09/18/2017 (Mon) 06:24:41
I get what you're saying.
Platformer applies equally to Flashback and Blackthorne as it does to Doki Doki Panic, Ristar, Crash Bandicoot, Kid Chameleon, Super Mario Galaxy 2, and so on. Even the more specific terms like a metroid vania have become conflated and nebulous as time goes on. I've seen it applied to games like Cave Story and Iji, and while I feel you can see metroidvania inspiration and elements there in part, the totality of the experience is not a metroid vania as the entire game is not open-ended, Iji is strictly level based, while you can backtrack and do things in a fairly open-ended manner regarding your procedure through a level and how you allocate your numbers you can't backtrack around and through levels as you're upgraded nor is the opposite true as you are not able to sequence break and go to high areas without upgrades or opportunity to upgrade. Similarly while most of the world becomes open Cave Story near the end and you have to explore and backtrack in various ways to get the full ending various parts of the game is railroaded. While you could possibly get around some of this by glitching you're not going to be able to claim that as part of the intentional design of the game.
The 3d platformer is mostly dead save for Mario and a few kickstarter bull shit projects. Anton and Coolpecker is dead right? I liked Galaxy 2 a lot but the collectathon critique of 3d platformers is very true. It's almost pointless for the game to be in 3d unless you're just going around collecting stuff, why have the game be in 3d at all if that is not case because you'll just be rail roaded anyway. The green star stuff in Galaxy 2 was sort of egregious tedium because you're basically going off on a pixel hunt through levels you completed so you can unlock a scant handful more levels or level modifiers. I did it, and completed it, because, well fuck me I just love me some Mario but still the criticism stands.
Basically when it comes to platformers there might just not exist concise descriptive terms that do the games justice other than just describing them relative to other things that you have played or describing the things in detail. A lot of platformer gameplay for me was always just based on feeling, like do the physics jive and make sense in my head? Can I see a set of jumps and obstacles in short time and already figure out how I'm supposed to handle it? Is this why we don't call Ristar a grabby platformer or Bubsy a floaty bobcat simulator?
The pedantry of genre classification knows no bounds when it comes to vidya though to be completely honest. Like how adventure games to me mean something highly specific, like a King's Quest, Loom, with something like Myst being an outlier, and Alone in the Dark being a sort of fusion which led to things like Resident Evil. Adventure now a days is applied to stuff like Zelda or even an Uncharted.
Is Smash a fighter? Some people call it a platform fighter. Some guy on 8/v/ a while back said that the staunch stance of FGC people on Smash games not being a fighting game is because well, smash kiddies fuck up the serious business of FGC venues and tournaments with their unbridled autism, but I'm almost certain anime fighter fans probably showcase similar autistic traits out in public but there is enough over lap mechanically not to justify any noted discrepancy other than appending an anime prefix to their games.
And despite the long winded rant that this post is I prefer to avoid the RPG discussion as much as possible as well.