Classic Games - Case Study

Discuss game development design and post your game ideas

Post » Wed Nov 06, 2013 8:01 pm

wrangler: what kind of game are you working on? Classic platformer inspired? What do you think are the key classic platformer game design decisions? Which games from the top of the head
would you put on platformer archetype list?

beaverlicious: Completely agree :) Im still learning C2 and doing some classic recreations and experiments. C2 is beautifully fast and you can focus on gaming ideas quickly and prototype them almost instantly. So far I love C2, if only performance was a bit better. It gets problematic quickly...
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Post » Thu Nov 07, 2013 10:37 am

@moxBorealis I'm working on an action adventure game at the moment, inspired by the Gameboy era Legend of Zelda games (Links Awakening, Oracle of Seasons).

For me, classic platforming is all about the learning curve. Give your players a toolset that they are introduced to over time, but let them play and experiment with it and reward them for it. Case in point, Super Mario world introduces the feather powerup which gives Mario the ability to fly. This allows the player to go back to earlier levels and discover secret areas and hidden pathways, bringing a whole new level of depth to the game world and actively encouraging the player to explore even more.
Also, it's very important for a platformer to use themes for different levels. These themes give the player a clue as to what enemies they will encounter, as well as other environmental hazards. Taking that a step back again, music is also key. As soon as I hear the cave theme from SMW I automatically know the list of enemies I'll have to deal with, and that there'll probably be lava, and most likely a cool secret room to find too.
My archetype list would be:

    1. Super Mario World
    2. Sonic The Hedgehog 2
    3. Castlevania 2
    4. Megaman series
    5. Metroid series

I'm sure there are more, but I can't think of any right now.Wrangler2013-11-07 10:38:30
slap it onto the flappy bird template...
bang it on google play with all the other shovelware...
sorted...
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Post » Thu Nov 07, 2013 3:34 pm

You should check out how the Kirby series progressed.
Specifically:
Kirby's Dreamland -> Kirby's Adventure - > Kirby Super Star

Simple fun platformers, with feature improvement with each game. (I did not play KD2 so I cannot say anything on that)
Kirby's Adventure is a fantastic NES game that pushes the system to it's limit (one of the later NES games as it was released in 1992)
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Post » Thu Nov 07, 2013 7:57 pm

Yes, completely agree.

Im mad about themed approach - this concept is also quite close to
human psychology Imagine (for example) you are going to the silver-pass ring on a concert and there is also a golden ring nearby. When you get to that, you discover there is another "purple" super close almost under the stage space When you played the golden rare in MtG (past tense intentional) or when you progress through yellow, green, blue and you work your ass of to get to red level. When you beat that there is the final orange theme. :) funny but we like to assign simple descriptors to differnet states (that can be or are not similar).

ok enough philosophy :)

"the Marios" and similar classic platformers possess "simplistic complexity" - difficult to describe. And that characteristic in game design is the most difficult to achieve (great job Markus Persson! :) ).


Wrangler: you have one classic on the list that I would say goes on the limit of more involved platformers - Castlevania - with RPG or even adventure approaches. Castlevania series (ok not all of them) is definitely a masterpiece where core mechanics is made fun. (Symphony of the Night). Who doesnt like to destroy candles :)))

Yes some more involved
adventure or even RPG-platformers can be one of the most fun games of all time. OK this moment Flashback bumped in my head.

byebye
moxBorealis

p.s. I know why Flashback. Because I read about its remake recently what did they do??? noooooo.. :)
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Post » Fri Nov 08, 2013 8:21 pm

Interesting discussions you guys got running at the moment.

I come from the SNES era, and maybe some NES thanks to a childhood neighbor. I used to spend countless hours in:

1. SMW
2. R-Type - GOSH! Such amazing music!
3. Zelda: A Link to the Past
4. Jurassic Park - Who doesn't like top-down dinosaur-killing action, only bested by FPS dinosaur-killing action when you entered a building?! So many scares, too!
5. Earthworm Jim!
6. Donkey Kong
7. Breath of Fire - An RPG gem that I hope to replicate in the near future.
8. And other stuff I don't remember right now!

But that's not enough! Do any of you remember the Sega Game Gear? Portable gaming goodness in full color and backlight! It only ate like 6-8 AA batteries at once! It had games like Sonic, PacMan and Shining Force: The Sword of Hajya II, which were my obssession back then.

After that I had a lime GameBoy Color (what a beautiful thang) with various Pokemon games. Then came the PS, Nintendo 64, PS2, Gamecube, PS3, Wii, Xbox360, and finally, a WiiU. There have been many wonderful games, but the most memorable (and for good reason) are the earlier ones.

Before this post turns into personal nostalgia madness, I would like to further study how platformers have covered a huuuuuge and varied array of genres, all crammed into a seemingly simple side-scrolling world. Since the type of game I'm currently developing will be a platformer, I want to introduce RPG elements along with fighting, resource-gathering, collection and (maybe) building in the best possible way. Problem is, it may or may not have an actual story to follow as I'm aiming for it to be some sort of simulator.

Now I ask you, the players, how would YOU play the game I am describing? What would make it fun for you? What can be better (regarding what I posted) in terms of previous implementations you've already experienced in other games? I may have reached a mental roadblock with this game, but it's the one I'm passionately aiming to release by the year-end or the beginning of 2014. Details will be revealed if interest sprouts!Pancholo2013-11-08 20:26:01
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Post » Mon Nov 11, 2013 5:27 pm

game gear - yea - veery rare :) But one of my friends had one and she had some fun moments with it ;)

Pancholo: what do you mean? Developing a sandbox style 2d game or what? Stuck on story, game mechanic ... From your description you got a lot going on in there :) and the latest fashion/technology are sandbox style games so I assume .... :)
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Post » Thu Nov 14, 2013 12:17 am

@moxBorealis

Ever played with or know what a Tamagotchi is? Easier yet, ever played The Sims? Well, I'm planning on developing something like that, but as a 2D platformer and with a specific theme. You would take care of your very own character, probably with hunting/farming to produce food, going out on adventures (in dungeons, caves, etc.) to get materials/collectables, and a lot more stuff to keep your guy happy, fed and healthy!

You could say it's like the life of your RPG protagonist but when he's not doing any quests!

Now, I ask: Why would you play a game like that?
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Post » Sun Nov 17, 2013 7:34 pm

yes, remember little "Tamagochi" toys. So actually you are developing a sandbox/survival type game. Keeping up with trends I see.

What do you guys (or girls !!!) think of sandbox/survival games. Playing DAYZ anyone :) ? Did any of you try to design such game in C2?

byebye
moxBorealis
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Post » Tue Nov 26, 2013 9:24 pm

no sandbox/survival players? Cannot believe it :)

OK just wanted to share a game I found. Ultra simple design inspired by Sokoban and extended into chemistry teritory. Wonderful simplicity with good playability and education bonus layer :) Check it out an tell what you think?      :)

Sokobond.


byebye
moxborealis
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Post » Fri Nov 29, 2013 8:08 pm

What are your favourite time manipulation games? Can you think of any besides Braid?

Did you try http://superhotgame.com/ ? Made in unity and I think a clean execution of an idea.

byebye
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