Some great ideas bouncing around, next to no hate from anyone, and I think everyone's getting super stoked!
A couple of thoughts on what I've been reading.
1.) I'm really opposed to the "stat" idea. I appreciate the intentions: Slowing the progression so that it's more true to the "on the come up" feel...I mean, it does seem ridiculous to potentially throw a dub cork 12 in your first am slope run. BUT, I think that if the controls and physics are spot on and as in depth as some people have suggested, you won't be pulling dubs until you've reeeaaally gotten a feel for the game. I also sort of like the idea that having limited "stat points" to assign to different skills because it forces you to sort of "define" your riding and specialize (Jon vs. Will Wesson). BUT, I think it just sort of makes the game too arcadey and moves away from the organic, authentic feel. I DO like the idea of ski selection, ski length, and binding placement playing a role though. This could be a sort of compromise. Ski flex, sidecut, length, waist width, mounting location, etc. should all affect your riding.
2.) Storyline. Frankly, I think the quickest and easiest way to tank a game is a cheesy storyline/plot. This game's mechanics and gameplay should take center stage. I DO however absolutely love the idea of rising from obscurity to standing atop the freeskiing world. I think the "plot" should be really minimal. No gimmicky nonsense. I just want to be a talented young skier, looking to catch a break and ride along side my heros!! Gay, I know.
3.) Someone suggested bumping into pros who then act as tutors and mentors, ala SKATE. I love this idea. It's a good way to introduce some of the more complex and difficult tricks, as well setting up opportunities for coverage and attaining more sponsors.
4.) A huge part of skiing involves scoping things out. Someone threw out the idea for a speed meter that would help you find the proper speed to land in tranny on big jumps. I don't really like the idea, but it gave me another, haha...no offense bud!
Shaun White featured absolutely awful and incompetent computer controlled non-player riders. Here, they should really serve a purpose. They should stand at the top of jump in-runs, and yell drop. You should be able to see where they drop from, whether they scrub speed or sit on their tails, etc. It would be cool if it was necessary to speed check jumps, peep landings, and all around keep it real. You don't throw a sw 10 the first time you hit a 80 ft. step down. You should set a "sesh marker", watch others hit the jump, speed check yourself, straight air to find the sweet spot, and THEN go off.
If it's not obvious, I want a sim. hahaha