I was thinking this morning after playing Marvel Ultimate Alliance 2 last night, that the game was a decent action game but I didn't really notice any part about the game that hardly warranted mention of the RPG genre. And then I thought further still that the game lacked something fundemental to its gameplay, something to make it a higher replay value... however pinpoint such things can be complex. So I have come here to ask what everyone thinks an exellence experience of both Action and RPG in one game truly needs. No detail too small. I will start with what I have thought of:
-Action Aspect: High level of responsive and tights controls with proper smooth animations to complement them. It sucks when I am executing a combo or a special attack and I want to stop in order to run, jump, sidestep, re-target, change attack, heal, etc., and i am just stuck in animation, when I hit a button i want a response right then and there and i want the result to be smooth in appearance.
-RPG Aspect: Super High level of stat and skill customization. When I get the final few experience points of a level I want to be excited. I want to have multiple points to spend and too many places to spend it. It should have Stat points, it should have stat modification points, it should have skill points, it should have skill modification points, and it should have them every single level. It should have stats like Strength, Agility, Dexterity, Intelligence, Wisdom, Luck, Vitality, and Constitution; stat modifications like +% to, Health Point Regeneration, Mana Point Regeneration, Physical attack, Magic attack, Hit Rate, Dodge Rate, Physical Defense, Magic Defense, Jump Power, Move Speed, Attack speed, Critical Rate, Find Item Rate. It should have many skill trees for every playable class, about 4-6 skill trees: and skill modifications of +% to any specific numerical aspect of the skill displayed.
-Action Aspect: Very animated deaths relevant to how they died. If i slam a guy across a room and he hits a wall and dies, I want him to be quick from hitting the wall to going limp to the floor; if someone is bleeding out to death they should be crawling away as they try escape their fate.
-Action Aspect: Accurate damage simulation. When I slash across someones chest i want a big gashing wound across there in the same direction, when I crater a wall with a punch it should stay there, when there are a sea of corpses around they should stay right where they are, If blood splatters on my character i want it to stain him and stay until he gets washed by water or otherwise.
-RPG Aspect: Large amount of equipment slots. Why some games only have 3 or 4 equipment slots? I have no idea, if I have a mountain of armor, weapons, and accessories I want to wear them, it is my property and it is my choice what i do with them i say. Lets spruce it up to somewhere between say 20-30 slots.
-RPG Aspect: Large variety in equipable items. Random generated items, some generic items, some with Stat Mods, Skill Mods, Animation Mods, Sockets for insertable items for extra mods.
-RPG Aspect: Items Level up with repeated use. If i like my cruddy rotten toothpick i stab minotaurs with from the first 10 minutes of playing the game by golly i ought to be able to use it proficiently. Obviously leveling better items would still be more effective but a level 277 club should be able to compete with a level 1 Excalibur if i so care to put the time to do so.
-RPG Aspect: No Leveling Limit on characters, items, skills, stats. Why you might ask? Well it is a rather basic idea once you can no longer make progress towards a new level you actually remove the RPG element of the game. Everyone at one point or another would hit the level cap and then... its just an action game, nothing wrong with action games but why stop something that has been prevalent throughout the whole game up to that point? If i played 600 hours my character should be more proficient in combat then he was at 90 hours or gameplay.












