Jump to content

SaturnWolf

TSS Member
  • Content Count

    546
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by SaturnWolf


  1. Speaking as a game developer, what I'll say is about good game design is...quite a few points, actually.

     

    1. Games Need to Play Fair.
      • Take for instance, something like Crash Bandicoot's collapsing platforms. The platforms shake and emit a noise. The player thinks, "Hey, this platform is unstable. I need to get off of this and keep moving ahead." That's good! That works. On the opposite side of the spectrum, we have notoriously difficult games like the Sonic Advance trilogy. Often times the player is moving too fast, or the camera wasn't cooperating because of the GameBoy Advance's small screen, or for whatever reason it may be, they may end up falling into a bottomless pit, or hit by an enemy that they didn't see coming, or will be blindsided and crushed by a moving block. Again, games need to play fair: this is where games like Sonic Rush improved upon the formula. The boost button pretty much eliminates the worry of running into enemies (assuming you keep your flow moving by destroy enemies, collecting rings, and pulling off tricks), but it's not TOO easy. 
      2. It Needs to WORK.
    2. This is quite literally the most important part of any game. To quote the Angry Video Game Nerd, 
      Quote

      What's the most important part of any game? Well, being able to f*cking play it!"

      This is what sets games about: those that work, and those that don't. And by work, I don't mean "Well, make the best of it!" No no, I mean, they need to FUNCTION. And properly! This is the biggest reason why games like Superman 64 are bad games: They don't work. Going back to my example of Crash Bandicoot, while it may not be mindblowing today like it was back then, it still functions and is a good, well designed, well made, fun game. Nothing about it is especially cheap or unfair.

     

    I had some more that I wanted to mention, but they're not really coming to me right now! :P


  2. I think they have something great going with Sonic Mania. Aside from me being a total Classic Sonic fanboy who is totally biased, it could be a sign of things to come, maybe a more Mega Man-esque structure of game releases? We have what, Classic, X, Zero, etc....Sonic could use something like that since, let's face it, Sonic never has stuck around in one place for very long. He's constantly changing styles. Classic, Dreamcast, Boost, the things that all the handheld games had going on...you get the idea.

     

    So Classic Sonic could be making a return like that. But the question is, does Sega have plans to follow that, or?


  3. 3 minutes ago, YoshiParty said:

    So, anyone wanna take a guess of how the Special Stages are gonna be like?

    I'm hoping that they're something new. I really don't want another half-pipe special stage.

    Agreed, although honestly, I can only see them return to that. But if they absolutely HAVE to reuse a special stage...I wouldn't mind seeing the Knuckles Chaotix kind of Special Stage return, those were REALLY cool. But alas, Sega seems to have an uncomfortable lust for the half pipe.


  4. Not recently, they all just sort of...stopped happening in general around the time I started Jr. High. 

     

    But back in Elementary school, I used to have them all the time. I even had a journal keeping track of them, but I sort of lost that and haven't been able to find it.


  5. I've heard a lot people complain that "Sonic Team should've kept the Boost formula instead of f***ing around with experimental s*** like the Parkour", but why though ?

    Because as has already been said; Sonic has always struggled with consistency. That's one of the biggest issues with the games; Sonic Team has ADD. They, frustratingly, NEVER stay in one place for too long. I think that the boost trilogy was kind of a fluke in how the three games using it managed to stay relatively similar to each other. But after how panned Sonic Lost World's play style was, what they do next is totally up in the air. Do they improve it? Well, that would require some fundamental changes and scrapping the level design that Lost World had.

     

    Do they come up with a new style all together? In many ways, that'd be worse. That would, in the eyes of the consumer, say that Sega won't even bother to expand upon ideas. That would also make the whole consistency issue worse because the style would have only lasted for one game.

     

    At least, that's the way I figure it.

×
×
  • Create New...

Important Information

You must read and accept our Terms of Use and Privacy Policy to continue using this website. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.