How many Superman games have you ever seen or played?
Now, how many good
Superman games have you ever seen or played?
Okay, so here, I'm gonna start a discussion about the potential of making a good, indie Superman game; if for no other reason, because a good Superman game doesn't exist yet. Of course, I would love lots of contributing and discussion on the topic, and course-correction where needed because admittedly, I'm considerably more a Marvel nut than a DC nut.
DISCLAIMER: You wanna take this concept and fly with it, be my guest. I already have a dozen somewhat-intertwining gamedev concepts already on my plate that I'm wrestling with, I really doubt I could make time to produce this. But I'll try to keep it all in a simple, indie-managable scale (small team at the worst).
____________________You are Superman.
You know the story. Alien from space, super-altruistic-conservative parents, "I belong to Lois Lane's pu... heart," SuperFriends/Justice League, blah blah blah... I don't care if you're the supergirliest thing since the ORIGINAL My Little Pony, everybody knows this stuff.
In the original Siegel and Shuster stories, Superman's personality is rough and aggressive. The character was seen stepping in to attack and terrorize wife beaters, profiteers, a lynch mob and gangsters, with rather rough edges and a looser moral code than audiences may be used to today. Later writers have softened the character and instilled a sense of idealism and moral code of conduct.Okay... maybe not so much.
You are invincible. Don't get me wrong - unlike the robot that permeates the modern incarnation of the Man of Steel, in -this- reimagining you CAN BE HURT, and endure excruciating levels of torture. But nothing is so bad that it would kill you. And your enemies are always as enduring as you are. So what does somebody DO with this kind of power?
-Make friends and relationships, make time for them, and make it count.
-Try really hard to NOT screw up their lives with your powers and encounters.
-Try to prevent villains from screwing up their lives with their powers, and your encounters.
-Try even HARDER not to screw up these relationships yourself, for not really being able to relate to mortality.
So at this point, the game can already be designed around alternating two gameplay types:
Seeing as the story itself has no real "ending," it just seems to drag on infinitely into existential despair; it only makes sense that the game would do so as well. Therefore, arcadey/score-based gameplay would likely make the most sense. (continued)