I think flow-charts have a clear starting point, and that isn't the best way to represent this anyway. It is "Trial And Error Gameplay is what happens when a game developer decides the best way to punish a player's incorrect action is to to kill his character, end the mission in failure, or otherwise force him to repeat that part from the beginning again." I think the current image says that quite clearly**
(but I've played that game, so maybe not the best judge)
Very belatedly, as someone who's never played the game, that image means absolutely nothing to me. I like the flow chart idea as well; it's funny, and (I think) clearer for those of us out of the Mario-related loop.
"Good god, can you go anywhere without setting something on fire?"
The flowchart is much better than the current image. While someone not familiar with SMB could probably figure out that it's a warp back to an earlier area from the text, unless you know the game is 100% linear there is no way to know that's a bad thing. Lots of games use such shortcuts to avoid excessive backtracking.
If the flowchart needs a clear starting point, it's easy enough to add "press start" or something above the "try anything" box.
1. Flow charts have a "start". 2. "Trial And Error Gameplay is what happens when a game developer decides the best way to punish a player's incorrect action is to to kill his character, end the mission in failure, or otherwise force him to repeat that part from the beginning again." Suggestion does not illustrate definition.
edited 8th Jun '12 1:36:40 PM by rodneyAnonymous
Becky: Who are you? The Mysterious Stranger: An angel. Huck: What's your name? The Mysterious Stranger: Satan.
This image was pulled on the 30th of January last year for Just a Face and a Caption, and if there was a thread about it then it must have been deleted (though I think old IP threads were no longer being deleted at that point; I might be wrong on that):
Back when the image was still up I understood it immediately and found it hilarious. I have never played the game and I disagree with it being Just a Face and a Caption. It shows a room where you would immediately die, but there has to be a way out; first time you enter the room there's no way you'd know about the spiked floor or the ridiculous means of getting out, so it's die, restart, and try stuff until you don't die. Not at all hard to figure out, honestly. All the caption does is help, yet the image doesn't rely entirely on it.
It's possible to get out of this situation alive. Good luck figuring it out on the first try.
@rodney: I fail to see how a flowchart fails to depict what you're describing in your post. The SMB screenshot is as much a JAFAAC as the IWBTG screenshot.
^ And actually, no. One of the spikes on the left-hand wall is loose, so you shoot it while falling, double-jump so the spike lands on the floor before you do, creating a safe platform. THEN you deal with timed appearing/disappearing platforms ... whose pattern changes halfway through while jumping over them.
No you don't. I didn't know the game. I didn't even know there were invisible platforms, all I knew was that the trope applies. Well, there's the important part.
Oh yeah, now I remember reading that in the examples section. I had a laugh over that.
The problem with the flowchart is that it shows a player's style of gameplay, not the game forcing you into a situation where you'd fail the first few times until you find out just what crazy acrobatics you have to perform, or whatever the game requires of you. rodneyAnonymous is right.
I prefer the IWBTG screen over the flowchart. Flowcharts, while interesting in their own, make for dull page images. Most of the time. And as mentioned, it's a little bit off. A flowchart should not be a little bit off.