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/vr/ - Retro Games

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>> No.6939223 [View]
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6939223

>>6939210
>None of that really matters
>story being shit, new types and Pokemon being underutilized, regions being gimped and unfinished, mechanics being glitched, levels and scaling and difficulty being fucked, and pokedex completion being impossible "doesn't matter"
is there no cope to which johtoddlers won't resort?

>> No.6187504 [View]
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6187504

>>6187478
>They are literally all about fine tuned level design
In theory.
Doesn't work out that way in practice, especially in comparison to console games.
Again, the exception would be simulation games like racing, hunting, and rail shooters like House of the Dead---and even then, they don't do anything especially better than made-for-console or PC games. In fact, you could argue Arena FPS have better level design than rail shooters.
>the games are all about carefully mixing and matching those assets to create interesting memorable encounters and boss fights
I'm not so sure about that.
>furthermore console games all borrow the design philosophy of arcade games
I wouldn't say *all* console games. RPGs, Vehicular Combat games, Open World games, Life Simulators, X-person Shooters, Sports games, Visual Novels and erotica, and more could have very well been made in disregard of many fundamental "arcade design philosophy" tenets.
>often worse
lol no
>so you'd be dismissing level design titans like Castlevania
>level design titan
>Castlevania
loool
>Are you fucking serious?
The "you worked on it" wasn't referring to players playing the game but developers developing the game. That's an ambiguity I didn't catch in how I phrased that.
>Arcade games have been allowing credit feeding since the 80's, anyone of any skill can see all the content
Ehhh that's not necessarily true at all. It's theoretically the case but many people still end up filtered, especially kids with limited skill & limited funds: those are the players you'd want to keep coming back---who can't hog the machine and have to keep paying to play.
>Now, if you are talking about 1cc's
No, it doesn't matter either way
>Alright now I want to hear this, which positive changes did fighting games make that other arcade genres did not?
Adding more and more numerous and complex techniques to characters and mechanics you'd need to consult detailed guides to understand but drastically impact the quality of gameplay, e.g.

>> No.6006809 [View]
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6006809

>>6006778
>You make it sound like a checklist. "Have these abilities on your team or die."
I certainly didn't mean it that way. What I'm saying is that there are scores of threats you *could* come across in any encounter, not necessarily every encounter. And as I was saying, there should be multiple approaches available to whatever team members the player has for tackling these challenges.

Players should be able to shoot themselves in the foot by having full attacking movesets with no status moves, but recognize that at least some status moves of whatever kind may be vital for countering the aptitudes they *know* their opponents could possess.

It's not "Have these specifics or die", it's "Plan accordingly for your team's strengths and weaknesses."

>Reminded me of a complaint I read about some game where the user was angry they could build just about any class, but not having certain abilities like swimming meant you would hit a brick wall eventually, forcing a specific "well-rounded" type of team in order to actually win.
I'm saying if you need players to cross water, add boat mechanics too. It may bear mentioning that you also need these particular skills to tie in well with character attributes, so even not directly investing in a skill doesn't necessarily make the character incapable of performing it, provided they have the proper base stats for it. In the case of building or steering a ship, that's be INT as opposed to swimming's DEX or CON.

>there's a hard counter for just about anything
I'm hesitant to praise "hard" counters. I think something like Screens & Brick Break works, but in theory, prefer moves/abilities that were designed to be good in themselves in isolation from any others they'd invalidate. I want players to feel like they have something generally reliable and can derive satisfaction from when it comes in extra-handy, as opposed to going "Fucking finally pays off" when they get a chance to employ the normally useless, say, Rapid Spin.

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