I don't think it's predictability exactly clemment.
Super mario is a very simple game. You have very few in game elements,
indeed probably fewer than in many audio games.
It's the fact that you do not control mario exactly, that his jumps all have
a degree of stopping distance which you need to learn and master, and the
movements of in game objects are calculated so as to challenge your spacial
logic intensively that makes the game difficult.
For example I recently got given a yo yo. I'll admit I'm not the most
coordinated person in the world, but learning to master my own spacial logic
and hand coordination in order to get it to do what I want has been quite a
challenge, even though the yo yo itself is a very simple actifact who's
movements are easy to predict.
This is what I mean in terms of games.
Beware the grue!
Dark.
----- Original Message -----
From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, January 05, 2012 6:07 AM
Subject: Re: [Audyssey] Mysteries of the Ancients News
Too predictable, is what audio games boil down to imo. But once again, I
agree... something needs to change. But I guess when a developer is
working on a whole project by himself... it's hard to produce something
like that. But when Mota gets released, I have a feeling that's going to
revolutionize vi games in general. At least, I hope it does.
----- Original Message -----
From: "dark" <d...@xgam.org>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, January 04, 2012 10:00 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News
Yes, I've played world of war, but even so I'm not convinced, simply
because while I agree the fact of more weapons does give more choice in
the game, it didn't seem there was an extensive enough number of enemies
to characterize a judgement based gamepaly, you could stil pretty much
get by by shooting anything as soon as you heard it, which is really the
problem.
In mainstream space invaders you need to anticipate and understand the
invaders movement because they aren't instantly shootable.
space invaders is of course just one example of what I mean, and there
are plenty of others.
Beware the grue!
Dark.
----- Original Message -----
From: "Clement Chou" <chou.clem...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, January 04, 2012 11:07 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News
More good points, of course. But I think half the problem is that ships
in audio games like that don't fire anyway. Sure some drop bombs and the
like, but not in the way we remember... and in alien Outback, it
actually is possible to have four or five ships at once... you just need
to turn up the difficulty. You're on the audio games forum a lot... I
don't know if you've played world of war at all. It's made by Yukio
Nozawa... and to me, is probably the best arcade shooter around right
now. Your weapons actually have different properties, and can serve you
in good ways individually... the speed machinegun has a faster rate of
fire, but it can only shoot so many times before it has to pause and
reload. The shotgun can destroy enemies in one hit which would usually
require 3, yet if you shoot something down, you have to wait for the
action to pump again before you can shoot which takes about a second.
Small advances, but improvements over the formula that we've scene so
far. While I never actually played space invaders, I did play games of
similar style... so I do know what the differences are.
----- Original Message -----
From: "dark" <d...@xgam.org>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, January 04, 2012 2:58 PM
Subject: Re: [Audyssey] Mysteries of the Ancients News
Hi Clemment.
i can certainly imagine a boss like sodom being a real nightmare,
indeed generally the final fight bosses all required a fair degree of
tactics to defeat, sinse you can't just walk up to them and wale on
them the way you could bosses in some other games of the same type.
As to audio space invaders, while I completely agree Jd and Alien
outbakc have carried the gameplay further than basic reactions, they
are stil not imho far enough along, indeed not even to the point of
mainstream space invaders.
Remember in a main stream space invaders game you have perhaps six or 7
invaders above you in a row jigling back and forward, all of which are
firing at different wrates.
stacked above them are perhaps ten more rows of invaders, and these are
all visible at the start of the game.
While I agree having six spaceships all firing at once in audio would
probably be impractical, rather than letting the limitations of sound
limit the amount of information and factors required in a game, audio
games should include more for the player to think about.
For instance, in alien outback the invaders come only a couple at a
time in fairly well determined patterns. make them random, and you've
already increased the challenge. Also, you only need to shoot! the
invaders. Suppose there were invinceable meteorites dropping on you
that you simply had to avoid at the same time your shooting at the
falling ships.
This adds another gameplay element and another factor into the game
without increasing the sound complexity, sinse rather than another ship
type to be shot the meteorites require a different approach.
Then how about a bouncing alien bomb that instead of entering from the
top, enters from the side like the spiders in the centipeed game.
once again, just a matter of another sound, but now you'd have to judge
the falling of the bomb and it's impacts with the ground relative to
your own horizontal position even as you shoot the ships above you.
These are the sorts of things that I mean, giving the player more to
worry about and other things to judge, just the way the original space
invaders had six invaders at once with different wrates of fire.
Beware the Grue!
Dark.
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