There are plenty of ways to add longevity and replay value to sidescrollers. 
The genre of game doesn't demand they be linear or devoid of randomness. You 
just have to keep in mind the prospect of the computer setting up impossibly 
hard challenges and build in rules conserning what can be placed where. One 
way might be to have a large stock of pre-designed sections of levels which 
could be fitted together randomly. Another would be to have rules the 
computer used to entirely create each level. There are plenty of other 
things you can do as well. You could have secret and entirely optional 
sections of a game which are hard to discover. For instance, think about the 
warps in Mario. Say the entrances to them were in certain spots which didn't 
change as they apparently are in Mario. Now, let's suppose that the square 
they're on only occasionally generates a slight bleep, mystical swish or 
other such indication of their existance, perhaps once every twenty or 
thirty seconds. You might play many times before you hit upon that exact 
spot even after noticing the sonic clue. If other things such as monsters 
could be in different places as well as perhaps treasures which made their 
own sounds and forced you to play differently, you can have much of your 
levels remain essentially the same while still having the player's 
experience alter each time. It all comes down to how much thought and effort 
is put into something like that.
----- Original Message ----- 
From: "Darren Harris" <[EMAIL PROTECTED]>
To: "'Gamers Discussion list'" <[email protected]>
Sent: Wednesday, October 24, 2007 3:57 AM
Subject: Re: [Audyssey] The next issue of Audyssey


> No I must admit unless a game has any form of replayability then I
> wouldn't bother with paying for it either. If you can put a game down,
> leave it for a good while and then ccome back to it, then it has
> replayability. Otherwise it doesn't does it. That's why I don't play so
> many side scrolers any more. I like building type games where by you can
> do things differently each time. I like open ended stuff.
>
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
> On Behalf Of Thomas Ward
> Sent: 24 October 2007 02:44
> To: Gamers Discussion list
> Subject: Re: [Audyssey] The next issue of Audyssey
>
>
> Hi Ron,
> As a game developer I am always interested in what styles and genres of
> play are most in demand by the gamers at large. I hardly if ever see any
>
> good articles on the matter.
> I have however seen comments about gamers wanting to play sighted
> quality games, but that level of game play is extremely dificult to
> reach on more than one level. The programming is difficult, and as I am
> discovering with my Tomb Raider experimental project true 3D
> environments are almost impossible to relate to in an audio only format.
>
> How exactly do you signal to the new player look up because the exit out
>
> of the room is in the celing, and you will have to find a way up there,
> pull yourself through, and continue on with your adventure. It is tough
> to design and describe such an environment.
> Then, there is text adventures. Allot of folks like them, I wouldn't
> mind writing some, but I am not clear how many folks would pay money for
>
> such adventures. I can create them easy enough, make them multiplatform,
>
> etc but unless there is financial interest in text adventures there
> isn't much sense in producing them.
>
>
>
> Ron Schamerhorn wrote:
>>  Hey Tom
>>
>>   Maybe this might encourage a few folks to step up to the plate and
>> write
>> up their thoughts and feelings on a side scroler styled game.  It
> would be
>> some welcome input for certain.  I always like seeing what people
> think of
>> games currently available and such stuff.
>>
>> Ron
>>
>
>
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