Evolution of gameplay mechanics II
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Moving on with the analysis:
Prince of Persia 2: The Shadow and the Flame (1994)

The 2D PoP games are a great lesson for both game and level design.
This one is not well-known today as the previous game, but it is safe to say that its movement system inspired and was the groundwork for games such as Assassin’s Creed and Mirror’s Edge.
Five years later, with a better technology, graphical improvements could be done and the environment and characters could be drawn in more details. As more details could be added to the scene, more immersive the experience became, as more different moods and level settings arose. Examples of this was the sunny outdoor, the beach and the interior of a cave.
The game started with Prince on the roofs in a well drawn and colored scene and he had to run left to jump and grab a window frame of a departing wood ship, while to this way guards appeared to fight and the Prince needed to do some rooftops jumps. There was a higher diversity of guards than in the former title. After a cut scene our hero appeared on a beautiful beach coast.
After this, tiles emerged from a quicksand, and the player had to cross this bridge which had the same symbol on a tile surface that a stone that was blocking the entrance of the cave had. After the player had reached the other side of the bridge, the lasting tile (with the symbol on it) would finally sink, removing the obstacle.
The Prince could crawl and tolerate higher drops.
There were more types of obstacles, as an aggressive flying hairy head, a sharp head-slicing blade, spikes and snakes. Players should crawl to avoid being killed by the blade and the revealed spikes on the walls, instead on the floor as seen in the first version of the series. This change on the gameplay made players act more carefully, because if you could walk and cross the spikes area on the first game (or simply jump over), as the spikes’ place changed, the average players couldn’t simply lean against walls to grab on its edge and move up; they had to jump from a higher platform to the one they usually would grab on the edge. This may seem a little bit unnecessary and confusing, but it used the player’s habit and demanded another movement flow, slightly increasing the difficulty.
Lava floors worked the same way as the old floor spikes, as an obstacle the player should avoid by not touching at all.
The health meter was represented as some red vials on the HUD. This version also had a life replenishing item (potion) as the Prince of Persia from 1988 had, increasing the health meter by one.
Level design was still fantastic. Utilizing efficiently the design assets like the jump distance and camera, there were levels that made good use of common (death) situations to the player, forcing players to risk their lives jumping to a direction they could bet would get them killed, but in reality, there would be an edge they could grab on the platform in the screen below (AKA “The leap of faith”).
That is what all designers should do: be the master, be a true expert in all gameplay mechanics your design team have created, and explore it a LOT. Apply your systems in a compelling way that creates fun and hooks, WOW! moments in the mind of your player. They want to be amazed. But remember: design a rollercoaster rather than a highway – the player needs to breathe sometimes. If the game keeps and keeps pumping adrenaline into their minds, with no breaks, I can bet anything they won’t fell excited after a while.
Comments are always welcome.









