Nothing fundamental has changed about the level or the game's physics, but players immediately have a greater investment in the game and are willing to overlook a lot that normally would not pass muster. There shouldn't be any positive impact on playability from drawing your own enemies, characters, power-ups, and incidental items. The brilliance of a hybrid like Drawn To Life: SpongeBob SquarePants Edition is in leaving level design to the experts while still allowing players to customize most everything else not bolted down. We have all gained a great deal of respect for level designers through the process of fiddling with levels in an editor. It is easy to give someone a sandbox and let them build a level, but harder to make a level anyone wants to play. That game's formula for creating art that was incorporated into the main game solved one of the biggest issues with editors. In the case of Drawn To Life: SpongeBob SquarePants Edition, we see the ultimate anti-boredom tactic: user-generated content.Įditors were about the best we had before Drawn To Life hit the scene. Boredom often comes as a direct result of how games fail to engage us through graphics and sound. In most cases we just weren't attached, out of sheer boredom. The reason hasn't always been that these games were broken or that they completely failed to introduce new mechanics and fresh ideas. Many times in the past, we've seen platforming titles fall on their collective faces, especially those aimed at a younger audience.
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