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Quoted By: >>35111320 >>35111408 >>35112590
>Game Freak decides to try something a little different for gen 8
>No more routes. Instead, you visit huge sprawling dungeons from a hub town
>Dungeons (including caves) only spawn wild Pokemon on specific types of terrain (to avoid annoying zubat problems), but there would still be lots of trainers
>No saving in dungeons, and you can only escape if you clear the dungeon or have an escape rope handy
>Some dungeons (probably mainly post-game) have restrictions on items/money/levels
>No gyms. The equivalent would be bosses found at the end of dungeons
>Bag is much smaller and you can only take so many items with you, but there's an unlimited item storage in the hub town
>Blacking out makes you lose a bunch of items and money
Would the main series benefit from borrowing elements from the Mystery Dungeon games? I've always found the PMD games a lot more fun than the main series due how they prioritize strategy over grinding. A main series game with PMD elements seems perfect. Is there any reason it'd fail?
>No more routes. Instead, you visit huge sprawling dungeons from a hub town
>Dungeons (including caves) only spawn wild Pokemon on specific types of terrain (to avoid annoying zubat problems), but there would still be lots of trainers
>No saving in dungeons, and you can only escape if you clear the dungeon or have an escape rope handy
>Some dungeons (probably mainly post-game) have restrictions on items/money/levels
>No gyms. The equivalent would be bosses found at the end of dungeons
>Bag is much smaller and you can only take so many items with you, but there's an unlimited item storage in the hub town
>Blacking out makes you lose a bunch of items and money
Would the main series benefit from borrowing elements from the Mystery Dungeon games? I've always found the PMD games a lot more fun than the main series due how they prioritize strategy over grinding. A main series game with PMD elements seems perfect. Is there any reason it'd fail?