Modern vs Classic Sonic
Modern vs Classic Sonic
This is a subject of most debate. While modern sonic is more sleek with longer quills, classic sonic is short and more cutey. The modern sonic games focus on loads of characters with concentration on story development and the speed of gameplay, while the classic sonic games had less than a handful of characters and focused more on platforming and exploration. There is a divide between the fanbase that the modern sonic takes place in the human earth while classic sonic takes place on planet Mobius with no humans, save for Eggman.
Instead of asking your thoughts on the sonic subject, I'll ask this instead: What about modern Mario vs. Classic Mario? Modern vs classic Zelda? Nobody debates about these as much, yet they have also changed a lot over the years. Mario and Link now talk when they used to be mute. Zelda has this huge complicated multi-dimensional timeline now when it used to be a simple story. Mario has loads of useless side characters and side games just like sonic, etc. and he says "it's-a-me!" all the time. He used to be slated to platformer and puzzle games, but now has branched out to nearly every genre imaginable except for a Mario FPS.
Do you like the classics, or the moderns better?
Instead of asking your thoughts on the sonic subject, I'll ask this instead: What about modern Mario vs. Classic Mario? Modern vs classic Zelda? Nobody debates about these as much, yet they have also changed a lot over the years. Mario and Link now talk when they used to be mute. Zelda has this huge complicated multi-dimensional timeline now when it used to be a simple story. Mario has loads of useless side characters and side games just like sonic, etc. and he says "it's-a-me!" all the time. He used to be slated to platformer and puzzle games, but now has branched out to nearly every genre imaginable except for a Mario FPS.
Do you like the classics, or the moderns better?
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- Paramultart
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Without it, we wouldn't know why Shadow exists. If we didn't need to know why shadow exists, there would be no point to adding shadow in the first place. But we NEED Shadow the Hedgehog! He saved the series!lemm wrote:Why would story development ever be a part of a Sonic game?
If not for him, Sonic would still be dead from Mephiles.
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- Paramultart
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Lass is right. There is only one acceptable format for video-game narrative.
Games should have an optional, text-only prologue that is accessible from the game's menu, and perhaps an accompanying animated intro-sequence.
Any other plot developments should be self-explanatory through game-play, changes in level environments as well as dialog texts (which may or may not have accompanying voice-acting, so long as the exchanges are skippable), and perhaps a very, very brief prologue of each level's setting (Ahh, remember the concept of "levels" and "stages"?).
After completing the game, the player is rewarded by the closure and entertainment that an extensive ending sequence provides, which may be as long, unskippable, and detailed as it needs to be (because the game is over and you're in no hurry at this point).
People may think I'm being sarcastic, but this is my honest-to-dog opinion and I believe in my heart that I am right, and anyone who disagrees with me is held partially responsible for the decay of fun in games.
Games should have an optional, text-only prologue that is accessible from the game's menu, and perhaps an accompanying animated intro-sequence.
Any other plot developments should be self-explanatory through game-play, changes in level environments as well as dialog texts (which may or may not have accompanying voice-acting, so long as the exchanges are skippable), and perhaps a very, very brief prologue of each level's setting (Ahh, remember the concept of "levels" and "stages"?).
After completing the game, the player is rewarded by the closure and entertainment that an extensive ending sequence provides, which may be as long, unskippable, and detailed as it needs to be (because the game is over and you're in no hurry at this point).
People may think I'm being sarcastic, but this is my honest-to-dog opinion and I believe in my heart that I am right, and anyone who disagrees with me is held partially responsible for the decay of fun in games.
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- VikingBoyBilly
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I believe this is why rpgs are an easier storytelling format than other genres: the text is part of the gameplay.
There's no dragging cutscenes (well, there didn't USED to be, untill FFX set a new standard of boredom) to give you new information through text and dialogue. You talk to some NPCs or check some thing and you read it. You're not taken out of the world by doing so. You feel like you're an active participant in these conversations, instead of watching two characters do it.
In FPS or platformer games, even though it seems lame, having books or signs or computers or what have you spread through the levels containing some snippets of worldbuilding and exposition makes it feel like you're discovering these things instead of being subjected to them. You can even walk right past them if you already know what it says.
The big mistake is inserting long cinematics to show the story developments. Sometimes less is more and it's better to either leave things inferred or have a small episodic exposition dump at the end of an episode where you feel like you're being rewarded for completing a chapter, then move on to the next one knowing what had transpired from a small paragraph of text.
Though it can have a better effect to leave enough clues for the player to infer what's happening without episode texts like this, it takes a bit more skill and manpower to pull off.
There's no dragging cutscenes (well, there didn't USED to be, untill FFX set a new standard of boredom) to give you new information through text and dialogue. You talk to some NPCs or check some thing and you read it. You're not taken out of the world by doing so. You feel like you're an active participant in these conversations, instead of watching two characters do it.
In FPS or platformer games, even though it seems lame, having books or signs or computers or what have you spread through the levels containing some snippets of worldbuilding and exposition makes it feel like you're discovering these things instead of being subjected to them. You can even walk right past them if you already know what it says.
The big mistake is inserting long cinematics to show the story developments. Sometimes less is more and it's better to either leave things inferred or have a small episodic exposition dump at the end of an episode where you feel like you're being rewarded for completing a chapter, then move on to the next one knowing what had transpired from a small paragraph of text.
Though it can have a better effect to leave enough clues for the player to infer what's happening without episode texts like this, it takes a bit more skill and manpower to pull off.
"I don't trust players. Not one bit." - Levellass
Too right! I didn't pay good money or pirate good megabytes to spend my time listening to people talk about stuff. I want to gets to the shooting of stuff and I don't want to stop until I've rescued the president's daughter!Games should have an optional, text-only prologue that is accessible from the game's menu, and perhaps an accompanying animated intro-sequence.
What you really need, not what you think you ought to want.