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Anonymous 04/26/2023 (Wed) 17:54:26 No.2623
Why did the 3d platformer genre lose popularity in the 00's? Afterwards it was mostly licensed games chasing trends and then it all stopped entirely.
Assassins Creed killed platformers.
>>2624 Kind of. They were still trying to make a Prince of Persia game >>1301 during the early AssCreed years but ultimately gave up because the AssCreed formula was too lucrative. 7th gen became the gen oh muh realism, sandboxes and grrritty shooters - no place for comfy colorful platformers to fit.
>>2623 Like you said, 3D platformers were the style of the time, then other trends like GTA clones replaced it. The game industry for the most part chases what sells at that moment in time, such as military shooters, zombies, battle royale or open world.
>>2627 >3D platformers were the style of the time i don't think so, that it was the style at the time. i think it was just displaced by the advancing laziness. horror games are also dead but you wouldn't say they were just the style at the time.
>>2628 >horror games are also dead but you wouldn't say they were just the style at the time. Resi clones were very much a thing back then. the success drew the attention of other studios and classic Resi became a popular style to emulate, same as how Mario 64 popularized 3D platformers and fueled that genre. That's not to say these are disposable/shallow genres or anything, just that market trends influence the kinds of games that get made. When the genre becomes over-saturated with poor attempts or something new comes along most players lose interest and developers chase after the next big thing.
>>2628 So your argument is that developers post 2005 or so are simply too lazy to make a good 3D character platformer or horror game? Is it something about these genres that require an inordinate amount of manpower or skill? I wouldn't say so. I agree with the other posters. Videogames have always been faddish and trendy. Because of this, we got a glut of certain games at certain times. Competition to stand out from the pack has given us several innovative and polished gems from each era and genre. Now if you believe that the trend should have continued, that improvements should continue to be made in these otherwise dead genres, that there should be modern versions of these games being made, better than anything we saw back then well, get busy.
>>2629 Resi clones are not a genre, it's a very specific thing that will obviously get old fast. 3D platformers are an entire genre that is as diverse and different in individual games as it is from other genres. It didn't need to die out even to this day for any other reason that devs got lazy - why bother with intricate level design, unique abilities and puzzles when you can just make a sandbox with simplistic mechanics and retards buy it all the same. >>2630 >Is it something about these genres that require an inordinate amount of manpower or skill? Yes. You need skills to make good platformers. You don't need any skills to make an AssCreed game other than a sweatshop of modelers.
>>2630 3D character platformers are probably the hardest games to make, everything has to be perfectly tuned and you need to create good sellable mascots, basically you need extra designer and artist skills whereas in most games you can get away with a generic "guy" protagonist.
>>2634 >Resi clones are not a genre, it's a very specific thing that will obviously get old fast. They're at least a sub-genre and the point was more about trend setting by popular games, that is to say that Resident Evil generated interest in the horror genre as a whole and inspired not just clones but other types of those games. As 3D platformers go the collectathon style certainly became a well worn trope at the time. >It didn't need to die out even to this day for any other reason that devs got lazy There's been various indie attempts with varying quality, but you're unlikely to see big studios trying it for the most part because they need to be sure that people will actually buy their game, retard huge budgets makes bucking trends much more risky than it was in 6th gen and prior. >You don't need any skills to make an AssCreed game other than a sweatshop of modelers. The parkour system alone is more technically complex than the basic cube/pill jumping on other cubes/pills foundation of a lot of traditional 3D platformers, sometimes there's even considerations such as integrating parkour with vehicles like ships which themselves are influenced by ocean dynamics, the series does have an element of regular installment reuse and bugginess but lots of R&D was definitely necessary to build the foundations (for an example of what Creed games look like without all that complex engineering you just need to look at something like Bloodlines). >>2635 >3D character platformers are probably the hardest games to make I don't think so, realistic simulation games or MMOs are for sure more complex. >in most games you can get away with a generic "guy" protagonist. Would Uncharted not be an example of that for 3D platformers (not that Drake is a bad protagonist though)?
