around PNF-404 to construct a communicator in order to send out an SOS and be picked up and saved, meanwhile surviving on the planet.
CONFLICT
At night, you would have to take shelter in caves as you have no ship to escape. You also have the issue with your space suit, which will no longer function after a certain amount of days, just like in Pikmin 1. You also have to keep a steady supply of fruit or you will starve in a similar (hopefully better) mechanic to Pikmin 3.
DAY EXPLORING The day time would consist of collecting food and growing Pikmin. After building a device to extract the berries and make spicy spray, this would also be a function of the day time collecting. The day time exploring would work in a very similar fashion to Pikmin 3. The other thing you have to do is locate new caves and open them with bomb rocks for night-time exploration. At night you will be sent to the closest cave you are near at the end of the timer. At night the game will "force" you to access the onion to select what pikmin you want before you retreat to the cave, and then the onion will fly into space for the night.
CAVE EXPLORING Cave exploring will be required at night time, and optional during the day. Caves will be where the bosses lie, as well as the parts for your communicator. They could also be the connector between open-world areas. They will work in a similar style to Pikmin 2, and will consist of different sublevels however not exactly the same. For one, time will still pass while in a cave, so you don't get a break. Your still only limited to 100 pikmin, and there are no ways to grow Pikmin other than queen candypop buds. The sublevels will be different in sense that you will be able to go back up a sublevel at any time. You will have to consider how much time you spend in a cave, and outside, as during the day you can go into either. Days will probably be longer for this reason.
Problems with this idea: Only one captain (presumably, although accommodations could be made to throw in some more. I kind of liked the loneliness of Pikmin 1.) Assumes the captain does not sleep.
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Post by The Shearsquid on Nov 15, 2015 21:36:49 GMT
Did you see the potential new Pikmin talked about in DazzReviews' latest video? Those could tie in nicely with that kind of mechanic. And actually, since Louie supposedly is again stuck on PNF-404, he might be that captain who has to survive on his own.
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Post by Creative Sushi on Nov 16, 2015 0:10:54 GMT
Did you see the potential new Pikmin talked about in DazzReviews' latest video? Those could tie in nicely with that kind of mechanic. And actually, since Louie supposedly is again stuck on PNF-404, he might be that captain who has to survive on his own. That may work better. Mostly because it wouldn't have a fixed ending. The downside would be that your missing a second captain.
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VIDEO GAMES *kicks chair*
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Post by GoldenTriforce on Nov 16, 2015 1:28:19 GMT
I think this would be cool but... no. Such a major change would not be good for Pikmin. Pikmin works as a strategy focused game, and a game based off of completing tasks on a day by day basis. Mixing in a different style of game would be off putting for many, including me. I think Pikmin 4 will change the series up in some ways, but the core of the series will be the same, just how the world and the mechanics are implemented will change. I don't mean that Pikmin 4 will be completely different than the past games, because that is not what Nintendo needs to or should do, but it will change a few things up (like more customization, open world, online, or amiibo)
Again, the idea itself is not bad, and could be fun, but I don't think it would work for Pikmin.
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Post by Creative Sushi on Nov 16, 2015 3:47:56 GMT
I think this would be cool but... no. Such a major change would not be good for Pikmin. Pikmin works as a strategy focused game, and a game based off of completing tasks on a day by day basis. Mixing in a different style of game would be off putting for many, including me. I think Pikmin 4 will change the series up in some ways, but the core of the series will be the same, just how the world and the mechanics are implemented will change. I don't mean that Pikmin 4 will be completely different than the past games, because that is not what Nintendo needs to or should do, but it will change a few things up (like more customization, open world, online, or amiibo) Again, the idea itself is not bad, and could be fun, but I don't think it would work for Pikmin. How would it change the strategy of the game? While outdoors you would need to collect fruit to preserve yourself exactly the way you do in Pikmin 3, but during night you would explore the caves just like in Pikmin 2 to collect treasures/artifacts and have things like boss battles. I don't really see how this would change the style of gameplay. Pikmin would be grown in the onions during the day, however at night the onions go out to space, so you have to collect the Pikmin you want to keep for the nights, just like the caves in Pikmin 2. Its literally a combination of Pikmin 2 and Pikmin 3 with more time-based element. As you explore the world you could find new caves, in which you would find more treasure. The difference from Pikmin 2 would be that instead of returning to the ship at night, you would be returning to the cave. I don't see where you see a gigantic change.
