ILUVGames0920
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Look at this: [link=http://www.officialnintendomagazine.co.uk/35222/pikmin-3-ideas/]http://www.officialnintendomagazine.co.uk/35222/pikmin-3-ideas/[/link]
It's an article about some "new" Pikmin ideas the community has thought up.
But, as I was reading, I noticed something just wrong about how the ideas were put together. Something every single horrible ([link=http://tvtropes.org/pmwiki/pmwiki.php/Main/YMMV]YMMV[/link]) Pikmin idea has in common.
They are too complicated.
Now, I have seen some ideas, ranging from bad, to worse, to awful, to God-awful, to Oh-my-gawd-I-really-wanna-kill-this-person awful. Now, I don't want to point anyone here out, but just keep these things in mind.
I mean seriously people, the author of the article said it himself: "This is beginning to sound a bit Pokemon...."
And that's the problem here! This is freaking Pikmin we are talking about! Not Pokemon, or Mario Galaxy, or even The Legend of Zelda! PIKMIN.
And Pikmin, for the most part, is known for being innovative. Pikmin provides a fresh new twist on the Real-Time Strategy Genre by providing you with some set goals and actually putting you in charge of the captain yourself rather than some omnipotent higher being.
Pikmin can also be described as being unique. What other game puts you in charge of a spaceman who crash-lands on an unknown planet and has to rely on small plant-animal aliens to help him fix his Ship and blast off back to his home? I think when it comes to uniqueness, Pikmin is the master.
But most of all, Pikmin is simple, to which a lot of fans are completely missing the point of. Now, I wouldn't call Pikmin the sort of game you "pick-up-and-play", but I do believe that Miyamoto is able to prevent the game from becoming so complicated that it becomes unappealing to newbies, so complicated that it would only grab fans of Pikmin and Real-Time Strategy.
Now, I should probably talk about the "terrible" ideas people are giving to Miyamoto, that he probably won't even bother wiping his butt on. They fall into a few categories:
New Pikmin:
No, I am not saying that Pikmin should have no new Pikmin. What I should've titled this part was, "New Overpowered Overcomplicated Pikmin", but that would have been too long.
Anyways, most new Pikmin ideas provide terrible examples of new Pikmin. Overpowered, overcomplicated Pikmin that would probably make the game too easy to play through with. Imagine a game of Rock-Paper-Scissors-Dynamite. Not know what that is? It's a variation on Rock-Paper-Scissors adding a 4th Item, Dynamite. The problem with Dynamite is, it beats out rock and paper but loses to scissors. That means that scissors beats out two items, dynamite beats out two items, but rock and paper only beat out one item. Unfortunately, there just isn't a four-way game of rock-paper-scisors that prevents every item from getting an equal advantage.
That's probably the reason why Miyamoto doesn't want to add too much Pikmin into the game. One might get an unfair advantage over the others.
New Creatures:
New creatures aren't bad either, but some people have a different idea of "good Pikmin creatures" than others. What I really dislike are enemies that one-hit kill all your Pikmin. Not like the Volatile Dweevil, those come out of nowhere and surprise you, I like that. But some fan-made enemies are made out to be way too overpowered. Like OVAR 9000 overpowered. As said above, I would rather have new enemies and Pikmin that require more strategy than just enemies that are easy to kill but have an overpowered attack. Also, I would prefer humans not be in the game as a boss, because I cannot imagine killing a human and taking its remains to the Onions to make more Pikmin. Just... no.
New Areas:
I am also not saying that new areas are bad, but also in the link above, some people are suggesting new entire planets, though I would say that I would prefer we actually explore the entirety of "Earth" instead of making other planets that only serve as one set of places. Instead of new planets, maybe add in the other 6 continents to the game since Pikmin 1 and 2 both supposedly take place in Africa. So again, all I am saying is that I don't really want this game to end up like Mario Galaxy 2, where one galaxy only serves one small purpose, instead of possibly fully exploring the planet Earth and learning more about civilization.
New Gameplay Mechanics:
Sure, I do like new game mechanics and all, but still, as I have said before, Pikmin is simple. I really don't want to end up with something that's too complicated to work out. For example, the upgrade-ish system of Pikmin 2 was nice because it was light and unique. I don't want to go through tons of screens, searching for things I need to collect and checking how many Pikmin are still with me. Likewise, I wouldn't want this game to be too meaty as to no one will bother searching for 100% completion because there is simply too much stuff with not enough motivation to find, or in other words, having the game be so stale that no one will bother finding everything the game has to offer. New is good, and simpler is better.
