I want to create a top-down rpg kind of game. It doesn't have the turn-based battles, for the most part, as it's more of a puzzle type game with an overarching mystery to solve, with not much action. However, I've been playing with the idea of adding different kinds of gameplay from other genres that mixes well with this top-down perspective, such as Zelda-style melee combat, fast "kill 'em all" shoot 'em up action like Hotline Miami, and stealth like the Metal Gear series.
Lets say I have ten chapters of around two hour length each. The distribution of each gameplay element would, for example, go something like this:
- Chapter 1: regular top-down
- Chapter 2: regular top-down (small stealth segments)
- Chapter 3: Zelda
- Chapter 4: regular top-down (small rpg turn based fight)
- Chapter 5: Metal Gear
- Chapter 6: Hotline Miami (small stealth segments)
- Chapter 7: regular top-down
- Chapter 8: Zelda
- Chapter 9: Hotline Miami
- Chapter 10: mix of Zelda, Hotline Miami, Metal Gear and turn based rpg fight
These gameplay styles fit with the narrative, which would've previously only been cutscenes. The Zelda parts for example are flashbacks to medieval times, where it shows how the evil bad guy was born and how the first few attempts at destroying him went for an order of knights (spoilers: not too well, but they did manage to slay many of the bad guy's monster army and weaken him a bit).
Now, regardless of whether or not you think I could pull something like this off (I have my doubts as well, but that's not the point of the question), could this be a bad idea? Variety is the spice of life after all, but I feel that maybe the player could be overwhelmed or annoyed having to learn different mechanics from different genres. Could it be disruptive to the gaming experience if you suddenly play a different kind of game? Or does it not matter as long as it's integrated well with the rest of the gameplay and story?