|
Post by cambertian on Dec 19, 2014 16:15:30 GMT -5
Could be good or bad, either way, post what you've noticed. For instance, F-Zero: - Old: Hitting the other racers just makes you spin out easier.
- New: Hitting the other racers is encouraged, complete with the ability to spin your vehicle around to hit them better.
|
|
|
Post by JDarkside on Dec 19, 2014 16:40:21 GMT -5
Action games used to be about repetition, simple patterns, and endurance. Nowadays, design is more based on player empowerment through combo systems and rewarding creative play with flashy moves and high scores. Previously, that was just a god mode. God of War was somewhere in the middle, with a depowered mode, but a very basic combo system based around big, hard to control single moves made up of multiple hits. It also dealt more with endurance and patterns more than games like Devil May Cry 3, which greatly changes up patterns pretty constantly, or throwing in different variables in regular battles.
|
|
|
Post by thoothan on Dec 19, 2014 17:15:59 GMT -5
in the old days you had to kind of squint to make out the tits now they're just kind of there
|
|
|
Post by vetus on Dec 20, 2014 9:14:05 GMT -5
Modern design of many indie 2D action or platform games: SPIKES EVERYWHERE!
I hate that. Either the designers have spikes fetish after playing too much Mega Man at NES or they are too lazy to make interesting level design and they use that cheap trick to make it look HARDCOOOOOOOOOOOOOOOOOOORE. VVVVVV and Mutant Mudds are famous examples. If Mutant Mudds didn't focused too much at spikes I would definitely buy it. I hope Xeodrifter (from the same creators) is not like this.
|
|
|
Post by Tarsier on Dec 20, 2014 9:49:03 GMT -5
Well the obvious one is how old FPSes like Doom or Half-Life have health restored with boxes, and newer ones like Gears of War or Halo use regenerating health. I actually really enjoy that sort of rush when you find a health kit at 12 health, and having to play more cautiously.
I don't mind two-layer health like Republic Commando because there's still that satisfying feeling of finding health when you desperately need it, without as much of the frustration when you keep dying and having to load from your last save.
|
|
|
Post by Terrifying on Dec 20, 2014 10:38:40 GMT -5
There are exceptions, like the reboot of Rise of The Triad, and the S.T.A.L.K.E.R.-series, but my god!
|
|
|
Post by GamerL on Dec 21, 2014 6:46:49 GMT -5
I've been playing my slim PS2 lately and you forget that you cant switch discs without turning off the console, nor can you just check the memory cards with a disc inside.
As much as we all love consoles like the PS2, little things like that make you appreciate modern improvements.
|
|
|
Post by Snarboo on Dec 21, 2014 7:03:01 GMT -5
Modern design of many indie 2D action or platform games: SPIKES EVERYWHERE! I suspect the reason for this is the same reason most modern shmups are danmakus: it's easier to design a game around a single hazard or theme (eg bullets, spikes) than it is to design it around multiple hazards. It simplifies level design too! However, I'd say there are more metroidvanias than there are masocore platformers as of late.
|
|
|
Post by TheChosen on Dec 21, 2014 8:29:11 GMT -5
Comparing to Blake Stone is a bad choice. Its level design is nothing special, just bunch of labyrinths like in Wolfenstein 3D with slightly more prettier look. Doom one-ups with more different looking levels, while Duke Nukem 3D ultimately brought up more complex level design, but you could have brought up an actual comparison for Doom. Not to make this another Elder Scrolls complains thread, but this reminds me of the Tumblr post I've read, complaining about the degration of the dungeon design in that series. With Daggerfall though there is no design, its just random computer build-up based on numbers and specific level parts. From Morrowind and on the dungeons became more coherent, detailed and worth playing.
|
|
|
Post by The Great Klaid on Dec 21, 2014 11:00:09 GMT -5
The spike thing sticks in my craw, because spikes in Mega Man seemed random, but were pretty logical. Nowadays, the thought seems to have shifted from, making the last part of a corridor challenging, to one solitary way of getting through each set piece.
Also, I don't think it's really fair to use one of the better DOOM maps. That game had some really unfair bullshit ones too. I would prefer that over a straight line. But, the "fun" of modern shooters is the death match. Not campaign. A concept games like Quake 3 gave the world. If that's what the people want, so be it. I'm kind of sad I'll never see Outlaws 2. (Read as: aagggggghhhhh) However, we're getting throwback style games anyway.
|
|
|
Post by TheChosen on Dec 21, 2014 11:36:42 GMT -5
I'm blaming I Wanna Be That Guy for making everyone think retro games were all about bullshit difficulty and spikes.
|
|
|
Post by r0ck3rz on Dec 21, 2014 12:00:36 GMT -5
Going off that whole FPS map design bit, modern design philosophy should be: **** FMV's/cut scenes in action games.
If anything playing a video game should feel more like playing within a toy box right now(especially with the Microprose Pirates! series, and GTA having existed for years). Not more linear storytelling...
|
|
|
Post by JDarkside on Dec 21, 2014 12:34:17 GMT -5
If anything playing a video game should feel more like playing within a toy box right now(especially with the Microprose Pirates! series, and GTA having existed for years). Not more linear storytelling... I think that needs to be applied on a case by case basis (Devil May Cry wouldn't be the same without linear progression), but I get where you're coming from. The levels in The Conduit bugged me because of how restrained and dull they are. Wider areas and the ability to tackle situations in multiple ways would be more fun for games with simple mechanics, while complex stuff like Bayonetta should stick with its stage by stage design to rack up greater challenges.
|
|
|
Post by DPB on Dec 21, 2014 12:42:24 GMT -5
I wouldn't be so bothered by spikes if they didn't also have one-hit kills from every single hazard. I think twice before buying many modern 2D platformers if I don't see some sort of health bar.
|
|
|
Post by vetus on Dec 21, 2014 16:40:35 GMT -5
Modern design of many indie 2D action or platform games: SPIKES EVERYWHERE! I suspect the reason for this is the same reason most modern shmups are danmakus: it's easier to design a game around a single hazard or theme (eg bullets, spikes) than it is to design it around multiple hazards. It simplifies level design too! Αnd that's why more modern danmakus suck. The spike thing sticks in my craw, because spikes in Mega Man seemed random, but were pretty logical. Nowadays, the thought seems to have shifted from, making the last part of a corridor challenging, to one solitary way of getting through each set piece. At least with Megaman games there was variety of obstacles (and of course enemies) and spike pits was just one of them. In games I mentioned they make too much spike pits. I'm blaming I Wanna Be That Guy for making everyone think retro games were all about bullshit difficulty and spikes. This. And also Super Meat Boy. I wouldn't be so bothered by spikes if they didn't also have one-hit kills from every single hazard. And that's the problem. Fortunately in games like Cave Story you only lose part of your energy instead of being one-hit kill. Unfortunately AVGN - The Video Games uses the one-hit kill logic. At least it has gameplay variety instead of being "spikes everywhere", therefore I can forgive that.
|
|