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I make NES like games on Newgrounds. I also play lacrosse for the SUNY Institute of Technology.
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12:49 AM on 01.16.2013   //   Carbon64

Add new goals: Does your protagonist always have to beat 8 Gym Leaders and then the Elite 4? The Pokemon Contests might have been a misguided mess but, at least they introduced other things a trainer could do with their Pokemon. Though if I made a new thing to do in Pokemon I would center it around battling because that is the main part of Pokemon's gameplay. I would suggest something like Pokemon Tournaments that you can participate in that have their own rewards to parallel the Pokemon Gyms. This would give the player something else to do to get to the end of the game or maybe just provide a distraction like the Bug Catching Contests.

Make a new type: Now some Pokemon fans like to tell me why fix what is not broken. But, I would like to say just like when Ghost and Psychic type was broken in Red and Blue and Dark and Steel type was made to counter them a new type needs to be made to counter Dragon. Dragon types used to be to few in number to make that much of an impact but with all the Dragons out there a new type needs to be made to deal with them. I would propose a Space type Pokemon that can best Dragon Pokemon. I think Space would work best because there are already Pokemon that are from space so you could change them so they have Space in their type like hoe Magneton got Steel type in Pokemon Silver. Maybe bug type will beat Space type so Bug types will be more useful.

Make it more like other RPGs: By this I'm talking about the story. In every Pokemon the story was never the strong point but there was usually a plot that was about an organization using Pokemon for their own selfish desires. If I made a story for Pokemon I wouldn't change this however I would add more twists and events in the story like the Pokemon Adventures Comics. Pokemon is an RPG and I always thought its story should be more expansive and sophisticated.

The sense of adventure: The "adventure" doesn't only have to do with the story of the game but, more to me has to do with where you go and what events happen there. For example what if you bump into your rival in a town and you accidentally switch Pokemon for a while. This event would make a memorable experience because of how unexpected it is while giving the player a challenge. Living your life as a trainer should not feel so linear instead it should feel like things can go wrong and you can take different paths to the same goal or maybe even different goals.

The number of badges in the new region should be around 12 but you only need 8 so you can choose your path to the Pokemon League.

Let Pokemon be able to evolve in battle. It would be cool dynamic that would make the game feel more realistic.

Simplify EVs and IVs so even a small child can understand them

Add at least 2 regions to explore

Change the starters types to a different "rock paper scissors" (Flying, Rock, Fighting).

Catching Pokemon in new environments (space, sky, ect)

Customize your trainer and trainer class

Can use an HM outside of battle without having to keep the HM in a Pokemon's move list

Make a exp boosting item that makes training after you have completed the game easier

Give each game completely unique Pokemon. (split all the generations Pokemon down the middle)

Add ways to search specific level of players online

Crack down on all kinds of cheating/hacking










11:43 PM on 01.15.2013   //   Carbon64

Well Sony has Killzone and Microsoft has Halo but, what does Nintendo have? I see the Metroid Prime series as a chance for the Wii U to have an exclusive next-gen FPS with online multiplayer. However, the Metroid Prime series has since abandoned multiplayer as Metroid Prime Echoes and Prime Hunters were the last to have a multiplayer mode. The Wii U right now needs "killer apps" or games that would sell the console and I think a Metroid Prime with online multiplayer could be that game.

With the loss of friend codes in the Wii U it will be much easier to establish a serious online FPS community because you would be able to play anybody with no issues unlike the Wii. Though I'm not saying make Metroid Prime's multiplayer follow Halo and Killzone's footsteps exactly. Of course different weapons/ abilities would be in the multiplayer to separate it from other FPS's. Use of the attacks like the screw attack and power bomb would make the multiplayer feel more like Metroid. I think if Metroid emulated some of the things Killzone and Halo did with their multiplayer it could get more established in the world of FPS's.










9:26 PM on 01.15.2013   //   Carbon64

How many fans of the 3-D Mario games think that Super Mario 64 is the best one? I for one am one of them and I would like to stop anyone who is about to yell nostalgia by naming some points on why Mario 64 is better.

Free roam: Mario 64 exhibited the first free roam levels in the 3-D and they were really cool. Mario Sunshine also exhibited these kind of levels but because of Fludd the game became a different platformer that resembles Mario 64. If you need proof I'll say this if Mario Sunshine had an original character instead of Mario it would be a different game. Mario Galaxy on the other hand has a very low number a free roam levels and progressing through the level is linear. The Mario Galaxy levels are probably influenced by the secret stages in Mario Sunshine.

Hub world: The Hub World in Mario 64 was very expansive in most respects was a stage of its own where you could collect stars in the castle. The Hub world in Mario Sunshine was smaller and offered less when it came to getting stars + exploration. Mario Galaxy exhibits the least amount of exploration in the Hub world and in Mario Galaxy 2 the Hub world is eliminated and replaced with a stage select screen reminiscent of super mario world.

