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jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
The world was kind of empty. It was empty of NPCs with stories to tell and having all of 4 towns in this huge space was a shame. But I found exploring it to be lots of fun and very relaxing. And while there weren't a lot of people around or official minigames, there was a playfulness to the terrain that made up for it.
It's a deficit for sure, and one that if corrected would make the game better for sure, but it's not something that stopped me from getting a good 80 hours in where I was having a good time for all of it. That's the thing about the game's flaws to me. It was certainly missing stuff. Obvious stuff! But there was enough there for me that I didn't feel cheated. I mostly just felt excited that the model the game established had so much room to grow.
Yeah, like I said, they got stuff right. The elemental interaction with materials is cool. The travel is cool.
I just found the main gameplay combat loop fundamentally unfun, and that's a significant portion of your time in the game.
The actual folks who own Sonic will never, ever, ever do this concept justice, but lord I would pay $100 for that game and I'm not even very good at Sonic games.
Incenjucar on
+1
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
edited September 2021
Whereas I think Elden Ring might actually be top 5 open world games, for two reasons:
From knows how to make game worlds and combat fun.
Sekiro also showed they know how to make movement fun. If they can manage this over the entire expanse of their map, it's going to be quite the experience I think.
Man I emailed our information center at my Institute and they gave me some extremely comprehensive advice regarding my Mom's current post cancer medical management.
+1
Donkey KongPutting Nintendo out of business with AI nipsRegistered Userregular
It would be pretty hard to make this on a technical level but I think it could probably be done. The main thing standing in the way is the same thing that makes most sonic titles just not very fun to play: if the player character is expected to have a faster reaction time than the actual player, you either have to make the game partly play itself, or you have to encourage the player to rehearse race pathways several times, then play them from memory.
This is why the games have always played more like proto-runners than platformers, and never could make the jump to more freeform gameplay formats.
Thousands of hot, local singles are waiting to play at bubbulon.com.
+3
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
I've always wondered if it was a design problem or a technical limitation that they never put out an open world sonic game.
A lot of games right now are flaunting big open worlds with insane texture streaming thanks to direct access methods, and I gotta wonder if they're doing so because it just wasn't as viable before when everything had to go GPU > CPU > Storage
0
Donkey KongPutting Nintendo out of business with AI nipsRegistered Userregular
An open world sonic game would either have to play closer to a 3D mario game, or it would have to have really vague controls with auto-parkour moves, and I don't think either is particularly acceptable to fans or designers, so they never did it.
Thousands of hot, local singles are waiting to play at bubbulon.com.
It would be pretty hard to make this on a technical level but I think it could probably be done. The main thing standing in the way is the same thing that makes most sonic titles just not very fun to play: if the player character is expected to have a faster reaction time than the actual player, you either have to make the game partly play itself, or you have to encourage the player to rehearse race pathways several times, then play them from memory.
This is why the games have always played more like proto-runners than platformers, and never could make the jump to more freeform gameplay formats.
I feel like there are a lot of tricks you can do to make the character feel faster than they are actually travelling, and make it so that the player can slightly screw up what they are trying to do without breaking the momentum of the gameplay (one of the biggest sins of modern sonic).
It would be pretty hard to make this on a technical level but I think it could probably be done. The main thing standing in the way is the same thing that makes most sonic titles just not very fun to play: if the player character is expected to have a faster reaction time than the actual player, you either have to make the game partly play itself, or you have to encourage the player to rehearse race pathways several times, then play them from memory.
This is why the games have always played more like proto-runners than platformers, and never could make the jump to more freeform gameplay formats.
I feel like there are a lot of tricks you can do to make the character feel faster than they are actually travelling, and make it so that the player can slightly screw up what they are trying to do without breaking the momentum of the gameplay (one of the biggest sins of modern sonic).
Placing the camera low to the ground, giving the camera a short lens, making everything else really slow, making the world relatively sparse so the player's APM isn't really higher than other games. I feel like it's all been tried in the sonic adventure titles and they never quite made it work.
