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Virtual Console for Game Level Evolution

 
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Faithless
Wendy's Hole


Joined: 04 Dec 2006
Location: World 1-1

PostPosted: Tue Jan 30, 2007 8:28 pm    Post subject: Virtual Console for Game Level Evolution    Reply with quote

I've been involved enough with the emulator scene to know that the VC isn't new. What is new for me and my empty wallet is the chance to play classics on my Television with a Controller, a feature that my poor ol' computer simply can't manage without disgusting refresh rates. I haven't forgotten about Super Mario Bros. or Sonic; they look pixel-fantastic on my monitor via ZSnes or GENS or whatever it is that makes Sonic happen -- you know, the blast processor emulator, err, whatever.

BUT, regardless of how many games I've emulated on my PC, there's no game-familiarity when playing them on my Dell CRT. I need a couch and a good controller to feel like I'm really doing some good video-gaming. I'm not satisfied by the Wii VC output, but it feels like I'm actually playing the games, as opposed to emulating the roms. I know, it's in my head. But that's the deal.

Anyway, the Wii has exposed me to a new type of gaming. It's like YouTubing the titles -- I play one level for each VC game I've purchased, until I've cycled through all of them, and then I shut down my Wii.

Suddenly, I'm really aware of how weird the N64 made the game experience. Playing NES Super Mario, there's a Beginning, Middle, End of each chapter. Same with Sonic, Gunstar Heroes, etc. But when I drop in Mario64, everything gets loose and ugly. The game may have been a revolution at the time, but I'm beginning to loathe the point where it comes up in my VC shuffle. SMB has a progression, a goal, a clear cut path that you follow, and thus is satisfying, one level at a time. Mario64 is not satisfying, if you play Star by Star.

Is that why Minigames are taking off? Perhaps the classic game is a set of minigames -- each level is a complete experience, whereas modern gaming is open-ended even when it's not a sandbox title?
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gooktime



Joined: 04 Dec 2006
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PostPosted: Tue Jan 30, 2007 9:15 pm        Reply with quote

I've always enjoyed playing roms on the xbox!

I'm the same with Mario 64, it has always been a title I'd considered amongst my favourites and was the first VC game I grabbed, but now it kinda feels a little too unfocused precisely for those reasons.
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GcDiaz



Joined: 04 Dec 2006
Location: Clinton, MA

PostPosted: Tue Jan 30, 2007 9:37 pm        Reply with quote

I submit that at least with sandbox-type games, it is not the games that have become unfocused, but ourselves. Whenever I try to play SM64 now, I can enjoy the game fine, but am put off by the fact that I've seen it all already. There's nothing new to discover, no un-met goals to strive for. I begin to lose interest for that reason. Compare that to when I first got the game, and those marathon sessions where I'd get stars 20 at a time, driven almost entirely by curiousity about the next part of the castle. I feel the same way when I play Gunstar Heroes on KEGA; I could play thru the game, relive the same exciting gameplay from way back, but for what? I haven't made it past the minecart stage.
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Toups
tyranically banal


Joined: 03 Dec 2006
Location: Ebon Keep

PostPosted: Tue Jan 30, 2007 9:38 pm    Post subject: Re: Virtual Console for Game Level Evolution    Reply with quote

Faithless wrote:
Is that why Minigames are taking off? Perhaps the classic game is a set of minigames -- each level is a complete experience, whereas modern gaming is open-ended even when it's not a sandbox title?


I think the reason for Mario 64's structure is twofold. For one, the difficulty of maneuvering in three dimensions means that individual episodes or levels are better suited to shorter bursts. But the bigger reason, I imagine, is to get more economy out of the 3D art assets, which are more costly and time-consuming to produce than 2D level designs. It's harder to get away with reusing the same models and backgrounds in a 3D game (which has never stopped companies like Rare or Bungie but I digress), so instead you have to get more mileage out of a set area.

