Go on then. Pick your preferred superhero, and let us know how you would design a game to do them justice (assuming you had the resources and team to plausibly do it).
To take Ms. Marvel, I figure she'd make a fun game character because her shape shifting powers are so versatile, and these could all be easily translated into mechanical gameplay. The way I envision it would be that, by default, Ms. Marvel would control as a typical teenage girl who can't do a whole lot. Then by toggling a "superpower button", some of her powers automatically turn on depending on the context of what you are doing; If you are running and you turn it on, her legs will stretch out to give her additional speed and jumping distance. If you are attacking someone, you're fists embiggen to do more damage. If you stand still whilst leaving the power on, she will return to her normal shape and heal from damage. Turning it off again will return her to her standard teenage attributes.
On top of the basic movement abilities, Marvel can also shrink, grow and transform. These are more powerful, but come at the cost of "energy", a rechargeable meter. Whilst grown, Ms. Marvel's strength, speed and hardiness are hugely magnified, but it is expensive to use energy-wise. Shrinking lets you enter tiny areas, outflank slow foes, and use stealth to evade people. That latter part can be built on further with transformation, in which (at low levels), Ms Marvel can transform her appearance to match an inanimate object, and at a higher level, match another person. As an object or person, you are hidden from view unless someone bumps into you (which can happen if they see a couch, for no reason at all, sit in the middle of a street).
As to the gameplay world, Ms. Marvel lives in Jersey City, a place I know nothing about. I find open-world games a bit tedious in this day and age, so Ms. Marvel's would be a far more condensed world, the map being only big enough to traverse in a minute or so, and not include the rest of New York. Also, there is a mission style structure to the game, so instead of having to traverse to certain points on a big map to trigger the next story missions (a la GTA), the mission starts you off in the right place. You can roam during or after the mission, and when you are finished, you can skip straight to the next mission. This makes the game shorter, but cuts out the stuffing.
The mission focus also means the game can decrease in scope when you get to certain areas or specific buildings, to allow greater environmental detail and destruction. Destruction is an important factor in the gameplay; the game counts how much destruction or civilians hospitalised you cause in the process for justice. Using your powers will inevitably cause destruction, especially if you grow whilst standing in a school classroom, so part of the game is figuring out how little to use your powers in certain situations, or steering fights away from vulnerable areas.
There are multiple approaches to problems, but some solutions are objectively better than others (though also more difficult). If you want to stop a speeding train, you could resort to simply shoving it off of the tracks, causing a lot of damage and harm. Or you could try to slow it by dumping objects in its path, which is a bit safer but still destructive. Or you could try to outrun it and clear its way until it gets back under control again, which does the least damage. The game reacts to your approach, keeping an eye on the amount of damage or harm you do. The in-game news will report on the numbers, and be more critical of Ms. Marvel if she is particularly destructive, or praising if she prevents it. There isn't a morality system as such, as Ms. Marvel is still a good person whatever her approach, but the game recognises when the player is being more careless or more careful in approach.
Finally, there is a fairly cheerful tone to the game. There isn't much of an emphasis on fighting, and what villains there are, they tend to be a bit silly. People don't normally die in the game, they become hospitalised. Meanwhile, Ms. Marvel is a friendly geek who quips about her situation. The mission based structure also prevents her from repeating the same canned phrases.
On top of the basic movement abilities, Marvel can also shrink, grow and transform. These are more powerful, but come at the cost of "energy", a rechargeable meter. Whilst grown, Ms. Marvel's strength, speed and hardiness are hugely magnified, but it is expensive to use energy-wise. Shrinking lets you enter tiny areas, outflank slow foes, and use stealth to evade people. That latter part can be built on further with transformation, in which (at low levels), Ms Marvel can transform her appearance to match an inanimate object, and at a higher level, match another person. As an object or person, you are hidden from view unless someone bumps into you (which can happen if they see a couch, for no reason at all, sit in the middle of a street).
As to the gameplay world, Ms. Marvel lives in Jersey City, a place I know nothing about. I find open-world games a bit tedious in this day and age, so Ms. Marvel's would be a far more condensed world, the map being only big enough to traverse in a minute or so, and not include the rest of New York. Also, there is a mission style structure to the game, so instead of having to traverse to certain points on a big map to trigger the next story missions (a la GTA), the mission starts you off in the right place. You can roam during or after the mission, and when you are finished, you can skip straight to the next mission. This makes the game shorter, but cuts out the stuffing.
The mission focus also means the game can decrease in scope when you get to certain areas or specific buildings, to allow greater environmental detail and destruction. Destruction is an important factor in the gameplay; the game counts how much destruction or civilians hospitalised you cause in the process for justice. Using your powers will inevitably cause destruction, especially if you grow whilst standing in a school classroom, so part of the game is figuring out how little to use your powers in certain situations, or steering fights away from vulnerable areas.
There are multiple approaches to problems, but some solutions are objectively better than others (though also more difficult). If you want to stop a speeding train, you could resort to simply shoving it off of the tracks, causing a lot of damage and harm. Or you could try to slow it by dumping objects in its path, which is a bit safer but still destructive. Or you could try to outrun it and clear its way until it gets back under control again, which does the least damage. The game reacts to your approach, keeping an eye on the amount of damage or harm you do. The in-game news will report on the numbers, and be more critical of Ms. Marvel if she is particularly destructive, or praising if she prevents it. There isn't a morality system as such, as Ms. Marvel is still a good person whatever her approach, but the game recognises when the player is being more careless or more careful in approach.
Finally, there is a fairly cheerful tone to the game. There isn't much of an emphasis on fighting, and what villains there are, they tend to be a bit silly. People don't normally die in the game, they become hospitalised. Meanwhile, Ms. Marvel is a friendly geek who quips about her situation. The mission based structure also prevents her from repeating the same canned phrases.