Re: Speed kills
Cruise <[email protected]> Fri, 02 Jan 2004 00:32:23 +0000
| Newsgroups | gmane.games.devel.design |
|---|---|
| Message-ID | <[email protected]> |
I agree with the general principle, but, "all generalisations are false", and there are certainly a few exceptions. Beat-em-ups spring to mind straight off - while, yes, Soul Caliber would be easier if the game was slowed down, the gameplay does change with a slower game. Compare the first few Tekken games to one of the many Hyper-super-duper streetfighters...because of the sheer speed of the latter, any real planned strategy becomes impossible. Basic responses (opponenet in air, use high attack, etc.) are fine, but not the tactical waiting game Tekken was, with specific counter-(and counter-counter-)attacks. While not all of this is due to the speed, a large proportion of it is. Some gameplay choices and tactics do become impractical with differing speeds. I guess it just boils down to moderation - changing anything enough will have an effect on the gameplay. Conversely, most variables can probably be changed without having an affect on the gameplay if changed subtley. So yeah, I agree that speed is an often, and very useful, method of adjusting difficulty. But so are lots of other things if used /correctly/. -- "quantam sufficit" [ cruise / casual-tempest.net / transference.org ] ------------------------------------------------------- This SF.net email is sponsored by: IBM Linux Tutorials. Become an expert in LINUX or just sharpen your skills. Sign up for IBM's Free Linux Tutorials. Learn everything from the bash shell to sys admin. Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click _______________________________________________ Gamedevlists-design mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=556