Choice Through Speed

In the Speed Zone, speed based mechanics that relate to choice are marked out with the The pleasure principle of Player Choice tag.
This page provides a summary of those mechanics

The Five Principles Needed to Make Speed Pleasurable
Explains the importance choice holds for speed mechanics

Speed differences in the classic and modern games
By using a greater variety of speeds, the classic games allowed the player to have more choice and control over how fast Sonic travelled.
This choice is missing in modern games as the greater use of dash pads cause Sonic to automatically run at over-clock speed.

Standard Scripted Sections
Standard scripted sections increase the feeling of speed, but reduce the scope for player choice and control.
In the classic games, such sections are used with restraint and so are not an issue.
In the modern games, such sections occur frequently.

Wall Walking
In the classic games, wall walking was often an optional activate the player could perform.
It created an adrenaline rush.
As it was an optional activity, the rush produced held more meaning for the player, as it acted as a reward for the player’s actions.

Skateboarding Dynamics
In the classic games, skateboarding mechanics, such as half-pipe curves would produce different effects depending on how fast the player entered them.
This gave the player a degree of choice over what effects s/he experienced.
In the modern games, such mechanics make use of dash pads, and so the player can only enter them at the over-clock speed, which limits choice.

Pinball Mechanics: Invulnerability
In the classic games, Sonic could roll into a ball while running.
This would allow him to gain speed, and to tare through obstacles, like a pinball that had been shot across a table with a flipper.
Moving in this manner was thrilling.
As it was an optional action, the thrill acted as a reward for the player’s actions.


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The importance of choice The Choice Zone Choice through level design

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