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But experimentation can be anything! E.g. Paper Mario it experimented with graphics by placing 2-D characters in a 3-D world. Not to start an argument I hope but Nintendo do take a load of risks when experimenting. Not all succeed mind such as Hey you Pikachu! Complete disaster! It was a very clever idea though and an experiment that went wrong. But instead lets go to Conker, cute graphics violent and rude game? Odd idea but it worked! It successfully showed how cute graphics mean nothing!
Mario 64 had a 3-D world a revolution in itself but people didn’t think Nintendo could do it but they did and it was well worth the risk! Pikmin could well be another risk, a new original idea but will it be a success? Nintendo seem to think so but risks are things developers have to take in order to progress the industry.
So do games need to experiment to be a success? Not really Graphics, Gameplay and sound still makes game good or bad but combining that with new original ideas could well set the game above the rest of the genre. Black and White changed the way you see a god game and it was a risk and a successful one and this is why Black and White is undoubtedly the greatest god game ever!
Timesplitters idea of creating your own deathmatch level was a clever idea a new original and the developers were experimenting with what they could do. Now experimenting is what the best developers do and it makes games their own. It could be the small extra of a deathmatch arena creator or a huge revolution like an interactive 3-D world but the games are improving all the time and these little experiment will evolve gaming into the new millennium.
Here's to the Future
Dringo
> Speaking of Nintendo and all that when is Spaceworld?
1 week away.
Experimentation?
Well if it works, it's fine. The developers or playtesters will often say if it's not a good idea.
It's often best to experiment on maybe one part of the game, maybe using an item for a short period, if this part of the game is popular, then you can base more of a game upon this small part, knowing it is already well perceived when featured in previous game.
Timesplitters idea of creating your
> own deathmatch level was a clever idea a new original
Since when have level editors been original!?
There was one for the original Quake back in 1996 (I think, or it may have been '95). Admittedly, it didn't come as standard with the game, it was free ware from the 'net.
But Unreal came with it's own level editor, that was out in... '97? That editor was a complete pain to use. Very powerful, but hard to get used to initially, but it was there.
> OK, not crap, just not fantastic.
Didn't say it had to be.
Wolfenstein isnt the first first person though just the first one where you move!
All original games experiment in the most extreme of ways, they experiment with the possibility of success. No one knew if Wolfenstein 3D would be a hit, it experimented with successfully creating a new genre, and by doing so was as about as original as any game has ever been. Every game since then has been less of an experiment and therefore, less original, they basically all follow the same energy and collectable items system.
Maybe someday people will be able to have new ideas, but for now, experimentation is at it;s lowest point.
PS - Pikmin is an RTS, and follows the basic format and rules of an RTS.