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#41

Post by I am nobody » Sun May 03, 2015 6:51 pm

I guess I wasn't really old enough to know what was successful when they were big, but it never seemed like they reached a point where they stopped being profitable on average, excluding all the licensed crap. At the very least it wasn't like MOBAs are now where one game has over 50% of the market and another two take you basically to 100%.

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#42

Post by Marilink » Sun May 03, 2015 7:05 pm

The problem with the genre was that it got heavily over-saturated by garbage shovelware. Combine that with the fact that DK64 went a little too overboard, and suddenly the genre is starting to slip out of relevancy.
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#43

Post by X-3 » Sun May 03, 2015 7:16 pm

Platformers in general have become pretty uncommon. Developers that still make platformers (read: Nintendo and some indie devs) generally focus on actual platforming over collecting stuff, though that aspect certainly remains. (ie: star coins, puzzle pieces, kong letters, stamps) Said collectibles now serve as extra challenges that run alongside the main goal, however, when before they were the goal.

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#44

Post by I REALLY HATE POKEMON! » Sun May 03, 2015 8:10 pm

^ Who wants collection to be a goal anyway? I guess SM64 pulled it off but mostly I hate the concept.

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#45

Post by Auron » Sun May 03, 2015 8:41 pm

Funny enough, I was actually having a similar conversation about this kickstarter and platformers in general with someone at work today. The whole thing wasn't all entirely relevant to this particular topic but it all basically came down to this for me: in order to see these types of game come back I feel like it's mostly (if not entirely) going come from crowdfunded projects like this. I know that indie developers could do this as well, it's just that unlike indie games, crowdfunding projects tend to market themselves.

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#46

Post by DarkZero » Sun May 03, 2015 11:26 pm

[QUOTE="I REALLY HATE POKEMON!, post: 1532405, member: 18119"]^ Who wants collection to be a goal anyway? I guess SM64 pulled it off but mostly I hate the concept.[/QUOTE]
Banjo-Kazooie was designed entirely around collectibles and it worked brilliantly because:
  1. A lot of thought and effort went into the placement of objects and the things required to do to earn them.
  2. The collectibles felt meaningful as they unlocked more of the world and made the incredibly frustrating final boss more forgiving.
  3. It's a 3D platformer with open levels. Your natural instinct would be to explore every nook and cranny of it, and things like notes and Jinjos reward you for exploring and make it so you progress by doing what you were naturally inclined to do anyway.
  4. After exploring the world, it then makes it easier to get the harder collectibles and do some of the achievements because you already have a mental map of the level.
Basically it took what Mario 64 did and made it near-perfect.
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#47

Post by Deepfake » Mon May 04, 2015 12:56 am

This seems really cynical in terms of its character design, etc. Animal platformers may be in short supply these days, but I'd kind of hoped the world had more ideas than that.

They never exactly stopped being profitable, just not insanely profitable, for what it's worth. 3D platformers never earned what 2D platformers did, and when the genre mostly vanished it was because developers were trying to solve the flaws for which it was most criticised. Usually the same old rhetoric about how the camera movement is atrocious, etc. Which, to be fair, trying to make a 3D game 3rd person is entirely counter intuitive. But really they just needed to stop making games totally free-form 3D, and also stop using cramped environments. They could learn a lot from Metroid: Other M but I get the feeling the design decisions that team made which were actually brilliant are going to be ignored.
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#48

Post by LOOT » Mon May 04, 2015 1:20 am

all this talk about BK makes me want to dust off my 360 and play the two games

and also find where my 360 controller went

not the one connected to my desktop, that's special

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#49

Post by I REALLY HATE POKEMON! » Mon May 04, 2015 5:47 am

^^^ I am more goal oriented, one particular objective, like "reach the flag pole in Mario" or "kill everything." Exploration is fun but it doesn't seem like a goal to me, I'd get sick of hunting nooks and crannies. I guess those types of games just aren't for me.

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#50

Post by Random User » Mon May 04, 2015 7:18 am

The only thing that particularly bothers me about the character design is the bad's massive red nose. It draws way too much attention to itself. I don't like it.

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#51

Post by Sim Kid » Mon May 04, 2015 9:55 am

[QUOTE="X-3, post: 1532388, member: 27765"]Platformers in general have become pretty uncommon. Developers that still make platformers (read: Nintendo and some indie devs) generally focus on actual platforming over collecting stuff, though that aspect certainly remains. (ie: star coins, puzzle pieces, kong letters, stamps) Said collectibles now serve as extra challenges that run alongside the main goal, however, when before they were the goal.[/QUOTE]


Yeah, pretty much - it's like point and click adventure games. Back in like the 1980s and 1990s? There were about as many platformers as there are FPSes today.

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#52

Post by DarkZero » Mon May 11, 2015 5:51 pm

New character revealed:

Image
Trowzer is a business-snake whose career never took off. Not that he knows it – the smug, serpent salesman thinks he’s the bee’s knees (not that he has knees), and for a little dosh he’ll teach you some of the slick moves he picked up on the high-stakes sales floor.
So yeah, a snake named Trowzer. Subtle.
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#53

Post by Valigarmander » Mon May 11, 2015 5:53 pm

^ I get it.
[spoiler]It's funny because snakes don't wear pants.[/spoiler]

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#54

Post by Booyakasha » Mon May 11, 2015 6:07 pm

...how does Trowzer move around? Snakes need their whole bodies free in order to slither about effectively-------placing one into a pair of cargo shorts seems like the equivalent of strapping a person's legs together from waist to foot. Movement would be hampered a bit, to say the least.
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#55

Post by DarkZero » Mon May 11, 2015 6:12 pm

^The page in the link implies that he will bounce around.
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#56

Post by I REALLY HATE POKEMON! » Mon May 11, 2015 6:42 pm

Rare must love dick jokes, what with Towzer, Conker's pissing, and Banjo's penis island formations. Bit of an obsession, maybe it's why bananas are so integral to DKC.

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#57

Post by Booyakasha » Mon May 11, 2015 6:55 pm

^^Of course he will. That's snakes for you------always bouncing around. Like kangaroos and their crawling, or crocodiles and their swinging from vines. Some species just have a bog-standard kind of locomotion, dang it.
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#58

Post by Marilink » Mon May 11, 2015 7:22 pm

^

Image

Image
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#59

Post by Auron » Mon May 11, 2015 7:25 pm

I'm sure you could find as many instances of snakes bouncing in games and cartoons as you can find them slithering.

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#60

Post by Apiary Tazy » Mon May 11, 2015 10:18 pm

I was hoping his phone was a reference to something, but no. It's just Brickcom.

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