Darius: hey, re: your space/time post, what do you think was so fancy about Sly Cooper's handling of space?
me: Have you played it?
I liked it a lot
me: Did you notice how every move felt natural?
Sly leaps off into space and when he comes down, it's just where you wanted him to?
Darius: I noticed how the control system massively overcompensated for me, yes
it bordered on annoying, since i'm used to far less forgiving systems
me: No need for expert aim - it could ready your mind, react to your intention.
I thought it was incredibly nimble.
Darius: once I got it, I thought so too
it reminded me of the new Prince of Persia games, actually
me: It cut GROOVES in the space-time of the game.
Darius: which had a similar flow to the movement
yes, I see that
me: There were invisible roads which were, nontheless, perfectly obvious.
It was quite well done.
Darius: that last statement about invisible roads reminds me of Mario 64
me: I actually never played it.
Darius: I only played a little
but Miyamoto's genius has ALWAYS been in his ability to draw you through space implicitly and intuitively
me: BTW, I suggest Sly Cooper to non-hardcore gamers (like the security guard's wife). I've had many satisfied "customers", and nobody who's disliked it.
Yes, Miyamoto does the same thing.
Except Miyamoto says, "jump here!"
Sly Cooper said, "jump to there!"
IE, Miyamoto requires timing, skill, and aim.
He tells you when to jump, guides you to the moment.
Sly Cooper just guides you to the destination.
Darius: right, right, the more classic control scheme... of course, it was obviously not class, but in fact revolutionary when he debuted it
I completely see what you mean about Sly now
Should I post it?
actually, you had me convinced as soon as you said "grooves"
that was all I needed. very concise metaphor