I think another reason why Metroidvania experiences are so popular, relates to the interconnected worlds on a technical level. Namely the fact that, you as the player, are always in control of the character. Sure there might be a small loading door or elevator, but the downtime associated with world map screens is mitigated entirely. In the end, control = immersion.
@@babiluki I'm referring to direct control. Cutscenes are the most obvious example, but also something like Donkey Kong Country map screen, which only offers limited control to the player. Furthermore, these level transitions can come with long load times, which would be my third example. Any of these situations "take you out" of the experience, and alter the pacing in ways outside of the player's CONTROL. For this reason, I think the Castlevania SOTN transition room (with the two angel decorations) is a brilliant solution to maintaining player control between areas. And also, why I think Metroid Dread's egregiously long elevator/teleport station loading times hurt the game's pacing more than people realize.
Yes, I also believe that the budget is the essential pillar. As an indie developer, often you don't have the money or time for 3D: models, animations, debugging, testing... 2D lets them focus and polish. But making a 2D game to play only on a main plane (side scrolling) limits the reuse of levels and can become disapointing nowadays (games like Retro's DKCs try to compensate with huge amounts of secrets). And a top-down game limits the credibility granted by the physics of gravity (on this age of engines and real physics simulation) and makes you renounce most of the mechanics associated with the 2D perspective, its years of traditions and distillation. Top-down is mostly RPGs. Next step: since you make expansive environments in 4 directions to take advantage of two-dimensionality, why not interconnect everything? Also: indie devs are gamers, we should take mimesis into account. I hope the best for this channel! You're chosing good topics.
Thanks for your insights! Even Symphony of the Night was a budget title Konami made for PSX to cater to that market, while they did a big 3d game for the N64. So, I think, these budget titles CAN be amazing. As for my videos, my hope is to be able to deliver entertaining and informative content, with my own style. I'm constantly trying to improve in all different directions, so if things go in a direction you think is not the best, your comments definitely help.
Farming sims is not a genre that I'm personally interested in, so I never really pay attention to them, but thanks for the heads up. My slow talking is me trying to sound as clear as possible, but I'll see what I'll do about it in the future.
That's a nice camera behind you! Where did you get it from? 😮
@@sahbamanouchehri1007 Albert Heijn
I think another reason why Metroidvania experiences are so popular, relates to the interconnected worlds on a technical level. Namely the fact that, you as the player, are always in control of the character. Sure there might be a small loading door or elevator, but the downtime associated with world map screens is mitigated entirely. In the end, control = immersion.
What are games where you're not in control of the character at all times? Or are you talking cutscenes?
@@babiluki I'm referring to direct control. Cutscenes are the most obvious example, but also something like Donkey Kong Country map screen, which only offers limited control to the player. Furthermore, these level transitions can come with long load times, which would be my third example. Any of these situations "take you out" of the experience, and alter the pacing in ways outside of the player's CONTROL.
For this reason, I think the Castlevania SOTN transition room (with the two angel decorations) is a brilliant solution to maintaining player control between areas. And also, why I think Metroid Dread's egregiously long elevator/teleport station loading times hurt the game's pacing more than people realize.
@@stomboyyuffie That's what I also meant in my video. THe world feels bigger and more cohesive, because you can walk between areas directly.
Good stuff buddy
Thanks!
Yes, I also believe that the budget is the essential pillar. As an indie developer, often you don't have the money or time for 3D: models, animations, debugging, testing... 2D lets them focus and polish.
But making a 2D game to play only on a main plane (side scrolling) limits the reuse of levels and can become disapointing nowadays (games like Retro's DKCs try to compensate with huge amounts of secrets). And a top-down game limits the credibility granted by the physics of gravity (on this age of engines and real physics simulation) and makes you renounce most of the mechanics associated with the 2D perspective, its years of traditions and distillation. Top-down is mostly RPGs.
Next step: since you make expansive environments in 4 directions to take advantage of two-dimensionality, why not interconnect everything?
Also: indie devs are gamers, we should take mimesis into account.
I hope the best for this channel! You're chosing good topics.
Thanks for your insights! Even Symphony of the Night was a budget title Konami made for PSX to cater to that market, while they did a big 3d game for the N64. So, I think, these budget titles CAN be amazing.
As for my videos, my hope is to be able to deliver entertaining and informative content, with my own style. I'm constantly trying to improve in all different directions, so if things go in a direction you think is not the best, your comments definitely help.
another indie game genre that are so saturated are farming sims. btw, you talked so slow i had to watch the vid at 1.25x speed. 😅
Farming sims is not a genre that I'm personally interested in, so I never really pay attention to them, but thanks for the heads up. My slow talking is me trying to sound as clear as possible, but I'll see what I'll do about it in the future.