Sonic vs Mario Bros. (1983) Can elements of a single-screen game translate to a full Sonic game?
#47
Posted 11 October 2012 - 12:59 PM
Deef, on 07 October 2012 - 12:30 PM, said:
Not so much. I was going to do the experiment anyway, adding the same changes. What I was going to say was that goals can compel different motion play (if you are bold enough to not pull the lever, you will HAVE TO figure out that the other way is spindash+jump)
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My response in a nutshell: we can't make a tabula rasa experiment out of it. A lot of stuff *can* compel, but we need to display all the options to grasp nearly every possible player's attention.
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I still believe our confusion on what creates compulsion might just be semantics. I do have to admit that Jester's Challenge shows that goals can indeed be the reason someone plays, and so maybe it's not semantics; maybe that's the kind of compulsion you're referring to. But I'm not sure that it is. Jester's compulsion (as I will now call it) is exactly what this topic isn't about; it's far away and deliberately described to the player, and not connected to what's happening right now on the screen/in the controller.
Like coconut milk. You've got a drill and a coconut, and the fun is the coconut milk. If the milk is sour, you're buggered. If the drill is broken, you're buggered. But ultimately it's the milk that the player enjoys, not the drill.
Happiness is the journey, not the destination, and such. It's what you do in achieving the goal that is the fun bit, not actually possessing the achieved goal.
It's semantics, then. Because the whole point about Jester's Challenge was that the lack of a clear goal hinders the motion. There could be slopes and favourable geometry, but the way you play and what for - and the order of importance between goals and subgoals - would never be as Sonic-y. When you know that you'll have to go right, you can allow yourself the luxury of going backwards for a moment for whatever reason, allowing more fun because you are in control. In maze-like games such as Jester's Challenge, you are not in control. You can't be too lenient as to change your own course in favour of a minor reward, because you don't know if that will derail you. The main goal is always the first in the priority, whereas if it is a given, the priorities can be changed according to what's on the screen.
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Deef said:
Palas said:
Not so much semantics that time (although you did initially agree with my quote there).
I say get the motion right, then chuck in the goals. You say get the goals right, then chuck in the Soniccy motion. Heh. Really a designer doesn't want to get either wrong; we just appear to focus our interest from different angles.
Indeed. And it is important to mix perspectives to create surprising gameplay. So I think both of us need to see each other's view as a possibility at hand.
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The problem is that "ways" are something the players build, not the designers. "Way" is just the... manner... of the player to speak about the path s/he's been through, not taking into account the rest of the level. So if I don't chuck in enough goals to lure the player out of the main goal, even if momentarily, I can only know that's where s/he'll head, and calculating as I can only suppose a player would calculate, there is an easy way to do that. I'm a little confused about this, though, because there is something interesting - when playing RPGs, when I find out what's the right path, I always go back and check on the wrong ones to see what's there. Not only because I know there tends to be rewards at the end of the "wrong" paths, but I'm scared as hell of reaching a boss underleveled. It may be due to the fact that there is no such thing is "leveling" in Sonic, but I think I tend to always look for the most practical way to do stuff, since there's no danger of having something such as a rare item lost forever. Another example of how goals and the play itself together compels certain gameplay. But that's just me. As I've said myself, there are rewards in both styles. What compels or ceases to compel is fear.
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The player would simply enjoy the hard path because the easy path is out of sight. It wouldn't even need to be more Soniccy than the other. And it doesn't help that you've gone and put an extra reward up there too. It's almost the perfect skill = reward alternative. But yes the difference is too great, it is patronising. But here's a fun question:
If you only got one sketch to play Sonic in ever again, would you prefer sketch 1 or 2? See, I'd easily go for 2. And if you genuinely prefer 1, that pretty much sums up how huge our difference is in approach. I guess the real triumph of what I'd aim for, in a full game, is when a player gets near the end of an act, they turn around and head back into it. SFR and Sonic Classic Heroes both gave me a fair few time overs in EHZ1.
Finally, it's funny to me how you say "making the player notice the possibilities is much harder." I'm more of the approach where I practically try to hide those possibilities from the player.
