Andrew wrote:For a game that was never intended to have multiple difficulty modes, introducing them will only serve to create something that looks like PoP but doesn't play like it and thus just is not PoP.
The only way I can think of for a game like PoP to include variable difficulty modes and to do it reasonably well would be to intelligently vary the frequency, number, placement etc. of potions/power-ups, enemies and so on.
I'd be strongly against such a change because it would break the pacing, the level design etc. Enemy and trap placements are perfect as they are and something like let's say extending the health of guards would break the pacing because the combat is not that hard so it would just be a chore to fight enemies with more health: it would make the game harder because the time limit would be less forgiving with such a change but there are easier ways to achieve that (giving the player less time to complete the game, let's say 40 minutes).
I can see a lot of ways on how the game could be made easier but they vary in complexity:
- A rewind feature: you have 3 rewinds per level for example. Guess it would need a tremendous amount of work (for example in SoT it works by the game always storing the last 8 seconds of the player's actions in the memory) but it would be a natural fit for the game with its focus on time. I can only see this happening if there is an aim for SDLPoP to support recording and replays.
- Ability to resurrect: same function as the rewind (correcting a mistake). Upon death the player gets resurrected at a specific platform in every room (a safe, solid platform of course). It would look awesome with the opening "falling to a crouch with a music tune" part.
- Non-lethal traps: you don't die from a trap, you only lose two bottles of health. Should be problematic to implement and it may not even be the most ideal as you wouldn't need to solve some of the rooms (the life upgrade potion room in the second level comes to mind: you start with 3 health so a player could just waltz through the spikes, jump up and pick up the potion without suffering any kind of punishment.
- Guide: in every room an arrow shows the way to the exit.
- Multiple lives: the best option in my opinion. You have 3 lives per level (could be adjustable but 3 should be the max) and instead of dying your character starts flashing like in other classic platformers, giving you a few seconds of invulnerability.
As for making the game harder there are hordes of options to make the game more brutal without actually breaking anything (I'll just be throwing out ideas, some of them are more feasible than others):
- Less powerful health upgrades: you receive the health upgrades when drinking them but your health won't be refilled.
- No health upgrades: you start with 3 health, you finish with 3 health.
- "Weakling" mode: all the guards do double damage.
- "He's just standing there" mode: all the guards function as the first guard on level 8.
- "Fatass" mode: all the guards function as the fatass on level 6.
- "Skeleton army" mode: all the guards who can be pushed to a lower platform get replaced by skeletons.
- "Immortal army" mode: all the guards get resurrected after a few seconds. Poor mortal Jaffar.
- Multiple lives: almost the same as before but here it's an increase in difficulty. You have a certain amount of lives, once they run out the game ends.
- "Iron Prince" mode: already discussed.
- "Time flies in good company" mode: you only have 40 minutes instead of 60.
Honestly I'd even totally change one thing in the game: Jaffar. I don't think he's a worthy end boss: he should function as the first guard on level 8 and instead of just dying on level 12 he should behave like he does in PoP Classic: after getting to half health he teleports away and another fatass appears instead of him and then you fight Jaffar again on level 13 before getting to the Princess.
The way I imagine it is there should be an "easy" (with one of the mechanics that makes the game easier) and a "classic" difficulty and the options to make the game harder should be available on both. It would be like "second wave" in XCOM: Enemy Unknown: you could select one or more of them so the difficulty would be highly scalable (let's say you want to play "Iron Prince" with "Immortal army" and no health upgrades). That way you could have a very easy experience and a next to impossible one too.
Andrew wrote:I would honestly be quite surprised if a whole new legion of grateful fans descended from somewhere, all of whom were so far being held back from their appreciation of PoP simply because it was too hard for them.
Let's say you add:
- the higher quality Mac graphics
- background music for the levels
- an extra "awesome" feautre like the option to choose from multiple protagonists with different appearances and in some cases different starting health (PoP1 prince, PoP2 prince, SoT prince, WW prince, 2008 prince, the princes from Mechner's comic book, Jake Gyllenhaal (:D), whatever, you get the idea)
- some of the difficulty features I mentioned.
You kidding me? It would be amazing: old fans and some new fans would play it, especially if no new Prince of Persia title is created by Ubi in the meantime. You give it some flashy title (Prince of Persia Reborn, PoP Redux, PoP Ultimate Edition, PoP Megahit Edition, Ultra PoP, Super Turbo PoP Ultimate Ultra Edition) and just count the downloads till your eyes bleed.
Anyway stuff like this exists, mein Leben!
https://www.youtube.com/watch?v=DIwxs32DQ6c
Andrew wrote:Now that's a whole different ball-game! We're no longer talking about a dumbed down PoP here but an entirely new game, so if that's the aim then while I object to the former I would welcome the latter. (Keep in mind that in such an eventuality any legal issues surrounding basing the platforming engine on illegally reverse-engineered copyrighted code would need to be clarified well in advance of even contemplating sales.)
Actually I'm a lawyer and I know a thing or two about copyright law: in my opinion reverse-engineering is not illegal because it comes from intricately studying the program it is based on and on top of that there is no source code to be stolen in this case. Copyright protects all kinds of creative work, software developed through reverse-engineering included. I'm not saying it couldn't be more complicated than this but the EU seems to agree with me:
http://www.bloomberg.com/news/articles/ ... ring-court
Legal problems would only occur if the game contained any kinds of art material from PoP. That would be copyright infringement.
Anyway I think that a PoP clone would be easy to do from a legal standpoint because it's a safe bet that Arabian Nights is public domain so even characters from there could be used. Sindbad maybe?
Edit: Yes he is

:
http://pdsh.wikia.com/wiki/Sinbad_the_Sailor
He would be fitting honestly:
