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- [3:13:16 PM] Gpro: So... All I can really say is if it becomes a thing, your options should be ending the level or entering Dragon Shores. Some sort of finalization for the run
- [3:13:38 PM] Gpro: Rather than ending on the actual collection itself
- [3:13:50 PM] Gpro: Because beating Ripto would be considered a "Level end"
- [3:14:59 PM] Gpro: Even if it's just exiting the level. But ending on the actual collection would likely be a bad choice.
- [3:15:57 PM] Tyzerra: We definitely discussed ending in Dragon Shores, since that's what J runners do.
- [3:16:05 PM] Tyzerra: But we thought that was a bit much.
- [3:17:58 PM] Gpro: I see your point with entering Dragon Shores to be a bit much
- [3:18:05 PM] Gpro: It'd be more map completion
- [3:18:06 PM] Gpro: BUT
- [3:18:15 PM] Gpro: You already entered it to begin with
- [3:18:20 PM] Gpro: Because early Fireball
- [3:19:06 PM] Tyzerra: Yup, that was the other thing.
- [3:20:04 PM] Gpro: Entering Dragon Shores makes no sense now that I think about it
- [3:20:15 PM] Gpro: With Early Ripto
- [3:21:01 PM] Gpro: So the best choices would be ending the run upon leaving the level, by either the actual exit portal or quitting the level
- [3:21:20 PM] Tyzerra: I like the sound of exiting a level.
- [3:21:58 PM] Tyzerra: Seems a little bit silly to add those extra few seconds onto the run, but it sounds nicer than just leaving Spyro to sit in the middle of a random level.
- [3:22:23 PM] Gpro: Exit portal is also legitimately beating the level
- [3:22:35 PM] Gpro: Just like finishing Ripto is legitimately beating a boss
- [3:23:14 PM] Gpro: But quitting out of the level, while less satisfying, does its job as well
- [3:23:40 PM] Gpro: Makes the most sense to stop the timer upon exit portal or when you press X on the menu to exit the level
- [3:24:04 PM] Gpro: That is IF you guys think it should be a thing anyways
- [3:24:34 PM] Tyzerra: ...but I see a lot of people claiming that's just extra unnecessary time when they technically already have 100%.
- [3:25:12 PM] Gpro: Counterpoint: Just ending on item completion is arbitrary in a level-based game
- [3:25:39 PM] Gpro: In an open-world game, yeah, it'd make sense
- [3:25:50 PM] Gpro: But not in a level-based game
- [3:27:07 PM] Gpro: The question is "What is beating/finishing the game?"
- [3:27:27 PM] Gpro: Open-world has no levels, so the only finishing and beating is final boss or HUBs
- [3:27:29 PM] Gpro: Like Twins
- [3:27:46 PM] Gpro: As in level-based games, ending the level is finishing or beating
- [3:28:19 PM] Gpro: In Sprodos hundo, finishing a level is when you exit a level
- [3:28:36 PM] Gpro: So TECHNICALLY
- [3:28:45 PM] Gpro: You still have to finish the level anyways
- [3:28:51 PM] Gpro: Or should
- [3:29:07 PM] Gpro: So that's my counterpoint towards "But we already got 100%"
- Tl;dr Sprodos is a level-based game. If you get 100%, you SHOULD still finish the level, either by exiting it or entering the exit portal, just like beating Ripto, in plainest terms, is literally BEATING or FINISHING something. Just getting the last gem, last orb, or last talisman makes no sense in a level-based game, where finishing levels is the objective. Without Early Ripto, beating the level and 100% acquisition happen at the same time, so there's no argument there. So the objective SHOULD be finishing a level AND acquiring 100% completion to meet the needs of the run itself.
- In Twinsanity, being an open-world game, the ONLY "beating the level" thing exists when you enter the next HUB, since all levels in a HUB exist on the same map, so in the event you miss something, the timer should be stopped when you collect the last gem or finish the final boss, whichever comes first. The objective should be 100% acquisition because there isn't a definitive "beat the level".
- I feel that this distinction between open-world games and level-based games should be the deciding factor in this IF Early Ripto becomes something that is allowed in 100% runs.
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