techbear
08-05-2006, 10:27 AM
Gamasutra published an interesting and in-depth analysis of the hit platformers of the past 10 years.
http://gamasutra.com/features/20060804/boutros_01.shtml
One of the things I got out of the article was complexity of interaction; not just running and jumping, but what happens if you kick a monster into a power-up, or enter a warp-pipe while carrying a monster?
This design concept (interactive richness) was pioneered (for some people) by the old NetHack game on college mainframes. In nethack, you could kill a bat, drag it's body to an Altar, and make a Cloak of Night. Nethack was famous for having HUNDREDS of these cool relationships; the fun was in exploring and finding them.
I've done a lot of top-scrolling shooters, and I realize that most of what I've made does NOT have interactive richness. Player, enemies, bullets, all with simple, one-dimensional interactions. There's a great deal of room for more interactions, like Galaga's ship-hostage.
Is Interactive Richness an overlooked and powerful design paradigm, especially for other genres?
http://gamasutra.com/features/20060804/boutros_01.shtml
One of the things I got out of the article was complexity of interaction; not just running and jumping, but what happens if you kick a monster into a power-up, or enter a warp-pipe while carrying a monster?
This design concept (interactive richness) was pioneered (for some people) by the old NetHack game on college mainframes. In nethack, you could kill a bat, drag it's body to an Altar, and make a Cloak of Night. Nethack was famous for having HUNDREDS of these cool relationships; the fun was in exploring and finding them.
I've done a lot of top-scrolling shooters, and I realize that most of what I've made does NOT have interactive richness. Player, enemies, bullets, all with simple, one-dimensional interactions. There's a great deal of room for more interactions, like Galaga's ship-hostage.
Is Interactive Richness an overlooked and powerful design paradigm, especially for other genres?