Banjooie wrote:
No. Stop.
You skipped Jordthro's post just now, because you actually bothered scrolling down this far instead of hitting reply and going 'yes, this'.
I see you scrolling. Scroll back up. Light versions of the holds with the important story bits in them at /minimum/, Easy Mode style, is an amazing idea.
Thanks, Banjooie.
navithmastero wrote:
Jacob wrote:
So, should we seriously consider releasing a new version of TSS, with puzzles simplified or removed?
Not a bad idea. What do the dev team think?
I don't think releasing a new version of TSS is what Jordthro or Banjooie meant. A taster? Yes. A complete easy-mode? No. I think what they mean is a whistle-stop tour of the eighth as well as a bit on Beethro's past. If people already concluded the story of TSS, they might not want to go back and play the whole game again * 4.
-nm
Yeah, I actually don't think TSS should be changed at all. I think it's perfect. I was only thinking about these "
Lite"
holds as a perfect way of getting newbs up to speed story-wise while also teaching them the mechanics as they were initially introduced in the levels. After they complete them (and the optional Gunthro) hold, they would then be able to presumably tackle TSS. I anticipate a pretty large influx of people from Steam and GOG to migrate over, and it would be great to be prepared for them by getting them to a place where they're "
hooked"
and want to devote the time to getting good enough to go through TSS. Again, it would be a shame if they failed to reach the "
hooked"
point even though they are the target audience (they just don't know they are).
As far as the SMS's go, it might also be a good decision to incorporate some of the really pertinent plot of some of these, although this might arguably dissuade people into purchasing the SMS's. A possible solution: make lite versions of plot hold SMS's that can be bought collectively as a bundle as DLC. Again, feel free to disagree. That's just one idea, I'm sure there are better ones out there. Again, I'm just trying to solve the problem of keeping the largest fan-base possible (through the Steam and GOG greenlights) and not driving people away from DROD who give up prematurely on it because TSS is by no means a hold a total DROD newb should start on.
On an unrelated note, I really like Erik's advice on architecture where he purposefully creates somewhat easy rooms even in the midst of challenging levels--as a kind of breather. Honestly, I know people think that KDD is a bit outdated in terms of hold design, but I think it did a great job of teaching monster mechanics simply by giving people easy enough rooms where they could see for themselves how the monsters adapted to movements and sword swings, mimics and invisibility potions, etc... I also remember appreciating those breather rooms when I was learning DROD. I hope that philosophy carries over into "
Entry Point"
or whatever hold(s) come out of this thread, because it really gives a newb a great sense of accomplishment and doesn't leave you feeling like every room requires H&S.
____________________________
105th Skywatcher
[Last edited by Jordthro at 10-03-2014 03:58 AM]