[quote name='Corvin']Aren't you just illustrating my point by citing another 3D game? Look at any Mario game, or the aforementioned Rayman and Splosion Man. The challenge is perfecting the levels and yes, if you die, you go back to the beginning of the area. That's what Mirror's Edge tried to recreate in 3D. Mirror's Edge is a platformer at the core.
It had flaws, but poor game design isn't one of them. The biggest flaw was including guns(or at least allowing Faith to use them). The point of the game is to run, be quick and execute flawless freerunning, and gun play goes against that. Once you can start chaining together a great run you feel like you are actually free running.
My ultimate question is, if Mirror's Edge was a 2D game would people still be complaining about dying? Some, of course, but I think a lot of those complaints would disappear.[/QUOTE]
2D or 3D is irrelevant to the game design decision to not save the users progress more often. This can be done in such a way as to not frustrate the hell out of the end user. I have Mirror's Edge on the iPad, which is basically a side scrolling version of the game. It's just as frustrating there when you miss a jump and die, but not near as much as the console counterpart. The perspective is irrelevant. The mechanic is what counts. Having to redo 2-5 minutes of complex jumps and/or gun battles in the game kills it.
Mirror's Edge had more wrong with it than questionable save points. Those free running segments you describe are few and far between, especially during the parts that I did play. I got a good minute to three minutes of free running before I absolutely had no idea where to go next. Hitting B to point the camera towards the objective often resulted in looking straight at a wall, etc. That's just bad design through and through.
It had flaws, but poor game design isn't one of them. The biggest flaw was including guns(or at least allowing Faith to use them). The point of the game is to run, be quick and execute flawless freerunning, and gun play goes against that. Once you can start chaining together a great run you feel like you are actually free running.
My ultimate question is, if Mirror's Edge was a 2D game would people still be complaining about dying? Some, of course, but I think a lot of those complaints would disappear.[/QUOTE]
2D or 3D is irrelevant to the game design decision to not save the users progress more often. This can be done in such a way as to not frustrate the hell out of the end user. I have Mirror's Edge on the iPad, which is basically a side scrolling version of the game. It's just as frustrating there when you miss a jump and die, but not near as much as the console counterpart. The perspective is irrelevant. The mechanic is what counts. Having to redo 2-5 minutes of complex jumps and/or gun battles in the game kills it.
Mirror's Edge had more wrong with it than questionable save points. Those free running segments you describe are few and far between, especially during the parts that I did play. I got a good minute to three minutes of free running before I absolutely had no idea where to go next. Hitting B to point the camera towards the objective often resulted in looking straight at a wall, etc. That's just bad design through and through.