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Post by The Qu on Nov 3, 2012 19:56:36 GMT -5
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Post by Da Robot on Nov 3, 2012 21:12:11 GMT -5
Apart from graphic/visuals wise, it really hasn't evolved much . . .
I'm happy that F-Zero skipped the Wii because it would most likely would have been have never used certain features (eg online) to the fullest and probably would have been a gloirfied "F-Zero GX 1.5 with Friend Codes and watch other racers cheat online with unpatched exploits Wii Edition!"
If there's ever a chance for FZ on the Wii U however, it could at least take better advantage of Wii U features like Nintendo (hopefully) better online management for things like online racing, leaderboards and hopefully user generated content (eg tracks) or even patches/DLC while all being displayed with HD graphics. It might be even possible for off TV play with the Gamepad for racing or track making. The track making/sharing could be a big push for Nintendo supporting a title with user generated content.
Wouldn't that be enough for an evoultion?
Just call it "F-Zero UX: Final Edition" and that would probably get the fans to shut up. (while at the same time promote the fact that it really would be the "final F-Zero game to get it sell).
I know it's been said before that Nintendo sometime doesn't make new game because "we didn't have any new ideas" which is what supposedly lead to the long gaps in the Metroid series (Super Metroid to Fusion/Prime) and Punch Out! (SPO to Wii) which only really got brought back because of "Hey! We could use motion controls now!"
Also secondly the F-Zero franchise seems to be have ever decreasing sales with each game sadly . . .
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Post by Koopaul on Nov 4, 2012 3:05:22 GMT -5
I can think of tons of new ideas for F-Zero! First of all I would go all out Heavy Metal on this game with giant flaming skulls, spikes, and toxic waste. Normally the world will look gritty and real, but boosting turns the world into comic book blur of cell shaded madness!
Ahem but that's just visuals. What about gameplay?
I thought it would be cool if instead of just before race you adjust your Speed/Acceleration you could do it while your driving. On your Wii U touch screen you can sliding the meter to adjust your vehicles stats while racing!
How about being able to trade parts and custom machines you made with your friends online?
Tons of DLC from new cups and tracks to new parts and racers.
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Post by Boo Destroyer on Nov 4, 2012 3:32:11 GMT -5
Can't they at least remake F-Zero X on the 3DS?
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Post by Leon on Nov 4, 2012 15:57:43 GMT -5
A big problem, is that F Zero is very expensive to make, but people don't exactly come out and buy them when release comes. I think the best we can hope for is a 3DS game from Suzak or ND Cube (assuming they are not stuck making Mario party games).
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Post by The Qu on Nov 4, 2012 19:37:20 GMT -5
You're problem, Koopaul, is that you are approaching this from a non-gimmick perspective. Nintendo, as Miyamoto more or less has said, approaches game from a gimmick standpoint. "What will make this game unique from a gameplay perspective?" Galaxy's gravity, Skyward Sword's WiiMotion Plus, etc.
Even GX had the TriForce support. What you've described is something we fans would come up with. Not Nintendo.
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Post by Boo Destroyer on Nov 4, 2012 20:15:57 GMT -5
Yeah, that's how Nintendo makes their games. ...Alright, now's my chance for this: Ever wonder why Nintendo's characters and worlds are always so "weird and inconsistent"? This is usually in the way they make their games. They always put gameplay first before anything else when they start on them. You'll find out more about how they work in the various Iwata Asks interviews; they talk about it all the time. They never think about characters or IPs first. Their games may look like they think about those things first, but it's all the other way around when they make them. When they have a solid gameplay idea down (as they usually experiment with), they then apply an IP and/or full game to it. Also the reason Mario gets so many games is not only because it's Mario, but because Nintendo feels that Mario is very easy to work with such ideas. Where are all these characters in Mario's world coming from? How do he and the gang get more abilities and stuff? It's all in accordance to how the games work, plain and simple. And with the rise of the Miis since the Wii launched, they're being used for more of them (explaining how there are fewer Mario spin-offs compared to before, among other things). Even the Zelda series goes by all this; game storylines and timeline placement come a lot later into the game's development. Skyward Sword was first made with WiiMotion Plus controls in mind before they got to anything else with it. When you see a story in Nintendo's games, all that's there for is to set the stage for the game you're playing. They don't consider it as much as we'd like to think they do. It's just a way of getting you into the game. And you'll also notice how most "character biographies" you see actually mean nothing at all and are never expanded upon. Additionally, there's a reason that most characters you see in Nintendo's games are seen in only one or two games (They're used for those games only). They keep on adding more characters to their franchises as it allows for more freedom with developing their games. This is kind of an "anything goes" affair, so long as the look and feel of each series is kept intact. Nintendo knows all about their main characters: Mario, Luigi, Yoshi, Bowser, Link, Samus, Wario, Kirby, Donkey Kong... All those guys must never go and they set the whole stage for the IPs they appear in. But minor characters, locations, and the rest all come after them, and are all entirely free game. Heck, some of them even look like they'd fit right into another IP. Character roles and sizes and stuff fluctuate like hell too. Some characters like Link, Samus, and Wario usually remain constant throughout the games in their series (in Wario's case, Wario Land series), but everything around them keeps on changing with every installment. Nintendo's "gameplay first" methods of development also allow for much more creative freedom that way, putting them into any world, any situation, any role, with any side characters. All as long as the overall gameplay allows for them. A few other examples to boot: - Super Mario Galaxy and Pikmin's core gameplay ideas (gravity/planets and 100 characters at once) came from the Mario 128 tech demo
- Luigi's Mansion started off as a graphical tech demo with some dollhouse thing. They wanted to use Mario to go around in it, but went with Luigi instead.