Hmm. I, for one, believe the "hard" and the "easy" paths are (or should be) connected all the way through. I don't like the idea of there being a void between them. So let's imagine there are some "inter-paths" pointing in either direction. This can be adapted to reality as, say, a badnik that attempts to throw you to the other path (and the origin and the destination pretty much make your level different. If there is a badnik on the hard path, there could be a reward, too. Or something to alleviate the player's pain, like a shield, on the easy path).
Deef, on 08 October 2012 - 01:19 AM, said:
A successful reaction involves the timing of two things:
#1. Time to react to the presence of danger
#2. Time, once reacted, to travel from being in danger to being out of danger.
Focussing on reflex gameplay involves the timing of a third thing:
#3. Time, once out of danger, to recover to a state for a new reaction.
The first depends on the human so that's ok.
The second and third depend on the game, and Sonic has some slow acceleration on his feet and some slow recovery in practically anything he does.
Should this be changed?! What would, can we, could it, blah blah blah?
I'm not really asking right here; I'm just saying that the timing of #2 and #3 pretty much break the idea of reflex play. Sure you still have to react fast enough (#1), but then you have to wait, and keep holding right, and keep watching, and now a second has passed, should be landing soon... ... . The perfect example is Sonic 1's final boss.
So looking at your examples, Batbrains get you hung up on recovery time, while the most of those temperamental platforms aren't reaction, they're timing. Metallic Madness has those falling grey spiked-underneath platforms; that's reflex/reaction play, right? But yeah, see how slow it feels?
Again, I'm not arguing for or against anything here, I'm just clearing up some thoughts and terms. (On that note, I'm using reflex play and reaction play interchangeably.)
Sonic has 3 tools I can think of that address #2 at least. Jump, spin dash, and insta-shield. All three allow a very fast reaction. Jumping is still quite slow in motion, but instant in its changing of state.
None of these moves address #3. Even the insta-shield is tied to the slowness of recovering from a jump.
Anyway, just throwing this stuff down. <Customary re-alignment of this point to the thread topic of compulsive play goes here.>
I guess I'll have to concede here. I don't know how much of a reactionary I am, but I prefer to have less reflex play than to twitch on Sonic's movement.
The rest is way too off-topic even for me. I am curious, though, about how our discussion is being seen by our fellows.
#48
Posted 12 October 2012 - 03:38 AM
Hope my Colbert didn't appear stubborn.
I think you quoted a non-quote. Hit Ctrl-F and plug in: [[ The problem is that "ways" are something the players build, not the designers. ]]. That bit.
Will reply and edit properly... Soon .
Note to self - Concentrate rolling temptation.
#49
Posted 14 October 2012 - 04:27 PM
I was going to ask how on earth you managed to get 45 posts per page. The max I could choose was 40.
But NOW, only now, for the first time, I have 45 posts per page. o_O I never did anything. I am even in the settings now... it still says 40. Well, whatever, 45 is better, hope it stays like that.
* Goes back to page 1 to load Flipside's post. Forum turns into 40ppp again. -_- *
Flipside said:
Yup to all of this. It is there to be found in the games, but so rare. I think Yahtzee once commented on QTE games where the QTEs are so far apart that by the time they happen you've stopped bothering to stay ready for them. I think any real twitch gameplay in the Sonics is the same; the player typically stuffs up the first time then learns. I can't think of any exceptions anyway; any real twitch play that matters the first time the player sees it.
This also makes note of the fact that if there is going to be any real twitch gameplay, there would need to be randomisation.
Anyway, I don't really want to give it much more attention than this, since I don't think it's worth a whole lot. I suppose I could describe a distinction between twitch gameplay and reflex gameplay, and then I could admit that this is what Palas was referring to in the first place. The distinction would be that twitch = see & react. Reflex = react to many things while reading ahead. And that can combine timing as well as sudden attacks. Most of a shmup is about reacting while reading ahead, not pure twitch play. Whereas Vectorman's bonus stage is out and out twitchville.
