Heh, I had no intention of introducing this particular concept at this time, but the simple fact is, I might as well speak of it while I'm inspired and open-minded.
Anyway, as many of you know (or should know), I've been working extensively, passionately, and excitedly on reverse-engineering and re-porting the Sega Saturn El-Hazard game for English-language play on a typical Windows PC. (And other platforms, maybe.) Now, just like when the El-Hazard game was first ported from its PC-98 birthplace to the Saturn, it gained new things along the way (a la those who arrive in El-Hazard gain new abilites
Well, while I tried to make it a nearly perfect replica of the Saturn's technical function, we (me and my brother, who team this thing) did discover that many of the basic game mechanics were just ... plain. And sometimes stupid.
Granted this game was never and will never be something monumental from any video game standpoint, but that didn't mean we couldn't have fun with it. As you should have noted from my news posts, we've been kind of half-writing real El-Hazard material (Eye of God, Ifurita, and other general Wanderers spiel, as the game is structured on), but then for the hell of it, we decided to just make some of it ludicrious. So that at least a knowledgable El-Hazard fan should see the humorous twists. (Can you imagine Jinnai as a [self-absorbed] religious zealot? Or little princess Rune trigger-happy?)
Anyway, with the Saturn project is about 99% complete and done much for laughs, I did realize something. It's pretty damn fun to write original El-Hazard material. It was always my intention to do this thing, but then proceed to a much more serious El-Hazard fangame project. Now, originally my sights were generally low-brow, common things... "Accept OAV1, OAV2, AW, and continue from there." But one thing I've learned from this little community is that pretty much NO ONE likes Qawool... along with a lot of other Alternative World deals. Originally I was resistant, being the type who submissively accepted what was already done. But, as the fate of anime goes, things since OAV1 were made that DIDN'T listen to the originals -- The Wanderers, the manga, the Saturn game (even in its original state, it was Wanderers with Galus, and Ishiel, fourth priestess.) -- but obviously none of them destroyed at least the basic Earth crew and a handful of key-point El-Hazard people.
Here's my real question, and it's one desiring input -- If I should find time to persue this project of mine (I obviously can't make guarentees as long as I can't see into the future), what do you think would be the BEST route to take?
We're basically looking at one of three levels:
1) Passive Acceptance -- OAV1->OAV2->AW. It happened. Work with the cards you're dealt.
2) Public Acceptance -- OAV1's generally given, and it seems OAV2 was generally okay in most peoples' minds. An example would be to cut it off there, ignore AW ever happened, and write a more overall enjoyable continuation.
3) Something Different -- Now we're talking about the Saturn game or the Manga; allow El-Hazard to take on completely new paths without being restricted to common ideas, particularly of the OAV Ifurita nature (which is a tough break for fan writers who want to unguiltily see Makoto go on other romance routes if I ever knew one.) Or possibly you just want to work in Wanderers world.
El-Hazard writing is just "dangerous" in general, because I think every fan in the world wants to see something different. One this that IS a bonus about making an interactive game a la the Saturn clone is just that; the Saturn game actually allows the player to make distinct choices that cause Makoto to end up with a variety of mate outcomes -- Rune, Nanami, Ifurita, ... ALL of the priestesses [at once, yipes] -- or fun things like the "Jinnai" ending [Jinnai takes over Roshtaria, baby] or the Alielle ending [Makoto becomes Alielle's "girlfriend" for life in exchange for freedom from the aforementioned ending]. Obviously an ideally designed system wouldn't do "all priestesses at once", but I didn't write the Saturn game entirely, just copying it.
I would prefer (I think) not to go below level 2 from above, simply because creating completely new continuities causes problems in general following, and risks things like the Tenchi qualms of too many series that just kept going downhill. (Although I don't think there's been any El-Hazard that ever sunk below "average" at worst.) On the flipside, level 3 might actually be fun (for example, restart on generally the OAV path, but then allow quirks to happen from there.)
I don't know, I'm just looking for some input, because at this time I see a whole lot of paths, but I am curious what makes fans tick; I only know it's generally NOT what made it to the screen.