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  #207  
10-05-2017, 02:50 AM
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OWI_Alex
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I know you guys (referring to the forums) dont consider the importance of crafting in speedruns, but this opens a whole new element to routing that wasnt present in NnT. In NnT, the only ways to differ play were difficulties, and if u were going for the bad ending, good ending or 100%.

Of course there will probably be an optimal way found eventually, but from what Ive seen, heard and read, we're gonna have a lot of fun working out the giant puzzle of how to complete the game optimally. The idea of setting Mudokon modes is key. Obviously the game would become easier if your mudokons are happier, but Id assume that would take time, and speedruns dont have that kind of time. So it may be a balance of keeping mudokons happy to use that power to speed up sections, and abusing mudokons to suicide so u can get through slig patrols, for a couple examples. Obviously we dont know gameplay but thats kinda where my thought process is at right now.

But I like the ideas being presented.
This is exactly right. Crafting/Inventory opens up huge amounts of ways to play the game and every encounter in the game, and that naturally affects the way speedrunners will approach the game.

I can't give too much away, but I can (I think) say that whilst saving Mudokons (and Sligs) will be one way to do well at the game, there are plenty of other possibilities to get the most out of Soulstorm and we're very aware that speedrunners focus primarily on one thing: time.
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