Felidire
Bleeding Illusions.
- 112
- Posts
- 18
- Years
- Age 35
- Western Australia
- Seen Jan 8, 2014
Nothing new discussion-wise, but I absolutely love the PMD spinoffs and have wished that I could play them as a 2-player co-op game for years. The thought of being able to sit down next to the fire on a cold night with your partner, and not only play a Pokémon game together, but to be able to play it co-operatively instead of training up teams to repeatedly kick each other's butts? I dunno, it sounds so much more fun to me.
Anyway, I was wondering how many others felt the same way - and considering that we can't submit ideas and suggestions to the Pokémon company, discussing it on a forum is the next best thing. Perhaps someone of status might chance upon it.
===
Issues with previous games:
- No option to evolve during storyline gameplay (only to stage 1).
- Limited range of starters/gender to choose from (I'd always AR a male Eevee starter for PMD:EoS, good games shouldn't require cheats to make them more enjoyable).
- Ditzy (but 10x stronger than you are) partner
- Extreme difficulty acquiring decent attacks.
What a 2-player co-op PMD game should include:
- Playable via Wi-Fi
- Voice chat (optional)
- Frequent auto-saves (during each cut scene).
-- Auto-synchronization (of game save) in the even of a crash/disconnect.
-- The most recently-saved data is uploaded to the other player.
- Separate backpacks.
-- The ability to trade items in/out dungeons by facing other player and pressing A.
- Have certain NPCs behave differently towards each player (friendly to P1, derisive to P2, etc.)
- Dungeons with 2-player puzzles (such as weight-switches to open doors).
- Multiple paths requiring the two players to temporarily split up, e.g...
-- Player 1 chooses to head left (with NPC Oshawott and Dunsparce) or right (with Virizion and Pikachu).
-- Player two heads in the opposite direction...
-- If player 1's team is knocked out while attempting dungeon X, then assuming player 2 has made it to point Z, they are given the option (forced, really) to backtrack and "rescue" player 1.
-- If one player completes their stretch first, they simply wait at point Z with a [Pending...] dialogue box.
- Instead of a personality test at the beginning of the game, each player's character could ask the other player questions throughout the game; your answers determining your character's "nature" and granting a stat (and/or other) bonus mid-game.
Points of interest:
- Considering the game is turn-based, players would actually have to take their time instead of holding down B and zipping around the dungeon floors. Movement wouldn't be a huge issue (should one player hold down B+A, then the other can move freely). A button to toggle 'auto-follow' on/off for either player would also be great.
- Actual strategy: Using Espeon & Umbreon as an example, player 2 could take the lead and absorb the attacks, while player 1 uses moves such as Quick-Attack and Morning Sun to support from behind.
- What I liked most about PMD2 was the character progression, bleak atmospheres, and difficulty (slow levelling made it a challenge); storyline was obviously good, and there was a sense of community/belonging. PMD1 lacked a lot of that, PMD3 included most but felt watered down in comparison. If they do make a PMD4, I hope they pay close attention to those aspects of the game.
===
I see so much potential here, I dunno why they haven't already attempted this?
Anyway, I was wondering how many others felt the same way - and considering that we can't submit ideas and suggestions to the Pokémon company, discussing it on a forum is the next best thing. Perhaps someone of status might chance upon it.
===
Issues with previous games:
- No option to evolve during storyline gameplay (only to stage 1).
- Limited range of starters/gender to choose from (I'd always AR a male Eevee starter for PMD:EoS, good games shouldn't require cheats to make them more enjoyable).
- Ditzy (but 10x stronger than you are) partner
- Extreme difficulty acquiring decent attacks.
What a 2-player co-op PMD game should include:
- Playable via Wi-Fi
- Voice chat (optional)
- Frequent auto-saves (during each cut scene).
-- Auto-synchronization (of game save) in the even of a crash/disconnect.
-- The most recently-saved data is uploaded to the other player.
- Separate backpacks.
-- The ability to trade items in/out dungeons by facing other player and pressing A.
- Have certain NPCs behave differently towards each player (friendly to P1, derisive to P2, etc.)
- Dungeons with 2-player puzzles (such as weight-switches to open doors).
- Multiple paths requiring the two players to temporarily split up, e.g...
![[PokeCommunity.com] The prospect of 2 player co-op in "Pokemon Mystery Dungeon 4" [PokeCommunity.com] The prospect of 2 player co-op in "Pokemon Mystery Dungeon 4"](https://s22.postimg.org/dwtnccsoh/PMD4_EG1.jpg)
-- Player 1 chooses to head left (with NPC Oshawott and Dunsparce) or right (with Virizion and Pikachu).
-- Player two heads in the opposite direction...
![[PokeCommunity.com] The prospect of 2 player co-op in "Pokemon Mystery Dungeon 4" [PokeCommunity.com] The prospect of 2 player co-op in "Pokemon Mystery Dungeon 4"](https://s16.postimg.org/mmlv8m1np/PMD4_EG2.jpg)
-- If player 1's team is knocked out while attempting dungeon X, then assuming player 2 has made it to point Z, they are given the option (forced, really) to backtrack and "rescue" player 1.
-- If one player completes their stretch first, they simply wait at point Z with a [Pending...] dialogue box.
- Instead of a personality test at the beginning of the game, each player's character could ask the other player questions throughout the game; your answers determining your character's "nature" and granting a stat (and/or other) bonus mid-game.
Points of interest:
- Considering the game is turn-based, players would actually have to take their time instead of holding down B and zipping around the dungeon floors. Movement wouldn't be a huge issue (should one player hold down B+A, then the other can move freely). A button to toggle 'auto-follow' on/off for either player would also be great.
- Actual strategy: Using Espeon & Umbreon as an example, player 2 could take the lead and absorb the attacks, while player 1 uses moves such as Quick-Attack and Morning Sun to support from behind.
- What I liked most about PMD2 was the character progression, bleak atmospheres, and difficulty (slow levelling made it a challenge); storyline was obviously good, and there was a sense of community/belonging. PMD1 lacked a lot of that, PMD3 included most but felt watered down in comparison. If they do make a PMD4, I hope they pay close attention to those aspects of the game.
===
I see so much potential here, I dunno why they haven't already attempted this?