So, okay, reflex play could come into the story of compulsion and does deserve a space on that list (of 5 ways to play). I don't know when I'll actually get to looking at that list more closely though.
@Palas, I feel a bit dumb for rewriting the terms so much with all that twitch talk. I could have just agreed with your Scrap Brain/Marble examples; of course skill and reflexes apply, even if twitch play might not.
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Flipside said:
Tutorials.
Yes, important, even if only applied with subtlety in the middle of the game. But you haven't said anything regarding tutorials that is on topic.
Intimidation.
You're basically saying use visuals and mood to generate compulsion. A boss that the player wants to fight. A badnik that looks scary but beatable. Etc. Sound could be a part of this point as well.
I can agree with this, and I wonder to myself, what did Mario Bros. did in this respect?
If you ask me I would say "Not a lot". Perhaps the little turtles were cute enough when stuck on their backs to generate compulsion, but there isn't a lot else I could pick out. But I wasn't playing games in 1983 so maybe back then things felt different.
Multipliers.
I would just treat the suggestion as simply being about score attack, which I think comes after play and isn't the play itself. Except:
Flipside said:
That aspect of the suggestion is good. It's like getting big Mario, and knowing that you could get big Mario back after losing him is a compelling thing. Multipliers have a similar feeling, in my opinion. It's not that you'll get a better result in 30 seconds, it's that in 30 seconds you'll be better as a character at getting results. The prospect of not just achieving more, but of being more powerful to achieve, is a good one. Shields are an example of this too, but really they never implemented it well. I just wonder if there are any other ideas that serve the "more skill = more powah" that are not abstracted away from the real game (like score attacking is).
Flipside said:
Baby steps. Just a design thread for now. Ask me again in 2014.
#50
Posted 20 January 2013 - 03:39 PM
The reason I made this thread is because if I make a Sonic fan game, what I don't want is a game that is just going through the motions; ticking all the boxes but forgetting that, as a videogame, it is meant to be a fun thing we want to keep playing. I want the fun to be recognisable; as soon as you pick it up you're doing something playful.
These days I frequently find myself appreciating a game more than enjoying it; not playing so much as watching myself play, wanting to see what the developer has done more than wanting to continue for the gameplay itself. Rayman Origins is one culprit that comes to mind. There are obvious reasons for this, and with Sonic fan games especially the "observing" feeling occurs an easy 95% of the time. I appreciate and admire, but where's the fun? On the plus side, if I can satisfy my own cynical demands then it can't be a bad thing. And I still believe it can be done; that a very fun and compelling 2D classic Sonic can be made, mainly because I can still look at other 2D platformers such as Mario, and register the compulsion they create. I occasionally find myself hooked on another game where I am indeed playing just to have fun. I want to keep playing.
So this thread is about how the player can pick up a Sonic game and simply want to play more. Not to see what's next, but just to play now. Can a 2D Sonic still do that? This is the aim here. Not just lifeless quality, but fun.
I referred to Mario Bros. of 1983 because it's easy to recognise the compulsive element of that game, and is then easy to see that carrying across into the Super Mario platformers. Sonic is a different thing of course, and I'm not interested in sacrificing any part of the identity of Sonic games (such as the large levels or easy survival) in order to mimic Mario compulsion, but I do want to explore what I can simply because I think pick-up-and-fun can be done better than what we see these days. It's like I want to put new life into the classic Sonic startup experience, yet not break the mould either.
Before I put any more thought into a new post, here is my reply to Palas.
Some other random points for anyone to consider:
A. What about a procedurally generated 2D Sonic game? So every 5 screens, say, the level structure is a random chunk for another 5 screens. Can anyone imagine that being something compelling? Why/why not? What could make it work?
B. I found Sonic Fan Remix to be very compelling, because of the graphics. Hate to say it but it's true; I loved it. Graphics alone can create compulsion to play, but this discussion doesn't have that luxury. So, carry on!
