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Keiji Inafune was recently promoted to oversee all of Capcom's production studios. He'll obviously have less time to focus on the Mega Man franchise as a whole. With the popularity of Mega Man 9 and 10, odds are that a number 11 will be released eventually. Now, imagine that the Capcom managers come to you to design that new game. What would you do? Another NES-like title? A shiny, modern 2D platformer? An on-rails 3D game? Something else? What about the enemies? The music?

If you were to ask me which of the original series' games is my favorite, I probably wouldn't come up with Mega Man & Bass spontaneously; but whenever I replay that game, I feel like they got the formula near perfection. With some changes, and some ideas borrowed from older games, I'd end up with my ideal game set in the original series.


Story
I don't care about the overall plot that much (this isn't Battle Network). If more than one character is playable, each deserves at least some sort of introduction to explain his motives for being in the fight. Two or three lines of changed dialogue doesn't really cut it. Keep at least the pictured cutscenes, as seen in Mega Man 9 and 10, which are a nice change from only having moving sprites.

Two castles are a must, or at least some sort of fake villain to draw things out a bit. There's no way we can avoid a match against Dr. Wily at the very end of the game, but there's room for something more to happen before that. Mega Man 4 to 6 are among my favorites because of that: you defeat the eight robot masters, go after the apparent culprit, then get ready for a showdown against the mighty Dr. Wily.

Spoiler about Mega Man 10 (click to toggle)
Mega Man 10 was THIS close to getting this part right, with the surprise unveiling of the space station. If only 2 or 3 full levels had taken place in outer space instead of being limited to the final battle, I'd have been satisfied.


Graphics / Style
I like the 8-bits look, but it's got many games done like that already. I'd rather get a modern-looking, sprite-based game will no real technical limitations. Mega Man & Bass took the detailed Mega Man 8 graphics and refined them by having less cartoony animations and better level layouts while remaining consistent with the NES classics... and that was only on the SNES! Modern consoles can do much better, and I'd like to see what Capcom's talented staff could put together. Leave the 3D graphics to the X series.

Gameplay
Multiple characters are fun, but not required. If more than one option is available, though, I think it's a good idea to have some varied gameplay instead of being merely offered throw-away options that are all the same. Capcom got this part right so far, but I think it's worth mentioning. Oh, and Mega Man needs to be able to slide. Seriously.

There's no denying that the day Mega Man got his charging MegaBuster, the Master Weapons got less interesting, poweful and fun to use. It's easier to charge up and fire at everything that moves instead of carefully selecting weapons. Mega Man & Bass is another case where they got it right: the weapons are varied and balanced. I often find myself using the Lightning Bolt, the Ice Wall or the Remote Mine, despite having access to charge shots or Bass' rapid fire.

I can do with the idea of having two sets of four stages to select from instead of facing directly all eight robot masters at once, but only if there's a good reason for that. Mega Man 7 split things up but didn't really benefit from it, unlike Mega Man 8 which had later levels requiring you to use the first four master weapons. Mega Man X5 was also fun: make four of the levels key to the plot and four more available right away, only for their purpose to be revealed later on.


You are in charge of the sequel. What do you do with it?


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Give me ZX3 on the Wii with hand-drawn sprites, like WarioLand: Shake It.

Edited by Teej on April 29, 2010 at 0:34:08.

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I'm speaking about the original series only, not anything else. :)


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Nayus Dante
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Keep the 8-bit look and sound, but modernize the game structure. They've done the whole "8 robot masters" for every single sequel, and it's starting to feel confining. Make it a Metroidvania, with a huge open world and lots of cutscene dialog. Make the story a bit more mature, with more emphasis on robot rights and ethical issues. Start following the "big picture" story, and delegate the one-shot stories to unnumbered games. Mega Man Universe would be a nice name for a (never-ending) series of side-stories, don't you think?

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I think everyone already knows what I'd like for the next Mega Man game.

A 3-D Mega Man game on the Wii.

Imagine, all of the similar platform mechanics of say, Mario Galaxy (minus the gravity gimmick) and the same shooting capabilities as Metroid Prime, and with all of the weapons the Mega Man series is known for.

Since Mega Man is known for it's platforming and fast-paced shooting, you should be able to switch different perspectives at will, to help with different situations.