This being said I always have felt that these were short term solutions and the way that they've been blindly adopted as the norm since Mario 64 came out is somewhat distressing.
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Cossix
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Joined: 21 Dec 2006
Location: San Jose

PostPosted: Tue Jan 30, 2007 9:47 pm        Reply with quote

That's not really a problem that's existed in most 3d games though, is it? I mean if you look at the first person shooter genre, sure they reuse a lot of enemy models (and sometimes they reuse prefabs), but there's not a lot of repetition in the level design. Also the Ratchet and Clank platformers didn't really have a whole lot of backtracking through the same part of the level unless you were hunting for optional stuff. They had several paths in the levels to complete other objectives, but that was about it really.
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JamesE
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Joined: 05 Dec 2006

PostPosted: Tue Jan 30, 2007 9:51 pm        Reply with quote

Well, before Mario 64 took over there was a tyranny of linear games that held your hand at all times and enforced a strict program of events on you. Then suddenly you have this little pocket universe to play with as Mario and cannons to shoot out of and peaks to scale and flying hats and submarines and shell riding and there's this whole new outlet for your imagination to exploit instead of just abusing physics. Then four-to-five years later Grand Theft Auto 3 comes along and adds a ton of different playstyles, strategies and tools for the player to use. They should have saved virtual NYC for their third game, because there's probably not an urban environment on the earth more appealing.

Being pushed along a path is fine and all, but I have a tendency to want to dick around with games and do my own thing. The first few levels of Mario 64 were a complete revelation, and GTA 3 became something like a lifestyle - the atmosphere of running around the airport the night before my sociology exam, driving around to daft punk and the rave station as the sun came up. Linear gaming does that in limited doses and in limited terms - "Destroy Them All" is one of the greatest moments in gaming, but I'll never see it in any terms other than those that Gunstar Heroes presents to me, again and again. There's a balance to having the two types around. When I cause shit in GTA or do something cool with Mario or smash up some hulkbuster suits with style in Ultimate Destruction I know that's all me. I've got a rebellious gaming nature and an urge to do stunts and suchlike, so freeform really appeals to me. Level design is key though, and that's where the last bit of Mario 64 always lost me. The levels became so much more unfriendly and abstract.

I don't see why having something of substance on the Wii is undesirable, though - the lineup seems about as anemic as the first six months of my owning a DS, Zelda aside.
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Toups
tyranically banal


Joined: 03 Dec 2006
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PostPosted: Tue Jan 30, 2007 10:10 pm        Reply with quote

Cossix wrote:
That's not really a problem that's existed in most 3d games though, is it? I mean if you look at the first person shooter genre, sure they reuse a lot of enemy models (and sometimes they reuse prefabs), but there's not a lot of repetition in the level design.


Unless it's designed by Bungie!

Or Id! (lately anyway)

And anyway I'm talking about the genre of 3D platformer, really.

Both Jak and Daxter and Sly Cooper use a similar "hub based" model to Mario 64. See also every Rare platformer ever made.

And again, this isn't necessarily a problem -- in fact as I've said it's pretty well-suited to that style of gameplay -- it's just that it would be nice to play a 3D platformer that's paced like they were in the old days. And I think with 3D game controls as polished as they are now it would be possible and not all that difficult.
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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, Missouri

PostPosted: Tue Jan 30, 2007 10:12 pm        Reply with quote

Mister Toups wrote:
it's just that it would be nice to play a 3D platformer that's paced like they were in the old days.


Try the Crash games or Tork: Prehistoric Punk for the Xbox.

-Wes
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JamesE
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PostPosted: Tue Jan 30, 2007 10:36 pm        Reply with quote

Mister Toups wrote:
Cossix wrote:
That's not really a problem that's existed in most 3d games though, is it? I mean if you look at the first person shooter genre, sure they reuse a lot of enemy models (and sometimes they reuse prefabs), but there's not a lot of repetition in the level design.


Unless it's designed by Bungie!

Or Id! (lately anyway)

And anyway I'm talking about the genre of 3D platformer, really.

Both Jak and Daxter and Sly Cooper use a similar "hub based" model to Mario 64. See also every Rare platformer ever made.