C. I still compare Sonic's immediate gameplay to that of Mario Bros. 1983. But for now that can wait for another post.
#51
Posted 10 February 2013 - 10:54 AM
Considering a new 3D platformer, I've got ideas for the main mechanics and the moves, but I'm still struggling to get the right feeling of that bit that makes the player want to keep playing. I am still trying to figure out what this idea needs, before I have to present it in front of 3 different classes.
Assumption: The player is holding the controller.
Question: Now what? How do you make them want to do anything?
Some comparisons:
* Mario Bros. (1983), racers, shmups, beat-em-ups
= the player doesn't get a choice apart from putting down the controller. If you don't play immediately, you fail, so play or walk away.
* Super Mario 64
= the player is told what to do, and guided with a fairly heavy hand. However they can also do anything they wish, at a pace they wish, if their interest is high enough to self-motivate. (Edit - I'm not sure how it works in SMG. I feel like buying a Wii today just to find out.)
* 2D platformers, 3D Sonics
= the player is not told what to do, and not forced to play or fail, but knows to go right/forward. Challenges will soon be presented.
* Super Mario Bros. 1, Sonic 1
= not told what to do, very lightly forced to play or fail (first goomba/first motobug) in a way that forces involvement and encourages further interests.
I think I'm asking, how can I give the player direction from which to branch out and explore, without making the 3D world linear (Sonic), or the goals patronisingly spelt out (Mario)?
Like, what would you do if Mario 64 didn't have stars.
#52
Posted 21 February 2013 - 11:21 AM
Anywho, to answer your question, Deef, I think the best option for a 3D game is your 3rd Option.
Deef, on 10 February 2013 - 10:54 AM, said:
Question: Now what? How do you make them want to do anything?
Some comparisons:
* Mario Bros. (1983), racers, shmups, beat-em-ups
= the player doesn't get a choice apart from putting down the controller. If you don't play immediately, you fail, so play or walk away.
* Super Mario 64
= the player is told what to do, and guided with a fairly heavy hand. However they can also do anything they wish, at a pace they wish, if their interest is high enough to self-motivate. (Edit - I'm not sure how it works in SMG. I feel like buying a Wii today just to find out.)
* 2D platformers, 3D Sonics
= the player is not told what to do, and not forced to play or fail, but knows to go right/forward. Challenges will soon be presented.
* Super Mario Bros. 1, Sonic 1
= not told what to do, very lightly forced to play or fail (first goomba/first motobug) in a way that forces involvement and encourages further interests.
Maybe they could all work, but I like the 3rd the best.
Oh and earlier when I said post 46 would be on my next page, I didn't mean I had 45 a page. I have 15 posts per page, but 45 is a multiple of 15. Oh and now that it's 2014... This game better be good. lol
Again, those were some compelling posts about flat surfaces being Sonic's kryptonite. I feel like I'm experiencing something I know in a new and interesting way, witch is another reason I still like the old Sonic games. When I played that S2HD Alpha it put me in a weird mental state where I knew where everything was, but I want to explore everything. Like it wasn't even a game anymore, but more of a Legend. And after so many years, I only now realize that the original Sonic games do the exact same thing on extra playthroughs.
It may not translate fully on a single screen game, but Sonic games are partially about exploration. Even if it's just "This Chemical Plant is cool. What's the next zone theme?" I think Sonic 3 took it too far, but people seem to like it and I'm not as familiar with 3.
What 3 did remarkably well was make an interesting and surreal environment. Most of the zones told an interesting story too without a SINGLE text box explaining it. Plus... pixels age pretty well.
An immersive interesting environment and awesome music should extend a player's will to play. Not sure if that's a reason to play or an excuse to play.
I think those classic Sonics did a great job with saying "Get to the goal" but suggesting other goals. Alot of the levels had unique gimmics too that act sort of like a magnifying glass. You don't brag about the magnifying glass. You use it to look at the Physics and go "Oh, I didn't know I could do that before." They did a good job on teacher the player how to play (Except Sonic 3 at some crucial parts), good physics bla bla bla....
