Why does anybody like the time limit in Sonic games?
#137
Posted 02 April 2012 - 09:02 PM
Quote
That'd be because most game journalists/critics will slap a 10/10 score on anything with the word "indie" attached to it. I don't think any of these are very good videogames (though all of them are videogames, without any doubt -- don't know how there's even any debate on that.) The point of games aren't to be challenging, and the challenge argument doesn't even work very well in this context (since the time limit doesn't add much of it if you aren't playing for rings/score), but challenge is a major part of what makes games engaging in the first place (it draws us into the world the game creates, which isn't only done with things like art and sound but also with things like level design, enemy design, etc. that demand the player directs his full attention to the game and what's going on inside it), especially with older 2D titles. This doesn't factor in too much to the Sonic series, but it's a general undercurrent in this thread so I figured I'd say something about it.
#138
Posted 02 April 2012 - 09:18 PM
Billy, on 28 March 2012 - 10:01 PM, said:
Pretty much exactly what they did in Oddworld: Abe's Oddysee. Not having those score counters, time limits or lives was one of the features they used to describe the game as special.
#139
Posted 02 April 2012 - 09:47 PM
Sonic 65, on 02 April 2012 - 09:02 PM, said:
The bit about indie games is not true, at all, I don't even know where it came from. Indie games get bad press too, you know.
I can agree with most of the rest but while I think some kind of task for the player is required for them to feel immersed, I think "challenge" is a bit of an inaccuracy; something doesn't need to be hard to be engaging.
Edit: I have also played all the games that I listed. Not sure if that counts for much around here since 99.9% of the populace disagrees with me on EVERYTHING related to game-quality and vice-versa. :l
#140
Posted 03 April 2012 - 06:54 AM
#141
Posted 03 April 2012 - 07:42 AM
#142
Posted 03 April 2012 - 09:59 AM
ICEknight, on 03 April 2012 - 07:42 AM, said:
Doesn't seem so. Building a complex 3D model with 3DS Max is probably just as or more challenging than playing through Kirby's Dreamland, for example, but the latter is considered a videogame and the former just a program. Even under the other definitions people provided, both are "pursuits or activities with rules," "structured play," etc. (since both are computer programs.) You could even think of many computer programs as sandbox games, like Minecraft's Creative Mode except with a larger range of possibilities. Ultimately I haven't seen an adequate definition anywhere that separates videogames from other types of computer programs without any major inconsistencies, it just seems to be a difference in degree that everyone gets instinctually without being able to put it in words. The difference between a game and a toy is easier to talk about; a game is an activity governed by collection of rules, a toy is just an object.
Volpino said:
C'mon, when was the last time you saw a high-profile game released under the "indie" marketing label get a Metacritic rating below 80%? I can't think of one off the top of my head.
#143
Posted 03 April 2012 - 09:59 AM
ICEknight, on 03 April 2012 - 07:42 AM, said:
For great truth, I have quoted this. I wouldn't mind the Sonic series being more challenging with regards time limits; it's a fast series, with a fast character. Why not have the incentive to play fast? It's not rocket science.
#144
Posted 03 April 2012 - 03:16 PM
If that's the origin of the 10-min Rule, then I guess it's more pitiful to have a "Suicide" option when you pause the game.
Despite the time limit Rule, something is certain: The clock is so very much important in a game that is supposed to be fast! Is as if there were no timer in car games.
Personally, I find it quite challenging to go through levels as a "collector" and try to beat them below the 10 min mark. But I also agree that breaking the rule with and paying with losing everything isn't a cool balance.
Maybe a time extension could work well. A 1 minute extension could be achieved per 100 or 200 rings. So, if you fool around, it'd better be for a good reason. And if you lose your rings, you go back to the 10 min.
Or it could be completely disabled, but leave the suicide option available in case of running into a wall.
#145
Posted 03 April 2012 - 03:17 PM
Chris Crawford said:
- Creative expression is art if made for its own beauty, and entertainment if made for money.
- A piece of entertainment is a plaything if it is interactive. Movies and books are cited as examples of non-interactive entertainment.
- If no goals are associated with a plaything, it is a toy. (Crawford notes that by his definition, (a) a toy can become a game element if the player makes up rules, and (b) The Sims and SimCity are toys, not games.) If it has goals, a plaything is a challenge.
- If a challenge has no "active agent against whom you compete," it is a puzzle; if there is one, it is a conflict. (Crawford admits that this is a subjective test. Video games with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in Pac-Man.)
- Finally, if the player can only outperform the opponent, but not attack them to interfere with their performance, the conflict is a competition. (Competitions include racing and figure skating.) However, if attacks are allowed, then the conflict qualifies as a game.
Crawford's definition may thus be rendered as: an interactive, goal-oriented activity, with active agents to play against, in which players (including active agents) can interfere with each other.
This one seems to make the most sense to me.
#146
Posted 03 April 2012 - 05:35 PM
Jayextee, on 03 April 2012 - 09:59 AM, said:
This comes back to what I was saying about Yoshi's Island; I don't mind an incentive to play fast, but it should be a fluent part of game design and not an arbitrarily imposed abstraction.
