winterhell, on 19 April 2013 - 11:49 AM, said:
I've though about this before. In Golden Axe III, the branching changes the length and the difficulty of the game. Sure, it increases the replayability tremendously, not just because it takes more time to see everything in the game but also makes it less repetetive and fresh.
I'm afraid with the modern gamer that would be a waste of development budget and resources. People expect a system when your progress gets saved every now and then, in a manner that you don't have to go back to previous stages ever again if you want to finish the game. Let alone try/discover new routes to new levels.
I'm against the Sonic 3 kind of save system where you go to a level with 1 life, lose it and resume with 3 lives from the same level. There was an F1 game that let you save your game between events, but that worked as a Pause. You had only one shot at the next event. If I'm making a save system for a platformer it'd go in similar fashion.
This being said, Branching allows for the time you spend on one sit to be kept shorter, and if a Sonic game is made with, say, more than 8 zones, then there could be some branching so that the longplay is kept just under 1 hour.
I'm afraid with the modern gamer that would be a waste of development budget and resources. People expect a system when your progress gets saved every now and then, in a manner that you don't have to go back to previous stages ever again if you want to finish the game. Let alone try/discover new routes to new levels.
I'm against the Sonic 3 kind of save system where you go to a level with 1 life, lose it and resume with 3 lives from the same level. There was an F1 game that let you save your game between events, but that worked as a Pause. You had only one shot at the next event. If I'm making a save system for a platformer it'd go in similar fashion.
This being said, Branching allows for the time you spend on one sit to be kept shorter, and if a Sonic game is made with, say, more than 8 zones, then there could be some branching so that the longplay is kept just under 1 hour.
Castlevania Rondo of Blood, a game that is a hell of a lot harder than any Sonic game not named Sonic 2 8 bit, had the Sonic 3 style of saving and nobody really complained about it.
One aspect that could be built upon is the kind of cutscenes that S3&K had. You could see a cutscene happening, like say Robotnik attempting to destroy sections of a level, but there's an alternate path where you could clearly ignore him. Doing so would cause Robotnik to ruin a future level that you could go to. Going after Robotnik would prevent him from doing so.

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