Amir0x said:
Note that really tediously climbing up a side of a building is not challenging OR even considered "platforming" and that inFAMOUS 2 lets you circumvent 99% of that with ice jump/static hover... And that there are now electric charged bars which shoot you up the majority of the time so you can avoid the climbing anyway.
There is literally no difference between Prototype and inFamous in terms of their level of "platforming" at this point, except one is a lot faster and more fun in terms of traveling
So did InFamous 1. That's the point really. You have abilities you can exploit to travel faster, but distance and obstacles are still treated with a level of meaning. InFamous 1 let you grind on power lines, use the upwards momentum towards the end of the arcing power line, jump off and hover to the next. You could effectively Jet Set Radio yourself around the place like that, but it was by your own doing, your own - albeit small - measure of experimenting and using powers in combination.
That agency is important. Less important to apologetic, back-patting game design that powers a lot of games today, but important to at least a sub-set of gamers. Gamers which you'll find will disagree with your assessment of InFamous.
This is actually something Michel Ancel talked about in regards to the King Kong game. First establishing rules, limitations for your human guise, then letting you briefly break free of them as King Kong and eff dudes up, but not to the point where you took those abilities for granted, returning you to your human abilities shortly thereafter. Taking those powers for granted would've disrupted the sense of reward over a baseline and made the subsequent baseline feel like a punishment. He said that the tides of weakness and empowerment is very important to a game, and I tend to agree.
It's not directly applicable to InFamous as it never separates the two notions but rather juggles them constantly. It does however refrain from ever diminishing the importance of the world or your micro level actions. I disagree with you that platforming in InFamous 1 was relegated to the few areas where you actively worked your way upwards for an extended period of time. Platforming was a constant element of that game, and even if your particular playstyle planted you firmly on the ground or a flat surface, the whole game supported virtually any action from any position, be it jumping, running or climbing.
Geometry in InFamous is far from shoeboxes tasked with little besides posing as a city, and your weaknesses are as fundamentally important to it as the moments of empowerment, contrary entirely to Prototype's design philosophy.