Thousands of hot, local singles are waiting to play at bubbulon.com.
One of the big things with animated Sonic is his ability to jump off of any surface at an angle of his choice, instead of the gameplay of needing bumpers or enemies. Just adding that would be a huge step.
0
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
It would be pretty hard to make this on a technical level but I think it could probably be done. The main thing standing in the way is the same thing that makes most sonic titles just not very fun to play: if the player character is expected to have a faster reaction time than the actual player, you either have to make the game partly play itself, or you have to encourage the player to rehearse race pathways several times, then play them from memory.
This is why the games have always played more like proto-runners than platformers, and never could make the jump to more freeform gameplay formats.
I feel like there are a lot of tricks you can do to make the character feel faster than they are actually travelling, and make it so that the player can slightly screw up what they are trying to do without breaking the momentum of the gameplay (one of the biggest sins of modern sonic).
Placing the camera low to the ground, giving the camera a short lens, making everything else really slow, making the world relatively sparse so the player's APM isn't really higher than other games. I feel like it's all been tried in the sonic adventure titles and they never quite made it work.
They literally just need to do what F-Zero GX did almost 2 decades ago, whatever it was.
One of the big things with animated Sonic is his ability to jump off of any surface at an angle of his choice, instead of the gameplay of needing bumpers or enemies. Just adding that would be a huge step.
Right, giving him that sort of auto-parkour where he reacts intelligently to surfaces would do a lot, but I could imagine it being difficult to make. I'm imagining something that is PS4 Spider-Man amounts of giving the player control but fudging things so that movement comes together smoothly.
One of the big things with animated Sonic is his ability to jump off of any surface at an angle of his choice, instead of the gameplay of needing bumpers or enemies. Just adding that would be a huge step.
Right, giving him that sort of auto-parkour where he reacts intelligently to surfaces would do a lot, but I could imagine it being difficult to make. I'm imagining something that is PS4 Spider-Man amounts of giving the player control but fudging things so that movement comes together smoothly.
Even something like "every flat surface is a bumper if you hold the parkour button down" would get you a bit closer.
0
Zilla36021st Century. |She/Her|Trans* Woman In Aviators Firing A Bazooka. ⚛️Registered Userregular
I think I just got an Amazon delivery driver fired.
Whereas I think Elden Ring might actually be top 5 open world games, for two reasons:
From knows how to make game worlds and combat fun.
Sekiro also showed they know how to make movement fun. If they can manage this over the entire expanse of their map, it's going to be quite the experience I think.
my concern is that from's open areas in souls games are invariably the worst part
farron swamp, the forbidden woods in bloodborne, darkroot garden, the frozen wastes
just a murderer's row
fromsoft is great at making a series of tunnels connect to each other, making a big open area to explore.... ehhhhhhhh
sekiro had good map design tho, so as long as they can keep it focused it should work
It would be pretty hard to make this on a technical level but I think it could probably be done. The main thing standing in the way is the same thing that makes most sonic titles just not very fun to play: if the player character is expected to have a faster reaction time than the actual player, you either have to make the game partly play itself, or you have to encourage the player to rehearse race pathways several times, then play them from memory.
This is why the games have always played more like proto-runners than platformers, and never could make the jump to more freeform gameplay formats.
I feel like there are a lot of tricks you can do to make the character feel faster than they are actually travelling, and make it so that the player can slightly screw up what they are trying to do without breaking the momentum of the gameplay (one of the biggest sins of modern sonic).
Placing the camera low to the ground, giving the camera a short lens, making everything else really slow, making the world relatively sparse so the player's APM isn't really higher than other games. I feel like it's all been tried in the sonic adventure titles and they never quite made it work.
in sonic adventure 2, at least, there's like three or four really good levels
i think they made them on accident
0
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
Whereas I think Elden Ring might actually be top 5 open world games, for two reasons:
From knows how to make game worlds and combat fun.
