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Rayman Origins

Teaching the Player p2.2 – More on Reactive vs Planned Gameplay

Previous posts in the Series Teaching the Player

And a link to the part 1

Running for Speed

The Speed Running community is a fantastic example of people who take every opportunity to transition all games from a Reaction to Planned Gameplay. They approach every game with its predefined rules and regardless of how well a game teaches you a mechanic, the speed runners put in the time to perfect the most opportune route and routine in getting from the start to the end of the game. They epitomize the idea of “Reaction Gameplay + Time = Planned Gameplay” by learning all of the inadequacies of the player’s abilities and the gamespace’s rules and manipulating them to get a more optimized path for faster completion, and shaving frames, seconds or even minutes off of runtimes by understanding what can be done by the player and what will happen in the gamespace when the player performs the action.

Continue reading “Teaching the Player p2.2 – More on Reactive vs Planned Gameplay”

Why this game feels new – 2D Platformers

I’ve come to help you with your problems, so we can be free.

                Just how much room for improvement is there? When I look at a game, what gets me interested can vary greatly. Mechanics, story, perceptual shifts and so on are all aspects where the medium of gaming is leaps and bounds over the immersion of other media, but when going through the list of games month after month, there are very few examples that I can point to that “this is what gaming should exemplify and aspire to be, and the rest of you lot are the uninspired novelists hunting for words in a coffeeshop for hours a day.” I guess that’s a bit hypocritical because I’m in the middle of writing this at a coffeeshop-esqure environment, and have written at length in such an environment for quite some time because it is important to know where you work best and this environment is one of them for me. And I’d like to think that my level of output is greater than what some put out, especially after seeing how much time of others is spent on FB or random YouTube searches, but I digress.

The point is, most games that people tend to jump on the hype-train don’t have much to set themselves apart from predecessors and contemporaries, especially when there is so much more that can be done within the various genres that it makes it a chore to find a game that doesn’t “borrows heavily” from another which came out all of a few months prior.

A lot of this seems to come from incestual idea-sharing, where there are only so many new ideas that come out and once an idea is created, it gets passed around like an answer sheet throughout a class of overachievers. Only a few people create new ideas every development team tries to figure out how they can use that idea in order to make the game seem current and ingenious.

Continue reading “Why this game feels new – 2D Platformers”

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