md says:
buildier and nolifers, 0 tries.
haha
Like md, I see rpg tracks as sort of a different animal altogether. You're (usually?) really trying to evoke a mood or a particular playstyle in an rpg track, and it seems to me that the whole restart count (if the track is platform) becomes sort of secondary to that goal. But if you're talking about a typical platform track, the whole idea that the gamemode is based on is to drive it with the fewest number of restarts--
that's what defines platform. Of course you're going to go for the fewest restarts you can manage, and the lowest number--the ultimate goal--is 0, regardless of the track difficulty.
This confused me:
Enai Siaion says:
That almost seems like a lol track where the entire gameplay is about figuring out the trick, not about executing it well. Morello (lead designer of League of Legends) posted about the "burden of knowledge" antipattern and this is a prime example.
To me, "figuring out the trick" and "executing it well" are, in this case, just points along the same learning spectrum, which is driving skill. It's irrelevant whether that skill lies entirely in quick reflexes and precise drift skills, or whether it includes being able to take in a scene, and mentally process the possibilities and the potential physics at work. Heck, drifting is a "trick" if you don't know how to do it, as is learning to recover from a bad landing, or doing a two-wheel tilt on a hard downhill turn.
Burden of knowledge is a valid concept, and can be a very dangerous element in complex MMOs that rely on different skillsets/classes/items/enemies/etc., but we're talking about Trackmania here. Yes, the physics are deep and satisfying, but we're all still using the same physics system, and we all have exactly the same potential abilities.