What really wowed me the other day was NiGHTS flying around. I saw a YouTube video of someone playing NiGHTS Into Dreams for the Wii. I'm thrice removed from this experience, but when I saw the gamplay it felt liberating like I was the one flying. Don't know how they did that, but they did a good job. A little too good... ... ... I guess if the game mimics something you want to be, like a superhero, space marine or unstopable force, it will become more immersive and much more enjoyable. The act of "breaking the game" the way the designers intended can be really engaging. Sonic 2's Super Sonic gives you kind of the same feeling.
Deef, on 10 February 2013 - 10:54 AM, said:
Like, what would you do if Mario 64 didn't have stars.
Not sure... I guess make an intresting world that's worth exploring. Maybe have short but diverse levels. That way the player can say "Just one more level," and then find himself 6 levels ahead. Not quite sure what control scheme could be used in a game that gives the freedom of Sonic Adventure 1 Sonic or Mario 64 without ripping them off. (Though the triple jump is much harder to master than the Spindash jump.)
Well, Extra Credits did a video about the "Aesthetics of Play" here
They linked to a paper examining what makes games fun, but now you need a password to see it on the website... I'll give the link anyway I guess. http://www.youtube.c...UAxMzYxNDU5NjA5
They have 8 aspects plus one Extra credits added. Good games usually have 3 or 4 of these core aspects
Sooooo... I like how a lot of old games don't waste your time, but every new Sonic game seems like 30% game and 70% extras. It gets irritating.
I think the extra missions should be done away with in favor of new levels. I know it's harder to do, but it's better for the game. Shadow the Hedgehog managed to fit in 23 levels. They did it weird, but they did it. I want to have new experiences more than beating a level, then the same level with 200 rings, then the same level with 400 rings, then the same level in 5 min, then the same level with 800 rings. But most games Sonic Adventure and up do that stuff. Generations did some of them cool with other characters to help you out. I like the idea of Espio's Spider-man swing, but the way it turned out was "meh."
What do you think? Do you think they're doing it right? Should it be done differently, or not at all?
Hmm... Looking back, I feel like I know more about Sonic, but I should have known sooner. :P Thanks for making this "hideous beast" of a thread.
#53
Posted 24 February 2013 - 11:16 AM
#55
Posted 15 March 2013 - 08:59 AM
Flipside, on 21 February 2013 - 11:21 AM, said:
Deef, on 10 February 2013 - 10:54 AM, said:
Question: Now what? How do you make them want to do anything?
Some comparisons:
* Mario Bros. (1983), racers, shmups, beat-em-ups
= the player doesn't get a choice apart from putting down the controller. If you don't play immediately, you fail, so play or walk away.
* Super Mario 64
= the player is told what to do, and guided with a fairly heavy hand. However they can also do anything they wish, at a pace they wish, if their interest is high enough to self-motivate. (Edit - I'm not sure how it works in SMG. I feel like buying a Wii today just to find out.)
* 2D platformers, 3D Sonics
= the player is not told what to do, and not forced to play or fail, but knows to go right/forward. Challenges will soon be presented.
* Super Mario Bros. 1, Sonic 1
= not told what to do, very lightly forced to play or fail (first goomba/first motobug) in a way that forces involvement and encourages further interests.
Maybe they could all work, but I like the 3rd the best.
I actually did go and buy a Wii with SMG just to see how it compels the player, and honestly I was really freaking disappointed. So forget it. On the matter of player compulsion I have no interest in thinking about SMG. Jesus, I thought Mario was patronising before played that.
Flipside said:
Flipside said:
Flipside said:
Flipside said:
And then I would carry on about the physics being like the player's connection with the character, or their way to use the screen as a communication of their thoughts, or some kack like that. As you can see, I'm not thinking deeply about it right now; haven't got time. :/
Flipside said:
Regarding NiGHTS, I agree so much because NiGHTS controls beautifully, and if you were unfortunate enough to read the debating between Palas and I, you might know that I'm all about how the control feels.
Deef, on 10 February 2013 - 10:54 AM, said:
Like, what would you do if Mario 64 didn't have stars.
