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How we made hit video game Prince of Persia

theguardian.com

51–60 of 113 posts

Re: How we made hit video game Prince of Persia

#51
post #20

Earlier quoted context omitted.

"The first time we got to the skeleton that comes to life and fights you, my heart was absolutely pounding. I didn't expect that kind of thing from a game, and you walk past a few other skeletons that don't move at all so the game conditioned you to kind of ignore them or just treat them as part of the environment. " Skyrim did that also pretty well. The first draugh zombies/skelletons lying km the catacombs are just…

But Skyrim ended up overdoing it, to the point where it's in every tomb (and there's a lot of them), so you end up expecting it and stab every corpse first.

Until you learn the trick to see that only the ones with the glowing eyes are alive ...

But yes, they overdid that and should probably have made more variations.

Re: How we made hit video game Prince of Persia

#52
post #47
post #41

Earlier quoted context omitted.

That's because you were younger. Nostalgia is a hard drug.

It is not nostalgia.

I think it's because you have to use your imagination.

Just like active recall (essentially guess consciously before checking the answeris) a better way to learn I think the less detail their is in the story (book, game, movie, etc) the more you have to do yourself and so it becomes your own experience rather than someone elses.

Re: How we made hit video game Prince of Persia

#55

I will always have a soft spot for the original Prince of Persia. It was one of those games I played constantly as a child, although only when my dad would let me use his Apple ][c. I only realize it now but it had some very unique game mechanics that even today you don't see very often (ok maybe that's a bit of a stretch but the mechanics were novel to me back then): - Notably you have 60 minutes to finish the game.…

A lot of games have time limits, but Prince of Persia made it feel less like an arcade score mechanic and more like part of the story

Re: How we made hit video game Prince of Persia

#56

I will always have a soft spot for the original Prince of Persia. It was one of those games I played constantly as a child, although only when my dad would let me use his Apple ][c. I only realize it now but it had some very unique game mechanics that even today you don't see very often (ok maybe that's a bit of a stretch but the mechanics were novel to me back then): - Notably you have 60 minutes to finish the game.…

It was also incredibly difficult. As a kid I couldn’t go beyond the first level. It was also difficult to attack the enemy at the right time. But still it was an amazing experience whenever I played it. I felt the pressure and the need to start again like no other game nowadays. But maybe that’s just because I was a kid.

I don't think it was only because you were a kid. The game really did punish hesitation in a way that feels pretty unusual now

Re: How we made hit video game Prince of Persia

#57
post #22

This was the first game I ever played on a PC, and it will always have a place in my heart. I first played it on an 8086 PC-compatible machine with an amber monochrome CRT monitor (the kind usually paired with MDA or Hercules-style graphics, where everything appeared in those beautiful orange shades). Later, my father bought a 386 PC with a VGA graphics card capable of 256-color modes, which on my monochrome display…

There's something very of-the-era about fixing a virus-ridden PC and then "improving" it by installing Prince of Persia

Re: How we made hit video game Prince of Persia

#58
post #36
post #22

This was the first game I ever played on a PC, and it will always have a place in my heart. I first played it on an 8086 PC-compatible machine with an amber monochrome CRT monitor (the kind usually paired with MDA or Hercules-style graphics, where everything appeared in those beautiful orange shades). Later, my father bought a 386 PC with a VGA graphics card capable of 256-color modes, which on my monochrome display…

My first exposure to Prince.exe was in the computer lab at school, which has a tiny set of DOS games, including digdug, space invaders and some typing game. I remember when I was around 6 or 7, a boy a couple years older (and therefore, seemingly infinitely wiser) sharing the folk advice: "Play the other games first, don't play Prince of Persia too early or it will ruin all the other games for you"

That is excellent playground wisdom

Re: How we made hit video game Prince of Persia

#59
post #42

I will always have a soft spot for the original Prince of Persia. It was one of those games I played constantly as a child, although only when my dad would let me use his Apple ][c. I only realize it now but it had some very unique game mechanics that even today you don't see very often (ok maybe that's a bit of a stretch but the mechanics were novel to me back then): - Notably you have 60 minutes to finish the game.…

> - There is a satisfying parry mechanic. This is still rare to see in 2d platformers. You can see if Dead Cells's parrying mechanic works for you.

Also Nine Sols. It's becoming increasingly popular as games are moving the complexity/flashiness of interactions with enemies to the enemy's side. Rather than learn and perform complex combos like Devil May Cry, the enemies now are the ones with very flashy movesets and now you simply parry/dodge.

Re: How we made hit video game Prince of Persia

#60
post #47

Earlier quoted context omitted.

It is not nostalgia.

I think it's because you have to use your imagination. Just like active recall (essentially guess consciously before checking the answeris) a better way to learn I think the less detail their is in the story (book, game, movie, etc) the more you have to do yourself and so it becomes your own experience rather than someone elses.

Yea, that is it.

It is sad that people easily write off memory of nice things as "nostaliga"! Somethings really were nice.

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