Make a good game that returns to the principles the post Smooth Moves-entries missed: pick up and play with frantic pace and minimal interruptions, replayability through having a large variety of unlockable Stuff.
Look at reviews of the WW games (professional or user): you'll see people praise the quick, frantic pace, the creativity, the replayability through carrots like unlockable minigames and toys, and the anarchic spirit conveyed by the microgame's visuals and humour. What you will *not* see is extended praise for the slow, boring cutscenes or the puddle-deep character archetypes.
I distinctly remember my sister replaying Touched!, only to walk up to me and say "Bro, the cinemas in this game are long and boring". Rhythm Heaven Megamix is another quirky minigame compilation that added an "in-depth" plot to a series that had none before: nobody liked it and every comers condemned the inclusion of this grotesque and inexplicable pace-killer to what had been a pick-up and play series. If you're actually in the business of making a game that will sell well and be liked by the target audience of the previous games and not just internet fanboys, "focusing on the plot and characters" as suggested by nearly every posts in this thread is a bad idea.
Look at reviews of the WW games (professional or user): you'll see people praise the quick, frantic pace, the creativity, the replayability through carrots like unlockable minigames and toys, and the anarchic spirit conveyed by the microgame's visuals and humour. What you will *not* see is extended praise for the slow, boring cutscenes or the puddle-deep character archetypes.
I distinctly remember my sister replaying Touched!, only to walk up to me and say "Bro, the cinemas in this game are long and boring". Rhythm Heaven Megamix is another quirky minigame compilation that added an "in-depth" plot to a series that had none before: nobody liked it and every comers condemned the inclusion of this grotesque and inexplicable pace-killer to what had been a pick-up and play series. If you're actually in the business of making a game that will sell well and be liked by the target audience of the previous games and not just internet fanboys, "focusing on the plot and characters" as suggested by nearly every posts in this thread is a bad idea.