A perfect snowboarding game to me would be SSX3 in combination with a “world tour” flair. Have 5-6 mountains all over the world. You are able to be dropped at the peak (similar to SSX3) then ride into different races/events/lodging. The level design for each area can be completely different because they aren’t the same peak. As far as tricks and movements go, I think SSX3 was a the most fluid and easy to use, even if it was very easy to spam multiple tricks. It was still harder than whatever they did with the reboot game in 2012. The character design/ selection could be based on unlocking different skins or outfits throughout the worlds you play in. Each lodge has new stuff you can buy that’s exclusive to that area. Depending on how many characters are in the game, you can allow some to be linked with different areas; so if you have the best time on a race, the local rider would be your enemy or friend and could effect your other rides. I think a bit of custom design to outfits would be a nice touch as well. I’ve always been a fan of the tricky / Uber system rewarding you for doing big tricks for boost. It makes everything feel over the top, so I’d keep that as well.
I think SSX3 was one of the top 10 games of the PS2/GC/Xbox era. Maybe I’m drinking the open world cool aid, but the level design, graphics, and overall feel just seemed next level. The focus of SSX on grinds and tight flips and tricks gave it this very fun, arcade feel with just enough complexity. Great game!
Great video! There are a lot of distinctive gameplay elements in snowboarding games specifically and it's great how deep you went in analyzing them all. I have a lot of nostalgia toward SSX3 and 1080 Avalanche, so it was great hearing you talk about what made them and the genre so special. Looking forward to more! Keep it up!
Honestly, my ideal snowboarding game is almost certainly Amped 3. It's a silly, goofy adventure with friends that, at the same time, has Some Stakes because of the looming megacorporation mind controlling your friends and doing.... whatever other nefarious plans they were scheming. Gameplay is fast and fluid with a satisfying trick system. It has multiple medium sized mountains as your playground to give you various distinct environments and lots of ways to tackle the courses from top to bottom. My personal favorite of those mountains was Valle Nevado. I was really hoping to hear more from you about it, as it did a lot of really weird things that happened to work well within the context of the world and the snowboarding game genre in general.
extremely well crafted video! very glad i came across this account, im a sucker for long form analysis video essays, and a sucker for snowboarding games as well! this actually taught me a lot about the 1080° franchise too. subbed!
Thanks so much! Happy you stumbled across the channel as well and glad you enjoy this type of content (I say as I prepare to release a short form preview video later this week 😂).
Shredders is worth a play if anyone hasn't played. Extreme sports are just Olympic sports now so it's not as edgy and new as it was. Genre wise It feels linear since it relies on downhill vs something like bikes or skating where there is a less restricted movement and it's probably pretty tough to make something like that feel new without being bombastic.
Yep great points. A lot of that feels like what Rider's Republic is going for (and hits on in some cases). And agree that Shredders is definitely worth a try! It can feel really satisfying when you finally get the controls down and nail some runs.
You mention a lot of important stuff for a good snowboarding game, great job. For me personally I really mis the 'over the top' aspect like all SSX games had. The new snowboarding games all lean to much to the simulation part in my opinion. There is a market for that sure, like with all sport games. But I just want to do BIGGG jumps and tricks over ridiculus courses!
What a great video and topic. It's one I think about often as both a snowboarder and huge fan of snowboarding games, and the fact it's winter. Modern games feel so empty and soul-less. I love the varied course design of the older games. Cool Boarders 2, 1080 Avalanche, the first 3 SSX games. Even a game that was more "sim" oriented like Amped 2 had this great varied alive feeling world that made you want to go back to. I keep trying to get into Shredders but the world is so boring and same-ish, even if the feel of boarding feels really good. I wish a developer would take a chance on making a retro inspired game and ditch the fascination with realistic, open world design.
I grew up with SSX Tricky & SSX 3 and I still think they're great. Totally agree with the points on the video. Except that Marisol was definitely a likeable character if you know what I mean. One thing I'd like to add to your video is that in SSX all the characters over the top: rockstars or bikini models, whereas in any other snowboarding game you have a generic dude in a winter jacket. For me, at least as a kid, these flamboyant characters and their interpersonal dynamics sold the game. Of course it's a bit unrealistic and stupid at times, but you dont want a snowboarding game with 20 guys wearing the same boring jacket do you?
Totally agree and that's one of the things that has been so disappointing with more recent snowboarding games. I think this world has a lot of potential for fun, quirky, over the top characters that are actually well designed and well written. Hopefully some day it will happen!
@@gamingLEEP I wanna make a game where you combine snowboarding and social media. I call it "Snowcial media". You type messages while riding down the mountain and if you knock down other riders you can stop them from posting.
