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Exploration on foot?
#1
Posted 11 November 2008 - 02:05 AM
I dunno why I didn't notice until now, but the levels are all full of invisible barriers, and just-too-high cliffs. What gives? The levels are all absolutely beautiful, so why aren't we allowed to get a good look at them? (Save as NiGHTS, but I wouldn't say we really have good enough camera control to really look around)
Of course, what really gets me is Aqua Garden. All over the level is a recurring rock formation, clearly designed for platforming. These platforms appear at several points along the barrier cliffs, in almost perfect formation for using them to scale them. However every one of these places is missing a single platform, or even covered in an invisible barrier at one point. It's almost as though the original designers wanted the cool temple areas to be accessible, but then at some point later in development it was decided to intentionally restrict the player's movement on foot to the little area (At least relative to the whole map anyway) you start in.
I can think of a few explanations as to why they would do that, but they all sound kind of stupid.
I know alot of commercial games out there- Especially Sonic games- use a separate mesh for collision as for graphical appearance, does that mesh "Get lazy" and only include the areas along the path in the NiGHTS-only areas?
Do the NiGHTS only areas not look as good from certain camera angles?
Or- now this is the stupid one- is it to simply make it less likely for the player to wander such a distance from the NiGHTS cage that it would be impossible to get back in time. (Though that fails to take into account that all it takes to avoid the Awakeners indefinitely is decent dodging skills, a few blue chips, and the occasional high cliff.)
So waddaya think? Any thoughts? Theories? Links to older topics on the same subject I neglected to look for?
#2
Posted 11 November 2008 - 04:03 AM
At first I thought they probably just didn't have enough time to complete the game and so they had to put up invisible walls to stop you. But that doesn't really make sense because they have each dream world fully modeled so they aren't trying to hide anything, and they already have collision with the ground and objects so it would be simple for them to have it available throughout the entire dream world.
My belief is they lacked the creativity or imagination to think that people would want to explore the world. Or they didn't want to give people any freedom so they just force them to go where they want.
Whatever the reason is it's not acceptable by today's gaming standards.
#3
Posted 11 November 2008 - 04:53 AM
Ya wanna theory? I got a good one.
LAZINESS!
I remember looking at old "how the game was made" vids on the net and thinking... wow... they really put alot of effort into this... but I really don't get that feeling from Sega anymore...
#4
Posted 11 November 2008 - 10:12 AM
Let's take a look at one of the more important facts about the levels in JoD. Compared to NiD, they are massive. They have so many areas to them. Now, as NiGHTS we fly on a 2.5D angle meaning we're always flying on rails and we CAN'T explore every inch of the level as NiGHTS, only what appears on the rails that we fly on.
The kids, however, are not on rails and therefore could potentialy go anywhere just like in the old game.
I think the reason they put these barriers and high walls in place is because the rest of the levels are probably not solid (i.e. you could probably slip through the floor and stuff).
The reason i say this is because after ViperXmns found this glitch here it got me thinking about the rest of the level and it's structure. If NiGHTS was able to go through that wall then that could mean the kids most definitely would as they're not on rails and NiGHTS was when performing this glitch.
Personaly, i think the reason we can't explore the levels is because Sonic Team didn't make the levels solid. Reason for this? - because they made the areas huge and expansive and they done that thing where they give themselves a ridiculous deadline to reach and therefore had to cut corners. This was a pretty big bloody corner, if it's true. But this is all my assumptions. Why else would they not allow level exploring?
#5
Posted 11 November 2008 - 10:36 AM
And I guess it would have been too much work for them, and since the on-foot exploration is entirely optional, it would have been a big waste of time.
Could you explain why? Since the focus of these levels are the flying sections, I don't see why it's not acceptable to restrict the on-foot parts. Yes, it would have been nice to be able to explore the whole level, but it's not like they had any obligation to do it. These levels were made for flying gameplay.Whatever the reason is it's not acceptable by today's gaming standards.
