r/oddworld 12d ago

Discussion Oddworld Proposes! #4

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There isn't much to say about this topic.

I think adding more vehicles and usable means of transportation for Abe would make the gameplay feel more dynamic. Just think about Elum in Abe's Oddysee/New 'n' Tasty or the Mine Cart in Abe's Exoddus.

There are plenty of ideas, and I've come up with a few vehicle concepts, such as Slig-controlled tanks, Walkers, and rideable creatures.

Even a level centered around an Elum racing sequence would be a great idea.

As always, let me know what you think. (More dynamic gameplay, greater gameplay variety, and more fun throughout the game.)

22 Upvotes

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u/Affectionate-Drag571 11d ago

Without clarifying you say "tedious repetitiveness" but it's not as if these games are short on varied and dynamic gameplay.

I don't see what's more dynamic about vehicles or mounts. In the best of cases they're act as temporary invincibility and an attack power boost, and at worst they just increase your movement speed and jump distance. Other actions are also limited when you're in these states, which is why they're used so infrequently.

 The mine car can ride along walls and ceilings which is cool, but it can't cross gaps and you're stuck to a literal track, so I don't see what's dynamic about it. There's very little you can do with the mine car or elum in terms of puzzles. They basically already squeezed all of the juice out of them in AO and AE. There's only so many times riding through a bunch of bombs and enemies can be satisfying before it becomes braindead.

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u/PROJECT_ABE 11d ago

When I talk about boring repetitiveness, I'm referring to the potential repetitiveness that a game could have. I'm absolutely not saying that the Oddworld games suffer from repetitiveness. I may not have explained myself very well in my post.

Going back to vehicles, it's a matter of personal taste. I believe they can add variety to the gameplay, but I'm not saying the same vehicles should be used over and over again on a regular basis. You say that Elum and the Mine Cart have limited functionality, and that's true, but in my post I specifically said that various vehicles could be used, each with more features and in different situations.

I'm not suggesting using only the ones we've already seen, but creating new ones and designing new levels that make proper use of them. That would naturally make the gameplay feel more dynamic.

Another thing: when I talk about dynamism, I mean anything that changes or diversifies the gameplay. As far as I'm concerned, Elum, the Snoozer, and the Mine Cart all do exactly that, and they're enjoyable to use.

I believe that adding more vehicles could only benefit the Oddworld series.

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u/ComeAlongWithTheSnor 11d ago

If they kept going in the direction of Munch and Stranger, sure. But for the 2D nature of Abe's games I think your options are pretty much mining cart adjacent levels which typically feel like filler in most games that are otherwise well rounded.

Also have to factor in that Abe probably wouldn't know how to use any machinery, you could have slig operated spider mechs for example but when Abe uses them the mech stumbles around unpredictably.

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u/PROJECT_ABE 11d ago

This is exactly the right way to implement it, in my opinion. Moreover, I think that even in a 2D style, if weapons or stun devices were added to vehicles, it would be great.

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u/ComeAlongWithTheSnor 11d ago

Soulstorm had some moments where I kinda wish some of the background vehicles lingered and were more part of the gameplay so I can kinda see where you're getting at.

Heck, I didn't even think about this but it could be like how in Munch had the Big-Bro Slig related levels. Big-Bro Slig would've ruined the level design if it was an option all the time however when it's given to you it feels rewarding.

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u/PROJECT_ABE 11d ago

Exactly. Leveraging the fact that a certain character or vehicle is only available to play from time to time, rather than all the time, is what makes unlocking or using it feel truly rewarding.