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Title: Stylistic Aspects of Platform Games Post by: increpare on December 30, 2008, 03:45:38 AM cave story didn't invented anything, there are a lot of games on the nes using a similar style Actually, one of the things I associate cave story with is the scattered placement of square blocks within a slightly smoother landscape. Are there nes precedents for this technique?8bit platformers barely had any non blocky collision method (i can remember only kirby having several degrees of slopes) so i don't think there's a game with smooth landscapes and such, with or without square blocks inside it... THAT SAID, I think the thesis that this emerged as a result of non-blocky collision a not-at-all unreasonable one, and quite interesting. Title: Re: Stylistic Aspects of Platform Games Post by: Hideous on December 30, 2008, 06:00:01 AM Did this post end up wrong ???
Title: Re: Stylistic Aspects of Platform Games Post by: increpare on December 30, 2008, 06:09:18 AM wow. yeah. fixed it sort of.
Title: Re: Stylistic Aspects of Platform Games Post by: godsavant on December 30, 2008, 10:01:10 AM Is there part of a thread I'm not seeing? :-\
Title: Re: Stylistic Aspects of Platform Games Post by: godsavant on December 30, 2008, 10:36:08 AM Is there part of a thread I'm not seeing? :-\ :-\Title: Re: Stylistic Aspects of Platform Games Post by: Cheater‽ on December 30, 2008, 10:40:14 AM Is there part of a thread I'm not seeing? :-\ :-\Title: Re: Stylistic Aspects of Platform Games Post by: Devlin on December 30, 2008, 10:41:13 AM Is there part of a thread I'm not seeing? :-\ :-\Title: Re: Stylistic Aspects of Platform Games Post by: policedanceclub on December 30, 2008, 10:44:07 AM This again. ::)
Title: Re: Stylistic Aspects of Platform Games Post by: godsavant on December 30, 2008, 10:45:20 AM This again. ::) :-\Title: Re: Stylistic Aspects of Platform Games Post by: moi on December 30, 2008, 11:03:19 AM Is there part of a thread I'm not seeing? :-\ Are you doing a serve or do you need to know?Title: Re: Stylistic Aspects of Platform Games Post by: godsavant on December 30, 2008, 11:09:59 AM Is there part of a thread I'm not seeing? :-\ Are you doing a serve or do you need to know?I am seriously bewildered...I stumbled onto this thread that had a bunch of quotes in the first post, despite it being the first post. I don't know if the quotes were from another thread or if a bunch of posts got deleted, but there doesn't seem to be a clear question or discussion topic for this thread... :concerned: Title: Re: Stylistic Aspects of Platform Games Post by: increpare on December 30, 2008, 11:13:18 AM I am seriously bewildered...I stumbled onto this thread that had a bunch of quotes in the first post, despite it being the first post. I don't know if the quotes were from another thread or if a bunch of posts got deleted, but there doesn't seem to be a clear question or discussion topic for this thread... :concerned: The quotes have links at the top to the threads where they were posted. Here's the deal: 1: I wanted to talk about one particular feature of cave story's graphical makeup 2: I sure as fuck didn't want to stink up the Verge thread any more than it already is with cave story chitchat 3: I didn't want to create a cave-story thread; so I decided to generalize the context to looking at any particularly characteristic aspects of any platform games. Apologies if this wasn't clear. Title: Re: Stylistic Aspects of Platform Games Post by: laserghost on December 30, 2008, 02:51:30 PM I wonder sometimes if the popularity of floating islands comes from platformers. I occasionally see the concept used in tv, movies, books, etc. and I can't help but wonder if it was all the inexplicably gravity-defying platforms from video games that inspired it.
Title: Re: Stylistic Aspects of Platform Games Post by: William Broom on December 30, 2008, 06:21:53 PM I wonder sometimes if the popularity of floating islands comes from platformers. I occasionally see the concept used in tv, movies, books, etc. and I can't help but wonder if it was all the inexplicably gravity-defining platforms from video games that inspired it. You're probably right.Another thing I wonder about is the prevalence of bottomless pits in 3D games. If it weren't for 2D platformers, I think a lot of those bottomless pits would be filled with something sensible like lava or spikes. Title: Re: Stylistic Aspects of Platform Games Post by: nihilocrat on December 30, 2008, 07:21:38 PM I wonder why we don't see people implement lots of different game genres within a platformer perspective.
