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brooklyngrenade

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Beyond Collecting Pearls

So, you know what I spent a large of amount of Friday doing? Eh, take a guess...(like this serves a purpose, lol). I've been slaving over collecting these pearl items in Beyond Good & Evil; in a need to advance to the final segments of the game. I just finished getting the last pearl I need to complete this certain purchase of a part that will allow me to progress where I need to be. Boy did I work for those pearls! I must admit, while it seemed a bit daunting at first it was a fun and worthwhile session of gaming in addition to experiencing some extra goodness of BG&E. I will finish all that remains of its story in the morning.

Jade you so fine! :P
Jade you so fine! :P


There's one more thing I would like to discuss in terms of what I experienced today and have done the same in some other games. It's this game design component in which the player must backtrack to collect something or a number of things in order to beat the game. The primary examples that come to my mind are the previously mentioned title and Super Princess Peach; which if you had frequented my Gamespot blogs, knew I was  proudly playing. With this game, the object of each level is to save all the toads that are trapped in these pink question-marked boxes. There's three in each level and while you can make it all the way to the 8th Area, you must have all the Toads of the previous areas rescued before you can face the final boss. Initially this seems like a slap in kisser to the gamer and surely some will be turned off by having to backtrack to such an extent.

So essentially, this design option can be a flaw or a significance. With Super Princess Peach, it is a slight flaw (even though I'm going back to get all of the Toads because I need to beat the damn game :P). With BG&E, it's a significance, because I indeed had fun collecting those amount of pearls I needed to move on today. This was also implemented in games like the beloved Final Fantasy VII. Actually, it seems to me, and correct me if I'm wrong, that this design component tends to appear in RPGs more frequently than in other genres. I think I'm wrong, but my point is, developers and game designers should be more cautious as to how this will affect the overall experience of their games.

Peace. :)

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15 Comments

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brooklyngrenade

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Edited By brooklyngrenade

So, you know what I spent a large of amount of Friday doing? Eh, take a guess...(like this serves a purpose, lol). I've been slaving over collecting these pearl items in Beyond Good & Evil; in a need to advance to the final segments of the game. I just finished getting the last pearl I need to complete this certain purchase of a part that will allow me to progress where I need to be. Boy did I work for those pearls! I must admit, while it seemed a bit daunting at first it was a fun and worthwhile session of gaming in addition to experiencing some extra goodness of BG&E. I will finish all that remains of its story in the morning.

Jade you so fine! :P
Jade you so fine! :P


There's one more thing I would like to discuss in terms of what I experienced today and have done the same in some other games. It's this game design component in which the player must backtrack to collect something or a number of things in order to beat the game. The primary examples that come to my mind are the previously mentioned title and Super Princess Peach; which if you had frequented my Gamespot blogs, knew I was  proudly playing. With this game, the object of each level is to save all the toads that are trapped in these pink question-marked boxes. There's three in each level and while you can make it all the way to the 8th Area, you must have all the Toads of the previous areas rescued before you can face the final boss. Initially this seems like a slap in kisser to the gamer and surely some will be turned off by having to backtrack to such an extent.

So essentially, this design option can be a flaw or a significance. With Super Princess Peach, it is a slight flaw (even though I'm going back to get all of the Toads because I need to beat the damn game :P). With BG&E, it's a significance, because I indeed had fun collecting those amount of pearls I needed to move on today. This was also implemented in games like the beloved Final Fantasy VII. Actually, it seems to me, and correct me if I'm wrong, that this design component tends to appear in RPGs more frequently than in other genres. I think I'm wrong, but my point is, developers and game designers should be more cautious as to how this will affect the overall experience of their games.

Peace. :)

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MrBojangles

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Edited By MrBojangles

While I never got to finish BG&E, I had a great time playing it. It's a really unique game. Visually and gameplay wise. I can't wait for the sequel. Nice blog, and I agree, this game's style was significant.

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deactivated-579a5a254c9a3

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Beyond Good and Evil has always looked like an amazing game, both artistically and gameplay-wise, but for some unknown reason I have always sort of neglected its existence and have still yet to play it. I'll try it someday.

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deactivated-5f9398c1300c7

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Backtracking is a major flaw with games these days. It just can't be linear like a game such as Half-Life2 or CoD4.

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gearhead

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Edited By gearhead

Great, now go play COD4 with me.

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deactivated-65f9e2f09d481

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Yeah, I've played a few games that require you do/collect something before you can advance the story. As long as things don't get too annoying, I am fine with this. Super Princess Peach FTW.

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Blitzer

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Edited By Blitzer

I need to play BG&E again. I had gotten it a few years ago but never completed it.

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albedos_shadow

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Edited By albedos_shadow

I never actually finished Metroid Prime 2 because it requires you to backtrack to every area in the game at the end and collect like 16 keys or something. I simply refused and put down the controller.

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pill92

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Edited By pill92

backtracking is the death of a lot of games

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JamesF

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Edited By JamesF

Apperently Phantom Hourglass does that too, that's why I'm probably going to get FF IV.

Devil May Cry 4 (And maybe some of the other ones) make you do the levels one way which is half the game, then make you do them backwards for the second half. That's horrible and shouldn't be allowed in games, IMO.

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phlegms

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Edited By phlegms

I bought BG&E a couple of weeks ago for ps2 and have yet to get past the opening cinematic, shameful i Know,  I do intend to play it...eventually :p

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hershey07

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Edited By hershey07

I've actually never played a BG&E. Never looked that great. But hey, I'm probably wrong.

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dj

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Edited By dj

Thats what broke Phantom Hourglass for me. Personally, I cant stand it.

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DBoy

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Edited By DBoy

You're Beyond Good & Evil.

It was a great game indeed.  Glad you seem to be enjoying it.

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hexogen

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Edited By hexogen

I don't really consider the pearl collecting in BG&E "backtracking", since, at least when I played it, I never had to go back to an area I had already visited to collect enough pearls to progress. Still, I think I do get what you're talking about. I hate having to collect lots of crap just to progress through the game. That's the reason I never finished and probably never will finish Donkey Kong 64. At least BG&E didn't go too crazy with the number of pearls that you had to collect.