![]() The DA Offices reuse a ton of assets from SBHQ and CBHQ. This is still a great Cog HQ in my opinion, but it has many shortcomings. While it didn't have any unique music, and the CFO battle is only 2 rounds long, the hub is really large, boss reward is great, and mints are fun and unique (despite reusing some assets from SBHQ). It has perhaps the most amount of unique assets and introduced a ton of mechanics. It was the first Cog HQ and built a strong foundation for all those after it. Now where would I rank all 4 of the Cog HQs side by side? In order of most effort to least: And despite said shortcomings, it doesn't take away from the fact BBHQ had a lot of effort put into it to make it a very unique Cog HQ. But every Cog HQ has shortcomings in one way or another- this isn't exclusive to BBHQ. I'd rather have SOS cards and Unites personally. It sucks having to do all those back 9s to get your high level promotions. Now is it a lot of depth? Not really, but at least it's something new instead of a new skin. Sometimes you're thinking of strategies that could possibly kill both layers of a v2.0 Cog in one go. v2.0 Cogs, however, do add another layer of depth to gameplay. But did they really change gameplay up? Not really. Sure, SBHQ brought Skelecogs and LBHQ brought Virtual Cogs. ![]() A new type of cog that influences gameplay.While it never end up getting used, we can at least appreciate the effort put into trying to make him a bit more unique. Let's also remember the scrapped golfing undercarriage Disney once planned to give the CEO. Private servers have since easily fixed golfing, and in many cases it's now a useful mechanic. Sure, the CEO often gets flack for "useless" golfing, but let's remember that for many years it was bugged. The CEO Boss Battle contains four rounds, more than any other boss in the game.The only thing that's really reused is the SBHQ Factory door. Because of this, the Mints reused quite a few rooms from the Sellbot Factory, and the DA Offices reused many rooms from the Mints. The other 3 Cog HQs, while good at conveying different themes, still retained a metallic and rigid feel between them. ![]() This is the most amount of unique music for any Cog HQ if you don't count the two scrapped tracks from Sellbot HQ. BBHQ has a total of 8 unique soundtracks.But despite these shortcomings, I feel that Bossbot HQ more than makes up for it in other departments. And yes, the CEO's head is that of a modified Skelecog. Sure, the hub zone is quite disappointing. People often accuse Bossbot HQ of being a lazily made Cog HQ- but I would have to heavily disagree. I will post some of my thoughts in the comments, but I am interested to see if anyone else has any ideas or opinions. ![]() Do the characters still need to be animals?.Will the antagonists still be business robots? Could they be anything else?.This is probably the hardest thing to tackle - if you changed the theme, do buildings still work, headquarters, streets?.Wizard101 has Toontown inspired elements - 4 players vs up to 4 enemies - but no longer requires progression with a team.Ĭould you change the theme? Can you change the story to be about something else?.Are there still tracks of weapons that you have to obtain over time?.How much can you change the battle mechanics? If you were to take Toontown's elements/mechanics and removed all names/places/direct references to the original game, what kind of changes do you think you can make and still retain the same atmosphere, teamwork and enjoyment of Toontown? Perferably for a slightly older audience too. I keep thinking about how to take what Toontown was successful at, stripping it down and develop a game for today's landscape. Correct me if I am wrong, but I have never seen another game that simultaneously produces and requires friendship and cooperation between players to progress and succeed in the way Toontown does. I have been low-key obsessed with how unique Toontown is with the fellowship it cultivates.
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