- The original Super Smash Bros. started off on the SNES with the Super FX chip as "Dragon King: The Fighting Game" and had a bunch of manikin-like fighters, before they were able to use Nintendo characters. (And the reason that most of the time, the characters are "not true" or some nonsense, is because they all have to cooperate with the gameplay of SSB)
- Before WarioWare, the microgames idea actually started off on Mario Artist (64DD). This gameplay began in Mario first, but then they felt it's more Wario's style.
- Kid Icarus: Uprising (initially a flight combat idea with no IP attached at first) was almost going to be a Star Fox game at some point, but they decided that its gameplay is more flexible for Pit than for an Arwing.
- Nintendo Land began as a bunch of assorted Wii U tech demos, and then came attaching Nintendo IPs to each of the minigames.
Even stuff like Super Mario Sunshine's FLUDD was not exactly first made with Mario in mind. Just some spare, random toy-like idea that they had to test around, but then they went and made a full game around it. Again, their characters and worlds can be used for anything, just as long as the games allow for it. Now, with what Qu said here, the reason that some IPs sit out for a very long time is because they need to find some new ideas to add to them. What good would a new Star Fox or F-Zero do if they just retread all of the exact same ideas from the last games with just prettier visuals and nothing more? There's gotta be something to make the next experience much more interesting. Many of their games usually introduce new things (or "gimmicks" as some of you may put it) to the table. But with these two franchises at the moment, Nintendo's just not sure what big things they could try next. It'll take a while for more people to register how Nintendo's game design process all works. Because to be fair, it's only recently that they started talking about it.
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Post by The Qu on Nov 4, 2012 21:03:40 GMT -5
For the record, I didn't mean gimmick derisively. That's what they are- gimmicks. Some become staples of gaming, some don't. I mean, I'm sure at the time, 3d games, Z Targeting and dual analog games (Like Ape Escape) were considered gimmicks.
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Post by Arcadenik on Nov 5, 2012 20:12:11 GMT -5
My first F-Zero game is Maximum Velocity (3DS Ambassador Program) and to be honest, I wasn't very impressed with it. Bad first impression, I guess. What really turned me off was that I absolutely had to be in the 1st place in order to advance to the next course - or at least that's how it seemed like! That is what's discouraging me from downloading F-Zero and F-Zero X on the Virtual Console. I guess I am with Miyamoto and am perplexed as to why people want more F-Zero. It cannot be just because of the Falcon Punch meme, right? Right?
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Post by Leon on Nov 5, 2012 22:39:09 GMT -5
Maximum Velocity is very different, from F-Zero X.
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Post by Shrikeswind on Nov 5, 2012 22:58:40 GMT -5
F-Zero ideas I have?
Add on to it. F-Zero hasn't evolved because you can't really do much with a racing engine with no special gimmicks like throwing shells at people. The F-Zero universe seems like it's craving some attention on another detail: Extra-vehicular activities. I'm not saying "Let's turn this into Star Fox Adventures," but seriously, you build up a series with a bunch of crazy personalities and interpersonal relationships and backstories, and all you're doing with them is have them zip around a racetrack? Come on.
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Post by Boo Destroyer on Nov 5, 2012 23:13:29 GMT -5
F-Zero ideas I have? Add on to it. F-Zero hasn't evolved because you can't really do much with a racing engine with no special gimmicks like throwing shells at people. The F-Zero universe seems like it's craving some attention on another detail: Extra-vehicular activities. I'm not saying "Let's turn this into Star Fox Adventures," but seriously, you build up a series with a bunch of crazy personalities and interpersonal relationships and backstories, and all you're doing with them is have them zip around a racetrack? Come on. True, but unfortunately, like I said all up there, Nintendo's game development doesn't work that way at all, and never will. The racing gameplay element came first and the meaningless character development came a lot later into it. Just something that they filled in when they were bored after finishing with the game design.
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Post by Shrikeswind on Nov 6, 2012 3:38:37 GMT -5
F-Zero ideas I have? Add on to it. F-Zero hasn't evolved because you can't really do much with a racing engine with no special gimmicks like throwing shells at people. The F-Zero universe seems like it's craving some attention on another detail: Extra-vehicular activities. I'm not saying "Let's turn this into Star Fox Adventures," but seriously, you build up a series with a bunch of crazy personalities and interpersonal relationships and backstories, and all you're doing with them is have them zip around a racetrack? Come on. True, but unfortunately, like I said all up there, Nintendo's game development doesn't work that way at all, and never will. The racing gameplay element came first and the meaningless character development came a lot later into it. Just something that they filled in when they were bored after finishing with the game design. Fully understood, don't get me wrong. But to keep on that Star Fox example, what all can be done to evolve that series? Apparently, a third-person shooter (of admittedly questionable quality, but that's an unrelated issue.) In that light, it kinda feels like Nintendo's kinda been half-assing F-Zero for no real reason.
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Post by Koopaul on Nov 7, 2012 0:02:41 GMT -5
It's because when Nintendo developers come up with new ideas, they usually wan to apply them to Mario or Zelda. Forgetting that they have other franchises to work those ideas into.
And if it isn't Mario or Zelda, they might make a new game out of it. Take a look at Excitebots, it came up with some new zany ideas for a racing game. So if they wanted to, they could have used some of those ideas for F-Zero... Maybe. Like as an added mode.
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Post by Fryguy64 on Nov 7, 2012 2:34:00 GMT -5
That's always an issue for Nintendo. If they can't do something fresh, they don't understand why people would want to keep playing - even if people LOVED the original.
Some new tracks, some uprez, and they have a new F-Zero. Easy money, surely?
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