Slashdot Mirror


The State Of The Platform Game

simoniker writes "Gamasutra has a rather huge article up explaining the state of the platform gaming genre, with an interesting introduction: 'Platform games used to enjoy a 15% share of the market in 1998 - and considerably more in the 16-bit era - but [has now dropped significantly]. As a consequence, marketing circles are reportedly deliberating that platform games - as a genre - are not as attractive to consumers as they once were. We believe it's not an issue of genre, but an issue of effective design principles of past being forgotten.' There follows plenty of comparisons between Sonic, Mario, Rayman, Crash, Jak, and friends! Is it time for the platformer to make a bigger comeback?"

6 of 89 comments (clear)

  1. mmm 2d by kingkade · · Score: 1, Interesting

    If it aint 3d, ppl think it's from te 90s. oh well. we need more 2d platformers *using* some 3d tech and effects.

  2. They Still Exist by MBCook · · Score: 4, Interesting

    Platformers are still quite alive. 3 of the best platformers ever made were made in the last few years: the Sly Cooper series. On the GBA there was Drill Dozer by Game Freak last year, which was also quite fun. Nintendo is currently working on a sequel to Yoshi's Island (which same rate better than Super Mario World, both being amazing games). While Super Mario Sunshine was no Mario 64, it was still fun and had some moments of ingenious platforming (like the tighrope walks).

    The difference is that platfomers aren't the "in" thing anymore. In the 16 bit era, if you made a game you made a platformer. That stayed true for a little while in the 32 bit era (Crash, Croc, Gex 3D, etc) but it faded as other kinds of games became the new "in" game. Right now, it seems to be a combination of FPSes and WW II games.

    --
    Comment forecast: Bits of genius surrounded by a sea of mediocrity.
  3. dead??? by Nossie · · Score: 4, Interesting

    I think you just need to see the review of 'new super mario bros' to see the 'state' of what platformers could be.... The sad truth of the matter is that 2D in general costs more due to animated frames and artists having to put their magical touch to the games.... but I dont believe they are dead, unpopular and crap as a whole.

    http://uk.ds.ign.com/articles/705/705537p1.html

    Admittedly NSMB is partly 3D, but I believe that this game still shares the same foundations and roots as a 'true' platformer. I think developers these days just havent got it into their head that it doesnt matter how many more polygons at an object you cant add gameplay with pretty graphics.

  4. Re:The problem is 2D control. by donscarletti · · Score: 3, Interesting
    Play a new Prince of Persia game. The original PoP revolutionised 2d platformers, taking them from something blocky and cartoonish to something dynamic with weight. Sands of Time did the same thing. It's dynamic, it's fluid, it's exciting, challenging, intuitive and immeasurably fun. The added complexity of the 3d levels allows an element of thinking, calculation and perception that was never the genre's strong point. The controls are the best feature. Move around with your arrow keys or stick, look about with your mouse or other stick, jump or roll with space (it always knows what you want), run on walls, grab stuff, swing, interact, whatever with right mouse button and unsheath/swing your sword with your left button. Just 5 controls and you can do anything you want.

    Unless someone has played SOT/WW/TT they have no right to talk about any platformer because they lack context, unless they have played Ico of course, but what's the chances of that?

    --
    When Argumentum ad Hominem falls short, try Argumentum ad Matrem
  5. Re:Gameboy advance by Turn-X+Alphonse · · Score: 2, Interesting

    Look at Ghost Recon Advanced Warfighter. Is it a Nintendo DS game? Naw- that would suck- its a 3D experience and with the right hardware it really rocks.

    I suggest you look at the difference between a movie and a game. If it's about the graphics then you should question why you're playing the game instead of one which is fun even if it looks worse.

    --
    I like muppets.
  6. Re:The problem is 2D control. by grumbel · · Score: 3, Interesting
    Then the camera sucks. That's not a problem of 3D, it's a problem with a specific game.
    The fundamental problem is that you can't represent a 3D image on a 2D screen without loss of information. If you have a gap infront of you and a block further away it is impossible in a 3D game to tell exactly how far away it is, the only way to get the distance is by guessing. Simple example, how far do you guess are those blocks away from each other. Aproximatly 2 block sizes you might guess? Close, but totally wrong, lets enable shadows and look from it from another perspective. Woops, its actually a smaller block on the left and in the air, not an equally sized infront of the player. Now, this is an artificial example, but such situations happen all the time in 3D games, restrictive level design (don't just change platform sizes without giving clear hints, limit jumping puzzles to a streight line whereever possible, etc.) and a player controlled camera can help a bit, but it can't make the problem go away. Same is true for enemies, if you have an enemy infront of you the camera might be able to give a clear view, but if you have one behind you, one infront, one on your left and one on your right, the camera has a problem. Often you will also have plenty of level geometry inbetween you and the camera. Again there are solutions which will lessen the problem, but you can't make it go away completly. In 2D on the other side its very simply, the most complicated thing you might ever need is to zoom out, but beside from that everything is always in crystal clear view, no obscuring, no perspectivic problems, nothing, every distance can be messured down to the exact pixel count, in 3D that is simply not possible with a camera that stays attached to the player.