It isn’t low-g, you have a jetpack. If you hit the ground at the right angle, you “ski”, building up speed. It’s a CTF game, so cappers try to hit the enemy flag stand at ludicrous speeds and then find a route back to their base.
It’s the first FPS I played that had the notion of a generator. Each base has a generator that powers turrets, sensors, force fields (that might be a mod), and inventory stations.
In theory a team has to work together to take down the enemy’s generator so they can get to the flag stand. In practice nobody gives a shit after the generator is destroyed so most games end up as running battles around the flag carrier.
It’s not a bad series, but the official map builders never seemed to get the balance between base maintenance and flag control right.
I’m pretty sure the generator was part of the stock game, because it powered sensors (which the commander needed), inventory stations, and base turrets. All three of those were part of the base game, IIRC.
The shifter mod added a lot. I think it might have added force fields.
It sure does but the odds of me using it are almost zero since I keep it docked and play on a big TV. Maybe Professor Layton will get me to pull it out but I imagine the puzzles will still be designed around the fact that a lot of people will not be using the touch screen. It’s going to affect the types of puzzles seen.
I can understand invisible walls to stop you going off the map, or little “airlock” areas to hide a loading zone, but what is the point of this other than filler?
It's worth remembering that the business model always affects the game design. 6th gen consoles were arguably the most "pure", since obtuse games with strategy guide and hint hotline revenue streams were just about dead thanks to free GameFAQs, and DLC had yet to be introduced. Still, their incentives were to cheaply make as much "value" as they could, which meant churning out levels so that they could put a higher number on the back of the box for how much content you got for your $50 (a little over $80 in today's money). They also knew there was a good chance people would rent the game and decide to buy it off of that experience, so the best content was typically front-loaded, and then you'd get a lot of padded levels in the later parts of the game. It was rare that I would finish games back then, because often times a game would start strong and then end up filling big rooms, that look a whole lot like earlier big rooms, with trash mobs repeating the same simple loop over and over.
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Since you brought it up, what is the difference there? Do you mean gameplay design as in the whole game is this way or as in this scene is not a level? (No I didn’t watch OP’s video.)
Gameplay design is the design of how the game plays. Level design of the design of the levels. In this scenario, the problem is not being able to advance until the platforms are even, which is an issue of gameplay design.
To add to this: “level design” typically covers things like the design of paths through the level (both physically and plot/objectives) and visibility of paths affecting player thinking and choices (ie making it clear to the player how to progress, not get lost). These are “big scale” things, not fine detail.
“Gameplay design” typically covers things like movement, interaction and item/skill progression mechanics. The are “small scale” (or for inventories & skill trees: “no physical scale”) things.
In practice the two terms do often overlap quite a bit, so you can argue basically anything to be in either category.
I just finished the last level of Perfect Dark (released in 2000 for N64). The hardest part was right at the end (boss fight with rockets being fired at you, one hit and you’re dead) and there are no checkpoints. I repeated this same level so many times and had to read a walkthrough in the end – it turns out I was stuck at a red herring.
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