Sekiro also showed they know how to make movement fun. If they can manage this over the entire expanse of their map, it's going to be quite the experience I think.
my concern is that from's open areas in souls games are invariably the worst part
farron swamp, the forbidden woods in bloodborne, darkroot garden, the frozen wastes
just a murderer's row
fromsoft is great at making a series of tunnels connect to each other, making a big open area to explore.... ehhhhhhhh
sekiro had good map design tho, so as long as they can keep it focused it should work
Movement is fast in ER, from what I gather. You have no stamina reduction from running outside of combat, plus horse and fast travel. Vaati equated the movement to be more like Sekiro than Souls.
Posts
Yeah, like I said, they got stuff right. The elemental interaction with materials is cool. The travel is cool.
I just found the main gameplay combat loop fundamentally unfun, and that's a significant portion of your time in the game.
https://www.youtube.com/watch?v=EYW7-hNXZlM
The actual folks who own Sonic will never, ever, ever do this concept justice, but lord I would pay $100 for that game and I'm not even very good at Sonic games.
From knows how to make game worlds and combat fun.
Sekiro also showed they know how to make movement fun. If they can manage this over the entire expanse of their map, it's going to be quite the experience I think.
Very good idea
Always have been
https://youtu.be/HInWXVtSyT8
It would be pretty hard to make this on a technical level but I think it could probably be done. The main thing standing in the way is the same thing that makes most sonic titles just not very fun to play: if the player character is expected to have a faster reaction time than the actual player, you either have to make the game partly play itself, or you have to encourage the player to rehearse race pathways several times, then play them from memory.
This is why the games have always played more like proto-runners than platformers, and never could make the jump to more freeform gameplay formats.
I've always wondered if it was a design problem or a technical limitation that they never put out an open world sonic game.
A lot of games right now are flaunting big open worlds with insane texture streaming thanks to direct access methods, and I gotta wonder if they're doing so because it just wasn't as viable before when everything had to go GPU > CPU > Storage
I feel like there are a lot of tricks you can do to make the character feel faster than they are actually travelling, and make it so that the player can slightly screw up what they are trying to do without breaking the momentum of the gameplay (one of the biggest sins of modern sonic).
Yeah, that kind of stuff is what direct access is letting devs do, now that texture loading has been essentially sped up to insane levels.
Placing the camera low to the ground, giving the camera a short lens, making everything else really slow, making the world relatively sparse so the player's APM isn't really higher than other games. I feel like it's all been tried in the sonic adventure titles and they never quite made it work.
They literally just need to do what F-Zero GX did almost 2 decades ago, whatever it was.
Right, giving him that sort of auto-parkour where he reacts intelligently to surfaces would do a lot, but I could imagine it being difficult to make. I'm imagining something that is PS4 Spider-Man amounts of giving the player control but fudging things so that movement comes together smoothly.
post of the year, pack it up folks
The speed rifts were the worst
Pretty much for all the reasons DK articulated
is there a particular name for an agile antipattern where devs code "to the story" and hardcode logic to meet the business scenario presented
Even something like "every flat surface is a bumper if you hold the parkour button down" would get you a bit closer.
TBF he was kind of an asshole. :?
farron swamp, the forbidden woods in bloodborne, darkroot garden, the frozen wastes
just a murderer's row
fromsoft is great at making a series of tunnels connect to each other, making a big open area to explore.... ehhhhhhhh
sekiro had good map design tho, so as long as they can keep it focused it should work
i think they made them on accident
Movement is fast in ER, from what I gather. You have no stamina reduction from running outside of combat, plus horse and fast travel. Vaati equated the movement to be more like Sekiro than Souls.
Plus now you can run away from field boss fights.
if you just watch this video, i can understand coming away with the mistaken impression that SA2 is a good video game
When it got ip-banned and they added a captcha they converted it into an iOS app to crowdsource the required human intervention
Godspeed, that person
i like how this is supposed to be a military base
and sonic rides the rocket for all of 4 seconds before jumping into what looks like a giant garbage chute
and how he didn't actually escape the base because you end up right next back to the launch pad