![]() ![]() The core formula is as follows: collect X number of Y things to advance further into the game. The solution was to sideline the actual platforming and turn exploration into a major part of the experience, but that also meant having to incentivize the player with some sort reward that could also function as a goal in order to do so that's were the collection aspect comes in. ![]() 3D perspective also made it harder for players to gauge height and distance during jumping sections, which wasn't helped by the camera now being dynamic instead of fixed (player breaks for camera adjusting were frequent back then). This, however, led to some new problems: traditional Level Goals at the end of linear paths looked a bit pointless in this new open-world reality. A style of Platform Game that was very popular in that era, inspired by the advent of Super Mario 64, which sought to take advantage of the new axis provided by 3D polygons through large, explorable worlds where players could move around freely. The answer was to seemingly downplay the "obstacle course" part.Įnter the Collect-a-Thon (short for "Collection Marathon"). A good chunk of the market at the time consisted of 2D Platform Games, so developers had the job of figuring out a way for those obstacle courses to properly transition into a 3D space. ![]() In the late 90's, 3D polygons were ready to take over the gaming industry. ![]()
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