erkicman
I'm the MASTER of non-arguments
There goes any incentive I had for playing this game fast.
But seriously, if things are working out like I think they are, this'll probably be a game I'll enjoy playing nice and slow.
I'm not really a fan of bomb-everywhere, no. There'll be SOME kind of indication, because "just check the entire map" is not very much fun.
Lab Zero might do things differently, but for context: People have tried to speedrun a number of in-beta games before, and it's pretty well accepted that a) your times will probably end up meaning nothing once the official version is released because of the changes made, and b) any exploit you find before release is liable to be patched out in case its existence can cause unexpected stability/gameplay errors for 'normal' players.
I didn't mean speed running the beta.Lab Zero might do things differently, but for context: People have tried to speedrun a number of in-beta games before, and it's pretty well accepted that a) your times will probably end up meaning nothing once the official version is released because of the changes made, and b) any exploit you find before release is liable to be patched out in case its existence can cause unexpected stability/gameplay errors for 'normal' players.
I'd also like to repeat what I noted a few pages back - designing a game *for* speedrunning is a bad idea. A much better approach is to simply be aware of the things that runners commonly find annoying (e.g. excessive RNG) and reduce those where possible, but above all just make the core game fun to play.
I actually completely agree, I was more trying to say that there needs to be an awareness of what can make RNG bad in specific situations. Anything that generally just means you just have to do more of what you were already doing is probably bad, for example (e.g JRPG bosses that can just do Heal-Heal-Heal-Heal endlessly if the RNG is right). SM64 is actually an interesting example because the RNG is present but uninteresting - a bad coin spawn isn't really much more than an annoyance costing and extra second or two in pretty much all cases, but there really isn't any high-level adaptation to the RNG outcome either way (I just run over here instead of running over there).I'm actually a big fan of RNG. At least when it comes to dodging enemy attacks. One thing I hate is when a boss is fun...until you memorize it, and then you can never lose to it or find it fun again.
I like it when there's a few unpredictable elements on enemy attack positions/timings/etc. so that you have to react and improvise a bit each time.
This shit. This is what I like. Oh, and this too. Oh and pretty much the entirety of the second GNG game. Love that one.
Given that I don't know what kind of secrets we're even DOING, the answer is: if there is one, you probably don't get it until you've beaten the game or something.
To be fair; I think that in most good/well-loved speedgames, there exists some busted category (or even multiple of them) - such as SM Any% XClimb/Any% GT; or ALttP Any%/No EG; or even the SotN save corruption (although the main run of that game is quite broken as well).
I entirely hate bossfights, so I'm all for stupid bosses that can be quick killed with a simple trick 8[
You like to 100%, but you want to do it by getting a blinking marker that tells you "Hey look here! There may be a secret hidden in this room!"?
Why?
iQue isn't fastest anymore, though, so that's kind of moot.
I don't really want to name games, but there have been several games that have more or less marketed themselves as speedrun games, and they tend to end up bland games with an inbuilt timer, 100% counter, and a number of developer-intended-and-planned 'skips' scattered throughout.Why?
I mean, obviously the game should be casually fun as well, but "designing for speedrunning" in the end doesn't really mean a whole lot other than adding a lot of movement abilities, not going out of your way to make the game overly linear, keeping the rng factor low and potentially adding some niceties that make practice easier (save/load states, frame counters for room traversals, ingametime display that counts down to miliseconds).
I haven't played Dustforce, but the Shovel Knight developers did a commentary during one of GDQs where they explained how some of the decisions they made were influenced by their own speedrunning experience.
No - It's a nice illustration of how the community is bananas, regardless of whether it's still used or not
Obviously making a shit game that markets itself towards the current FotM is rather bleh; I am just challenging the notion that there has to be something inherently wrong with it (as noted, "designing for speedrunning" doesn't really mean much aside from providing a timer and perhaps practice help in form of savestates).
No thanks?? I am unsure what you are trying for here
That's precisely why I dislike them
Did you ever play Shadow Complex? It was a pretty fun Metroidvania (one of the best of the modern era, imo), and it used lighting and camera focus really effectively to imply the presence of secrets without making it too obvious. Additionally, it did also include a really useful (if somewhat hand-holding) feature for completionists: it would change the color of a room on the map if you've found everything in it. So, it wouldn't tell you what was there, or how to get it, but it let you know there was something.
SM has a mix of "Enemies that move as soon as you enter the room" and "Enemies that move as soon as you scroll the screen to them", with a set movement pattern for the former group and 1-2 patterns for the second one.Create a situation where players are consistently forced to react and improvise. As a fan of the aforementioned games (and others that use frequent random elements for reactive purposes, including Rayforce, Akumajo Dracula x68, Touhou, Ninja Spirit, Rastan Saga, etc.), that constant mental gymnastics of reactionary bullet/hazard dodging provides a joy unlike anything that rote memorization and static timings could ever give.
Again SM since it's the game I know best:
SM has a mix of "Enemies that move as soon as you enter the room" and "Enemies that move as soon as you scroll the screen to them", with a set movement pattern for the former group and 1-2 patterns for the second one.
If you aren't speedrunning, this is diverse enough that you don't feel there is "rote memorization".
What is that anyway? I'm curious.
oh....OHHHHHHH. My goodness, so it begins then :/
One hand is facing upwards, another downards