Platform RTS Platform MuMORPuGer (Maple Story is the only one I've heard of) Grand Theft Platform (sandboxy real-world game) Platform Shmup (You are forced to keep running in one direction, basically) Platform Sims (or Sim City or any other sim game... you could argue that Sim Tower vaguely fits this) Platform survival sim Platform roguelike (I wonder how you would jump given a turn-based environment...) and so on... Title: Re: Stylistic Aspects of Platform Games Post by: Cheater‽ on December 30, 2008, 09:18:02 PM Platform roguelike (I wonder how you would jump given a turn-based environment...) :eyebrows: (http://forums.tigsource.com/index.php?topic=4017.0)Title: Re: Stylistic Aspects of Platform Games Post by: increpare on December 30, 2008, 09:23:35 PM Platform Shmup (You are forced to keep running in one direction, basically) Eh?Quote Platform Sims (or Sim City or any other sim game... you could argue that Sim Tower vaguely fits this) Also creatures.Quote Platform roguelike (I wonder how you would jump given a turn-based environment...) Either spelunky or roguelike megaman might satisfy this description, depending on one's interpretation.As for floating islands, the first floating island I remember coming across was sonic 3's. What are the other, earlier, ones? Title: Re: Stylistic Aspects of Platform Games Post by: Xion on December 30, 2008, 10:36:34 PM Platform Shmup (You are forced to keep running in one direction, basically) Gunstar Heroes?Title: Re: Stylistic Aspects of Platform Games Post by: laserghost on December 30, 2008, 10:57:48 PM As for floating islands, the first floating island I remember coming across was sonic 3's. What are the other, earlier, ones? Wikipedia has this article: http://en.wikipedia.org/wiki/Floating_island_(fiction) It says The Odyssey was the first to hint at a floating island, but the first definitive use of the concept was in Gulliver's Travels. What's interesting about the article, however, is that the majority of examples it lists are from modern entertainment - namely games. The first few examples it gives are separated by centuries, while uses of the idea become more condensed around the time of video games. Quote Another thing I wonder about is the prevalence of bottomless pits in 3D games. If it weren't for 2D platformers, I think a lot of those bottomless pits would be filled with something sensible like lava or spikes. That's another interesting concept that I think may have gained more recent popularity because of it's use as a game mechanic. I looked 'bottomless pit' up on wikipedia also, but the only real mention of it before video games was the biblical 'Abyss' which meant a hole straight to hell or the underworld. That's not something that's really been used much in literature or entertainment much except in video games. Title: Re: Stylistic Aspects of Platform Games Post by: William Broom on December 31, 2008, 01:17:57 AM As for floating islands, the first floating island I remember coming across was sonic 3's. What are the other, earlier, ones? Wikipedia has this article: http://en.wikipedia.org/wiki/Floating_island_(fiction) It says The Odyssey was the first to hint at a floating island, but the first definitive use of the concept was in Gulliver's Travels. What's interesting about the article, however, is that the majority of examples it lists are from modern entertainment - namely games. The first few examples it gives are separated by centuries, while uses of the idea become more condensed around the time of video games. Quote Another thing I wonder about is the prevalence of bottomless pits in 3D games. If it weren't for 2D platformers, I think a lot of those bottomless pits would be filled with something sensible like lava or spikes. That's another interesting concept that I think may have gained more recent popularity because of it's use as a game mechanic. I looked 'bottomless pit' up on wikipedia also, but the only real mention of it before video games was the biblical 'Abyss' which meant a hole straight to hell or the underworld. That's not something that's really been used much in literature or entertainment much except in video games. Title: Re: Stylistic Aspects of Platform Games Post by: Loren Schmidt on December 31, 2008, 02:12:55 AM There's a huge bulk of iconic design elements in platformers. It's funny how they are echoed over and over, to the point where they lend games an air of legitimacy.
Player: I don't know about this new indie platformer... Player: Squints eyes, looks at screenshot Player: Ah, it has bright colors, giant mushrooms, and question mark blocks? Eh, maybe I'll give this a go then! Examples of this include:
There's nothing wrong with including these... many of them are great tools. But it's funny how I always find myself subconsciously tugged toward things like these... :D Title: Re: Stylistic Aspects of Platform Games Post by: Zest on December 31, 2008, 06:08:02 AM Mario games have a high concentration of recognizable iconography. It's quite interesting how distinct the games can look, especially when compared to the copycats that it spawned.
While I would love to see a sidescrolling RTS, there has been a sidescrolling racing game. Uni Racers, anyone? Title: Re: Stylistic Aspects of Platform Games Post by: William Broom on December 31, 2008, 06:14:03 AM Pretty close to a sidescrolling RTS was a weird old game called The Tone Rebellion. It definitely scrolled sideways, and not in any other directions, but it didn't quite have the platform elements. You built your buildings on platforms, but your units could all fly wherever they liked.
