Looking at my current game idea in comparison to other similar games on the market already.
Action Combat/ ARPG:
Warframe:
Fluid movement e.g double jump, archwing/ flying, bullet jump (mid air dash).
Range of weapons- Primary, secondary & Melee. Different feel & style of play.
'Mods' or augments can be loaded onto these weapons to create different builds.
Different enemy types- Infested (Bloated HP), Grineer (High armour), Corpus (Energy shield/ can also disrupt player's actions), Sentient (Adaptive resistance/ change in damage type is needed to take them down effectively).
Flying gameplay elements (Archwings missions) is considered sup-par to regular missions type. Too much open space, hard to see enemies & dependant on a separated system from base gameplay.
Black Desert:
An MMO action base combat that is considered the best in the genre along with game fidelity.
Combo action combat based with no need for the use of skill hot-bar.
Branching skill tree with different traits.
Different classes to pick from which later can specialise into different weapon play style.
Little compelling reasons as to why player undertake certain tasks.
Soul Worker:
Action combat MMO that feels like hack & slash
Cell shaded/ anime style (aesthetic closes to what I can in-vision for my game idea).
Controls feels stiff & too light in certain areas.
Lots of camera clipping in tight areas or places with lots of props.
Nier Automata:
Primarily an action combat base game with changing gameplay style.
Fluid motions & a mix between realistic & anime aesthetic.
Different weapons & upgrades available.
Compelling story/ narrative.
Hades:
Different weapons to pick & or unlock from- different playstyle.
Theme of escaping the underworld/ parental restrictions resonate with my current game ideas.
Boons (augments) & weapon upgrade can be acquired to further change play style.
Sharp & clear movements.
Dialogue & character expressions illustrations are used to convey the story.
MMO/ Fashion Elements:
Warframe:
Change colours parts on the Warframe (Playable characters).
Diverse Warframe's skins. Helmets/ head can be changed as well.
Warframes are technically 'gendered locked' but the 'Tenno' (special teens that control their Warframe like their own from afar) are not.
Accessory- Cape, legs, arms, chest and body's emission can be changed for different parts & or colours.
Due to a lack of a formal end game 'Fashion Frame' has been an unofficial standard for players to keep playing.
Some skins/ accessory are locked behind real life money or deluxe packs.
However, premium currency can be traded between players and be used to buy some of these accessory.
Note, all weapons and playable characters can be obtain for free (note the only cost is time sunken into farming).
No skins/ accessory has any stats associated with them.
Designated hubs/ channels are used by the player to traded or brought for farmed items.
Clans/ dojo exist as social spaces that can be decorated, expanded, & customise.
Usually effort/ time sunken in/ power level of player can also correlate to how well decorated their Warframe is.
Black Desert:
Minimal & long interval between outfit changes outside of cash shop purchases.
Shop outfit purchases are £20-£30.
Classes are gendered locked but do feature opposite gendered class. e.g Ranger & Archer. The opposite gender do have varying play style from each others.
Impressive body customisation from cheekbones shapes to body proportions and muscle definitions.
Soul Worker:
Different slots for outfit pieces.
Certain outfits can obtained and made through in-game resources.
The better looking (subjective) are available through cash shop.
Not every item can be dyed & dyed is a separate item the player has to obtain.
Nier Automata:
Outfits unlocked through completions of different achievements.
Outfits appears to be either sets or accessory.
Customisation is limited.
Hades:
Different weapons- different play style.
Different accessory (not visualise) that has different passive/ effects.
No character customisation/ outfits.
Summary:
There are elements from each game listed that I think are useful & applicable to my game. However, I'll need to be careful to consider and mange my scope to provide a unique experience. In comparing these games with my game idea an important differentiation for most of these games is the fact that most of them are MMOs- which will have business models that reflects the cost of sustaining a live service game. That being said, I personally disagree with excessive exclusive outfits locked behind a pay-wall especially if more effort was placed into them as compared with their free obtainable counterparts.
Though I can't hope to match the polish and depth of some of these combats/ movement system, a brief but polish experience is something I can aim for. This is contingent on my planning and management skills.
Comments