![]() In most situations, it was an over-head view, meaning there was a direct link between movement and sight, ie: a direct link between exploration, and potentially putting yourself in danger of a fight. And the nature of this camera work made the exploration more interesting an tense. The fixted camera work in DW made for some memorable environments. Use a mixture of pose-able and fixed camera-angles. Gradually, some of these bases can attain Digimon World 3 style short cuts (like with Digmon/Submarimon), but this would be limited and mostly later game to encourage analogue travel.ĥ. You can rest, cook (which can be improved with the Tamer Tree to do more complex dishes, is available from the get go), save, purchase a small selection of items, and swap out travel buddies. These function a bit like the tents in Ne0. Instead, as you explore the island, you can establish relay bases through the different zones, that are manned by local Digimon you've recruited. Being able to save at any time guts a lot of the tension in exploring, battling, and training. Like DW, you can only save at Terminals, or when your partner sleeps. Recolours are used for rogue enemies and non-recruitable NPCs like DW. I like the idea that you can find hot spots to gain good stats in Ne0, but they should just up the stats and reduce the amount of battles you have to do. Maybe even have the ability to do multiple reps in one go, using more time, and upping the risk of failure, but also the chance of a higher yield.Īlso Battles should use up 15 minutes like in Re, as apposed to no time in Ne0. ![]() You can really build on this concept: Have Digimon out there with their own dojos, recuit others that improve you facilities and introduce different mini-games. Going out and finding better training grounds was something I missed in Next 0rder too. (Just standing statically in a room with no training animations, and doing the same slot challenge for every stat was a real downgrade in Ne0.) It should also include use the mini games from Re, as these did a lot to make the training really fun. ![]() The stat feed should be more gradual, however, you shouldn't have to keep leaving the building to get them. It should never reveal who the identity of the Digimon before you change into it to maintain the surprise. Plus, it splits the requirements into individual Key Points, rather than grouping stats like DW or Re, which is generally more accessible. It's better in Re igitize, but I think Next 0rder's gradual feed of stats had a good balance between unpredictability, while still giving you some guidance. While I love the original Digimon World, the raising system was just too complex and obscure. It also causes the battle arenas to become very cramped. While having giant Megas accompany you through the land is pretty cool, ultimately I think it has a negative affect on the level design, since everything has to be extra spaced out a lot for larger Digimon partners. So as you recruit more Digimon, you get stronger allies that you can venture out with to take the edge off, especially when your Digimon reincarnates.Īlso, Digimon don't get too big in this game. (This would have some requirements e.g: once per day, perhaps needing some item, or affinity with the Digimon, but I'm not getting that specific.) (Digi-memories also make a return, and can be used for permanent Jogress.) And, if they're the same level, you can still use the EXE feature. There's a few reasons why I think raising one Digimon is better in the grand scheme than two, but my trade off for this is a new feature, where you can buddy up with any Digimon from the town to travel with you. (Perhaps reuse the 3 lives system as well.) You play as either Mameo, or an OC character that you can build in a creator, and have one Digimon to raise. You only raise one Digimon this time, and he's not so big. The ability to cheer on your Digimon, and then spend though points to make them definitely do something is a good feature to keep combat interesting, but in Ne0 it often felt like you were just controlling them directly, rather than you directing a creature.Ģ. And the Order Points system should be kept, but slightly nerfed (or at least start out weaker). The ability to call on specific attack certainly shouldn't be available until much later. This skill tree system of Ne0 makes it feel like even as your Digimon reincarnates, you are making permanent progress. If you slipped up, you could even end up going back a level. Old versions of this system were a bit harsh. This is what I came up with (and I'd be interested if anyone else had any thoughts):ġ. ![]() However, it got me thinking, what would my ideal version of a World style game be. ![]() So I can understand that they don't crop up as often. Even amongst the core Digimon fandom, they can be divisive. Alright, so I know that World Games don't tend to have the broader appeal that the traditional JRPG Story Games do. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |