What direction should Digimon take in order to become really great?
quick reminder: popular and more successful doesn't mean really great.
I think Digimon should double down on evolution and educate people so they can understand it.
What direction should Digimon take in order to become really great?
quick reminder: popular and more successful doesn't mean really great.
I think Digimon should double down on evolution and educate people so they can understand it.
Give it the Persona treatment.
>Spend money on stylish menus and UI design
>Spend money on good music
>Make it slick and cool and fun
>Have good hand-drawn animation cutscenes
>Have mini-games
>Have side-quests
>Secret endings
>Romance stuff
>Social RPG dynamics
>Make the core gameplay fun, simple, rewarding and interesting enough so you come back for more
Pick 5 --
And --
>Take PS1 Digimon World's evolution dynamic and make it less arcane and more understandable
I would love if they had a vast evolution system then made it like the anime where your partner could digivolve but go back to their rookie form after. Then you could unlock more forms as you discovered them. I disliked Survive for it's trash combat and shitty teens, but one thing I did like was just being goofy with agumon. It was fun talking to him and seeing what he said. I wish the devs realized that's one thing they have over Pokemon aside from the based coomer designs like angewomon.
>I would love if they had a vast evolution system then made it like the anime where your partner could digivolve but go back to their rookie form after. Then you could unlock more forms as you discovered them.
literally cybersleuth
>Pick 5
>Spend money on stylish menus and UI design
>Spend money on good music
>Romance stuff
>Social RPG dynamics
>Spend money on stylish menus and UI design
Done. As much as it pains me, to make something popular, you don't really need amazing gameplay.
Survive already got evolutions correct. Same with Ghost Game.
Keep the branches simple and the visuals thematically correct.
Survives evolution was lame as shit. There were no failure evos or “paths” because every option can become every other option. There nothing locked out from getting one option over another.
OP said to make something good not popular though.
You don't want unappealing failure evos, you want cool ones like Gulusgammamon, Skullgreymon or Tuskmon that serve a narrative purpose.
Unappealing ones can serve a narrative purpose as well as the cool ones though.
In the World games yes, with areas like Toy Town and Numemon.
For the standard RPG though that follows the anime tropes more, not really.
You're just not creative enough to fit one into it.
Like Survive for example You have the obvious joke route option, you can do a thing where if you don't have a high enough value to enter any routes you get numemon and there's something about not sticking with one path or not knowing what kind of person you are being a bad thing (or secretly a good thing with a rocky start), a basic character arc about being a shitty moron and depending on your actions it ends with getting your shit together or wallowing in your favor and dying like a b***h.
Also narrative purpose does Toy Town have aside from being one of the places that tell you Analog Boy isn't the first human to come to File Island?
*what narrative purpose
It's about players and kids wanting the 'cool' options presented to them.
Skullgreymon works in that one instance. No one wants Agumon turning into Numemon because World 1 enjoyers and people who import Pendulum pets from Japan scream about evolution trees.
Skullgreymon is just a berserk form. There are only a few stories you can make with that. You have way more potential with a weakling like numemon.
>It's about players and kids wanting
You're coming at this from a marketer's point of view. Just because some kid rejects it because it isn't cool wouldn't mean it won't be a good narrative.
It's still the crux of Tamagotchi-gay logic, where they say, "Well you got Numemon without knowing what the mechanics were that's cool".
What Digimon needs is like in Survive and the anime where your narrative choices effect evolutions, not arbitrary care mistakes.
I think it can be a mix of moth. Evolution being triggered during tense story moments is good, but being able to raise your Digimon particular ways (training stats, feeding, etc.) would also be cool.
Imagine a mix of World and Survive, where there's some allocated time between story beats where you can train and converse with your partner. Say that, for example, your choices lean you towards Data, and then you fed your Agumon a lot of big meat and trained his HP. During the critical moment, he evolves into Tyranomon. Meanwhile someone else also had the Data choices but he fed Agumon less and trained his DEF really high instead, then his Agumon evolved into Monochromon.
Something like that.
>but being able to raise your Digimon particular ways (training stats, feeding, etc.) would also be cool
The games already do this, but what the series needs to build towards instead is narrative.
You lose out a lot in the story when everything is just a stat-based evolution tree.
Ganker might want to cry about visual novels for eternity while jerking off Planescape and New Vegas, but Survive does a lot right for the series.
>You lose out a lot in the story when everything is just a stat-based evolution tree.
That's why I specifically said what I said. Did you read the entirety of my post?
The point is you DON'T want stat based evolutions in a story heavy game because the conditions are transparent, and if they aren't, then it's just busy work.
You want restriction in both story and combat to squeeze out the nuance from both aspects.