And again, this isn't necessarily a problem -- in fact as I've said it's pretty well-suited to that style of gameplay -- it's just that it would be nice to play a 3D platformer that's paced like they were in the old days. And I think with 3D game controls as polished as they are now it would be possible and not all that difficult.


I'd imagine it would feel about as empty as Sonic Adventure 2 felt, good controls or not. Introduce a third axis, you introduce the need to wander around in the player. It would just feel really hemmed in and shitty.

Stuff doesn't have to constantly retrogress - the old games you like still exist, and there are probably countless ones you haven't played yet.
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Faithless
Wendy's Hole


Joined: 04 Dec 2006
Location: World 1-1

PostPosted: Wed Jan 31, 2007 6:42 am        Reply with quote

JamesE wrote:
Introduce a third axis, you introduce the need to wander around in the player.


It's interesting that everyone feels like SM64 is "short burst" gaming. I find it to be the opposite. Half the time I'm wandering around, looking for any clue as to what the hell I'm supposed to be doing.

2D gaming is like a sentence, especially when you can't back-track.
3D gaming is like an abstract poem. No? SM64 certainly is.

edited for that fucking quote box.
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firenze



Joined: 05 Dec 2006
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PostPosted: Wed Jan 31, 2007 8:00 am    Post subject: Re: Virtual Console for Game Level Evolution    Reply with quote

Faithless wrote:
Suddenly, I'm really aware of how weird the N64 made the game experience. Playing NES Super Mario, there's a Beginning, Middle, End of each chapter. Same with Sonic, Gunstar Heroes, etc. But when I drop in Mario64, everything gets loose and ugly. The game may have been a revolution at the time, but I'm beginning to loathe the point where it comes up in my VC shuffle. SMB has a progression, a goal, a clear cut path that you follow, and thus is satisfying, one level at a time. Mario64 is not satisfying, if you play Star by Star.

Is that why Minigames are taking off? Perhaps the classic game is a set of minigames -- each level is a complete experience, whereas modern gaming is open-ended even when it's not a sandbox title?


I don't think the N64 really ushered in this change. There were plenty of pre-N64 games that didn't have a beginning/middle/end "level" structure. Sure, Mario platformers still pretty much adhered to the tried and true level concept. But what about Zelda (from the NES original)? Even Zelda 1 with its clearly defined dungeon "levels" had a bit of choice in wandering around the overworld and not forcing you to stay in sequence. Super Metroid (and even NES Metroid) wasn't about an easy to seperate "Level 1 complete" mentality. Other NES games just off the top of my head that didn't have very definite stopping points include Rygar, Strider, and A Boy and His Blob.

And then there are RPGs that always kept leading you on to the next goal. PC Adventure games - King's Quest or Monkey Island never had good stopping points, part of what made them addictive. Chakan on Genesis did the Mario 64 hub world jumping into portals/paintings, but in a 2D platformer that came out years before Mario 64.

I think Mario 64 just took a little bit of that design of not giving defined levels in oder to keep the player going just a little while longer. It was new to the series, and relatively unused in platformers, but it wasn't a new gameplay concept in the least. And honestly, there are still definite levels in Mario 64, even if you do have to access them through a hub world that's essentially a glorified menu that you can move around in. There's not really that much functional difference between a "hub world" and a stage select screen (such as the classic Megaman design) other than adding a little more immersiveness. You still choose "grassy level", "water level", "snow level" in Mario 64 just like you chose your level in Gunstar Heroes through a menu screen.

Maybe I'm missing your point here. Please correct me if I'm on the wrong track.

As for the sentiment of wanting "play a level" style gaming, it's still out there. It's just that there's more choice now and lots of people prefer the sprawling epic structure. But you can just play level based games if that's your thing. I love popping in a 2D shooter and playing a couple levels. A few rounds of a fighting game, etc. Just thinking "next-gen" home consoles here, on my 360 I play plenty of very level-based games. Samurai Warriors 2, DOA4, Prey (yes, even FPS still do a rather arcadey level-based design sometimes), a race of Ridge Racer 6, Lost Planet... Games are still out there, and I don't think minigames are the only throwbacks to a time of simple level based gaming at all.