It would be cool to see an RTS that really takes place in a platforming environment. Kind of like The Boomlands but not so automatic. Title: Re: Stylistic Aspects of Platform Games Post by: Bob le Moche on December 31, 2008, 07:33:43 AM There's also this game:
http://ca.youtube.com/watch?v=Z2c9ra9xALc Title: Re: Stylistic Aspects of Platform Games Post by: godsavant on December 31, 2008, 11:14:21 AM There's also this game: http://ca.youtube.com/watch?v=Z2c9ra9xALc That looks sweet. Narration harkens from Monty Python, though. Title: Re: Stylistic Aspects of Platform Games Post by: laserghost on December 31, 2008, 12:56:42 PM I would take this with a grain of salt. Remember that Wikipedia is edited by nerds and pretty much every 'In Popular Culture' section features a lot of references to videogames, anime and Firefly. Of course. Though for the sake of conversation, Wikipedia is an interesting collection of "knowledge" nonetheless. Title: Re: Stylistic Aspects of Platform Games Post by: Selben Coirlo on December 31, 2008, 02:37:40 PM Quote It would be cool to see an RTS that really takes place in a platforming environment. I imagine this as basically being what Lemmings would be like if you gave them machine guns and flamethrowers.Title: Re: Stylistic Aspects of Platform Games Post by: Cheater‽ on December 31, 2008, 04:11:50 PM "...Lemmings [...] if you gave them machine guns and flamethrowers. It must be done.Title: Re: Stylistic Aspects of Platform Games Post by: Xion on December 31, 2008, 04:41:14 PM Quote It would be cool to see an RTS that really takes place in a platforming environment. I thought that's what Clonk was?Title: Re: Stylistic Aspects of Platform Games Post by: nihilocrat on January 01, 2009, 12:11:24 AM Platform Shmup (You are forced to keep running in one direction, basically) Eh?One of the common elements in a scrolling shmup is the forced-scrolling part. Basically, it would be like any platformer but you are forced to move in a certain direction. You could move forward and back and jump and such, but you could not come to a complete stop. This is actually accomplished in a lot of platformers during a chase / vehicle section. Basically, it's a rail shooter. Gunstar Heroes gets pretty close. There are vehicle sections and other bits where you're pushed through, but other bits where you can stop. It is probably more fun than pushing you around constantly, though. Also, I'm just now realizing no one has made Warning Forever in a platformer. It would basically be Black's level over and over again, which would be pretty cool. :panda: Actually, has anyone heard of a game that takes pretty direct influence from Gunstar Heroes? I've heard of The Red Star for the PS2 but haven't tried it yet (but probably should). Title: Re: Stylistic Aspects of Platform Games Post by: William Broom on January 01, 2009, 01:26:31 AM Platform Shmup (You are forced to keep running in one direction, basically) Eh?One of the common elements in a scrolling shmup is the forced-scrolling part. Basically, it would be like any platformer but you are forced to move in a certain direction. You could move forward and back and jump and such, but you could not come to a complete stop. This is actually accomplished in a lot of platformers during a chase / vehicle section. Basically, it's a rail shooter. Title: Re: Stylistic Aspects of Platform Games Post by: Reiss on January 02, 2009, 01:54:16 PM cave story didn't invented anything, there are a lot of games on the nes using a similar style Actually, one of the things I associate cave story with is the scattered placement of square blocks within a slightly smoother landscape. Are there nes precedents for this technique?wait, did Cave Story have smooth landscapes? i always thought that it was secretly just a bunch of blocks hidden under an outer, non-blocky layer. although the non-hidden blocks (on second thought, this is what i think you were referencing. uh. oops. and i guess they're not really "non-hidden," since they're being painted as much as everything else is - just made more obviously blocky.) were pretty visually iconic - i don't remember any nes or snes games having a mostly-painted over landscape with a view "revealed" blocky shapes set into them. Knytt Stories was also pretty iconic - a tiny sprite exploring what was a much larger nonscrolling landscape. the main chapter was also pretty iconically minimalist - Juni's size meant that the sprite couldn't be too detailed, and the landscape was mostly made up mostly of beautifully arranged basic shapes. Title: Re: Stylistic Aspects of Platform Games Post by: AuthenticKaizen on January 02, 2009, 02:14:27 PM Platform Shmup (You are forced to keep running in one direction, basically) Eh?One of the common elements in a scrolling shmup is the forced-scrolling part. Basically, it would be like any platformer but you are forced to move in a certain direction. You could move forward and back and jump and such, but you could not come to a complete stop. This is actually accomplished in a lot of platformers during a chase / vehicle section. Basically, it's a rail shooter. Gunstar Heroes gets pretty close. There are vehicle sections and other bits where you're pushed through, but other bits where you can stop. It is probably more fun than pushing you around constantly, though. Also, I'm just now realizing no one has made Warning Forever in a platformer. It would basically be Black's level over and over again, which would be pretty cool. :panda: Actually, has anyone heard of a game that takes pretty direct influence from Gunstar Heroes? I've heard of The Red Star for the PS2 but haven't tried it yet (but probably should). http://de.youtube.com/watch?v=ALt4yu1Njk8 and silhouette mirage (http://en.wikipedia.org/wiki/Silhouette_Mirage) (psx, saturn) http://de.youtube.com/watch?v=_B5bEnG22KM |