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/vr/ - Retro Games


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5208026 No.5208026 [Reply] [Original]

I am not from the States, so I am completely clueless about what I am going to ask bellow:

- Does everyone in America play at least a Metroidvania game back in childhood and like it?

- Why do you think there are so many indie titles that are Metroidvania-style or paying homages to the Metroid and Castlevania series?

+ Is it less work for a single developer or a small team if they choose to make a Metroidvania games, instead of tackling something like 3D platformer?

>> No.5208132
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5208132

>>5208026
>Does everyone in America play at least a Metroidvania game back in childhood and like it?
No, not everyone. I didn't.
>Why do you think there are so many indie titles that are Metroidvania-style or paying homages to the Metroid and Castlevania series?
It's a game design that works and can be applied to a number of different settings, backdrops and themes. You may as well be asking why anyone ever made 2D platformers or FPS games.
>Is it less work for a single developer or a small team if they choose to make a Metroidvania games, instead of tackling something like 3D platformer?
Not particularly. I think 2D is more accessible, but I think a small team could manage a 3D platformer in today's world just as well.

>> No.5208141

The reason these sort of games get made is that it is much easier to design than a true platformer. They don't have to challenge the player with interesting enemy placement or tricky jumps, or a consistent level of difficulty, so they require low effort and design.

They also can more easily pad the length with backtracking and other fluff because people complain about short games. A challenging game with replay value, that you will play many times is not looked up as highly as a boring 200 hour game mostly filled with nothing.

>> No.5208151

>>5208141
>long open ended rpg game is easier to design than short linear arcade game
Doubt.

>> No.5208205

>>5208026
Making a game where you can backtrack just to fill out every corner of the automap is just a super-easy success formula. Just like putting some sort of EXP and or loot system in there. It's literally the easiest way to feed the rewardcenter in peoples' brain.

You know what's also easy? Not making an actual story but just hinting at a mysterious and complex one. Better yet, make it so not all story pieces even fit together, thus ensuring an infinite amount of youtube lore vids promoting your game.

>> No.5208303

>>5208026
Because metroidvanias are the best platformers.
Standard platformers are mostly focused on "going forward", instead with metroidvanias you have lots of "how do I get there?" moments that increase the engagement and desire to explore every nook and cranny.
Animating 2D sprites is no smaller undertaking, unless you plan to use tweens and separate body parts. But yes, in terms of level design it's probably easier to tackle two dimensions instead of three, also because 3D generally requires more effort in shaping meshes and texturing to achieve a similar feeling of properness.

I much prefer 2D metroidvanias to 3D ones.

>> No.5208309

>>5208026
Because they're fun? Why are you making this a regional thing?

>> No.5208314

>>5208141
> it is much easier to design than a true platformer.
I think it's more that they're easier to play. They're mostly electronic crack pellet simulators rather than games of skill, especially if they have XP or randomized drops.

>>5208303
Well thanks for ruining Castlevania

>> No.5208336

>>5208314
How can I ruin perfection? (SOTN and the GBA/DS titles)

>> No.5208342

>>5208336
You ruined the chance of ever getting any more perfect games like the ones that came before those.
Seriously there isn't a bad Classicvania.
Except maybe Simon's Quest.
or X68K

>> No.5208346

>>5208336
Please, this isn't funny

>>5208342
you like the GB games?

>> No.5208383

>>5208026
>Does everyone in America play at least a Metroidvania game back in childhood and like it?

Metroid games were probably played by at least 2 million people each in the 80s and 90s. They were big hits, but nowhere near as big as a number of other games. They WERE well regarded though. Symphony of the Night also did decent sales and had a strong reputation.

>Why do you think there are so many indie titles that are Metroidvania-style or paying homages to the Metroid and Castlevania series?

Even though the games were like 2nd tier sales-wise, they seem to have made a BIG impression on one type of people in particular: NERDS THAT LIKE EASY GAMES. And if there's one thing that's consistent among game developers it's that most of them are nerds that like easy games. So I think by coincidence they were games that an extremely disproportionate percentage of game developers played when they were kids (or that they played in emulation as adults, since the games are easier for people that suck at video games to get into compared to most other older games).

>> No.5208386

>>5208383
Another thing is that it's a FORMULA. And most developers have no talent or creativity, so it's easier for them to make a game if they can just copy a formula.

>> No.5208391

>>5208346
GB games aren't real games

>> No.5208454

>>5208391
They mean well.