Powers: This might just be an opinion but I always felt that the fly cap, metal cap, and invisibility cap were the best power ups in Mario. The nozzles in Super Mario Sunshine did not have uses outside specific situations and the powers in Mario Galaxy were one dimensional in the ways they were implemented in the levels. The metal cap in Mario 64 was used once to navigate past poison gas and the invisibility cap was once used to clear a steel bar cage.

Secrets: The reason everybody loves Super Mario 64 and why it was a hot topic when you went to school was because of the secrets. Secrets such as the sand stage that is hidden in a wall. The Fly Cap stage where you must look into the sky in the castle to get there. The Boo stage where you need to ground pound on the biggest boo to reveal the stage. The snow stage where you must jump into a blank wall but in a reflection in a mirror it is a painting. Even small things like getting 100 coins and you get a star and getting the super jump from Yoshi by collecting all 120 stars.










4:38 PM on 01.15.2013   //   Carbon64

Okay this is a topic that I think I need to talk about because it is a feature included in almost all video games and even some games on websites like Newgrounds. This topic is achievements if you haven't read the title of this blog. Achievements are not bad in concept though I feel the way they have been used in modern gaming is not the right way they should be used. For example have you ever been playing a game and hear the sound for getting an achievement for something that isn't really that hard to do. Some games give achievements in comical actions you may do in the game without noticing which is fine but, other games give achievements for basically playing the game.

Have you ever been enjoying a cutscene and that sudden achievement beep completely breaks the immersion of the game. For example when it was said that the Shadow of the Colossus remake on the PS3 would support achievements I was disappointed. I feel if a game was not made to support achievements from the start they shouldn't be tacked on because as I explained earlier they can break the immersion of the player. The last problem I have with today's achievements is sometimes you get them for things you are required to do in order to complete the game. Like an achievement for beating a boss or learning a new move.

Now like I said earlier I do not hate achievements but, I believe there use was a concept that we have been doing in video games long before achievements existed. Have you ever tried to complete a level in a game without getting hit or collect every item in a level? Whether it be rings in Sonic or coins in Mario something about there being an abundance of them makes us want to collect them all. In my mind achievements were rewards for doing special tasks like the ones I named that ordinarily would have no reward and giving the player a reward for the task they complete.

Of course I would give a player secrets or unlockables based on the achievement they complete as an incentive to do the achievement tasks but, I guess that's just me. Achievements should be given for going above what the game asks for you to do not for doing things that are normal to the game or things you couldn't discover without an achievement guide next to you. All in all achievements are not a bad idea but, i feel like they haven't been implemented in video games in the way i think they should.











Replacing the Cablebox:

Recently after E3 last year I have been thinking about the ideas that Microsoft and Nintendo brought up which were video game consoles becoming the entertainment box for a living room. Though even the first PlayStation had functionality outside playing games and the PlayStation 2 had even more. Today you can even browse the internet with your console! Now as we all know the entertainment box of most households is the cablebox to watch television but, with things like Netflix and other streaming services video game consoles are quickly catching up. Soon I could even see live television being on video game consoles which would eliminate the need for a cablebox completely.

Replacing the Cellphone:

As for handhelds I see them knocking out something else in the future. Cellphones. Everyday every thing you carry with you is fighting for pocket space and cellphones and gaming systems are no exception. The N-Gage and the Sony Ericsson tried to be phones as well as handhelds but, due to games that lack quality they didn't really take off. I feel that if the next iterations of our handhelds also had good phone functionality they could replace our cellphones. I mean the fact that people buy smartphones to play games shows that people do want to play games on the go. If the newer handhelds doubled as cellphones they could directly compete with smartphones which I think would be good for business.










1:25 AM on 01.15.2013   //   Carbon64

10. Daisuke Amaya (Studio Pixel)

Now I know what your thinking Daisuke Amaya only made one game worth noting which is Cave Story and my answer to that is......well yes. However, the fact that Amaya only made one really good game does not change the effect the game had on my life and how great a game it is. Cave Story showed me that it was possible to create a AAA quality game completely on your own. Cave Story itself influenced the production of many independent games especially The Underside. Cave Story also stands as one of the best games I played in the last 5 years which is impressive as much of my gaming consists of old games.

9. Masahiro Sakurai (Nintendo/Sora)

Sakurai makes this list mostly because of his creation of some of the most fun multiplayer experiences for me. When it came to Kirby Superstar it was the great mini games like Quick Draw and the option to play the whole campaign with another player. When it came to Super Smash Bros it was the 4 player fights that include some of Nintendo's most popular characters. Super Smash Bros still stands as the most played video game in my household. More recently Sakurai produced Kid Icarus Uprising which revived one of my favorite Nintendo games and succeeds in bringing it to the 3D age. Kid Icarus stands right now for me to be one of the main reasons to own a 3DS because of its addictive online multiplayer.

