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5a41e8  No.16074853

It's been 25 years since Sonic 3 was released today on Groundhog's Day or "Hedgehog's Day", as it was promoted. And after playing it and going through the levels, taking the different paths for reaching the emeralds, shields, rings, or simple curiosity, it reminded me how different Sonic Team's philosophy.towards designing stages would end up being with the addition of more springs, bottomless pits, homing attack chains, etc in later games. Partially because they were unable to wholly reproduce the original games in a 3D space, and also because they wanted to push the boundaries of the speed that players could handle. Since it often resulted in short campaigns by themselves, it led to the team experimenting with other gimmicks to pad out game length, with mostly negative results.

Another thing is that when granting the players speed in 3D, they would rely more heavily on the spectacle side of things, not really letting the player explore outside of rail like corridors.That culminated in "hold forward/right/boost to win" being coined that veteran fans and others used to express their discontent. Looking back, I found these excerpts from one of Sonic's original co-creators who directed and designed large parts of the Mega Drive trilogy. He would go on to develop for Naughty Dog before jumping ship to Nintendo.

It was a very interesting and informative interview about his creation process for levels, player psychology, and the difference in eastern and western traits in video games. What particularly caught my eye was when he was discussing the limits of player freedom which brought to mind all those times people here have shat on open world games like say MGSV: TPP for being barren, full of repetitive missions, recycled content, and how they wished that it could have taken more cues from it Ground Zero Prologue where it was smaller but more detailed and given more memorable ways to complete it. The reverse also happens when a series like Metroid becomes more linear from the likes of Zero Mission/the original and Super to Fusion and Other M, with the feeling of additional hand holding and sacrifice of control at the mercy of following the game maker's script.

Since the Sonic series ran the gamut of having levels that that ranged from being exploration based with no fixed end point (The treasure hunting stages in Adventure 1&2) to on rails-action (Secret Rings) and everything in between. 3, in particular garnered a lot of praise for melding exploration, platforming, and speed together in relatively balanced amounts, as its predecessors to certain degrees. Had fixed A-to-B goals (and in some cases in 1 & CD, an extra exit above the "normal" one) while still retaining alternate paths and shortcuts that would reward players with extra items or ways to shave time when clearing through a level.

There's quite a lot on this subject, and I feel like I'm rambling on so I'll wrap up this post with these questions (TL:DR): Do you you prefer maps that are open sandbox-esque levels that leave you to your own devices or more linear ones that are akin to obstacle courses? Then I suppose you could answer in more detail like an ideal cross between the two or talk about how difficulty is applied to either of these that have their pros and cons. The interview can be found here: http://archive.is/r52I0

ee4eb2  No.16075061

>>16074853

>Do you you prefer maps that are open sandbox-esque levels that leave you to your own devices or more linear ones that are akin to obstacle courses?

I prefer levels that are designed around the system mechanics. nothing wrong with big empty sandbox if you can traverse it in a matter of seconds, or if it serves as a obstacle free arena for a large-scale battle. the problems start when traversing big empty areas with maybe a few enemy npcs is the main gameplay loop, like ubishit games and todd's game.

and it's not like devs need to go full tribes style of movement speed to make a big sandbox feel good, an interesting movement system plus some verticality in enemy placement does the job well. crysis did this and even though maps are mostly 'empty' switching between different armor modes when traversing the map and fighting enemies is very fun.


e83656  No.16075147

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File: 260e166553f98a3⋯.png (1.43 MB, 750x1078, 375:539, ClipboardImage.png)

>>16074853

>Do you you prefer maps that are open sandbox-esque levels that leave you to your own devices or more linear ones that are akin to obstacle courses?

<Depends (My top 5 favorite games)

>Paradise is a open-world game with literally nothing to do aside from road-rage events, "Get from A to B 'races'", stunt events (Never play those), find all the billboards/barricades/jumps/sprints, and rack up the highest destruction count

>Cave Story is a tells a linear story in an "open-world" island

>Halo 2 is the most railroaded/linear Halo game Bungie made

>Sonic Heroes is the most linear 3D Sonic games prior to Unleashed

>Tetris Worlds is a puzzle games and unimportant to this conversation.


99e3c4  No.16075234

If you can traverse an "open world sandbox" in seconds by, say, fast travel a la elder scrolls, then what is the purpose of that open space? There's no point in having it if it's just there for scenery and scope if you can't do anything with it.

Morrowind, for example, had a huge amount of open space, and yeah, a lot of it was fairly empty, but there was always some random little caves and dungeons and side quests you could do that had no bearing on the main story but broke up the monotony.

Compare to Oblivion, where everything was based around using the various towns as "hubs," and all you did was fast travel to the nearest hub, walk to the quest, do it, then fast travel back to the quest giver. They had a huge empty space, but the player didn't get to see basically any of it, because the "click to teleport" nature of the fast travel made it irrelevant.

Open worlds are only interesting if the player is forced/encouraged to see it, to explore it. How much crap did WoW get when they made flying possible, and how much did they have to do to force players not to use it until it was irrelevant, or to remove it in new content, etc.

Players will almost always use the quickest easiest mode of travel. If that mode of travel involves skipping content, that content may as well not even be there.

I'm much more a fan of tightly designed, smaller world's that are jam packed with content that is relevant and interesting, rather than just making an open world and saying "we've got a huge open world!" No you don't. You have a vast wasteland that no one cares about and no one wants to see except when they're forced to, to get to their next objective (Fallout games, assassin's Creed, so on).




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