Also, this fucking brilliant article by Scarred Sun touches on why I think one should be wary of adding too many such "incentives" to Sonic games. We all play Sonic differently and like it for different reasons, and the games' capacity for that is part of their appeal.
#147
Posted 03 April 2012 - 05:42 PM
Sonic 65, on 03 April 2012 - 09:59 AM, said:
ICEknight, on 03 April 2012 - 07:42 AM, said:
Doesn't seem so. Building a complex 3D model with 3DS Max is probably just as or more challenging than playing through Kirby's Dreamland, for example, but the latter is considered a videogame and the former just a program. Even under the other definitions people provided, both are "pursuits or activities with rules," "structured play," etc. (since both are computer programs.) You could even think of many computer programs as sandbox games, like Minecraft's Creative Mode except with a larger range of possibilities. Ultimately I haven't seen an adequate definition anywhere that separates videogames from other types of computer programs without any major inconsistencies, it just seems to be a difference in degree that everyone gets instinctually without being able to put it in words. The difference between a game and a toy is easier to talk about; a game is an activity governed by collection of rules, a toy is just an object.
Volpino said:
C'mon, when was the last time you saw a high-profile game released under the "indie" marketing label get a Metacritic rating below 80%? I can't think of one off the top of my head.
The reason those get high scores is because nobody bothers to pay attention to anything lower. Steam, for example, has quality control any legit company would be able to pass but an indie developer would struggle with. The vast majority of indie titles go unnoticed by the mainstream and even someone like me who plows through indie-dedicated sites has to look for a lot of them. My point is, if it's not "high profile" for a regular company, it gets a bad score, if it's not "high profile" for an indie game, it doesn't get mentioned.
Also I think one thing that separates a game from a program is that you can't normally do anything productive with a game, it's just there to be fun. You can use a model you make in Blender, but you can't do much with a Minecraft sculpture. Other than that, I have the same problem, since I have so much fun using Artweaver (Even if it is just to smear colors around and make something I might not save) but that is considered an application.
Mercury, on 03 April 2012 - 05:35 PM, said:
Jayextee, on 03 April 2012 - 09:59 AM, said:
This comes back to what I was saying about Yoshi's Island; I don't mind an incentive to play fast, but it should be a fluent part of game design and not an arbitrarily imposed abstraction.
Also, this fucking brilliant article by Scarred Sun touches on why I think one should be wary of adding too many such "incentives" to Sonic games. We all play Sonic differently and like it for different reasons, and the games' capacity for that is part of their appeal.
You people are so much better at saying what I wish I could. I just read that, I will carry those thoughts if I ever manage to do something remotely successful with programming.
#148
Posted 03 April 2012 - 05:48 PM
In the end, having a time limit is all about how you enjoy playing the games. Some people really enjoy racing against the clock, giving them a sense of adrenaline, while others enjoy finding the secrets that the levels contain.
I had an interesting idea after playing the recent Kid Icarus game though. In the game, before you start the level, you can move a slider to make the game harder or easier. Well, what if Sonic had something similar? the farther to the right the slider is, the shorter the time limit is, but you'd get better rewards if you complete the level under this time limit. Don't feel like trying to clear a level in a minute? just slide it back, give yourself some breathing space. Don't wanna bother with a time limit? just slide it the opposite direction. Sure, you won't get rewards for doing it, but you can enjoy the level in all it's splendor, and there'd be secrets in the level you could try finding instead that offer different rewards for exploring.
#149
Posted 04 April 2012 - 03:06 AM
Sonic 65, on 02 April 2012 - 09:02 PM, said:
But that's kind of missing the point; the idea behind Sonic's time limit isn't that it's supposed to be strict, it's just that it's there. It's not supposed to be "I can't stop moving or else I'll die" levels of panic-inducing. Buttoning down the time limit to make it more strict would discourage exploration and experimentation.
The pressure to finish a stage does not have to always be suffocating in its intensity; ten minutes is usually long enough that you can still be pretty leisurely and finish with four or more minutes to spare. And that's fine, but somewhere in the back of your mind, you were at least aware that there was an impending time limit, and that had an effect on you.
Not everything has to be black and white, "in your face at all times" or "completely non-existent". There's something to be said for subtlety.
#150
Posted 04 April 2012 - 03:35 AM
Of course, Security Hall, well, that was a pure dick move, and I hated that pants-on-head retarded setup, while giving you only 5 minutes with a gimped radar. Worse, the remake removed the very helpful bug that let you actually clear it in any decent time, making you go through, find the emerald, trudge back up to the switches, hit the right one, go back down, collect, and repeat. Stupid if you hated using the hint screens.
But, games are meant to be a challenge, hmm? Alright then. Let's dream up a 'Hardcore' hack of Sonic 3 & Knuckles. We'll give it 5-minute time limits, only 14 big rings leading to instant top-speed special stages where you have to Perfect the stage to get the emerald. Oh yeah, take out the extra life routine, disable SRAM, change the 'bad ending' to instant game over, and just to discourage cheating, if changes to RAM are made outside their normal write routines, error the game out. Fail at this Sonic equivalent to Kaizo Mario? Well, guess you suck. Get better at it.
Bad example? Maybe. But how well do you think the game would have sold if that were the retail release? My guess is that would have killed the series outright and we wouldn't even be here today.

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