Quote:Actually, it is that simple. Giving a tiny bit more z movement isn't difficult.
I'm just pointing out that GGA does have full 3d elements, and has to be designed in full 3d.
This made me think, do the enemies in GGA which move in three dimensions truly move in three dimensions or do they have individual 2d paths they follow... I know that they follow scripted routes (they'll always come in in the same way onto the path), but I was just wondering how they did it. :)
Quote:MN64 has a camera that changes dynamically and on-the-fly, while GGA's is always controlled by the game, not the player. HUGE difference there.
That's a good point... in GGA the programmers can tell the camera the exact path it will be on. And if you look at many third-person 3d games it's obvious that 3d cameras are a major challenge... which some companies (say, oh, Sega... :)) still don't seem to have down...
Quote:No, it does not make up for it. It is FAR more difficult to polish a sidescroller than a 3d platformer. More than you could possibly imagine.
Uh... don't you mean it the other way around? :)
It sure seems like your case is that 3d titles are harder to make and polish, I mean.
Quote:The only thing you see and understand is architecture. You think "hey, polygons are polygons, right? so the levels are the same!11111". But you're very wrong. With sidescrollers you are far less constrained with designing architecture than you are in a fully 3D platformer. It does not matter that you make both types of levels in max. That detail is insignificant. What matters is that you are trying to create a balance of fun and control in either two dimensions or three. You are either dealing with a full x and y axis or x, y, and z. With GGA, they had a) a controlled camera, b) simpler controls, and c) only two full (gameplay) dimensions to have to deal with. With MN they had a) a user-controlled camera that changes constantly, b) more complex controls for use in three dimensional gameplay, and c) three full (gameplay) dimensions to deal with. All three points combine to create a far more complex development process. If you cannot comprehend this then I am not going to deal with you any longer.
First, I just have to say that they did have to consider the Z axis in GGA too. :) Especially in the levels with branching paths -- they have to end up in the same place, even if they're curving in completely different paths through space. But yes, it would be a bit harder to do full 3d... and yes, the process is more complex in the full 3d game.
However, this issue really gets away from the point. The point is (or should be) to compare the games in question. There, I see a winner... you disagree of course, but that's what debate is about, disagreement and trying to show why you think what you think is true...
Yes, the major gameplay differences between the two games make comparisons hard. But in almost every category that matters, I would say GGA is the better game. The fact that in some ways MN64 was harder to program really doesn't matter much on the question of "which is the better game"... unless you're saying that the fact that it was harder to make makes MN64 make up for all the ways that it's not as good as GGA (since in the "easier" game they had more time to spend on making the total package better)?
Some of the differences between the games are things that seem to be common to the differences between 2d and 3d platformers. Take enemies. In 2d games, you usually fight lots of enemies who are a real threat. In 3d games, enemies are less of a problem... you have a third dimension to avoid them in so their movements, shots, etc aren't as challenging to dodge. This is quite noticable in Mario 64 too, of course... the pacing change (much faster side-scrolling styles vs. slower paced 3d platforming) is also quite noticable. It's unavoidable, really, if you do full 3d... there are just some kinds of gameplay that don't translate well to full 3d, and classic platforming is probably the primary one of those things. Not that 3d platformers are bad -- no, I just mean that they are different. A different genre, really...
But in this case, some of my complaints about MN64 are things that 3d platformers can do better than that game showed. Like the bland level designs the game's got a lot of the time (Yes, I understand that it's harder to design a full 3d level... but it can be done well -- just look at Mario 64 or Mario Sunshine! There's no way that GGA compares to those games in level design or quality...), and the easy difficulty (I can't figure out why you think GGA is easier than MN64, I don't see it...) and short length, and the unskippable animations (like that stupid dragon that transports you around... so long... :)), the simpler giant robot fights (though they're still great fun!), etc.
Eh, I like 3d platformers. As I said, MN64 is a fun game. It's got good points (in comparison to GGA, I mean -- both games have great humor, of course) -- the minigames, the sense of 'this world is reasonably large', etc... But it doesn't grab me like GGA... it doesn't have that same value of pure fun to it. It's more complex, yes, but is Goemon a game that needs (or benefits from) that added complexity (is it better to have a slower paced title like MN64 than a fast one like GGA? Is the added depth of that third dimension something that really helps the game? (and no, there isn't just one answer to those questions -- even from me -- I see some advantages to full 3d. I really like the contiguous world, for instance, as opposed to going to a world map in between levels...)? I'd rather see a very well made and well put together side-scrolling Goemon game than a slightly less polished (because it's harder to make -- same development time, etc) full 3d platformer in the series. Unless they managed to do a really great 3d platformer... but after MN64, and after how the PS2 Goemon was supposedly not so great, I'm not convinced that Konami can do that well.
Really, the biggest problems with MN64 are probably the easy enemies (as I said, a common problem to 3d platformers, and one I don't know how you'd really avoid...), the not-great level designs (not awful either, but not as good as it could be.) -- or perhaps more accurately, the repetitive and/or bland level designs (like that stupid mountain... up up up and it all looked the same...), and the slower pace (framerate! It's not very good! Speed up the framerate, add more challenging platforming, make the areas more interesting, and a full-3d Goemon could be great...). It's a very good game as it is, but it definitely rates lower than GGA overall.
Of course, Goemon New Age Whatever for GBA was a sidescroller and was pretty awful too, so sometimes those have issues as well... oh well, all we can do is hope that the DS game is good. And actually comes out here.
Quote:And MN takes much longer to get into than GGA. GGA is a much simpler type of game, but in the end MN is more rewarding.
So is your arguement that since MN64 is the more complex, deeper title (gameplay-wise), that makes it the better game? As I said above, I'd counter that by saying that, while there is something to be said for the contiguous world, more continuity, etc, what's most important is fun, and I enjoyed the simpler game more. GGA is just a fantastic game, pure and simple... and as such it's definitely my favorite sidescroller on the N64. Favorite platformer? No, that's Mario 64... but it's somewhere up there, for sure. It's got that classic feel and fun to it that makes you want to keep playing it even if you've beaten it three times.... at least, that's what I'd say. :)