Let me introduce you to this topic:
I think there are creative people on this forum. Some of you might have noticed that in the snes-era certain games brought a new direction how to experience a game.
I am especially regarding Super Metroid here. The initial "fleshing-those-ideas-out" and the capabilities of the old-hardware were very limited. But the main root was set. Now what is still missing is a game that is evolving this roots and brings complementary elements to the whole system.
Since in my mind I see so much potential in a metroid-rethought I am rediculous enough to go through the adventure in designing and implementing the game.
a bit to the background of what I am doing and what I want:
I have been in the planning and technology-build-up-phase for almost 2 years now. And there still lies much time ahead before the actual imlementation starts since everything has to be thought through in this massive set-up (the project name of the rethought is STARDUST-GENOM, btw). So in the meantime there will be several side-projects released (like the upcoming TrapThem) which also might share some technology and mechanics with Stardust Genom itself. For instance the physic-system in TrapThem will be used for a certain material-type that has the tendency to connect to each other. Here is an explanation how it works if you are interested:http://www.youtube.com/watch?v=t2wegZx9raI&feature=channel_video_title
What is very important to me next to other aspects is a competitive sportive-layer. It is something most games do not take very seriously. It means the game has to provide consistent and clean mechanics. It is important that the player can clearly grow and express himself through the game. For example in my designs there is no cheating around in quantities to reach a certain level of experience/skills... like in countless rpgs. If you want to achieve something respectable or beneficial you will accordingly have to overcome certain challenges. For example it can require you to master certain skills/tactics to beat a boss or to traverse certain environment.
I think the add of a sportive combat-layer will do the rethought good. Another thing that connects personal depth right into the game is a concept I call "ingame content creation".
In particular for Stardust Genom it means that there is a gun/weapon-arm which allows you to write your own weapon-programs. My concept for that is called "Smart-Ray". It allows you to program the flow of tiny rockets with can contain a heat-rope:http://www.youtube.com/watch?v=cu4ccsuigUM&list=UUSAa53_-boDeKzAnmtWln_A&feature=plcp
I will let the potential for its game-design-possibilities is left to your imagination;)
Another important aspect is the right mix of advanced and primitive enemy A.I.
The advanced A.I. should be used to make the game more alive and force tactics. The progress of the game will differ each time you play it. Random but intelligently designed encounters are important.
There are more aspects to my rethought but I think these are very important fragments of my vision I want to share with you. So if it captures your interest and you have own ideas what you would like to see in that game-type just don't hesitate and post all of them, no matter how rediculous they are. I would like to listen to your visions.
Remember that even bad ideas can often bring some inertia to get to good ideas.
You can only help.