>>2637 >realistic simulation games or MMOs are for sure more complex. Not really. MMO is just a sandbox. Doesn't require any good level design. Not sure what is a "realistic simulation game". >Would Uncharted not be an example of that for 3D platformers)? Er... Uncharted is not a 3D platformer.
>>2638 >Not really. MMO is just a sandbox. I was referring to the technical requirements, lots of networked players, entities, infrastructure, all of which needs to be synchronized properly for players on the game. >Doesn't require any good level design. Well you do have to design encounters, make lore considerations and try to maintain some performance with potentially 100+ players in the same place. Before open world became commonplace the scale of MMOs was certainly quite the undertaking too. >Not sure what is a "realistic simulation game". Flight sims, racing sims, games where you have to model real world physics to a high degree of accuracy. You can be certified to fly real planes by training on specific sim setups for example. >Er... Uncharted is not a 3D platformer. It's a cinematic platformer with third person shooting so I think it definitely fits, like you said 3D platformers are a diverse genre.
>>2639 >It's a cinematic platforme It's a cover-based shooter, there is no platforming. Unless you count QTEs as platforming.
>>2637 >They're at least a sub-genre They're not any type of genre, they're just copying a specific game in a genre. >As 3D platformers go the collectathon style certainly became a well worn trope at the time. Collectathon is a subgenre of 3D platformers and does not represent it. Even games within a series could go in a different direction, like Jak and Daxter series. >There's been various indie attempts Just regurgitation. >The parkour system alone is more technically complex than the basic cube/pill jumping on other cubes/pills foundation of a lot of traditional 3D platformers It's not. It's a simplistic, mindless prompt-based and automated "system" that is only good for the primitive sandbox type of gameplay. Designing an actual level where you "cube/pill jumping on other cubes/pills" with your actual skills is far more complicated.
>>2640 You have played Uncharted right anon? There's plenty of jumping involved, granted there's also a lot of shooting (which still often leverages the platforming mechanics) but it is definitely in the spirit of cinematic platformers with cover shooting (certainly not the first one to have that). >>2641 >Collectathon is a subgenre of 3D platformers If collectathons are a sub-genre then how does that not apply to Resi clones? In both cases there's a particular set of mechanics that are common across games of that type. >does not represent it. The point was about kinds of games in a genre becoming commonplace and less interesting to players at that time, not that they are the entire genre. >It's not. It's a simplistic, mindless prompt-based and automated "system" that is only good for the primitive sandbox type of gameplay. The difficulty of interacting with a system and the underlying technical complexity are not the same thing, Creed games aren't difficult to play but the technology that powers them didn't appear spontaneously. >Designing an actual level where you "cube/pill jumping on other cubes/pills" with your actual skills is far more complicated. Well how do you define an 'actual level'? Making a city for a game like Assassin's Creed requires lots of thought into creating multiple paths of traversal and making it work reasonably with the parkour system. Other 3D platformers have to consider movement options and design too but generally don't have highly complex interactions between the character and individual platforms like Creed, reboot Raider etc, sliding boxes around on other boxes isn't that difficult to implement on a technical level.
>>2643 >You have played Uncharted right anon? There's plenty of jumping involved There's literally not a single jump in Uncharted that's not a QTE or a prompt. It's a goddamn cover-based shooter.
>>2645 Anon WTF are you talking about? A big aspect of the Uncharted formula is terrain traversal and jumping (often large) gaps, are we even talking about the same game?
>>2646 >A big aspect of the Uncharted formula is terrain traversal You ran from cover to cover to shoot enemies. >and jumping (often large) gaps With prompts and QTEs. >are we even talking about the same game? I unfortunately played all the shitty Uncharted games so I don't know what game you're talking about.
