Going back over my collection of mixes, and especially some like 3rd Mix, 5th Mix, MAX 2, Extreme 2, Extreme (JP) and SuperNOVA... it got me to wondering just how much "improvement" the series really ever needs. I mean, critics may bash the "same ol' situation" thing quite a bit, you know... pick a song, play a song (or course), rinse and repeat... and that's really already done quite right. The SuperNOVA/X games solidified a fair and decent scoring system that really requires no further tweaking whatsoever. Master Modes have been a step in the right direction, but they mostly all feel kind of... "partial," if you know what I mean.
And then it hit me. What if the next step forward isn't with just the songs and stepcharts themselves, but by integrating all of these different playstyles into a primary, common, and even interactive mode (even Extreme [USA] was on the right track with that!)?
Say there's 8-15 spots around "BemaniTown" (or whatever you decide to call that ficticious world); much like in Street Master Mode. Each one may correspond with a primary game mode/interface, and the little quirks that go with it (Solo's "token" system and nonstops, MAX~EXTREME's Extra Stage system, Extreme 2's Dance Master Mode, SuperNOVA 2's Final/Extra Stage systems and Custom Modules, and so on). These modes can be copy-pasted anyways, minorly revised, and just adapted to the new tracklists (think EX 2 to STR!KE, for instance). But apart from that, there are random encounters and a progression of plot-driven Street Master Mode-style encounters as well in them, each with some quirks and challenges to them, much like SMM itself has.
3 spots, chosen at random, will have some "random encounters" that will occur instantly. Depending on the character and the location you're at, you'll be given the option to participate in a related challenge, such as a face-off, a straight song playthrough, a score/grade/combo goal, a nonstop/challenge course, or a song, sometimes with particular (usually hidden, like "Stairs") modifiers. You can choose from a selection of 2-5 (songs/courses), and whatever playable modifiers you like, for a wager. Or sometimes, you'll be allowed to choose 2-5 songs/courses, and the OTHER character will decide on one, based on their personal tastes (75 songs/14 characters means they can each have "favorites" and so forth while still keeping track exposure pretty well balanced, and then courses just equal totals of the songs they prefer).
AfroDisco does a lot of face-offs, Gus does a lot of courses, etc., Zukin does Challenge Lifebars and Robo/Konsento does Shock Charts... but they all do more than JUST one thing (one may be prevalent, like 75-80% of the time). In fact, you can just associate a number of songs (like a Top 15 preference), a few courses, a couple of gameplay modifers and other preferences with each character, and have that determine what your encounter is and what songs they choose with them. If you opt out, complete said challenge, or there's no random encounter, it'll take you to the next menu-like interface (the joint). If you complete the challenge, you'll get a reward (along the lines of a Custom Module) that's good for one challenge.
At a joint, you can freeplay a game mode there that corresponds with the place you're at, and the GUI will tweak to look accordingly (or sorta like a different, but updated DDR title) there. If there's "new chapters" of a character's Street Master Mode available there, they (and their corresponding characters) will appear for you to encounter, and take on. You can juggle multiple characters and their plots this way. Their "Chapter 0" and "Chapter 1" will both be available to start; "Chapter 0" just introduces you to them, and adds a little spin by tipping you off to something you don't already know about the character, even if you've played since 3rd Mix; where "Chapter 1" just launches their story outright. That will make two per location to begin with, right there.
Don't just limit yourself to expected modes either! Play through your history across all the systems, and utilize as much as you can! You can just jump in and freeplay songs (ala Event Mode) in one joint, see (and attempt to break) your records in an Awards Hall joint, choose and play a set number of songs (slight revision of Workout Mode) in another*, one will be a Battle Mode Battleground (every song is a Battle or Face-Off!), and one will even be an ongoing Mission Mode (different songs mix-and-match with some missions, like Request Mode, others are song-specific; but you can always choose between the two). The DDR X/X2 Endless Mode is a MUST, too! And then another character or two may be around, for another kind of "random encounter" that won't happen until you approach them.
*I'm thinking that's a good place for Solo's "token system" to fit in, btw...
Finally, there's the option to "call it a day," which will always save your game, and then allow you to either choose a new location, or exit to the Title Screen. More than anything, this is a "gameplay revision" that rather than being actual gameplay tweaks, simply revises the GUI and it's role, and not so much the actual gameplay itself. Basically, it takes what you're already doing in the game modes, and makes it all "relevant to something bigger," if you follow me. And multiplayer can be set up for simultaneous, jump-in jump-out, or take-turns gameplay as well.
PS: Online Expansion Mode. Take your already-established, well-loved songs' stepcharts and put those on the disc to begin with, along with perhaps the samples that appear on the song select screen (to eliminate loading time/bandwidth). Keep the music database (the songs themselves) on the Konami servers, and allow the game itself a temporary copy-paste of said music for playing. Now, when you hop online, a various selection of songs can be available in addition to the normal lineup (10-25 at a time, perhaps?), and will also appear in the different modes/challenges; along with variable courses that utilize them.
While ever-expansive (eventual access to everything) is a solid option, and one you might even elect to go with; I think by focusing on a concentrated amount of ever-circulating songs, you'll get better (and less split-apart) online multiplayer action (something RB2 and it's DLC effect suffers with HORRENDOUSLY), while having that many available at a time allows you to appeal to players of different skill/experience levels and musical tastes as well. Plus, it keeps good songs from getting perma-DL'ed, burned out, and then neglected.
You might even have 30 at a time, and keep 5-6 of them conditional (usually as results of playing the other available ones). That's where I'm seeing many "series songs," like TRIP MACHINE/PARANOiA/MAX/Fascination/Pluto/Insaner/xxxEVOLVED, etc. mixes playing into, in fact... besides the occasional "feature them all at once or one of each and course them all together" which will inevitably happen as well.
Of course, with online multiplayer, a "combined Player's Best" system, as well as access to one-another's custom Courses and Edits (to play or copy-paste, not just one or the other) is a must, as well.
Multigame Expansion Mode?
If Konami isn't planning to produce more Rock Revolution, Beatmania/IIDX, or Karaoke Revolution titles here; then as a possible afterthought, could there be something to do in this game with the controllers? Again, maybe way after-the-fact with the primary DDR experience... but I do think using DDR as a springboard will help these other titles tremendously. Even the opposite move - producing more of those titles, but with DDR stepcharts (regular DDR scrolling ones) on them as well - could be a terrific and successful move to make! (Case in point: KR3 is still the fan-favorite title there.)

Takin' it one step at a time...