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VIDEO GAMES *kicks chair*
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Post by GoldenTriforce on Nov 16, 2015 14:18:39 GMT
If there were to be a night mode, I doubt Nintendo would force you to return to caves, as at that point, just don't add night. Yes it may add a bit of challenge to the overworld, but I don't think it is worth a fundamental aspect of gameplay being changed, and also adding an aspect of the game that newcomers would be offput by (see here: pikipedia.freeforums.net/thread/68/why-pikmin-never-night-mode?page=1&scrollTo=172)
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Post by Creative Sushi on Nov 17, 2015 0:04:30 GMT
If there were to be a night mode, I doubt Nintendo would force you to return to caves, as at that point, just don't add night. Yes it may add a bit of challenge to the overworld, but I don't think it is worth a fundamental aspect of gameplay being changed, and also adding an aspect of the game that newcomers would be offput by (see here: pikipedia.freeforums.net/thread/68/why-pikmin-never-night-mode?page=1&scrollTo=172)What you just said: "I doubt Nintendo would do that one thing you just said, so having the other thing you said that builds off the thing they won't do would be dumb and people wouldn't like that." No dip.
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Ranked 3rd in the Pikipedia Bingo Battle Tournament 2016
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Post by jpmrocks on Nov 17, 2015 2:15:51 GMT
My largest set of feedback on this is that you aren't giving us enough to judge any here. I know in the Skype call, you explained stuff a lot more, but here, you need to flesh things out more. Now, having a Night Mode as being the driven plot of a Pikmin game would defeat the purpose of Sundown, which is the player's escape from the surface. Now, the player is stuck on the surface of the planet, and we know from past games, everything at the bottom of the foodchain gets eaten. We also know that Pikmin do have enough intelligence to fight for themselves, as seen at the end of Pikmin 1, so a Captain would not change the inevitable demise of said pikmin. Now, taking shelter in caves. What kind of caves? Pikmin 2 Style? Pikmin 3 Style? Elaborate. Gathering food would be a task, that I like, something butchered in Pikmin 3. But the game's goal being "unlocking the secrets of the Pikmin Planet" does not sound like a good goal. If a miscellanious cosmonaut crashes on a foreign world, his highest priority would be survival, not discovering age old planetary secrets. Also, the player wouldn't have to search for secrets at all, seeing as the rescue pod would come around eventually. TL;DR Elaborate more. Imma go check out for Pikmin Defense now.
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Post by Creative Sushi on Nov 17, 2015 2:56:31 GMT
My largest set of feedback on this is that you aren't giving us enough to judge any here. I know in the Skype call, you explained stuff a lot more, but here, you need to flesh things out more. Now, having a Night Mode as being the driven plot of a Pikmin game would defeat the purpose of Sundown, which is the player's escape from the surface. Now, the player is stuck on the surface of the planet, and we know from past games, everything at the bottom of the foodchain gets eaten. We also know that Pikmin do have enough intelligence to fight for themselves, as seen at the end of Pikmin 1, so a Captain would not change the inevitable demise of said pikmin. Now, taking shelter in caves. What kind of caves? Pikmin 2 Style? Pikmin 3 Style? Elaborate. Gathering food would be a task, that I like, something butchered in Pikmin 3. But the game's goal being "unlocking the secrets of the Pikmin Planet" does not sound like a good goal. If a miscellanious cosmonaut crashes on a foreign world, his highest priority would be survival, not discovering age old planetary secrets. Also, the player wouldn't have to search for secrets at all, seeing as the rescue pod would come around eventually. TL;DR Elaborate more. Imma go check out for Pikmin Defense now. Pikmin can fight by themselves yes, but not nearly as well even to a comparable ability that they can to when they are with a captain. I agree with your point on the storyline, and I have edited that. I also have elaborated more.
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<insert status thingy here>
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Post by PikFan23 on Nov 25, 2015 7:26:23 GMT
Hmm, seems interesting, but I have to agree with Jpmrocks that that there isn't enough info. I like the concept of caves having a greater diversity, blending the styles of Pikmin 2 and 3. Though, how would you transition between sublevels? Would there be tunnels connecting each sublevel? Also, about the captain not sleeping: you could exploit this somehow. The more tired the captain is, the slower he is; i.e. walks slower, throws slower, etc. Perhaps you could find rest levels in which he'd be able to safely sleep. These could be like bases. And finally, here's an idea for the plot. As time goes on, you find more evidence of another stranded explorer, and eventually meet this other explorer. While yes, it would ruin the loneliness aspect, this second explorer wouldn't be discovered till later.
One glaring flaw, though: Olimar mentioned that he couldn't send an SOS using the Interstellar Radio because the rescue team would take too long. How do you plan on resolving this?
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