Is this going to be structured like an actual arcade game? As in, roughly half an hour in length and a harsh retry structure?
Some of this will depend on testing, but our current tentative plan is to have infinite lives (further removing the need for HUD elements) but death sets you a decent amount back (back to beginning of current "map" most likely).
Length depends on how you look at it - we're aiming to put as much content as possible in there but not to the point of it becoming tedious (its totally possible to make a game like this too long), but in games like this there's a HUGE difference between "how fast is it possible to beat" and "how long will it take you to complete the first time through". In fact that's a lot of the appeal, going from a newbie that takes weeks to get through a game to a master that can speed run the game flawlessly.
Since levels are one of the things we haven't done much of yet (hence the need for funds) can't say for sure how long it will actually take to get through it either way at this point though.
Out of curiosity, how would you prefer it to be?
sounds like an easycore game. mehSome of this will depend on testing, but our current tentative plan is to have infinite lives (further removing the need for HUD elements) but death sets you a decent amount back (back to beginning of current "map" most likely).
Some of this will depend on testing, but our current tentative plan is to have infinite lives (further removing the need for HUD elements) but death sets you a decent amount back (back to beginning of current "map" most likely).
Some of this will depend on testing, but our current tentative plan is to have infinite lives (further removing the need for HUD elements) but death sets you a decent amount back (back to beginning of current "map" most likely).
Length depends on how you look at it - we're aiming to put as much content as possible in there but not to the point of it becoming tedious (its totally possible to make a game like this too long), but in games like this there's a HUGE difference between "how fast is it possible to beat" and "how long will it take you to complete the first time through". In fact that's a lot of the appeal, going from a newbie that takes weeks to get through a game to a master that can speed run the game flawlessly.
Since levels are one of the things we haven't done much of yet (hence the need for funds) can't say for sure how long it will actually take to get through it either way at this point though.
Out of curiosity, how would you prefer it to be?
Is this going to be structured like an actual arcade game? As in, roughly half an hour in length and a harsh retry structure?
Ah ah reminds me of Act Raiser 2
sounds like an easycore game. meh
Sounds like a bad idea considering the market this is aiming to. Infinite lives takes so much tension and reward out of the experience.
Personally I would much prefer a classic arcade setup of limited lives and continues.
The problem is they're advertising this game as a hardcore arcade game while removing the most important aspects of arcade gaming, finite lives and the ability to "one credit play".I find this interesting as many NeoGaffers have slammed Shinobi for its finite lives and continue system beyond Normal Difficulty. A game can be hardcore and have unlimited lives. Out of this World, Flashback and Abes Oddessey are just a very few of them. I would like to hear more of this debate for either side!
I find this interesting as many NeoGaffers have slammed Shinobi for its finite lives and continue system beyond Normal Difficulty. A game can be hardcore and have unlimited lives. Out of this World, Flashback and Abes Oddessey are just a very few of them. I would like to hear more of this debate for either side!
Finite lives is a holdover from arcade games fishing for quarters. It has no place in a game that one owns and can play freely.
Some of this will depend on testing, but our current tentative plan is to have infinite lives...
Finite lives is a holdover from arcade games fishing for quarters. It has no place in a game that one owns and can play freely.
Yeah, I guess it's true that things like difficulty have no place in the modern day gaming ethos.Finite lives is a holdover from arcade games fishing for quarters. It has no place in a game that one owns and can play freely.
I don't fish for quarters, nor do I play arcade games through endless continues.Finite lives is a holdover from arcade games fishing for quarters. It has no place in a game that one owns and can play freely.
Very interesting! We will take these responses under SERIOUS consideration. I expected that people would no longer be willing to put up with that kind of thing these days, even the fans of the older games.
The only reason I thought it could work out is our biggest inspiration, Super Ghouls N Ghosts. Super Ghouls N Ghosts has never been seen as an easy game, its often rated as one of the hardest games of all time, and is very much considered an arcade style game though it was never actually in an arcade.
That game did have finite lives and continues.
