Here is a list of five games that have ideas, controls, or gameplay mechanics worth looking at for either a single player or multiplayer game (or both.) I wanted to look into both, not yet being decided on the exact game we will be making:
1.
Mark of the Ninja - A interesting 2D ninja stealth game being developed
for XBLA. If we go single player/co-op this is worth studying. The pace
and puzzles are really intriguing. I especially like how it seems that
there are several ways to move around the map, going past the guards
through the front door, finding a way to go above, or through a vent
beneath. Video
2.
Splinter Cell Conviction: Co op - A great game that capitalizes on
stealth co-op gameplay. Splinter cell is also great for integrating
multiple entry paths to an objective, offering a unique experience for
each player, which adds to the life of a game. Video
3. Assassin's
Creed - An amazing example of fluid controls. the game is set up in
such a way that a completely new city is easily navigated using the
acrobatics in place one the player has mastered the controls. By
repetition the player learns what can be used to grab on to, swing from,
slide down, or safely jump off. The player can master the controls and
feel awesome as he/she travels about accomplishing goals. The fluidness
of both the controls and the level design is important to study for what
we will be making.
4.
Mario Kart Battle Snes/N64 - Both of these versions offer amazing
gameplay on just a few levels. The randomness of the item pickup adds to
the re-playability, as each round is different. Items are given out at a
fast enough pace that the player is expected to miss attacks more often
than not, making successful hits give a feeling of mastery and accomplishment.
5. Ninja Gaiden - Originally I hoped to observe controls with regards to movement and wall running and such, but ended up being mostly intrigued by the camera. Unlike in Batman: Arkham City the camera doesn't just follow the player, but it acts more like a movie. The player can control the camera, and set the angle which he/she wishes to view the action. Left on the joystick is always left relative to the camera, and not the player. This works very well and feels surprisingly natural. Both control styles work, and we will definitely need to experiment and see which we like better.
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