Flipside said:
Flipside said:
Flipside said:
A problem for me nowadays is that I don't have time to think a lot about things like this anymore, and I'm realising that I want to have that time, so I'm rethinking how I do things.
I can at least list what I don't like on the subject. I don't like:
* all challenges being obvious.
* challenges that are the only thing there is to do.
* an absence of rewards/reason for straying from the goal.
* goals being presented explicitly, instead of intuitively.
I could say that Mario Bros. doesn't pass that 3rd point there, which would indeed make it less motivating for me.
Anyway, can't think of more for now.
#56
Posted 21 March 2013 - 02:27 AM
It's a shame to hear about Super Mario Galaxy being uncompelling.
Anyway, now that I think about it a little more, maybe all of those game opennings can work, but just need to be executed differently.
Deef, on 10 February 2013 - 10:54 AM, said:
Question: Now what? How do you make them want to do anything?
Some comparisons:
* Mario Bros. (1983), racers, shmups, beat-em-ups
= the player doesn't get a choice apart from putting down the controller. If you don't play immediately, you fail, so play or walk away.
* Super Mario 64
= the player is told what to do, and guided with a fairly heavy hand. However they can also do anything they wish, at a pace they wish, if their interest is high enough to self-motivate. (Edit - I'm not sure how it works in SMG. I feel like buying a Wii today just to find out.)
* 2D platformers, 3D Sonics
= the player is not told what to do, and not forced to play or fail, but knows to go right/forward. Challenges will soon be presented.
* Super Mario Bros. 1, Sonic 1
= not told what to do, very lightly forced to play or fail (first goomba/first motobug) in a way that forces involvement and encourages further interests.
I think I'm asking, how can I give the player direction from which to branch out and explore, without making the 3D world linear (Sonic), or the goals patronisingly spelt out (Mario)?
Like, what would you do if Mario 64 didn't have stars.
I suppose the 1st option is excellent for an arcade game. All adrenaline all the time. I think I was looking for just one correct answer. I guess if all videogames were the same, they wouldn't be as exiting.
And also, the stuff I said about short levels that make you say "Just one more level before I go to bed," there's more to it than that. Short levels are an opportunity for diversity. (I think that) It makes the player feel good while making them anticipate something different. Not necessarily more difficult. Just different. I guess it's hart to tell if shorter levels are the cause or affect of a better game because I've seen games do this successfully more than "more of the same" levels.
So... What exactly IS a game? It's interactive. The player has to be able to make noticeable decisions, like moving right. The more time spent without player involvement, the less someone will want to play your game. You CAN make the player feel involved with a cool cutscene without any input, but if your game is 100% cutcene, it's not a game. It's a movie. :P
So minimize player wait time. Especially loading time. One of the newer rayman games loads a tiny level about 2 screens long. By the time the player makes it to the other end, the level is usually loaded. Brilliant idea. One of the James Bond games loads durring cutscenes. When the next level is ready, you get the ability to skip the cutcene. For Ty the Tasmanian Tiger (PS2), all the levels and bosses have their own little loading screen to look at. It usually shows a drawing of one of the people you help with whatever level it is behind them. If it's a snowy level, there's snow shown in the loading screen.
If you have a monster 2 Gigabyte level to load, maybe load a 65 Kilobyte Space Invaders game first. Have something for the player to do. Even if it's control the floating "LOADING" text. If your loading screen makes me pull out my Game Boy Advance, then you have failed.
...
So let's see... "Breaking the game as the designer intended" seems to be difficult to pull off. The phrase sends a clear message, but doesn't tell you how to get to the completed game...
A game I think needs a little consistency. Without consistency, the controls make no sense and the player isn't truly controlling your game. It's now a movie that taunts them. If Mario jumps in a car and that changes the control scheme, the play needs to know when he is in the car and when he is not.
Repetition can be a very good thing. Doesn't matter if it's a game, a story, or a chorus of a song. But repetition is much more memorable when done wrong.
