Two Types I'm done with
Hi there!
Today I feel like talking about game design in general and about the games I've ported so far in particular.
There's two types of games, which I probably won't do anymore. Never say never, ok, but I really want to avoid such designs in the future.
1. Two-Player Games
Here I mean "true" Two-Player games. Games that draw *all* their fun out of having two players interact with each other. Namely Gunfight in my case. While it was fun programming it, about the only times I had fun playing it was when TJ or Billy Eno were visiting me, so I had someone to play against.
I did some efforts here to make it playable for the classic solo player (like I consider myself), but regardless of how good/bad you want to consider my first ever AI coding tries, it's nowhere coming close to the fun of playing against another human.
My wife rarely plays video games with me, and she doesn't care for too old stuff. If I'm begging her she'll play a round or two with me, but I know she's not enjoying it, so I usually don't bother asking her. We rather play some NES or newer stuff together, like Balloon Fight or Ice Climber for example, that's games she can better get into.
Anyway, after Gunfight I decided to never again do a Two-Player game. It was an excellent experience, but I felt I should rather work on games I can already enjoy all on my own.
2. Speed-Up Games
I'm not sure how to call these more precisely and not sure wether there's an official tag for them. Maybe I actually mean "Twitch-Games" here? Just to explain it some more, I mean games that just speed up from level to level. That's basically all that happens from one round/wave/stage/level to the next. There's a few more enemies thrown towards you, they move faster, shoot faster and basically that's it. It just increases pace until the player can no longer match it and bails out.
I actually like a few of those games. Think of the 2600 version of Galaxian for an excellent example.
After doing it twice already though, first with Star Fire and now with Colony 7, I just find working with such a limited design principle is not what I want to do again. Seawolf was already an improvement in this regard, where the ramped introduction of features made it interesting to play it to higher levels. And I really loved doing all the level design of Crazy Balloon.
Conclusion:
Don't get me wrong here, there's no fault in general with those two aspects of game design. I just decided that I personally don't want to do that again. I just found them a bit unrewarding to work with and so I'm looking for games that focus on different design aspects / gameplay mechanics in the future.
For example I just decided against working on a port of Warp & Warp. It's fun to play. It's doable on the VCS. But all it ever does is just speeding up.
Feedback:
I'm curious what others think about this. Are there certain game designs or aspects of game design you're avoiding or prefering? As player or developer?
Greetings,
Manuel

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