HOWEVER, it was set up such that it basically didn't matter. Continues did the same thing as lives, and whenever you ran out of lives, you were pretty much guaranteed to have gained just enough points that you had earned an extra continue. Thus, in essence, it had infinite lives. I have never actually run out of lives and continues even when stuck on a level dying dozens of times back when I had not yet mastered the game.
Thus I felt that you could do infinite lives when you consider how that game kills you in 2 hits, with the first hit taking away all your stuff, and when you die you have to start either the entire level or half the level over. The idea of further eliminating any kind of HUD element also appealed to me, in addition to the potential to lower complication (and potential cheating) with any kind of save system we may add. With Volgarr also being set up in a way that you can die very, very easily and go back quite far like in SGnG, I hoped it would still give that same feel.
But, again, we will take this debate under very serious consideration for the end product. Please continue to bring up any further points for or against finite lives!
The only real question to consider here, I think, is whether the game is going to be designed for players who use the 1CC method of practicing and clearing an arcade game, or for players who would rather play a game designed to be more lenient and gradual. I think the best solution, for now, is to simply allow players to choose whether they wish to play with infinite lives and continues, finite lives and no continues, or a mixture of both.But, again, we will take this debate under very serious consideration for the end product. Please continue to bring up any further points for or against finite lives!
I've seen this in the Classic Mega Man games, too. If that was a regular, albeit uncommon part of the game's level design, then the problem of designing for two different target audiences would be alleviated.Perhaps finite lives and infinite lives could be married in a system similar to "grace" 1UPs from games like Mega Man and ActRaiser. Before difficult sections, those games often had a guaranteed 1UP either hidden in plain sight or put in a slightly tricky location that could be acquired with a non-zero, but still relatively low risk of death. You effectively had infinite lives on certain parts of the game, but only if you didn't get sloppy and had played the level enough to know how to acquire the extra.
Your thought process seems sound, as is your comparison to Super Ghouls and Ghosts. Do consider though that even as far as back as when it came out many people thought that the game was too easy compared to its predecessors.
I Initially just wanted to argue for infinite lives because honestly, finite lives/continues [that erase all of your progress when running out] don't have a place in this day and age, even in throwback titles, especially not if they're supposed to be "reimagined for today".Edit: To satisfy both parties, why not include a "Hardcore" mode where the player does only have finite lives and continues?
This may be a bad idea. Consider this very carefully for your final product.
Please don't take any of the above to mean I'm not interested in this great feedback and discussion! This debate about infinite lives is exactly the kind of thing I really wanted to get out of founding my own game company. I just wanted to lay it out on the table where I'm coming from in this.
Personally I like the way VVVVVV does it - infinite lives with checkpoints, and the game keeps track of how many times you die. So the first time you beat the game, you could beat it with like 500 deaths. And then you have incentive to get better and lower that amount - it turns deaths into a sort of reverse-score that doesn't need to be constantly displayed on the screen.
I understand that method gets rid of the "1CC" play, because there is no set lives, but personally I've never found that sort of game mastery fun (though I *can* play Castlevania with no continues).
Personally, the arguments for/against infinite lives hinge on whether or not this is a game that's played for score, or merely one that's made to be beaten. Infinite lives in a score-based game isn't really a big deal, IMO--anyone who's serious about their score isn't gonna tolerate deaths no matter how many lives they have, and anyone who doesn't care about score would just credit-feed anyway.
That being said, I don't want you to segregate different types of players into "behinner/hardcore" modes or whatever--one mode, one ruleset.
When we started Crazy Viking Studios we made a list of the types of games we always wanted to make, and this was up near the top. We decided to start with a side-scroller because it was the genre we had the most experience with, and make it viking themed to go with the studio name, but we have plans for more than just side-scrollers and viking games if this first attempt works out.
Finite lives is a holdover from arcade games fishing for quarters. It has no place in a game that one owns and can play freely.
You can hope that vikings are the next zombies and you guys won't be out of work for a long time.