If the game forces you (or encourages you) to replay a section over and over, you remember it and start to hate that section. Especially when you have to do something that feels pointless. This is why I'm starting to hate time attack in Sonic games. It's usually set up so that there is only one correct route. When you find the best thing, you stick with it and never change the pace. And even if you get to the end with a good time, if it's not good enough, you feel defeated, irritated, and restart the level. One time I tried to get a perfect score on some of the Guitar Hero Songs. I would usually get 80% there then miss a single note. Even though I lost, I kept playing the song until it was done. I kept trying over and over, sometimes getting perfect on a song only to get stuck on the next. It stopped being fun, then it became a chore, then I stopped playing for a long time.
That repetition was a very bad thing. Sometimes it causes pain that's hard to forget, like a chorus of a song. It's infuriating to make no progress on a game you've been playing all day long.
It seems like you need consistency, but the fun is in the chaos. Maybe "breaking the game like the designer intended" can be the same as having a good balance of chaos and consistency. Ok, I know what your thinking so I'll just say it... CONSISTENCY CONTROL!!! -hair turns yellow- -flies into space to fight the Death Egg- -wins and comes back drenched with robot tears- So the game needs to be controllable but chaotic. (or at least have the potential to become chaotic.) This would apply when dodging enemies or maybe find a crazy way to spin dash off a slope and hit 5 badnicks in a row. The chaos makes the player input more important. A little bit of practice should expand the player's options. Simple problems can be remembered and practiced mentally to find new results to one problem. I think Castlevania was designed so if you died somewhere, you could think about how you prevent it next time as you approach the problem. The thought the player would need to put into this would make a tedious section less tedious.
Repetition can be a real good thing. I find myself coming back to my favorite games and songs. For all I know, balancing fresh and familiar might be trial and error. Immersion is cool, but so is unwinding and not having to deal with all the stress of the day anymore. Don't have to worry about all your goals, just the game's goals.
But maybe the player doesn't really need a goal. Maybe the player just needs an obstacle.
Well, I hope I've at least given ya something to think about.
#57
Posted 23 March 2013 - 11:54 AM
Flipside, on 21 March 2013 - 02:27 AM, said:
That is something I thought about recently (yesterday). It occured to me, while analyzing some playthroughs of mine, that even though desire is still the determining factor of where I'll choose to go, it's not necessarily the desire of the immediate. There are certain paths that, because of their smooth movement, are much more natural for me to take. But I still don't give in to Deef's hypothesis that movement is, in itself, compelling. I started to believe, instead, that when there's a conflict between what's natural (rolling down a slope) and what's compelling (a series of floating platforms leading to a reward), we achieve value, BUT it's somewhat hard to bend natural behaviours.
And avoiding obstacles is much more natural (and therefore compelling, but not in a conscious level) than collecting rewards. Tetris is all about obstacles, not goals. Space Invaders, all the arcade classics. And you'll play them nevertheless. So I think it's much more of a scale than we've made it seem so far. It's all integrated, goals and movement, according to the level of tension we're imprinting.
#58
Posted 26 March 2013 - 07:36 PM
I think that was a good point also that Flipside raised. But really I'm only posting to say:
1. I should send you a little Unity game I made, with 2 different types of motion.
2. Unconscious yes.
Hate writing on phones so that is all.
#59
Posted 27 March 2013 - 11:10 AM
Hez, on 24 February 2013 - 12:41 PM, said:
Is it, though?
Single screens take away more than the camera movement. They give you field of vision - you are now moving a pixel-size thing in a map, knowing what's ahead and how you should react. The illusion of speed, in itself, means nothing - if it was, F-Zero would be instantly superior to Sonic. And isn't it somewhat awkward to think the camera movement is more important than the character pictured within its borders? Sonic and his movements matter - I'm with Deef until now.
The thing is - what does the speed deliver? What's the adjective we'd use? Probably thrilling, and then we'd see how we can explore Sonic a little more. It can be thrilling to fall or to jump really high, and that doesn't need the illusion of speed as we know it. Likewise, when we spindash + jump into the unknown in a Sonic game, what's fun is not only how high we are, but how we don't know where we are going. If we knew where we'll land, it'd be no longer any fun. And now I'm with Flipside when he says unwinding and chaos are as important as consistency.
