Posted September 19, 2016
So, I've been trying to analyze the design of Crazy Taxi to figure out what developers where thinking, and why they made things the way they are. I was wondering if any of the more game design literate folks over here could help me.
For starters, why did they choose to have the customers always be the same, always same positions and with same destinations? How would randomly generated customers affect the game? My best guess is that it was to make it easier for players to improve through experience, when they develop strategies to increase their high score.
But that brings another question. How much RNG dependency is acceptable in a high score based game? With a lot of random elements you get more varied gameplay, but then you also get inconsistent performance from players when elements beyond their control get in the way. Even an experienced player's high score run could be cut short by something they didn't see coming, and an inexperienced player could get a high score once with a lucky streak. So which one is better in a contest for high score? Consistent predictable conditions, or a notable element of randomness?
Second, the game's arcade map is pretty much just a circuit with a select few more open areas. http://web.comhem.se/zacabeb/repository/crazy_taxi_arcade_map.jpg Why is this? Is it to keep the player from getting lost too easily, considering that the sessions on the original arcade cabinet are relatively short for the player? Less time spent on trying to learn the level and more time spent on playing, maximizing the amount of fun before your turn at the cabinet is over?
However, this doesn't apply to the much more sprawling second map present on the console and PC ports. http://guidesarchive.ign.com/guides/12006/images/crazytaximap.jpg. Was this added because console players have a bit more time with the game due to lack of credits?
Both maps have a specific starting position. How much would the gameplay change if the player could select from several alternate starting points?
Those are just some of my thoughts. I might come up with more questions later. I really want to understand this game on a design level.
For starters, why did they choose to have the customers always be the same, always same positions and with same destinations? How would randomly generated customers affect the game? My best guess is that it was to make it easier for players to improve through experience, when they develop strategies to increase their high score.
But that brings another question. How much RNG dependency is acceptable in a high score based game? With a lot of random elements you get more varied gameplay, but then you also get inconsistent performance from players when elements beyond their control get in the way. Even an experienced player's high score run could be cut short by something they didn't see coming, and an inexperienced player could get a high score once with a lucky streak. So which one is better in a contest for high score? Consistent predictable conditions, or a notable element of randomness?
Second, the game's arcade map is pretty much just a circuit with a select few more open areas. http://web.comhem.se/zacabeb/repository/crazy_taxi_arcade_map.jpg Why is this? Is it to keep the player from getting lost too easily, considering that the sessions on the original arcade cabinet are relatively short for the player? Less time spent on trying to learn the level and more time spent on playing, maximizing the amount of fun before your turn at the cabinet is over?
However, this doesn't apply to the much more sprawling second map present on the console and PC ports. http://guidesarchive.ign.com/guides/12006/images/crazytaximap.jpg. Was this added because console players have a bit more time with the game due to lack of credits?
Both maps have a specific starting position. How much would the gameplay change if the player could select from several alternate starting points?
Those are just some of my thoughts. I might come up with more questions later. I really want to understand this game on a design level.
Post edited September 19, 2016 by NerdKoopa