It's an article about some "new" Pikmin ideas the community has thought up.
But, as I was reading, I noticed something just wrong about how the ideas were put together. Something every single horrible ([link=http://tvtropes.org/pmwiki/pmwiki.php/Main/YMMV]YMMV[/link]) Pikmin idea has in common.
They are too complicated.
Now, I have seen some ideas, ranging from bad, to worse, to awful, to God-awful, to Oh-my-gawd-I-really-wanna-kill-this-person awful. Now, I don't want to point anyone here out, but just keep these things in mind.
I mean seriously people, the author of the article said it himself: "This is beginning to sound a bit Pokemon...."
And that's the problem here! This is freaking Pikmin we are talking about! Not Pokemon, or Mario Galaxy, or even The Legend of Zelda! PIKMIN.
And Pikmin, for the most part, is known for being innovative. Pikmin provides a fresh new twist on the Real-Time Strategy Genre by providing you with some set goals and actually putting you in charge of the captain yourself rather than some omnipotent higher being.
Pikmin can also be described as being unique. What other game puts you in charge of a spaceman who crash-lands on an unknown planet and has to rely on small plant-animal aliens to help him fix his Ship and blast off back to his home? I think when it comes to uniqueness, Pikmin is the master.
But most of all, Pikmin is simple, to which a lot of fans are completely missing the point of. Now, I wouldn't call Pikmin the sort of game you "pick-up-and-play", but I do believe that Miyamoto is able to prevent the game from becoming so complicated that it becomes unappealing to newbies, so complicated that it would only grab fans of Pikmin and Real-Time Strategy.
Now, I should probably talk about the "terrible" ideas people are giving to Miyamoto, that he probably won't even bother wiping his butt on. They fall into a few categories:
New Pikmin:
No, I am not saying that Pikmin should have no new Pikmin. What I should've titled this part was, "New Overpowered Overcomplicated Pikmin", but that would have been too long.
Anyways, most new Pikmin ideas provide terrible examples of new Pikmin. Overpowered, overcomplicated Pikmin that would probably make the game too easy to play through with. Imagine a game of Rock-Paper-Scissors-Dynamite. Not know what that is? It's a variation on Rock-Paper-Scissors adding a 4th Item, Dynamite. The problem with Dynamite is, it beats out rock and paper but loses to scissors. That means that scissors beats out two items, dynamite beats out two items, but rock and paper only beat out one item. Unfortunately, there just isn't a four-way game of rock-paper-scisors that prevents every item from getting an equal advantage.
That's probably the reason why Miyamoto doesn't want to add too much Pikmin into the game. One might get an unfair advantage over the others.
New Creatures:
New creatures aren't bad either, but some people have a different idea of "good Pikmin creatures" than others. What I really dislike are enemies that one-hit kill all your Pikmin. Not like the Volatile Dweevil, those come out of nowhere and surprise you, I like that. But some fan-made enemies are made out to be way too overpowered. Like OVAR 9000 overpowered. As said above, I would rather have new enemies and Pikmin that require more strategy than just enemies that are easy to kill but have an overpowered attack. Also, I would prefer humans not be in the game as a boss, because I cannot imagine killing a human and taking its remains to the Onions to make more Pikmin. Just... no.
New Areas:
I am also not saying that new areas are bad, but also in the link above, some people are suggesting new entire planets, though I would say that I would prefer we actually explore the entirety of "Earth" instead of making other planets that only serve as one set of places. Instead of new planets, maybe add in the other 6 continents to the game since Pikmin 1 and 2 both supposedly take place in Africa. So again, all I am saying is that I don't really want this game to end up like Mario Galaxy 2, where one galaxy only serves one small purpose, instead of possibly fully exploring the planet Earth and learning more about civilization.
New Gameplay Mechanics:
Sure, I do like new game mechanics and all, but still, as I have said before, Pikmin is simple. I really don't want to end up with something that's too complicated to work out. For example, the upgrade-ish system of Pikmin 2 was nice because it was light and unique. I don't want to go through tons of screens, searching for things I need to collect and checking how many Pikmin are still with me. Likewise, I wouldn't want this game to be too meaty as to no one will bother searching for 100% completion because there is simply too much stuff with not enough motivation to find, or in other words, having the game be so stale that no one will bother finding everything the game has to offer. New is good, and simpler is better.