This one's going to be a hard sell to many of you 'hardcore' types. But I would like to see this game come into fruition: Mii RPG: Battle for WuHu Island.
The story goes like this: Your Mii is vacationing on the beautiful WuHu Island. Suddenly, the sky darkens, and a dark hole appears above the volcano. Suddenly, thousands of Yuus have arrived on the island with the intent to take over. It's up to you and a party of three other Miis to save the island and restore order.
The game plays like this: outside of combat, it plays as a regular platformer. You explore the enviornment to find collectible Stamps and make it to the next objective. These Stamps play an important role in combat, which I'll get into later. Here you'll also speak with NPCs, accept Quests, and otherwise interact with WuHu and its inhabitants. Enemies also wander about the field. If you come into contact with one, you'll engage it in combat.
In combat, it plays like a mixture of a tactical RPG and Wii Sports Resort. When you initially start, the field appears as a grid. You can move your Miis about it however you see fit, if that space fits within their movement range. If you're within range of an enemy, you can fight it to deal damage to it. There are three ways to attack enemies, which work by the three classes available: Swordfighting, Archery, and Magic. The way combat works is by playing a thirty second minigame. Swordfighting is just like it sounds, and plays similarly to the way it does in Wii Sports Resort. The difference is the inclusion of a Stamina Bar. The more you swing, the more it goes down. The higher your stamina bar, the more damage you deal with a sword blow, and the less damage you take by an enemy's counter attacking. If the bar reaches 0, you're in grave risk for a guaranteed Critical Hit from your enemy. Avoid getting hit for three seconds in order to start recovering Stamina again. Archery has you shooting three arrows at an enemy at long range. They'll be moving about, trying not to get hit. You only have three shots and thirty seconds to deal as much damage as possible. If the arrow hits the enemy, he takes damage. It's just that simple. Magic works differently than the other two fighting styles. The minigame can vary from Frisbee, Bowling, or Tennis style of play. The difference between these styles is how much damage is dealth vs. how accurate and fast the spell is. Bowling-style spells are heavy hitters, but you can't hit aerial enemies, and the spell moves slowly and cost more mana. Frisbee, on the other hand, is fast and much more accurate and the mana cost is paltry, but the spell's damage is very small in comparison. Tennis is a happy medium between the two.
Now we come to those Stamps I mentioned earlier. They can be equipped to your party members to increase stats, or to enable an activated ability. These abilities can range from deal more damage to slowing the flow of time. There are also class-specific stamps, like the Spike Stamp for the swordfighter. This makes all swings in the downward direction much more powerful, while upward strikes suffer. In other words, they essentially work like Badges in the Mario RPGs. Using the stamps, you can come up with your own custom playstyle that suits your needs.
There would also be flying segments reminiscent of Star Fox 64, where you fly on a rail, moving and turning your remote to avoid obstacles and down enemy ships. I was thinking that in the final part of the game, you fly your plane through the hole to reach the Yuu World, when you crash, and have to skydive off, avoiding obstacles on the way down, like the Skydiving game in Resort.
This style of gameplay is accesible enough for the 'casual' crowd to enjoy themselves, while the 'hardcore' can explore the depths of Badge collection and tactics. It's the best of both worlds, really.