When there's just 500 Digimon and all these stats and all these moves and sidequests, it's fun, sure, but there's nothing to fine tune. And this is the same problem Pokémon shares.
You're looking at this from a completionist angle, I'm looking at it as a personal experience for each player. The idea of most players ending up with different evolution lines from each other and feeling like they played through "their" story.
>Digimon should do this
>Survive does this
>Yes and Digimon should also do this
Survive does not include stats in its evolution process. Therefore it does not do what I initially said (to avoid misunderstandings,
is my first post, anything before that is not me and not my problem and I don't care if it pisses you off that I butted in).
I do like what it did but I want it to go further, I want bigger evolution webs under the same premise.
>I want bigger evolution webs-
Stop. You need smaller branches because it keeps narrative and gameplay focus.
This image
is what's wrong with Digimon. There's too much going on.
The "I'm gonna make my own open world MMO" mentality is stupid because it blows out expectations of games but eventually creeps its way into the actual development of titles when fans try to be pleased.
>This image
What direction should Digimon take in order to become really great?
quick reminder: popular and more successful doesn't mean really great.
I think Digimon should double down on evolution and educate people so they can understand it. (OP) is what's wrong with Digimon.
No. Frick you. YOU'RE what's wrong with Digimon.
>You need smaller branches because it keeps narrative focus
The evolutions did not have narrative focus whatsoever in Survive (besides Omegamon and Huanglongmon). They make their entrance, say their piece, then back to Child and never heard again. For the non-Agumon partners most of their evolutions are against A SINGLE IRRELEVANT MOOK WITH NO DIALOGUE.
>evolutions are against A SINGLE IRRELEVANT MOOK WITH NO DIALOGUE
Exactly. It's too much to produce that level of dialogue for the scenarios and all the evolutions.
If there was just one evolution line, would you hear dialogue from those evolutions? Probably.
That's the point. The scope of evolutions in Digimon is too much. It fricks with the story, makes things visually inconsistent, confuses newcomers and is hard to balance.
I don't know what half the fanbase has with the evolution autism having to match the virtual pets when the anime tuned the idea that what it's meant to be and how it works better, but whatever.
>when the anime tuned the idea that what it's meant to be
Correct. Mostly linear evolution lines instead of Linux Distro fork graphs based on how long feces were on the screen.
Sure anon I bet the people who made the Tamagotchi spin-off said "Man I wish we could make evolution a straight line of upgrades and make all the virtual pet code useless filler."
>One of the best children's anime of all time
>A McDonalds toy
You're not even trying to agrue at this point. Just say you don't like virtual pets and want Digimon to stray away from it's roots. I hate that opinion but at least it's honest and straight forward.
It shouldn't move away completely because raising as a gameplay mechanic is good for the games and is unique.
However, the virtual pet is still a big crutch on the series, and a lot of the fanbase too.
Even though there's even a split in the Digivices with one being a Tamagotchi, the other an adventure pedometer game, the Tamagotchi ones still form the basis of opinions and wants too hard. World 1 probably has a hand in that too.
If I had to choose though between the virtual pet mechanics vs the idea of companionship in the anime, I'd choose the anime and that's why I'm fine with Survive.
A series is always seen as the best version of itself, and that's why everyone associates Digimon with the anime first.
How would that even work? The raising part is used to determine what the digimon evolves into. What would be the point of the raising if a VN is used for evolution? Staving away death?
Okay I'm just saying in non-virtual pet games like that if there's a route with a failed evolution I would like a gross little tweaking more than a scary mindless monster because there's more to work with in that direction. It would also tie itself into the source better and help Digimon with its identity problem a little.
>OP said to make something good not popular though.
Digimon games are already good at their core, they just need more polish.
In that sense, copying Persona 5, SMTV, Tales of Arise; that level of polish is what you want.
Persona 5 gets more points because its dungeons and NPC interactions are the highlight, and the Digimon Story games need that the most.
World-Story-Survive seems like a good approach.
>World
Strongest ties to Digimon's identity as a V-Pet franchise, most unique too.
>Story
Most accessible and familiar due to being JRPGs, easiest to have huge rosters with which is a big draw
>Survive
Basically the embodiment of "what if the anime, but game?" which obviously hits well with the (very large) Digimon anime fanbase.
They just need to iron out the problems with each type.
more consistency. It's good that there are a lot of evolution paths but when they're different every game it makes it feel like even the devs don't know what it should look like
>What direction should Digimon take in order to become really great?
Mimic Persona 5. Cyber Sleuth and Hacker's Memory are already SMT, just look at the highest reviewed entry (P5) and copy it. That's really all there is to it.
