I haven't been actively reading this forum since ZM came out. (a prisoner of WoW)
Recently I took a day off and played through the first 30 minutes or so of many of the hacks discussed here, as well as Redesign, which I didn't see here, and I have some comments.
1. These hacks have a needless emphasis on difficulty. (That is not the same thing as saying "It's too hard.") I'm aware that savestates are available, but I really curious why you think this really makes any difference? If jumps are extremely hard, or I encounter strong enemies very early, that just means I hit 'load' a lot, which is a tedious and artificial process. This is not any more fun, nor is it any better gameplay than just blowing through a typically easy exploration session.
2. There's way too much detail in all of these hacks. This is a departure from typical game-modding, where detail is critical. If I play through an above average FPS level, I expect it to have a lot of detail. Here in super metroid, it's like strolling through a junk-yard. Sure, every tile is important. But the location that you're exploring is even more important, because the environment is completely stylized. I think long-time players tend to forget that a side-scroller is a preposterously artificial experience. Noone wants to see more pipes winding around, or more tiny passages that need to be navigated with 10 suit powerups. They want to be transported to a place where their imagination can fill in the details and say "Hey, this is a representation of a real place." "Hey I just walked into a cave!" "Hey something mechanical was built right into the hardened lava here!"
3. Finding places to shoot. The first time I was required to find a shot block in Fusion, just to progress, is the same moment that I mentally placed it dead-last on the quality list. When designing your gameplay, think in terms of foundations: The foundation of the gameplay must be:
A. Walk in the front door
B. Kill stuff right in front of you
C. Collect the items right there
This is the entire game. What makes a game great, is when it takes this foundation and adds all kinds of goodies. Goodies include: awesome environments, shootable blocks, visual secrets, map secrets, difficult areas, alternate pathways, sequence breaking, etc. Without the foundation, all those goodies are just painful jabs in the eye.
4. Massive maze rooms. Bzzzt. Nothing should actually be worse than Maridia or the left side of Wrecked Ship. There's a reason why that's the least fun part of the game. For many of these hacks, the first room is the size of a basketball stadium with 15 smaller rooms all jammed into it. Those rooms suck. Try to think of what makes a single room fun, and challenge yourself to make it as small as possible, not as large as possible. I'll give you a hint, it's often visible items or passages. If you have too many however, it's like going to the shopping mall; overwhelming and tedious. I strongly believe that no room should have more than 1 gimmick or idea in it, and that gimmick can just be a visual style.
5. "Return to Zebes." I realize there's a limit to how much can be changed, but SM was cool because you were returning to the location of Metroid 1!!! Going back here yet again, just because you can, is probably the most boring idea I can think of, like watching old Cheers reruns. Sure, they were funny the first 10 times....There has to be a new story, a new reason, a new location, and it must be told visually, not with words.
6. Crossovers. Overlapping progression routes. Think 'the breakable water tube,' except not endlessly hammered into the skull like that one is. Start with your simple, finished, room, and mentally connect it with something else before proceeding. It can be as simple as a couple of power bomb doors in an early room. One in the ceiling, one in the floor, and there's your new passage to the last area of the game. It's 10x better if they look like they belong there.
7. OMG not Brinstar again. You may be cool with getting funky with the plants 10 minutes in, but I've just about had it with that. There's no need to follow the zone rules of the first game. For example, the second or third room could be some Wrecked Ship rooms that are the 'entrance' to some lower (or upper) caverns, an entrance that never existed until the ship crashed. Naturally, the rest of the Wrecked Ship might not be avilable till later.
etc. More creativity and less 'gameplay.' I really feel like the essence of the first game is completely missing from these hacks, and I feel sad that so much effort is being wasted on me. I can't play them, they're just not fun.
Recently I took a day off and played through the first 30 minutes or so of many of the hacks discussed here, as well as Redesign, which I didn't see here, and I have some comments.
1. These hacks have a needless emphasis on difficulty. (That is not the same thing as saying "It's too hard.") I'm aware that savestates are available, but I really curious why you think this really makes any difference? If jumps are extremely hard, or I encounter strong enemies very early, that just means I hit 'load' a lot, which is a tedious and artificial process. This is not any more fun, nor is it any better gameplay than just blowing through a typically easy exploration session.
2. There's way too much detail in all of these hacks. This is a departure from typical game-modding, where detail is critical. If I play through an above average FPS level, I expect it to have a lot of detail. Here in super metroid, it's like strolling through a junk-yard. Sure, every tile is important. But the location that you're exploring is even more important, because the environment is completely stylized. I think long-time players tend to forget that a side-scroller is a preposterously artificial experience. Noone wants to see more pipes winding around, or more tiny passages that need to be navigated with 10 suit powerups. They want to be transported to a place where their imagination can fill in the details and say "Hey, this is a representation of a real place." "Hey I just walked into a cave!" "Hey something mechanical was built right into the hardened lava here!"
3. Finding places to shoot. The first time I was required to find a shot block in Fusion, just to progress, is the same moment that I mentally placed it dead-last on the quality list. When designing your gameplay, think in terms of foundations: The foundation of the gameplay must be:
A. Walk in the front door
B. Kill stuff right in front of you
C. Collect the items right there
This is the entire game. What makes a game great, is when it takes this foundation and adds all kinds of goodies. Goodies include: awesome environments, shootable blocks, visual secrets, map secrets, difficult areas, alternate pathways, sequence breaking, etc. Without the foundation, all those goodies are just painful jabs in the eye.
4. Massive maze rooms. Bzzzt. Nothing should actually be worse than Maridia or the left side of Wrecked Ship. There's a reason why that's the least fun part of the game. For many of these hacks, the first room is the size of a basketball stadium with 15 smaller rooms all jammed into it. Those rooms suck. Try to think of what makes a single room fun, and challenge yourself to make it as small as possible, not as large as possible. I'll give you a hint, it's often visible items or passages. If you have too many however, it's like going to the shopping mall; overwhelming and tedious. I strongly believe that no room should have more than 1 gimmick or idea in it, and that gimmick can just be a visual style.
5. "Return to Zebes." I realize there's a limit to how much can be changed, but SM was cool because you were returning to the location of Metroid 1!!! Going back here yet again, just because you can, is probably the most boring idea I can think of, like watching old Cheers reruns. Sure, they were funny the first 10 times....There has to be a new story, a new reason, a new location, and it must be told visually, not with words.
6. Crossovers. Overlapping progression routes. Think 'the breakable water tube,' except not endlessly hammered into the skull like that one is. Start with your simple, finished, room, and mentally connect it with something else before proceeding. It can be as simple as a couple of power bomb doors in an early room. One in the ceiling, one in the floor, and there's your new passage to the last area of the game. It's 10x better if they look like they belong there.
7. OMG not Brinstar again. You may be cool with getting funky with the plants 10 minutes in, but I've just about had it with that. There's no need to follow the zone rules of the first game. For example, the second or third room could be some Wrecked Ship rooms that are the 'entrance' to some lower (or upper) caverns, an entrance that never existed until the ship crashed. Naturally, the rest of the Wrecked Ship might not be avilable till later.
etc. More creativity and less 'gameplay.' I really feel like the essence of the first game is completely missing from these hacks, and I feel sad that so much effort is being wasted on me. I can't play them, they're just not fun.
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