8. Goichi Suda (Grasshopper Manufacture)

Suda's games are weird and very fun. I get lots of mixed reviews of his games but, I find myself enjoying each game significantly. Suda first became great in my eyes when I played Killer 7 which was developed by him. Suda has always been a hero for me because he developed the No More Heroes series a great game for the Wii which I was in desperate need of. Suda also helped develop my favorite game on the Nintendo DS which was a quirky action RPG called Contact. The main thing I like about Suda's games is they don't take themselves too seriously but, at the same time have deep underlying themes. Suda is not afraid of doing crazy things with his games and that is why I am excited whenever he starts a new project

7. Hideki Kamiya (Capcom/Platinum Games)

Kamiya for me is the master of over the top action games. Suda does do a great job with his action games but, they do always fall short in some areas that Kamiya's action games do not. Kamiya first gained my respect with his Devil May Cry series which at first was supposed to be a sequel to Resident Evil. Kamiya created Viewtiful Joe a game that is a love letter to movies and to all the 2D beat em ups I played in arcades as a kid. Kamiya also created Okami which I would call Kamiya's interpretation of The Legend of Zelda series. Both games are great even thgough they do have problems with difficulty. Viewtiful Joe being "fake hard" and Okami being way too easy but, the action in each is so cool it makes you forget these flaws. Kamiya recently created Bayonetta which I like to think of as the perfect combination of Okami and Devil May Cry.

6. Shinji Mikami (Capcom/Platinum Games)

Mikami created Resident Evil which to me is the best survival horror video game ever made. Mikami also directed Vanquish which if it had an established multiplayer I would say its the best 3rd person shooter ever made. With 2 games I regard at the highest in their genres it is no wonder Shinji Mikami gets the number 6 spot.

5. Hironobu Sakaguchi (Squaresoft/Mistwalker)

Sakaguchi created the Final Fantasy series which is an accomplishment that alone gets him on this list ( please note that he did not create Final Fantasy 5, 6, 9, 12, and Tactics) that were directed by Hiroyuki Ito. Sakaguchi was also part of the 3 man dream team (Yuji Horii and Akira Toriyama) that created my favorite RPG of all time Chrono Trigger. Sakaguchi went on to found Mistwalker where he created Blue Dragon and The Last Story.

4. Keiji Inafune (Capcom/Comcept)

Inafune created my favorite platforming game Mega Man. Some people loved Mario or Sonic but, I always felt that Mega Man was far superior to these games. Mega Man had the tightest controls/physics and the powers you got from every boss made me feel like I was getting rewarded throughout the game. Mega Man sparked a number a spin-offs that Keiji Inafune was always apart of. Where lots of spin-offs fail Mega Man spin-offs actually were always really good as I enjoy the X, Battle Network, Zero, and Legends series. Keiji Inafune also was part of the creation of Dead Rising which is a very great game in its own right but, Inafune mostly makes this list for creating Mega Man.

3. Gunpei Yokoi (Nintendo/Bandai)

I bet there are loads of people who don't know who Yokoi is but, you should......shame on you if you don't! Yokoi is the creator of the Gameboy and the Dpad which is the best directional pad ever created just ask Sony lol. The main reason Yokoi is on this list because of the Gameboy. If you didn't know already my own game development mainly lies with portable systems and Yokoi was responsible for creating the best one. The fact of the matter is without the Gameboy Pokemon would not have even existed which I think makes Yokoi a very important designer. Now I know you all are thinking now there was a huge failure that Yokoi created too which was the Virtual Boy. Now while the Virtual Boy was not the greatest system the blame goes on Nintendo as the product was rushed and with consumers already knowing the Nintendo 64 or Ultra 64 was on the horizon Nintendo themselves doomed the Virtual Boy. With more time Yokoi could have maybe made the Virtual Boy in full color and added a strap to the system so you could where it comfortable on your face. Other then hardware Yokoi also worked on Metroid and Kid Icarus.

2. Hideo Kojima (Konami)

Kojima created many great games. Metal Gear Solid is one of the greatest experiences I ever had gaming, the gameplay is so unique and intuitive. Kojima also created my favorite video game of all time which is a game that used a solar sensor to hunt vampires called Boktai. Kojima was also responsible for Snatcher which is my favorite SEGA CD game and even more impressive my favorite point & click adventure game. Kojima just had a way of creating cinematic games that make you feel that your playing a great movie. Kojima is also what I would call a "prankster" as many of his games break the forth wall and have loads of easter eggs.

1. Shigeru Miyamoto (Nintendo)

Yes Miyamoto is on top as you probably already guessed by now and the reason is simple. Miyamoto has created most of what we call Nintendo today. Miyamoto himself created the Mario (including Donkey Kong), Legend of Zelda, and Pikmin series. I mean Miyamoto did not create all the franchises but, he worked on most of them including Kid Icarus and Star Fox. Now while Kojima makes lots of great games I cannot say that Kojima defined most of Konami's franchises like Miyamoto did for Nintendo. I mean if Kojima had created Castlevania it would have been a tie for first place. Miyamoto also made both Mario and Zelda make the transition to 3D without messing it up in fact I think they became even better than their 2D counterparts.











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