I'm completely fine with individual level design. The novelty of exploring vacuous open worlds is gone. And to that point, it would be a lot easier to build a bespoke, explorable level out rather filling in a giant world. I think your idea at the end is close to what I'd like to see in a new title.
While I think there are some really valid points here it misses out a huge factor. In the early 2000s action/extreme sports were in the forefront of popular culture. The games of the genre 20 years ago were designed to be mass appeal and were created by major game studios. With the exception of riders republic, every notable extreme sports game of recent is an indie title (Shredders/Skater XL/Session/BMX Streets) and much more sim than arcade. The reason being as the target audience is actual participants of that sport who value realism over everything else. You aren't describing how to create a 'better' snowboarding game but how to make an enjoyable snowboarding game for non-snowboarders. I think one of the best examples of creativity within the extreme sports genres of recent years is Olli Olli world. It just feels great, fluid gameplay, great levels and fun characters. There is a space for a snowboarding game like this for sure.
The purpose of open worlds is to explore them. A game in which exploration is no/low value cannot benefit from an open world. They didn't 'evolve' to open world format, they just didn't know what else to do as far as adding enticing gimmicks to the base formula for successor games, so they copied what action games were doing at the time. And it was mostly a failure bc open world actually detracts from course design while adding... what exactly? Nothing of value to a downhill racing game, that's for sure. In most cases it adding nothing but a 'vibe' of a world in other games, which is immediately destroyed by the fast travel necessary to subvert the tedium of traversing a world sparsely populated with anything of interest, as most open worlds are.
A perfect snowboarding game to me would be SSX3 in combination with a “world tour” flair.
Have 5-6 mountains all over the world.
You are able to be dropped at the peak (similar to SSX3) then ride into different races/events/lodging.
The level design for each area can be completely different because they aren’t the same peak.
As far as tricks and movements go, I think SSX3 was a the most fluid and easy to use, even if it was very easy to spam multiple tricks. It was still harder than whatever they did with the reboot game in 2012.
The character design/ selection could be based on unlocking different skins or outfits throughout the worlds you play in.
Each lodge has new stuff you can buy that’s exclusive to that area.
Depending on how many characters are in the game, you can allow some to be linked with different areas; so if you have the best time on a race, the local rider would be your enemy or friend and could effect your other rides.
I think a bit of custom design to outfits would be a nice touch as well.
I’ve always been a fan of the tricky / Uber system rewarding you for doing big tricks for boost. It makes everything feel over the top, so I’d keep that as well.
You deserve more views
I think SSX3 was one of the top 10 games of the PS2/GC/Xbox era. Maybe I’m drinking the open world cool aid, but the level design, graphics, and overall feel just seemed next level. The focus of SSX on grinds and tight flips and tricks gave it this very fun, arcade feel with just enough complexity. Great game!
Wow, the editing was terrific. Great pacing and an all around enjoyable watch. Thank you!
Thank you! Appreciate your continued support :)
Great video! There are a lot of distinctive gameplay elements in snowboarding games specifically and it's great how deep you went in analyzing them all. I have a lot of nostalgia toward SSX3 and 1080 Avalanche, so it was great hearing you talk about what made them and the genre so special. Looking forward to more! Keep it up!
Thanks friend! The nostalgia for a lot of these games is definitely real and made the "research" part of this video a lot of fun.
Honestly, my ideal snowboarding game is almost certainly Amped 3. It's a silly, goofy adventure with friends that, at the same time, has Some Stakes because of the looming megacorporation mind controlling your friends and doing.... whatever other nefarious plans they were scheming. Gameplay is fast and fluid with a satisfying trick system. It has multiple medium sized mountains as your playground to give you various distinct environments and lots of ways to tackle the courses from top to bottom. My personal favorite of those mountains was Valle Nevado. I was really hoping to hear more from you about it, as it did a lot of really weird things that happened to work well within the context of the world and the snowboarding game genre in general.
Surprised SSX 2012 wasn't brought up, got a lot of time for that game.
the tricky expansion in that game is kind of what he describes in the conclusion
Really well done video on a genre I forgot I longed for. Hopefully, it's gets some traction.
Shawn palmers pro snowboarder was my go to
extremely well crafted video! very glad i came across this account, im a sucker for long form analysis video essays, and a sucker for snowboarding games as well! this actually taught me a lot about the 1080° franchise too. subbed!
Thanks so much! Happy you stumbled across the channel as well and glad you enjoy this type of content (I say as I prepare to release a short form preview video later this week 😂).