A good tw*tch and steam cool ad marketing would work but it would have to be innovative
Give it the combat depth that rivals a 25 year old pokemon game; let alone its successor. That's all it needs really.
>Pokemon
>Good combat
Only doubles and rotation battles are interesting, and they're usually 2% of the entire game, if that.
Arbitrary is what I'd call your statements. And I vehemently disagree.
The problem with Pokemon's system is the one-on-one battles. There's a reason why Doubles are the competitive standard.
The one-on-one fights throughout the game turn into beatstick matches where team composition doesn't matter and type advantages play too big a role. There's too little nuance in it at that level.
>theres a reason
money isn't a valid argument; I could care less about what's 'official'
There's a reason Doubles are presented in the late game for Sword & Shield.
There's also a reason for single battles throughout the game too, that being ease of entry and focus on partners, but it's not an exceptional battle system at that level and never has been.
That's evident when you're 6 years old and able beat the entire game with an overlevelled starter and one move.
You keep claiming there's a reason behind decisions made. But I question it is one of sense. I never argued things happen for no reason.
What makes CS a masterpiece?
>but it's more on the tropes
There's literally nothing that outdoes Pokemon of 25 years ago (aside from pokemon). That's the problem. You can keep pretending whatever the frick you want. It's just blatantly false.
>There's literally nothing that outdoes Pokemon of 25 years ago
There's not much in 1996 that beats it. There's Star Ocean, BoFIII and a few others, but Pokémon was a Gameboy game.
It's not about difficulty, it's about the lack of nuance that 1vs1 battles bring, how the franchise is built on that and has carried it along regardless.
Okay. You can continue being a moron.
>Cannot formulate a single argument
>>>/vp/
You don't disappoint.
to add to that logic; they also have pokemon go competitive play in that same veneer and they all have to wear little diapers on their faces; just like NASA. So no, I do actually think I'm smarter and understand what makes money isn't what is best. I would never use it in an argument.
If Pokémon has a good base battle system, then something like Cyber Sleuth is a masterpiece in comparison.
The problem and point of the argument though isn't that Pokemon or Cyber Sleuth themselves are bad combat-wise, but it's more on the tropes of RPG battle systems and turn-based battles as a whole.
I hope the Next Order switch port sells well so we can get more World games.
the pc version will sell ok
>Next Order port
Oh God here we go. Get ready for another year of complaints from this.
Next Order is a junk 6/10 game, I'm shocked that people put it next to Decode and World 1.
is it an updated port atleast for pc and switch?
It has a run button now.
SURVIVE 2: SHUUJI REDEMPTION
oh I just now understand your argument; which is on difficulty of a game, rather my point is the combat system; which is an entire different matter altogether. This is what you get when misconstruing my posts.
just pick a genre/formula and fricking stick with it for more than two games
But how will we make $ if you can't sell people titles every two years?
see
>quick reminder: popular and more successful doesn't mean really great.
Kek
Digimon evolution is fricking awkward. Let Digimon remain in champion form or lower (basically at trainers request) and Digimon require a shutting of care and effort to grow then getting killed potentially in a single battle / reverted to egg form fricking blows. Maybe once digivolved to a champ or lower form, even if egg's they can just jump straight back up forms if they have enough energy? So it would take like 3 days to recover instead.
>then getting killed potentially in a single battle / reverted to egg form fricking blows
>Bruh why doesn't Goku just stay super sayin forever why does he turn back why does Luffy just stay in Gear 10 kek lol lmao
Well done for not understanding pacing and suspense in media.
Go back to it's grungy 2000s roots. Simple as.
It still is that.
>kuzuhamon miko mode
Is this Ghost Game? I think I need to catch up.
That's not grungy at all. Do you know what the word means?
Yes. I defined it with one image.
If you squint it looks like Ghost In The Digital Shell.
No the gammamon evo looks like a Super Sentai monster that's either purified or in disguise as a good guy. If you're going to post modern grunge mons there are way better options.
Nah, that flat shading looks like shit and indistinguishable from any other anime. Look at the shading and line work on the post you replied to, that's what contains the soul.
>Look at this shading you can't animate!
Cool.
Picture this
>Open World Digimon Game
>7 Continents + Vast Sea to explore
>Each continent is basically; Grassland, Deep Forest, Desert, Rocky Mountain, Iceland, Volcano, Cyberspace
>Digimon of various stages roam freely and can be fought
>The more powerful Digimon will attack if they spot you in their radius
>Two methods of taming; catching/persuading them to join or collect data from them to replicate in the lab
>Avatar customization
>Base customization
>Better Digimon interactivity, petting, grooming, support system, etc.
>Open World Digimon Game
>Avatar customization
>Base customization
Have you learnt nothing from games in the past 10 years?