>>13594918>versus no mercy's story mode.In my opinion the storyline "trees" in No Mercy's season mode is one of the biggest missed opportunities ever in the history of wrestling video games
It was a fantastic idea: wrestle matches through season mode, and whether you win or lose affects what the next cutscene is for the storyline and how the story progresses
Now imagine if they did a season mode for current-gen games that greatly expanded on that. Imagine a wrestling game that has a mostly text-based season mode, consisting of several cutscenes for 6 to 8 feuds/angles per show. Within each in-game month there are 4 shows within 4 weeks, followed by a match for the persons involved in the feud at a monthly PPV
Each feud has a player's specific wrestler and a specific CPU-controlled wrestler locked in that feud for that month, and the player (or the CPU) can only choose to switch to control another wrestler on the roster once a month, after the PPV match ends
Imagine if the game had literally thousands of these monthly storyline trees. Each tree is different based on various factors like the specific wrestlers involved (e.g. if you feud with the Undertaker, he does mind games shit like have a mannequin of you in a casket or whatever), whether you're in a tag team feud, or whether you're trying to challenge for the WWE title (e.g. a Bryan-like angle where the Authority tries to keep you from challenging)
Your wins and losses affect how each storyline tree progresses
A wrestling game with thousands of monthly in-game storyline trees would have infinite replay value