Also... I think you need the Metal Slug Anthology for your Wii if you don't already have it, Faithless.
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Faithless
Wendy's Hole


Joined: 04 Dec 2006
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PostPosted: Wed Jan 31, 2007 9:09 pm        Reply with quote

I think I should clarify, I guess, that the games I'm playing are platformers -- although I guess Gunstar is more of an "action" game, whatever that means. Zelda is open-ended -- so is a game like Sim City. But that's not what I'm tackling on the VC every day.

Firenze, you're definitely not missing my point... I guess I'm just having difficulty articulating what my point is, beyond "SMB is more casual than SM64."
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firenze



Joined: 05 Dec 2006
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PostPosted: Thu Feb 01, 2007 5:11 pm        Reply with quote

Faithless wrote:
I think I should clarify, I guess, that the games I'm playing are platformers -- although I guess Gunstar is more of an "action" game, whatever that means. Zelda is open-ended -- so is a game like Sim City. But that's not what I'm tackling on the VC every day.

Firenze, you're definitely not missing my point... I guess I'm just having difficulty articulating what my point is, beyond "SMB is more casual than SM64."


I do sort of understand that feeling you're getting. I'm not sure I can make a clear definition of it either though.

Maybe it's just that since there were so many platformers in the 8/16-bit eras, developers felt like they had done most of what could be done with the formula. After SM64, open-endedness started becoming more prevalent in game design.

Perhaps there's a bit of a renaissance of "classic" feeling platformers on the horizon? We've gone through the experiements in making hub based 3D platformers, free flowing and connected worlds, and metrovania designs. It's almost passe now to do a hub world or a connected universe - Maximo, the Jak games, Ratchet, SM64 and Sunshine, Banjo, Ape Escape, etc... And the metrovania style went from super unique to formula (as evidenced by some of the animosity toward the style from IC/SB regulars). I mean, Kirby and the Amazing Mirror is even cribbing from the formula now.

Now we are getting at least a return to "classic" by Nintendo's DS games - Yoshi's Story 2 (damn near an expansion pack to the original SNES game), New Super Mario Bros., Super Princess Peach, Kirby Squeak Squad, the upcoming Wario platformer... People do seem to like to follow Nintendo's lead. So maybe it's time for a resurgance after a couple generations off.

Even Castlevania is returning a little bit to more "level" based gaming with Portrait of Ruin, although some people would rather it feel even more like the early series level based games.
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JamesE
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PostPosted: Fri Feb 02, 2007 1:40 am        Reply with quote

Faithless wrote:
I guess I'm just having difficulty articulating what my point is, beyond "SMB is more casual than SM64."


I'd argue the opposite, actually. I mean I can just load up the fire level of SM64 and shell-surf for five minutes if I want to, but SMB requires effort and hoop jumping to get to any specific point in the game.

Man. Shell surfing should have gotten it's own spinoff.
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Faithless
Wendy's Hole


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PostPosted: Fri Feb 02, 2007 2:22 am        Reply with quote

JamesE wrote:
Faithless wrote:
I guess I'm just having difficulty articulating what my point is, beyond "SMB is more casual than SM64."


I'd argue the opposite, actually. I mean I can just load up the fire level of SM64 and shell-surf for five minutes if I want to, but SMB requires effort and hoop jumping to get to any specific point in the game.


You can casually play a level of Super Mario (in sequence). I don't feel like there's any direction in SM64, save for "out." Like, go Out or go Over There. Each level of SMB is like a single entity. Each Star in SM64 is not as focused.

Maybe I just hate collecting shit.
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JamesE
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PostPosted: Fri Feb 02, 2007 2:30 am        Reply with quote

I'd define casual gaming as unforced gaming. Impulse buys over must-haves, mini games, doing things for the shit of it. In that sense Super Mario Bros has become a hardcore title, while SMB64's open ended nature allows for more casual play. I used to dick around with the cannons a lot.
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