As we’re working on Wicked and are solving issues like:
“What are cool things we can do so people can engage with this level they already played, but get a new experience out of it?”
It kinda becomes obvious that some of this would obviously also work on other genres.
Since not a week goes by where people ask me about Ori 3 or taking on Banjo or stuff like that, every now and then my brain imagines how this stuff could work in e.g. Platformer games.
Obviously so far 3d Platformers were never designed this way – You always have x objectives in some level and once you’ve done them, there’s nothing more for you to do. At some point you completed all levels and you might or might not come back to the game at some point to start a fresh experience.
I think it’s interesting that Nintendo already tried to solve some of this as well with the Luigi stuff in Mario Odyssey. The problem there is that all of this is just: “Try to get to some place faster than some other player!”, which is cool, but also a bit flat.
As crazy as it sounds and I’m sure the ‘faster horse’ people will hate some of this, I’m pretty certain some ARPG retention mechanics could totally work for 3d Platformers in a way that doesn’t suck.
And it’s curious that nobody tackled Multiplayer yet…
Just food for thought! 👍😄
Source by thomasmahler
