With Playdead's release of the INSIDE / LIMBO Double Pack, it's easy to compare the similarities in
gameplay and story structure.
Not exact matches
Bad games are one thing — they have the potential to be funny — but mediocre games just have meh
structure, meh
stories, meh characters,
and meh
gameplay.
Boring
story, terrible
gameplay,
and repetitive mission
structure.
The
gameplay is
structured similarly to previous Final Fantasy titles, with a main quest
and side quests to supplement the
story.
The Apostles has some suspect writing at times
and the
story makes some logical leaps where it feels like whole cut - scenes are missing, but we get the same great
gameplay mechanics of the base game while throwing in a
structured three - arc setup that introduces some interesting characters.
I have expressed how Pankapu provides intrigue with
story structure and game design, but it just wasn't enough for me to get over the frustrations of the
gameplay.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German,
and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas,
and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside
and outside the ship - Iizuka likes Mirage Saloon because the stage
structure will be different depending on the player character chosen - Puyo Puyo
gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine»,
and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby
story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
+ Beautiful Claymation - Dull puzzles - About 4 hours of
gameplay - No replayability - Buggy - Poor
story and plot
structure - Voice recording is of poor quality - No real connection to characters
At the same time, I work on the
structure of the
story and then flesh it out from there with the
gameplay linked to the
story.»
The
story actually has a proper
structure now
and the new characters help to add an extra element of depth to the
gameplay.
During the last months, we have worked on many different things, including: — animation, improving the moves of the fox
and slightly changing its shape so it feels more like a living creature — game context, expanding the universe, its characters
and their motivations — game
structure, starting implementing some levels
and creating more
gameplay elements — narration, figuring out how we want to tell our
story in harmony with the
gameplay Of course there's still a lot to be done, but we are not going backward so it's pretty encouraging!
The Apostles has some suspect writing at times
and the
story makes some logical leaps where it feels like whole cut - scenes are missing, but we get the same great
gameplay mechanics of the base game while throwing in a
structured three - arc setup that introduces some interesting characters.
Lost Sphear is the latest of the bunch of retro-esque RPGs that harken back to a simpler time that was focused more on
gameplay structure and story, rather than glitz / glam.
The basic
gameplay in the latest Spiderman is really enjoyable
and had me excited to start the next mission but the lack of a more fleshed out
story and a few polish issues combined with the repetitious mission
structure have this game just falling short from becoming the next Arkham Asylum.
Complete perfection aside, Chrono Trigger had many aspects of its compelling
structure,
story and gameplay rooted in its rich
and diverse roster of playable characters.
Basic Infomation: Features PvP PvE Map Traits Systems System Requirements Microtransactions Region free Professions: Ranger Warrior Elementalist Necromancer Guardian Engineer Mesmer Conjecture Races: Overview Human Sylvari Norn Asura Charr
Gameplay: Dynamic Event System
Structured PvP Healing
and Death Custom Maps Personal
Story Leveling Q&A: Character Design Skills Trading System Mini-games Maps
and Travel Ranger Skill / Pets Lore Elite Skills Videos: Concept Art Compilation Manifesto Video Guardian Video Beauty of Guild Wars 2 Tools: Character Creator Interactive Maps of Tyria Card Game Character Tool Lore: Kodan Sylvari Download: Wallpaper
While Nier: Automata's core
gameplay is notably strong
and arguably the highlight of the experience — you can make the argument that its existentialism
story is the true dominating factor — its level design
and mission
structure leaves much to be desired.
Couple the game's brilliant
gameplay structure with gorgeous graphics
and an intriguing
story,
and you have a gaming experience that is as unforgettable as it is enjoyable.
Yet it managed to carve out its own space thanks to a combination of dark, introspective writing, stellar action
gameplay, gorgeously moody music,
and an unconventional
structure that forced players to repeat the same
story multiple times from different perspectives.