Icarus wrote:Lets make this clear: the process of good game design is to carefully design and balance many aspects of a game - control, ship selection, stage design, weaponry, base difficulty, score systems, rank systems etc etc - and the better crafted a game is in all the main areas of design, the better balanced a game will become.
If a game is severely lacking in focus and balance in one or two of those areas, then the rest of the game's design fails. Losing focus in ship selection by stuffing a hundred variants of one base design into a game makes the rest of the elements poorly balanced as things have to be chopped and changed in order to compensate for the oversaturation.
Its good principles and practice in anything that requires design: put in only what is required to make the design work.
It's all very well put - except maybe Irem was aiming to different goals than the ones you are looking for. Take the ships for example: you assume they should be a limited number, with enough key differences to be offer a good gameplay variety. As it is in most shmups, I might add.
I think you are in error, as you keep to see them only as a gameplay element in that sense, while it's obvious that the vast majority of them was introduced as an unlockable goals. Exactly like GT cars - it's not required that you have to play with all of them. And if you finally see them for what they are, you see they're integrated in the game's design.
Most of the ships still play very similar to the R-9. This similarity is what makes the game work, since every stage is doable with any of them. Undoubtely you are right: creating a limited number of very different ships could have led Irem to build more interesting stages around their specifications, who knows.
I honestly didn't feel the stages crippled or anything - they may be basic or "classic" in the approach: this was intended after all, since the setting and situations are the same of the original...
Icarus wrote:Do you actually play with all 101 ships? Would you ever give all those cars in GT a go? I doubt it. Give someone too much choice and they always go for particular ones based on favourites.
So what? Is that a bad thing?
Icarus wrote:My point is that having a smaller, more focused selection could give more importance to acquiring that selection, and more interest into how they fit into the R-Type world. Irem could have even tied it into a better design stage route system, where performance would lead you down different routes with the chance to acquire the different ships. Heck, even having less ships would allow for more stages to accomodate an altered stage route system.
A smaller, focused selection was already tried twice. Final keeps all those force devices (including that "focusness" in its unfocused rooster if you want). The 101 ships were meant as a selection to acquire, and as a result, only a fraction of them is interesting gameplay-wise. On the other hand, it's also true that it offers a great deal of customiszation. For example, if you like a particular model but feel it's a bit too powerful, you can often downgrade to the previous one which offers nearly all the same qualitites but has a leveled down beam.
Icarus wrote:Imagine being able to unlock Cerberus after fighting your way through the Bydo Dimension to the Forest, and after destroying the "holding cell" that controls the R-13, the game would switch to you controlling the R-13 itself in an escape attempt.
Or a hidden side story documenting/recreating a stage from R-Type 3, with you playing as the R-90a with your selection of Force Device (Round/Shadow/Cyclone), and on completing the side story, you could use it in R-90a-centric stages.
it's all very nice , but I was here to defend the actual finished product to the accuse of being crap. Not crying over how cool might have been another hypothetical R-Type game. Do you think I don't have regrets with the game? Do you think it doesn't bug me, for example, that they had to adjust every craft to the same weapon setup so that they all have to get a Force Dev? Wouldn't extra stages accessible to R-90 be lovely as you say? I guess that we could stay here and think to additional cool stages for every shmup we can think of - why not a secret stage for Lord British in GV, huh? But it's a digression.
Icarus wrote:In all previous R-Types, 0% of weaponry was redundant. They all had their uses, and stage design was constructed to allow players the ability to progress if using a particular laser/Force type in each section, with varying degrees of difficulty depending on what was selected.
Debatable - you cleared Delta without even using the force, after all. In fact, it's not like the three ship selection in 3 or Delta ever felt "necessary". No wonder that they always give the choice to use a R-9 clone in them. As you see, the Okham razor to "remove all which is redundant" is double-edged.
Icarus wrote:For example, in R-Type stage3, players could navigate the battleship with any of the lasers - red, blue and yellow - but it would be harder get around the ship using the red and blue lasers, while the yellow laser made the stage a breeze.
In Final, a large proportion of weaponry is rendered useless either by poor strength or crap range (or both), and your ship is effectively crippled if you accidentally collect that weapon.
You are talking about the main difference between lasers in R-Type, where of course the yellow is great for ground enemies / battleships while the red goes full frontal power and so on. Needless to say, these categories are kept in Final, and usually regardless of the ship, there are situations where "yellow" is best suited than "red". While it's true that in Final usually a ship has a "crap laser" out of three, this trend actually started in Delta. And it's not that much of a flaw: if all three weapons of a ship would be very effective, gamers wouldn't have any incentive to try the others.
Icarus wrote:R-Type Delta's stage design allowed players to play the game without using a single powerup. It was possible to do it with all ships, but easier with the RX.
Of course man, my bad - I was forgetting the all-important difference between ships that is the beam. I have no doubt that RX beam was the one with most chances to accomplish that. By the way - can you obtain the same achievement present in Final's records page?
Icarus wrote:Those problems with stage design have nothing to do with the ship differences, but poor effort on the part of the stage designers. The many ship differences add to those problems.
You're exaggerating those problems - like the "retarded prong" thing. Come on - hit by accident the first time, it won't ruin your playthrough at all (it will just affect your next play session), and the second time it's what determine the game's end: sure a bit of attention while playing wouldn't hurt, would it. Action gap, stage 4 being the culprit: it's true, it keeps the action slow-paced, but unlike the slowdown is evidently a deliberate choice by Irem. And you seem to agree with me that all twisted ecology variations are around the same difficulty level.
Icarus wrote:Its still a background element of stage design. I thought we are referring to IMMEDIATE elements of stages such as scenery, enemy placement and so on, not a fancy graphical effect controlled by speeding up/down the player craft.
Heh, many kept thinking it was just a fancy graphical effect all the time, swearing at the stage. Anyway, we can go technical and talk about enemy placement and scenery, why not. I doubt we'll find flaws so huge to break a game, as they'd be evident at first playthrough.
Icarus wrote:Survival in Final is relegated to quickly switching your shield around while you charge up a mega-beam. What fun.
Hmm. strategic positioning of the Force has been R-Type's main element since the first one. Don't tell me you wrote all this to get to Neon's conclusion, that the game isn't just "fun" for you.