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New Idea: Wrestler Roles


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I was just playing madden Franchise and got what i think would be a pretty cool idea for TEW. Anyone that played this year's madden knows what player roles are, and for those who don't, almost every one in the roster gets a role depending on their stats, performance etc. In TEW, this could mean adding a lot of ease, depth and realism to the game. Wrestlers could have many different roles, some positive, some negative, some locker room roles and some in-ring roles, and they could have a pretty big impact on how the game is played. Some sample roles could be, Mentor: People with high experience and talent with a helpful attitude Locker room Leader: Almost same as mentor, but could be low on talent Project: Rookie with a lot of promise, and good attitude Fan favorite: Could be achieved after he/she gets a certain level of popularity Locker room cancer: People with attitude and behavior problems Unreliable: Freespirits without enough professionalism Those were just examples, you could come up with a lot of good roles. These could have a lot of impact on the game, like for example you could put a mentor and a project in as a team or maybe put'em in a feud, this would increase the morale of the mentor and the rookie will improve much faster. Guys with negative roles will have negative impacts on locker room morale, sometimes, if they're too mouthy, could even have an impact on the company's prestige. From a player's standpoint, this will make the booking and recruiting jobs a lot easier, you don't have to get down deep into the stats of every player, you could just check the roles and find out what you're getting yourself into, a definite help for casual gamers or for players venturing into a new game universe. What does everybody think??
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I like this idea. I agree that it would make it easier for newcomers to the game, and would also add some color to the roster, where you can immediately get a rough feel of your workers. (one reason why I've kept away from the C-verse is because it's just too much to familiarize myself with off the bat) You wouldn't want to rely on it, but it would definitely start you off on the right foot. And aside from the cosmetic I can see it having a bit of depth and opening up some new gameplay options depending how it was implemented. How exactly, I'd have to have a think about though. But for now it seems like it has a fair bit of potential.
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[QUOTE=Day_Dreamer;395690] Some sample roles could be, Mentor: People with high experience and talent with a helpful attitude Locker room Leader: Almost same as mentor, but could be low on talent Project: Rookie with a lot of promise, and good attitude Fan favorite: Could be achieved after he/she gets a certain level of popularity Locker room cancer: People with attitude and behavior problems Unreliable: Freespirits without enough professionalism [/QUOTE] this personality traits are already in the game and affect how each character type reacts in the game. Without lockerroom leaders, the manipulative, bitter, politicians and free spirits have their way with locker room morale. Politicians always think their push should be better, free spirits love to show up late or no show altogether, bitter people almost always have a hatred relationship if fired. your idea of a "project" is basically an opener. Mentors are also covered in the "locker room leader" role.
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My idea of a project is an opener for sure, but not all openers could be considered projects, example, robbie from Highlanders, opener, but not exactly a project, Cody Rhodes, however is on the flipside. And your point is right, different combinations of personality attributes combined with talent stats do manage to accomplish the roles thing, but how easy would it be if the game already told you what different combinations actually mean to your company.
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From the Developer Diary: [QUOTE]The TEW08 editor comes equipped with many "personality templates" that allow you to quickly assign a certain type of personality to a character, taking out the hassle of having to define a personality each time. All the traits are described in more detail in the help file.[/QUOTE] You want the game to spell out how a particular 'personality template' would affect roster morale? How could it? It doesn't know the other personality types you have on your roster. The 'roles' you state are already set out by any and every decent booker. You KNOW who your cancers are. You KNOW who your mentors are. You KNOW who you can depend on and who needs work and who is just 'playing out the string' waiting for their contract to expire. Why does your locker room leader have to be 'low on talent'? Name an example of that because for the life of me, I can't think of a single example of someone that people in the locker room look up to and respect, who has no (or little) talent. Also, several of those roles blend together too much to really be distinctive. It's not unusual for 'projects' to be 'fan favorites', after all (happens A LOT in joshi). Also, what about people like Undertaker or Shawn Michaels or Triple H or Allison Danger or Sting (locker room leader AND fan favorite AND mentor)?
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[QUOTE=Remianen;395894]From the Developer Diary: You want the game to spell out how a particular 'personality template' would affect roster morale? How could it? It doesn't know the other personality types you have on your roster. [/QUOTE] Thats the whole point, when you hire somebody, the game should automatically look at your roster and assign him the appropriate role, although they might have a different role when they were free, the game adapts him to your roster. And, roles don't just depend on personality, they also depend on talent. And locker room leaders having a little less talent than mentors, an example would be Rick Steiner, used to be very talented, not anymore but still respected and looked up to, a mentor on the other hand would be somebody like Raven, respected, accomplished yet still talented. The difference could also be attitude, some people are naturally more helpful than others, and just because someone isn't overly helpful doesn't mean they're not respected as leaders. As far as us KNOWing who our guys are and what they do, you don't KNOW everybody in a new game universe, or if you're a newbie, you won't be turned off of the game because the stats are too complex.
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[QUOTE=thedraem41;396130]To me that would be a waste of coding time that could be put in to adding new features that make the game deeper.[/QUOTE] IMO the last thing this game needs is to be deeper. It needs BADLY to be made more playable and accessible. Those are its weaknesses. Depth, isn't.
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