Very cool breakdown of the genre. I'm glad to see Snowboard Kids 2 getting a spotlight in the analysis.
Shredders is worth a play if anyone hasn't played. Extreme sports are just Olympic sports now so it's not as edgy and new as it was. Genre wise It feels linear since it relies on downhill vs something like bikes or skating where there is a less restricted movement and it's probably pretty tough to make something like that feel new without being bombastic.
Yep great points. A lot of that feels like what Rider's Republic is going for (and hits on in some cases). And agree that Shredders is definitely worth a try! It can feel really satisfying when you finally get the controls down and nail some runs.
I'd like my game to really emulate the phases of a turn in snowboarding, in both animations and feel. With tension, rebound and timing.
You mention a lot of important stuff for a good snowboarding game, great job. For me personally I really mis the 'over the top' aspect like all SSX games had. The new snowboarding games all lean to much to the simulation part in my opinion. There is a market for that sure, like with all sport games. But I just want to do BIGGG jumps and tricks over ridiculus courses!
Yep I tend to agree. I think the over the top flair and aesthetic is where the character of snowboarding games shines the most.
What a great video and topic. It's one I think about often as both a snowboarder and huge fan of snowboarding games, and the fact it's winter. Modern games feel so empty and soul-less. I love the varied course design of the older games. Cool Boarders 2, 1080 Avalanche, the first 3 SSX games. Even a game that was more "sim" oriented like Amped 2 had this great varied alive feeling world that made you want to go back to. I keep trying to get into Shredders but the world is so boring and same-ish, even if the feel of boarding feels really good. I wish a developer would take a chance on making a retro inspired game and ditch the fascination with realistic, open world design.
I feel this very much. Let them have a little fun with it! Hopeful that a talented developer will take that chance soon.
Great piece
I grew up with SSX Tricky & SSX 3 and I still think they're great. Totally agree with the points on the video. Except that Marisol was definitely a likeable character if you know what I mean. One thing I'd like to add to your video is that in SSX all the characters over the top: rockstars or bikini models, whereas in any other snowboarding game you have a generic dude in a winter jacket. For me, at least as a kid, these flamboyant characters and their interpersonal dynamics sold the game. Of course it's a bit unrealistic and stupid at times, but you dont want a snowboarding game with 20 guys wearing the same boring jacket do you?
Totally agree and that's one of the things that has been so disappointing with more recent snowboarding games. I think this world has a lot of potential for fun, quirky, over the top characters that are actually well designed and well written. Hopefully some day it will happen!
@@gamingLEEP I wanna make a game where you combine snowboarding and social media. I call it "Snowcial media". You type messages while riding down the mountain and if you knock down other riders you can stop them from posting.
Awesome video
Before starting, immediate answer that came to mind: Sonic Riders meets Avalanche 1080.
I'm completely fine with individual level design. The novelty of exploring vacuous open worlds is gone. And to that point, it would be a lot easier to build a bespoke, explorable level out rather filling in a giant world. I think your idea at the end is close to what I'd like to see in a new title.
Great vid!
While I think there are some really valid points here it misses out a huge factor. In the early 2000s action/extreme sports were in the forefront of popular culture. The games of the genre 20 years ago were designed to be mass appeal and were created by major game studios. With the exception of riders republic, every notable extreme sports game of recent is an indie title (Shredders/Skater XL/Session/BMX Streets) and much more sim than arcade. The reason being as the target audience is actual participants of that sport who value realism over everything else. You aren't describing how to create a 'better' snowboarding game but how to make an enjoyable snowboarding game for non-snowboarders. I think one of the best examples of creativity within the extreme sports genres of recent years is Olli Olli world. It just feels great, fluid gameplay, great levels and fun characters. There is a space for a snowboarding game like this for sure.
...DJ Atomika isn't real???
what a great video.
Has there been a succesfull game that just combined a bunch of stuff people already seen before?
SSX tricky was just the best
DISHONORED 2 MENTIONED LETS GOOOOO
😂
The purpose of open worlds is to explore them. A game in which exploration is no/low value cannot benefit from an open world.
They didn't 'evolve' to open world format, they just didn't know what else to do as far as adding enticing gimmicks to the base formula for successor games, so they copied what action games were doing at the time. And it was mostly a failure bc open world actually detracts from course design while adding... what exactly? Nothing of value to a downhill racing game, that's for sure. In most cases it adding nothing but a 'vibe' of a world in other games, which is immediately destroyed by the fast travel necessary to subvert the tedium of traversing a world sparsely populated with anything of interest, as most open worlds are.
For the algo
There are tradeoffs.