Fargate
Anytime where the player has to fight against the controls takes the fun out of the game by adding a level of unnecessary frustration, especially when it comes to "slippery ice" which has NEVER been fun. EVER. Presenting environmental obstacles when the player has on-the-dime controls is one thing, hindering responsiveness is a no-no, fighting to regain control of character is one of the most annoying thing that a developer can ever put in a game, it's only cool when YOU don't have to play it.
Have you ever played an ice hockey videogame?
Ice hockey isn't platforming, I really don't think the two are comparable.
Kittonwy has a point. Mario isn't enjoyable because it's Mario, it's enjoyable because it's accurate. You know how high you will jump, how far you will jump, how fast the jump will happen when you hit the buton, etc.
In order for any game to have good platforming elements, you have to make sacrifices with animation.
Assassins Creed handled platforming by making it all automatic, you simply control the direction of movement, which means there is no need for jarring animation. This is the easiest way to create convincing animation with accesable platforming, however, it is the least engaging, and IMO, the least fun.
The problem with some of the 'climbing' in Uncharted was that the levels were built separately from the animations, so Drake looked unnatural when climbing terrain. if the different types of terrain had different animations for different situations, then it would be much more satisfying. I think they can pull it off.
But Mario has some wicked ice levels.
Thanks ,at last I have read itclearly having trouble understanding the rather simple policy of 'no scans or links to scans as it's copyright violation' in effect
Ice hockey isn't platforming, I really don't think the two are comparable.
They definitely are. Players can accept 'slipping', or 'falling', or difficult movement if it's presented in a believable fashion. Random acts of trouble cause frustration but when the motive of an act is obvious and understandable, the user will believe in the act.
Walking though water in a game sucks because it slows you down, but it's understandable unless you're forced to do it for extended periods of time. If a user is offered three different paths, one sluggish water, one slippery climb, and a flat surface, each with its own mechanics and rewards, the user will relish the different experiences.
A good platforming game has consistent platforming. Throwing in animations that will restrict your ability to react quickly and accurately. It doesn't matter how believable it is, if it makes the game frustrating for me, it sucks.
But Mario has some wicked ice levels.