Which takes me to the next topic:
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While it's true that we feel the most rewarded when we feel we shouldn't have been rewarded at all, this can be designed. I'll trace a parallel between platformers and RPGs: there are games in which certain combinations of equipments nearly break the game. The player always feels rewarded when he finds out about these, but this phenomenon must still be consciously designed. The only way by which you can do this are small tricks of reconnaissance and the illusion of the unexpected. You create a false, big entrance to the reward and a small one that the player will be taken to, but won't know it. Loops, for example, create situations in which you know how and where the player will be. 9 times out of 10, in the case of loops, the player will be at full speed. So here's what we do.

So the big reward is brought by a non-natural way. It's unlikely that a player, on the first playthrough, will top and go up the loop. But since the minor reward above and the floating platforms are all visible, he'll know that it was my intention to drive him away from the bigger reward. Next time, he'll think things through. But that badnik that, necessarily, doesn't threaten the player directly (a projectile pointed downwards as a form of tension builder is more than enough, maybe something like those mosquitoes in Palmtree Panic) and flies from the left to the right at the moment the player could jump, bounce and reach the reward anyway feels like a "take that, designer" even though it was intended anyway, but masked by a badnik's primary function.
It's a delicate balance and that, indeed, can't be done everywhere, let alone in a level as a whole. If there wasn't the minor reward, that elevator would feel strange, leading to nowhere (until you found out about the floating platforms).
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Please do~!
Quote
Back to university :>
#60
Posted 31 March 2013 - 07:38 PM
Palas, on 27 March 2013 - 11:10 AM, said:
Hez, on 24 February 2013 - 12:41 PM, said:
Is it, though?
Single screens take away more than the camera movement. They give you field of vision - you are now moving a pixel-size thing in a map, knowing what's ahead and how you should react. The illusion of speed, in itself, means nothing - if it was, F-Zero would be instantly superior to Sonic. And isn't it somewhat awkward to think the camera movement is more important than the character pictured within its borders? Sonic and his movements matter - I'm with Deef until now.
The thing is - what does the speed deliver? What's the adjective we'd use? Probably thrilling, and then we'd see how we can explore Sonic a little more. It can be thrilling to fall or to jump really high, and that doesn't need the illusion of speed as we know it. Likewise, when we spindash + jump into the unknown in a Sonic game, what's fun is not only how high we are, but how we don't know where we are going. If we knew where we'll land, it'd be no longer any fun. And now I'm with Flipside when he says unwinding and chaos are as important as consistency.
Which takes me to the next topic:
Quote
While it's true that we feel the most rewarded when we feel we shouldn't have been rewarded at all, this can be designed. I'll trace a parallel between platformers and RPGs: there are games in which certain combinations of equipments nearly break the game. The player always feels rewarded when he finds out about these, but this phenomenon must still be consciously designed. The only way by which you can do this are small tricks of reconnaissance and the illusion of the unexpected. You create a false, big entrance to the reward and a small one that the player will be taken to, but won't know it. Loops, for example, create situations in which you know how and where the player will be. 9 times out of 10, in the case of loops, the player will be at full speed. So here's what we do.

So the big reward is brought by a non-natural way. It's unlikely that a player, on the first playthrough, will top and go up the loop. But since the minor reward above and the floating platforms are all visible, he'll know that it was my intention to drive him away from the bigger reward. Next time, he'll think things through. But that badnik that, necessarily, doesn't threaten the player directly (a projectile pointed downwards as a form of tension builder is more than enough, maybe something like those mosquitoes in Palmtree Panic) and flies from the left to the right at the moment the player could jump, bounce and reach the reward anyway feels like a "take that, designer" even though it was intended anyway, but masked by a badnik's primary function.
It's a delicate balance and that, indeed, can't be done everywhere, let alone in a level as a whole. If there wasn't the minor reward, that elevator would feel strange, leading to nowhere (until you found out about the floating platforms).
Quote
Please do~!
Quote
Back to university :>

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