It was probably because of the hype over gritty shooters, but although I like 3D platformers there isn't much to add to them, which is probably why DK64 had so many shitty "minigames" scattered throughout it. Maybe a higher skill ceiling would be nice, sometimes its cool to see how good speedrunners have gotten with all the tricks Mario64 had.
>>2654 >You ran from cover to cover to shoot enemies. In combat sections yes, though you usually also have high ground to climb and ledges to hang from, the core movement mechanics still remain relevant in many encounters. Large portions of Uncharted games are spent climbing cliffs and crossing gaps with jumps, poles, ropes etc. >With prompts and QTEs. There are prompts in certain contexts but you're implying that platforming is completely automated which isn't accurate, you are generally in control of jumps and it is possible to fuck up and leap into the abyss (much like the 2D cinematic platformers it is descendant from).
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It blows my mind that anyone still likes this game. It's a complete betrayal of the SNES trilogy and the absolute nadir of 90's 3D platformer design. A closer 3D adaptation could have been something like Crash Bandicoot, with the Kongs racing through more linear levels full of action packed traps and set pieces, but instead we get another collect-a-thon in the exact style of Banjo Kazooie where life-or-death difficulty is replaced by checklists of collectable items. Rare made the huge number of pickups that count toward the completion percentage a huge selling point, justifying the literal system expansion pack by claiming this was a bigger game than anything before, it was one of the game's biggest selling points, but the final product is a giant segmented mess that when it doesn't feel like mindless busywork, becomes a tedious nightmare. The game has extremely shallow player physics. Unlike Mario 64, where Mario has multiple different jumps that can be chained together to build momentum, every move in DK64 is flat and lifeless, and with the plain level design, there are rarely moments where you can use the character moments to cut corners or find shortcuts (or do anything other than move from point A to B). The game gives you a bunch of special moves and weapons, but none of them add anything to gameplay other than the most basic pattern matching. The gun is for shooting matching switches and specific enemies only it can kill. The grenades are for killing specific enemies immune to everything else. The instruments are basic screen-wipe bombs that are also just used for pressing switches. The individual kong special attacks are pretty much all contained to their own specific areas and switches as well. With 5 different characters, you end up doing a TON of backtracking that is completely unavoidable.
ironically enough you have platformers but it isn't built like Donkey Kong or the Nintendo classics. They are based from the Sony 2nd party types which turned into the interactive cinematic experiences. So the last one that I saw was Kena on ps5 which you play as an Asian chick before that it was Ratchet and Clank then you have Nintendo games that are platformers. >>2626 the problem is that games aren't made for kids and are generally made for adults and teenagers only thus they or kids have kinda just been grown up on Minecraft, cod and Fortnite. Or play ipad games and think those are games, when it is basically gambling.
>>2689 >Kena on ps5 Not a platformer. >before that it was Ratchet and Clank >then you have Nintendo games that are platformers NuSequels and numakes don't count to new platformers influx.
>>2694 >kena not a platformer ok, why? >ratchet and clank isn't a platformer how and why isn't Ratchet & Clank: Rift Apart a platformer? Because it has some woke shit to brainwash kids?
>>2701 >ok, why? I don't think you understand what a platformer is.
ability to jump is not a platformer maker
>>2701 >how and why isn't Ratchet & Clank: Rift Apart a platformer? <NuSequels and numakes don't count to new platformers influx It's just regurgitation.
I fucking miss the comfy colorful collectothones.
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Was the tone shift a good idea?
>>3807 At the time it certainly was seeing how popular GTA used to be. In hindsight, I prefer the original by a mile. By god there weren't enough of colorful platformers and too many of serious sandboxes even back then let alone over the 2 decades.
>>3807 that was the 'tude era
>>4349 I miss it bros...
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>>4630 kek
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Sad news.
>>5029 Numake incoming.
What was the last good 3D platformer?
>>7697 Gravity Rush?
>>7697 Ratchet and Clank 2.
>>3807 Kino.

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