Well, not so much a full game design, more of a way to make a beloved, flexible, party-based action RPG if I am ever in a position to use the original Soul Calibur source code, which I will not be.
So basically: everyone loves Soul Calibur – it’s accessible, it’s deep, it feels good – and we agree that sequels to pure action games that make them more than that, ala Star Control 2, are a genius underused idea.
So figure you make a semi-linear Infinity Engine style RPG, with, we’ll say, a Phantasy Star-ish 80s anime aesthetic because that’s also great and underused, and a Shadow Hearts-y setting. And better writers or whatever. And you recruit different characters over the course of the game as normal, roughly one for every fighting style that already exists in Soul Calibur. And you have encounter mobs in the dungeon maps.
But when you encounter them with your active party of four you get shunted off to a lovingly polished Matsuno-esque isometric formation screen featuring both you and the enemy team, and you only have 10 seconds or so to match your characters to each of the enemies they’ll have to fight, like you’re calling a play in football. And maybe some of them have special traits that let them call an audible at the last second, and they all have double tech bonuses for being paired up together, of which more in a second.
So, now they all so Soul Calibur battles in order of descending initiative, with the added factor of different gear and buffs and whatnot, and the game systems do a bunch of neat work to ensure that the battles themselves are always 1v1 so as not to overburden the original engine or core game loop, but also keeping things logically consistent and interesting.
For example, if you ever have two characters matched to one enemy (or vice versa – this should be entirely symmetrical to support online versus) the second character acts as support, and you get a spell toggle and a spellcast mapped to shoulder buttons Guardian Heroes style. Maybe some characters don’t have support abilities and some only do (ie you have mages in your party who aren’t originally derived from Soul Calibur characters) and this affects formation choice. Maybe some of them only add damage to canned throw animations and only make getting thrown more risky.
The battle would proceed over relatively short rounds by fighting game standards and if any rounds time out or characters survive they go back to the formation screen for the next one, and as the matchups get more lopsided as parties shrink, additional characters beyond your matchup “plus one” can do buff/debuff effects from the formation screen (which is a good excuse to incorporate movename callouts, which I love). Or maybe you want lopsided matchups from the start, so you have to do all four or however many fights in a round with the same character with the same non-replenishing pool of health but you get all the other characters for buffs or spellcasting.
Anyway this would obviously be great. The cat puked around this point in my thought process though.