• 0 Posts
  • 77 Comments
Joined 2 years ago
cake
Cake day: June 24th, 2023

help-circle
  • Appearance, story, setting, and style are all mostly secondary to the mechanics and design of the game.

    Strip away the appearance of metroidvanias and you have a platforming maze with gated areas unlocked through progression.

    The overall maze of the game should ideally be enough to get lost in. Whether the world is going to be procedurally generated or predesigned, or some combination should be figured out early on. Even if progression is linear the access to and pathway through the maze should likely not be a straight line. It is very common to see or view inaccessible late game areas in the early game, for example.

    The gates of the game traditionally come in the form of new movement options. The reliables are usually: (double) jumping, running, slide/rolling, climbing, swimming/sinking, flying/gliding and so on. Choosing how and where the player may access these is important. This is to say: player movement is the game.

    Another common ‘key’ to gates is something that allows the player to defeat an enemy or boss they could not previously defeat, or otherwise access a new area. A notable example being metroid’s ice beam. Freezing enemies gives the player new platforming options: and new movement in the game.

    Good new metroidvanias are aware of what has been done before and try to innovate on those tropes.







  • I have a screenshot from a time in an MMORPG where a member died before they could do a global event quest they’d always wanted to do. There was a player-driven server-wide memorial event where her character was run through the quest by friends so that her name could be honored by a global broadcast message.

    The game and the servers are now gone, but that screenshot of everyone holding torches for her character on that day still means a lot to me 20 years on.

    So yeah, I think a steam account can fit that billing as a memorial.



  • Diablo is like stacking blocks. Stacking blocks is fun. Diablo 1 gave you some mixed blocks to play with and you could make some fun towers. Sometimes you’d get the Butcher, sometimes Skeleton King, and so on. Some of the uniques items you’d find really defined a playthrough.

    Diablo 2 gave you more blocks and more stackable shapes. You got skill trees, more clasdes, more item parameters, and just plain stuff to wedge on a more intricate tower.

    Diablo 3 and 4 appear to have attempted to bedazzle the existing shapes and allow players to buy stickers. There was little, if any, innovation beyond revenue.

    Like, Blizzaed saw Grinding Gear Games acquire money through cosmetics and thought that was what people were over there for. (And they mostly just implemented Final Fantasy 10 sphere grid… and solved the ‘gold/currency’ problem.) But I have to admit I was so lacking in interest I never bought 3 and 4–only watched someone play a bit is all.