ResidentLeever: @kohlrak:
No, sequence breaks can be intentional. The wall jump in SM seems obviously implemented as it is by design, and does break the intended sequence for a first time player of getting the tools and beating the bosses in a specific order.
Then it's not a sequence, is it? A sequence is the concept that certain events are designed by intention to restrict players to a specific chain of events. If that chain of events can be avoided through a mechanism, then it is either a bug (breaking the intention) or it is not a sequence (an intended restriction).
I don't really need an example though lol. Just think Zelda: Link's Awakening (or I guess Minish Cap) where there are no self-contained dungeons but instead one big, interconnected world where you backtrack to previously visited areas at times to progress.
What's this with not using quote tags all the sudden? Is this your argument for a metroidvania, or what?
You can do ducking in a top down game, see Beyond Oasis for that.
That's not "top down," but "isometic." That's the same view that most 3d open world games take.
And you can do sidesteps in 2D, see Fatal Fury series or Guardian Heroes for fighting/beu, and Blackthorne for an action platformer.
They separate between "left sidestep" and "right sidestep" like i asked about, or generic "sidestep" like in smash?
Let's see, Guardian Heroes looks 2.5d to me. This is common in beat'em-ups, though i recently played an oddball that didn't allow 3d movement.
I only touched fatal fury for a hot minute some time ago, and do not recall sidestep. So i googled, and found "generic sidestep" which was not left|right like i specified.
As for Blackthorne, unless i'm seeing wrong, there's two animations, neither of which are sidesteps. The one is a lean (his feat don't move) and the other is a pivot (only 1 fot moves). A sidestep is where both feet move, allowing for continuous movement. The closest you'll normally find is an isometic view with a beat'em-up like streets of rage.
To show the issue, Dead or Alive and similar games had trouble dealing with this problem. The question that was introduced in 3d fighting games was how to deal with free 6-degrees of movement. Some tried command sidesteps, some tried command jumping, but it quickly became obvious that 6 motions out of 4 buttons is pretty damn hard. The most reliable solution for a crouch is diagonals. I think only dead or alive implements a straight jump. Mind you, these are 3d games and they had this problem.
Open World focuses on freedom while a MV can be completely linear in the overarching structure, just having detours for optional upgrades within sub areas. Some examples: Metroid 2 and Fusion, Ori 1, Guacamelee IIRC, Monster Boy.
This has no substance: as an open world game can also be completely linear, but there's little reason to do this so you won't find many examples. A metroidvania can also be completely open. I've even seen an RPG game that advertised itself as being non-linear. I'm told Hallow-Knight and La-Mulana are examples of this. Supposedly Super Metroid as well, but i'm skeptical on that one. Metroid Zero mission is said to have only one statue requirement for movement in the game, and you can bypass the rest using hidden corridors, but i'm also skeptical there, too.
Cave Story is basically linear too, but it does have some story choices and one of them affects your path in the end-game so it stands out in that sense.
It's entirely linear, and the movement upgrades are far and few between. Moreover, it's not a continuous dungeon, but a dungeon with a menu for all it's branches. Backtracking is possible, but there's hardly a reason to do so, since almost always the upgrades to health and such can be gotten without doing so. And, for the most part, leaving an area resets it.
"You're missing the point of his question:"
I don't think I did and the answer is the same to yours (yes, see all the examples).
I seem to miss the example of a game with all elements of a first person shooter minus the viewpoint. Perhaps using a separate text editor like notepad++ could be used to help ctrl+z back far enough when you accidentally delete something would be helpful.