Rayman Origins was a really high quality game, but t involved jumping so was crap
Frank said:
Also, furie, does this mean you hate Crackdown? The best 3D platformer on a non-Nintendo console and the platforming isn't even the main part.
No idea, because I've only had a 360 a month and haven't played it
I don't actually hate all platforming, but it has to be utterly spot on. I loved Prince of Persia when it came out (and I got the HD remake which I also like). Ico I love, but it's the story and presentation that I enjoy. It's so tense and well put together - you ignore the platforming because you're so stunned. The way you can cling on to stuff raises the excitement and gives you a bit of leeway if you're not precise enough.
Ploddish said:
More seriously, and I guess as someone who's going to have to be thinking about this a lot sometime in the future, I find this fascinating. Some of us find certain tasks fantastically exciting, and others an utter chore. I read an interesting article yesterday about Skyrim/other RPGs' quest screen being like 'an IN-tray that's permanently full' (which I can't seem to find right now), about a man being unable to abide Skyrim because it felt too much like a job in management. Some people have this response to shooting men in the face, and yet, both of these ideas are hugely popular with other people. Jumping is clearly the same
That's why I stopped playing The Sims :lol: I was sitting playnig a game about trying to get my little computer person to work, to earn money so he could eat food I had to help him prepare quickly enough so he had time to play virtual games or go out virtually drinking. All the time I was doing this, I was distracted from doing all of those things in real life. Real life is better than virtual life so I gave up :lol:
Ploddish said:
What is it about it, though? The collection? The predictability and lack of variety that only allowing players to jump provides? The terrible collision detection with platforms? The B button?
It's because I don't have the patience to learn the precision.
On Prince of Persia for instance, you make huge leaps and grab on by your fingernails. It's exciting that if you screw up you can still get a "film hero save". If you miss, then it's only ever two minutes though the level to get back to that jump. It's designed so that it's fun.
On say, Mario, you leap onto one platform, to be rewarded with a Bullet Bill coming at you, or a Koopa that you have to rapidly jump over that leads you into a Hammer Bros, or onto a freshly rising Piranha Plant. It's just constantly chucking stuff at you that you either need to learn, or be lucky to avoid.
Ico is good example of the difference too. The reward for the funny leap into a window and drop down is a stunningly massive vista, or a puzzle element to solve, or a fight with the shadows. You advance the story and unveil something "real". It's hard to really describe.
It's just that reward thing. I'll drive around Silverstone in a dozen different racing games in a dozen different cars and learn each corner and the optimum speed and entry to shave seconds off a lap or win a race. I want to learn it because I enjoy the feel of a driving game, it appeals to me. If I screw up, then the game comes alive. Can you get the car back under control? Can you get back in front if you've been overtaken, can you continue the race with the damage - screwing up introduces a whole host of new variables that range from "exciting and recoverable" to "exciting and restart". Screwing up is exciting though and getting it right (or recovering from screwing up) is immediately satisfying. Screw up on Rayman and you're back to the last restart point to repeat the same "press B" sequence.
Collecting too is just a chore. Again, it's all about gratification. You collect stuff to "unlock" later on. So you spend maybe half an hour on a dozen annoying, bad collision detection platforms trying to nab coins/stars. You get them all and you've forgotten why you were on the level, what the story was (if there was one), how good was the flow of action? It's just like wandering down the street and picking up every bit of litter you see. You may eventually win a community award for your hard work, but you never make it to the bank before closing.
The end of the level is the goal. Advancing the story is the goal. Collecting stuff if just fluff to pad out the fact that the game is over too quickly. Again though, it's because I don't find the game mechanics fun. I find it irritating leaping for platforms, so I just want to get through a level and move on (some games have some cracking levels that are fun and exciting, I'm not completely against them
). It's just an attention span thing. I want to get in, win, get out, move on.
As for adventuring, the mechanics need to be superb. I love Skyrim and can happily spend hours wandering backwards and forwards doing quests. It's got so much depth in the way you combat, your armour/weapon/magic choices, the "moral" choices, attack methods - it's just so flexible you can play the game to suit your mood. It's still just go here, fight these, get quest item, return. Zelda does the same, but I hate Zelda. It's too "you are doing it Nintendo's way". Don't get on with the sword fighting system? Tough, you're stuck with it. Don't like the platforming or green hedge mazes? Tough, you need to do them to complete the quest. Plus, it's all so twee. "Go and get me an apple because I'm hungry" which unlocks an apple seed you can plant to make "Fairy Bob" or whoever happy that then gives you a quest from him to go and get the "Well Handle of Antiriad" so Mary Mary can get water for her garden. Or whatever the next Zelda plot is
So much more to say, but soooo tired