Always-honest
Banned
Yes, i think they should be able to make a great game without these weird forced gameplay mechanics as you described.
Many people seem to have missed the point, but that's my fault because of my wording.
You know what's not realistic? Expecting another Metroid game![]()
No.Metroid worlds are inherently nonsensical and unbelievable. Fighting this is fighting the core of Metroid.
Yes, i think they should be able to make a great game without these weird forced gameplay mechanics as you described.
Then what is there to be done? Pretty much all of the goofy parts of a Metroid game are rationalized in the Prime games' scan logs; Morph Ball tunnels are maintenance tunnels or air vents, doors are shot because they have shielding on them to prevent animals getting places, etc.No.
Fantasy isn't inherently nonsensical and unbelievable. There is nothing bad about everything making sense within the confines of a game's universe and the desired gameplay isn't sacrificed. This thread is asking how thay could be accomplished, not "how much can yoube complain about the notion of realism in games?"
Is there an explanation for the spider ball rails or the morphball doors in the space pirate base? Its been a long time and i don't remember these logs and i'm sure i didn't read them all anyway.Then what is there to be done? Pretty much all of the goofy parts of a Metroid game are rationalized in the Prime games' scan logs; Morph Ball tunnels are maintenance tunnels or air vents, doors are shot because they have shielding on them to prevent animals getting places, etc.
Sure there is some reskinning. And even that helps imo. But some things can just be changed to make more sense in that universe.Gameplay isn't forced in games where the thematic conceptualization is derived from and coalesces with the gameplay elements.
ie: you make a block matching puzzle game... what you put on the blocks and around the border is the pallet swapping and sampling portion of development. The inception of an original game mechanic or gameplay archetype begins with playing with your own tech and getting ideas as you move along, that may or may not lead back to the inception where things might now require some tweaking. Letting theme fully dominate and encroach on the gameplay development, ultimately results in the original gameplay concepts and play mechanics being abandoned, leaving behind a game that never was and an idea that never found it's identity.
People who say... start with a cool drawing and a grand scope of vision that they want to be "a game" or "in" one, and not at the fundamental handling of a game, are really just reskinning and modding already established archetypes.
This is not 100%, because all elements coalescing together as development grows is essential and inspiring, but I believe that experimenting with gameplay for hours on end just to get some mechanics ideas working is the true muse of game design.
You know what's not realistic? Expecting another Metroid game![]()
No.
Fantasy isn't inherently nonsensical and unbelievable. There is nothing bad about everything making sense within the confines of a game's universe and the desired gameplay isn't sacrificed. This thread is asking how thay could be accomplished, not "how much can yoube complain about the notion of realism in games?"
Nice way of thinking, maybe i should just stick with that.you would say "i wonder how this got here" or "that's weird"... and it's ok to get no answers.
Has there ever been a realistic game that has been able to contain devious puzzles without seeming a) ridiculous ("Hey! This thing is a different color; you should probably hit it! Also, here's a switch in the middle of this room that serves no other purpose!") or b) having the point of the world be the puzzles, e.g. Portal. Some games strive for realistic puzzles by having the puzzles 'naturally fall out' of the game mechanics or world, e.g. physics puzzles in Half Life. But these still seem ridiculous ("Hey, there's a crate over here!), and puzzles that 'fall out' of the game world are usually less satisfying than something that has been carefully crafted and designed by a creator.
Then what is there to be done? Pretty much all of the goofy parts of a Metroid game are rationalized in the Prime games' scan logs; Morph Ball tunnels are maintenance tunnels or air vents, doors are shot because they have shielding on them to prevent animals getting places, etc.
The only other option to me sounds like removing Morph Ball tunnels or Missile doors or whatever in places where they thematically don't fit, and that does negatively impact gameplay in order to force a narrative, the exact opposite of what Metroid is built to accomplish.
It would get to a point where statues that hold the morphball are prophetically awaiting the chosen one, placed by a long extinct yet immensely wise and all-seeing, alien race. Samus is in fact an intergalactic virgin Mary, betrothed to her destiny of birthing a Metroid-human hybrid, and the morphball will be her pregnancy.
Before you know it, we have tomes of lore, acclaimed authors flexing their might, universes worth of fiction to reference... and in order to just make a game about rolling around in a ball, exploring an alien planet, shooting baddies, and taking on a great threat, you need to reboot and sever connections with endless, serialized continuity in a Crisis of Infinite Earths style. Or have some indie developer make Metroid with a completely different character and setting, that can give us the gameplay and adventure in a spiritual sense, if nothing else.
I believe that nothing needs to be said or known for a player to infer their own reasoning and draw their own conclusions. If you were actually exploring somewhere, you would say "i wonder how this got here" or "that's weird"... and it's ok to get no answers.
I believe that "1000 year history" is perfectly fine to expect, but the morphball is already rolling with Metroid, and it wasn't pushed by the hand of literature. Trying to rationalize it after the fact, is just putting lies on top of truth.