@reidrac games certainly have higher production values, are they better games? that's questionable. you can't really review relative to previous generations of games, or we'll be stuck at a point where every game gets a 10 because of better graphics.
@reidrac although I agree with your main point, you can't dock points for framework. If the 'maker' results in less interesting games due to maker limitations, or being too similar to existing games then that should be factored into the general review, not as an automatic penalty.
@reidrac In some cases engine weaknesses do ruin games for me, the Bethesda games for example, I'd struggle to give Skyrim a 3/10, at least on consoles. You're playing game but having to actively think about the engine, and planning your play as not to break (on top of all the other bugs)
@reidrac However, again those points are docked because the games are *broken* the issues caused by the resource management in the engine and system limitation are ruining all the good in the game. Having to plan to clear out items+corpses so you don't get a corrupt save is a fatal flaw.
@reidrac Along the same lines, the areas were more divided in Skyrim, there were no normal airbourne enemies. This was clearly because the engine didn't scale. It degraded the experience, more load times, less variety. The dungeons too were less interesting because they were copy+pasted.
@reidrac but again here I'm not docking from my own personal score *due* to the engine, but it is due to problems the engine has caused, that the developers were unable to work around (or the workaround were obvious and made the game worse) This can be a source of confusion.
@reidrac don't get me wrong, I love the world, the lore, the characters etc. but the main emotion I felt playing that game was the fear of what was going to break next, anxiety over if I was managing my save data in a way that wouldn't corrupt itself.
@reidrac anyway, that's going off on a tangent, and was somewhat based on me studying that game, and starting to understand why certain things had been done as they had, and realising that without wholesale replacement of the underlying tech, they couldn't have done any better.

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More from @MameHaze

24 May
so uhm.. this is a thing that happened ImageImageImageImage
this is also a thing that happened... (for those not in the know, neither of these was released, these are cancelled JAKKS GameKeys) ImageImageImageImage
The 'Star Wars Classic Battles' aka 'Original Trilogy' was released, but previously the only dumped set was the later touchpad one, and the controls on it aren't emulated. There's now a version of the original release of this 4-in-1 playable. ImageImageImageImage
Read 6 tweets
6 May
@0x15e @Darren__O @yesterzine a fair amount of the Defender difficulty comes from the control scheme however, as you don't have left/right inputs, only 'thurst' and 'turn around' Adding l/r joystick inputs on an original cab that aren't used except in a hypothetical 'easy' would make it more confusing.
@0x15e @Darren__O @yesterzine (of course in console compilations containing the game there are code hacks / cheats to do exactly that)
@0x15e @Darren__O @yesterzine Control schemes and difficulty are another complex subject btw. some would say the Ikari 8-way joystick hack is easier (shoot in the direction you're moving, not rotary) The problem is it makes some sections impossible as enemies aren't always in front of you.
Read 4 tweets
5 May
@yesterzine Then consider just giving the player more (but not infinite) health. The player will play the first half of the game not worrying much about enemy attacks, not learning the patterns. They'll then hit a brick wall later when that matters, but they didn't learn it early on.
@yesterzine It's actually a pretty in-depth subject anyway, one that I'm sure will make for some great research papers. Maybe a sign on the box that tells you the developer has implemented such things, so buyers can decide, vote with their wallets, but mandating them in a can of worms.
@yesterzine Arcade games are a bit like this if you use infinite credits btw. Take a beat 'em up, if you play it knowing you're limiting your credits, you use the first stages to learn how the enemies attack, group etc. As a result, you know how to deal with later stages and enjoy them.
Read 4 tweets
1 Apr
@System11b Indeed, I'd consider it a platformer, because gravity plays a key role, but that brings us to The New Zealand Story, which Taito explicitly declare 'for Maze game fans' in the attract mode.
@System11b I wonder if a Maze needs defined walls. Electric Yo Yo is in there a a 'Maze' game though, and from what I can see, while the levels have patterns, there are no walls. I'd say that wasn't a maze game. Outside of that, where does 'Maze' end and 'Level' begin.
@System11b If we go to computers. Sultan's Maze on the CPC is clearly a maze. Are Doom and Wolf3d mazes? Most modern FPS games are not, because there's no element of having to explore to find the way forward, but some of those early FPS games do have that.
Read 4 tweets
23 Mar
@SoftlistG I did play Wardner on a stream, but I think it's one I ended up not exporting because of Twitch / Streamlabs issues. I don't hate it, it just fits in a very specific genre of slow paced, slightly stiff platformers, and is maybe not what you expect from Toaplan
@SoftlistG But yeah, that's one issue with a 'worst' list. You could fill it with Kyle Hodgetts games or 'stealth' gambling frontend games and be done, but that's not too interesting to watch, as expectations were 0 to start with. The other is arcades had location testing as a filter.
@SoftlistG Not that location testing stopped all bad games, some got through on hype waves, unexplained phenomena, eg. Guardians of the Hood (and quite a few other Atari titles of that period)
Read 4 tweets
12 Mar
Ixion is a Sega prototype I added to MAME many, many years ago. I was checking it recently and noticed at some point the sprite/fg priority had been flipped, leaving the game near unplayable. I also noticed the fg colour hookup I'd used was the wrong one.
Fixing the FG colour hookup causes the score to be rendered in white, and the Ixion letters to light correctly when you pick them up. There are still unused bits in the PROM however, it is unknown if they have meaning.
This is actually a very interesting game, probably one of the most 'Namco-like' things Sega ever developed, and it's a shame it didn't see wider distribution. It uses a stick / spinner type input (maybe a twisty stick?) and is a lot of fun.
Read 4 tweets

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