#6
Posted 11 November 2008 - 12:29 PM
So, with that in mind i don't think Dreamdrops were the reason behind stopping the exploration. Plus, games like Grand Theft Auto require you to search every single corner of the city to find 100something hidden packages and god knows what else. In todays gaming standard, exploration is quite a big thing and i think looking at these levels in JoD, exploration was itended but not completed.
Like Draykon has said, in Aqua Garden there are platforms that you can't reach yet they are spaced out as if you are supposed to jump on then. It makes no sense, being honest.
#7
Posted 11 November 2008 - 05:35 PM
#8
Posted 11 November 2008 - 11:31 PM
#9
Posted 12 November 2008 - 12:03 AM
I have to agree with DiGi's response that "exploration is quite a big thing" in today's gaming standards. If you look at the most successful games the majority of them let you go where you want or do what you want, and that is where you get the term "sandbox" gaming.Could you explain why? Since the focus of these levels are the flying sections, I don't see why it's not acceptable to restrict the on-foot parts. Yes, it would have been nice to be able to explore the whole level, but it's not like they had any obligation to do it. These levels were made for flying gameplay.
The whole idea of exploration was available in the original NiD more than 10 years ago, and over the timespan of 10 years Sonic Team should be improving the gaming standard, not going backwards.
I can understand that some restriction is required so it doesn't bother me that much, but it's the way they restrict you that bugs me. There is no excuse for invisible walls! They just don't make any logical sense and in my opinion it's just laziness. If they don't want you to go somewhere they should at least make it believable by blocking off the path with an object or making the terrain impassable.
It would make more sense to have something like a force field over the entire level because you'd at least be walking into something. And actually, that is pretty much what they did in NiD with the purple sea. Again, Sonic Team seems to be going backwards in many ways and they are not meeting today's gaming standards.
I would like to think that they had higher goals for the end result and that they planned to do more exploration, but if the main reason they couldn't do it was due to collision detection that's pretty sad. Collision detection is one of the key fundamentals in any game and if Sonic Team still doesn't know how to do this then they deserve to get beaten out by the larger game companies. Once you implement collision detection in a game it should work throughout the entire game, it shouldn't require manual interpretation on every object and every hill and valley in the ground.Personaly, i think the reason we can't explore the levels is because Sonic Team didn't make the levels solid. Reason for this? - because they made the areas huge and expansive and they done that thing where they give themselves a ridiculous deadline to reach and therefore had to cut corners. This was a pretty big bloody corner, if it's true. But this is all my assumptions. Why else would they not allow level exploring?
</end rant>
#10
Posted 14 November 2008 - 01:24 AM
#11
Posted 14 November 2008 - 01:33 AM
#12
Posted 15 November 2008 - 05:49 PM
I was thinking the other day of you know about MyDream.. You should be able to move some things around such as furniture (the very random foot stool for a fact) That way you can arrange it to how you want it to be, not just go in a random spot, become modly after pians get bored with it and then desapear. (my poor disco area D: it went poof! )
But anyway~
Yeah like in Delight city the stupid cliff that blocks you from the city out of the playground is rather annoying. In Melody forest, everything is high up (but I think you have more of an exploring in that level) As you can tell with the game, some things have been change at last chance as some things were blocked off. Not really fair since they did such an amazing design on the game (and music which won 2007's best music for Nintendo) Sega should take in some more concideration for the enjoyment of the gamers.
#13
Posted 24 November 2008 - 12:00 AM
#14
Posted 24 November 2008 - 12:50 AM
With the theme of the levels being dreams, it's such a waste that Sonic Team not take advantage of the lack of a need for anything 'real-world' in the game. The goal should be to make it as fun as possible. In JoD's story, the kids' levels are based on their inability to dualize with NiGHTS at the time; well, they play that way too. Like all the fun was sapped out of the game.
Boosh.
#15
Posted 24 November 2008 - 02:28 AM
#16
Posted 19 December 2008 - 03:05 AM
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