3rd person would be the ideal all-around perspective for platforming and shooting, a fixed, overhead/angle view would help with platform sections and allow you to see beyond the character's perspective, and a 1st person perspective, for an even more immersive experience.

The motion controls for Metroid Prime would work great for a 3D Mega Man Wii game, except using the Wii Remote to turn the screen. Instead, all of the camera viewing could be done with the Nunchuck motions, but only while holding C, keeping the screen locked into place otherwise.

Now, as for the weapons, I think to grant them even more depth and personality, which is what must be done in a 3D game, an RPG based level up system similar to Resident Evil 4's weapon upgrade system would work fantastically. The upgradable aspects for each weapon would include Attack Power, Speed (speed of shots/attacks), Shots (how many you can fire at a time), Energy (Ammo) and Specials, which enhance the unique properties of a specific weapon. For example, increasing Special for the Rolling Cutter would increase the number of times each cutter hits an enemy before returning, or for Metal Blade, its' Special could be how many enemies a single blade can pierce through, etc. You can enhance weapons with collected Bolts.

Now for even more customization for Mega Man, you can build and purchase parts, which can then be equipped based on the size of a Capacity Grid (the maximum of the grid can be increased a few times), similar to the Briefcase from RE4, but instead of being used for holding ammo, weapons, and items, it's used to equip different parts.

Some examples of the Parts could include the Energy Balancer, Speedster Part (increases moving speed), Jumper Part (increases jumping height), Eraser Shot, etc. Each Part takes a certain amount of space on the Capacity Grid, so you need to choose wisely about which parts you want to equip, since you won't be able to equip them all.

This game idea is obviously a big one, but it could totally work. Even if Capcom just remakes previous titles in the series with these ideas in mind, instead of having to worry about making a completely original game with an original story.

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Quote:
Originally posted by Dr. Cossack
I'm speaking about the original series only, not anything else. :)


Well then cross out ZX and replace it with MM10. Each series has a gameplay trait, Legends being action oriented, BN/ SF taking the rpg route and Original, X, Zero and ZX going the platforming route. The last time Capcom tried to re-invent a Megaman formula with Star Force they were criticized heavily for it, so I don't see a re-invention of game mechanics happening soon.

Necro
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I'd keep the graphics in the 8bit style, keep the 8 robot masters and ideally have weapons as useful as the MM 9 weapons. I don't think the formula is in any need of retooling to be honest. Just make minor changes to improve the gamplay (like balancing the characters. I actually think Megaman is fine as he is, but if you're going to give him the slide, they need to make Protoman not such a little.. wuss, yeah wuss ;) )while focusing on make good level design.

Storywise I'd bring back the return of a fake villain and have two castles. I liked having two castles and well, honestly I don't think Megaman stories need to be any better than they have in the past. Just campy and fun!


Yllisos Zanon
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I personally would go 8-bit, 8 story based bosses, 4 optional bosses.

Choose the bosses mugshot to start out in that bosses level, each level has multiple paths. Some lead to rewards, others to doors. One way doors. Doors lead to other levels. Example: You could start out with Toxic Mans Nuclear Plant, but end up in a Frozen Waterfall, having to fight Cryo Man instead.

The other four bosses are well hidden within the eight original levels.

Each character has their own story, that I agree with. Mega Man, Proto Man and Bass are playable from the start. A new Downloadable player, Duo of course.

Story Line wise, a new evil docter emerges. Dr. Kaoz, has invented nanobots. Tiny bots that can cast hologram coppies of the enemy. Dr. Light has ran a background check on Dr. Kaoz, but couldn't find any at all. An eruption accurs outsids of Dr. Lights lab. 9 mysterious robots stand if front of them. The Leader, introduces himself as Dragon Man. All of these robots have a Dr. K symbol on there body somewhere.

New Mega Man powers, give Mega Man the slide and charge shot techniques. Along with a new technique, do a regular charge shot, as you are glowing, press and hold down before releasing the charge weapon. This will cause Mega Man to slide while standing, backwards. Pretty much an evasion technique, but if used right. It can cause damage to the enemy, backwards tackle I guess.

Proto Man, I would give 2 new items. The Baloon from MM4, and he can throw his shield at the enemy, and it would come back to him like a boomerang.

Bass, one new technique. I would have him to jump off the walls. While pushing against the wall. Double tap the jump button the perform.

That is it for now.

Edited by Yllisos Zanon on May 4, 2010 at 7:34:50.


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