So, a few things:
Shonen doesn't have to be over the top just because the latest popular long-running series went through a process of nonstop escalation. Ashita no Joe is an absolute shonen classic and it's a fairly grounded story about japanese street kid finding meaning in life through boxing, the most over the top it gets is having a wild savage that was taught to box. Rurouni Kenshin had flashy fights involving super swordsmanship without going cuhrayzee and ignoring that its characters are humans on some level except when it was a character's gimmick that he was extremely abnormal in some way or another.
It is defeat and the characters being foiled, should it result in death or not, what should always be a possibility or there's no tension and therefore no real meaning to anything. Plenty of works where the characters can lose and not die, but that they fail is what matters. When this is lost it's not a genre feature, it's a common pitfall that takes away from the work. The point of OPM is that Saitama's meant to be a joke and that being overpowered sucks for him. What One Piece does well is make every death matter because they're few, and even without deaths Oda consistently makes the characters' success in the face of difficulty engaging.
I brought up concerns about mind powers and allowing more freedom in materializing abilities for the sake of player agency and variance in powersets, but I feel that if we take those thing into account the set-up as is allows for plenty of variety in character gimmicks. No need to go ham just for the sake of being ham, unnecessary escalation for the sake of trying to make things seem more "epic" is typically where the works start to decline. I feel like the medium proposed is fairly solid and that PVP in these games will always be something of an issue just because of the freeform format, not a lot that can be done about that.
Shonen doesn't have to be over the top just because the latest popular long-running series went through a process of nonstop escalation. Ashita no Joe is an absolute shonen classic and it's a fairly grounded story about japanese street kid finding meaning in life through boxing, the most over the top it gets is having a wild savage that was taught to box. Rurouni Kenshin had flashy fights involving super swordsmanship without going cuhrayzee and ignoring that its characters are humans on some level except when it was a character's gimmick that he was extremely abnormal in some way or another.
It is defeat and the characters being foiled, should it result in death or not, what should always be a possibility or there's no tension and therefore no real meaning to anything. Plenty of works where the characters can lose and not die, but that they fail is what matters. When this is lost it's not a genre feature, it's a common pitfall that takes away from the work. The point of OPM is that Saitama's meant to be a joke and that being overpowered sucks for him. What One Piece does well is make every death matter because they're few, and even without deaths Oda consistently makes the characters' success in the face of difficulty engaging.
I brought up concerns about mind powers and allowing more freedom in materializing abilities for the sake of player agency and variance in powersets, but I feel that if we take those thing into account the set-up as is allows for plenty of variety in character gimmicks. No need to go ham just for the sake of being ham, unnecessary escalation for the sake of trying to make things seem more "epic" is typically where the works start to decline. I feel like the medium proposed is fairly solid and that PVP in these games will always be something of an issue just because of the freeform format, not a lot that can be done about that.