{"id":2192,"date":"2009-12-01T12:30:40","date_gmt":"2009-12-01T18:30:40","guid":{"rendered":"http:\/\/lungfishopolis.com\/?p=2192"},"modified":"2009-11-26T09:39:48","modified_gmt":"2009-11-26T15:39:48","slug":"variations-on-a-theme-part-iv-variety","status":"publish","type":"post","link":"https:\/\/greghowley.com\/lungfish\/2009\/12\/variations-on-a-theme-part-iv-variety\/","title":{"rendered":"Variations on a Theme, Part IV: Variety"},"content":{"rendered":"
In continuing my writing on a year-and-a-half-old Blogs of the Round Table topic, I come to the subject of gameplay variety. I wrote about this topic myself<\/a> roughly a year before it came up on BoRT<\/a>, but it may be time to revisit the subject.<\/p>\n The two examples I like to look at for gameplay variety are The Legend of Zelda: Twilight Princess, and Beyond Good and Evil. Twilight Princess has swordfighting, goat-herding, fishing, chicken gliding, sumo wrestling and wolf-howling. Beyond Good and Evil has fighting, vehicle driving, platforming, first-person shooting, puzzle solving, item collecting, air hockey, and my favorite: stealth. All are drastically different types of gameplay, and serve to keep the game fresh as you play.<\/p>\n Variety like this in what I can only term an “action-adventure” game is rare, but it’s hard not to love a well-made game with gameplay diversity as deep as that in the above two titles.<\/p>\n Indigo Prophecy had a good deal of gameplay variety, which is a large part of the reason I liked it, and games like Super Mario Galaxy and Space Rangers 2 certainly try hard. But I can’t think of any games that have come out in the past 2-3 years with gameplay variety close to that of Twilight Princess and Beyond Good and Evil. Can you?<\/p>\n