In Brief
- The classic games use a variety of techniques to integrate obstacles
- These techniques serve two purposes:
- (1) They allow the player to anticipate danger (removing the frustration of colliding with unseen enemies)
- (2) They encourage the player to voluntarily slow down.
- This allows a smooth transition from speed section to obstacle.
Despite being an integral aspect of the classic games, the slow obstacles sections do not standout. This is due to the level design, which uses a number of techniques to produce a smooth transition between moving from fast to slow.
This also allows the player to anticipate the obstacle, which provides a
to overcome it.
Deconstructing smooth transitions
Virtually all of the integration techniques rely on slowing Sonic down so the player can anticipate a nearby danger. The slow down is momentarily, as the player can start running immediately. However, as the player is now aware of the obstacle, s/he will voluntary keep to the normal speed. As the change in pace is voluntary, as opposed to mandatory, it prevents the player from feeling frustrated.
A summary of these integration techniques now follows:
Intermissions
Keep aways
Cautions
Squishers
Walls
Integration devices in modern Sonic games
Modern Sonic games often lack devices to integrate slow sections with fast sections. This causes frustration as the player hits into the obstacles before s/he can react to them.
Conclusion
Modern Sonic games need to use the integration devices listed on the page.
- These will encourage the player to voluntary slow down.
- This makes a smooth transition from speed section to obstacle section.
- It prevents the player from unfairly colliding with a danger that s/he did not have time to react to.
◄◄ Previous Section | Index for this page | Next Section ►► |
---|---|---|
Slower paced obstacles | Contrasts | Super Power Mechanics (Section Index) |
Interact
Rate this section:
Use the +/- buttons to rate this section.
Post a comment: