34

When you have a side-scrolling beat-em-up game like Streets of Rage, then fighting enemies vertically instead of horizontally would have a number of drawbacks: While it is easy for the player to see the range of attacks when they are performed horizontally (assuming hitboxes and hurtboxes match the animation), the attack ranges of vertical attacks are a lot ...


7

This is mostly to keep the gameplay simplified. There is simply too little added value for the complexity it adds to the player experience. The challenges in these games are of course also calibrated to not confront you with this disability. In addition, more modern games may also consciously do it to evoke nostalgia by directly copying how the game used to ...


5

One thing you could do is give the AI an "all or nothing" response to losing. If he thinks he's going to lose, he could do something crazy like, spend all his money on the lottery. Gather all his forces and attack your fortress. Invest all his money into research for a new weapon. Hire barbarians to attack you at the risk of getting attacked ...


4

While others have given excellent answers regarding visual clarity, art resources, and gameplay complexity, I'll add that a major reason is that I haven't seen explicitly stated, though it has perhaps been assumed, is that the Beat 'em Up genre includes side-scrolling as part of its definition. Doing a Beat 'em Up in 3D has another name. Either they're a &...


4

Most RPGs provide a ton of loot to sell. In 'Gothic', you didn't have money, but traded magical ore as hard currency aka sound money. But if the supply of tradeable items with a vendor was up, tough luck. Nothing to get from that person anymore. (Ignoring exploits like waiting for swords to spawn in the blacksmith's inventory so he can play his sharpening ...


3

Put a limit on how much money there is in the game. You can accomplish that by avoiding any sources of money which can be exploited over and over again (like respawning enemies which drop money or sellable loot). Now you know exactly how much money the player can collect at most during their playthrough. Make sure there is more stuff the player would like to ...


2

A potential problem with the endgame scenarios is that you change the already established win conditions in a way that could feel unfair to the player if they have a "certain" victory snatched away from them. You could instead introduce extra endgame objectives. You still win regardless but completing them for "bonus points" gives you ...


1

The core idea I teach my students is that choices in a game should be contingent and situational. That is, there should be situations in which you would choose one option and situations in which you would choose another. This leverages the player's skill, judgement, and intuition in discerning which of these situations they're in. You give an example of this ...


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