But I'm not really a game developer, so my opinion isn't very relevant.
That's OK, I'm not really a developer too, yet (just lots of unfinished experiments lying around, nothing published) which is why I wanted to know what other aspiring developers/designers thought was the most convenient genre to express themselves in.
the problems come with limitations in dimension- and space restrictions. 2d sidescrollers i think is the most cursed genre because the player becomes so confined. unlike other genres i feel like you're never playing or seeing beyond the layout. every jump or obstacle you avoid or enemy you have to pass, You just can't have a 2d sidescroller that is played any way unlike it is intended. this genre is old and quite frankly have not played any innovative ones since knytt but i do miss out a lot and theres like hundreds.
I see where you're coming from, but that's a problem with top-down RPGs too: the view is equally limited, just from a different angle, but that doesn't stop developers from designing a complex world or telling an engrossing story, as you can see in Baldur's Gate, Planescape Torment, Ultima, Chrono Trigger and so many other JRPGs.
Even 2D platformers can have exceptions to that rule; just look at our Knytt Underground, or
Limbo.
KU gives you the freedom to go in any direction and complete quests in any order. What's really genius about it is how it uses photorealistic background images to give you a sense of depth. Instead of the world feeling confined, it actually feels HUGE! Combined with the music and overall atmosphere, I haven't gotten this kind of feeling from any 3D games lately.
Limbo on the other hand, despite doing everything to feel depressing, like the monochrome graphics and a linear path, actually ends up giving you a sense of freedom through the realistic physics interaction. The kind of interaction that's missing from the biggest 3D games.
I can't wait for someone to combine the ideas of KU and Limbo to create a
hybrid which challenges the notion that 2D platformers have to feel outdated or confining.
you're gonna do it in a way the developer meant for it to be done, like your entire progression through the game does not differ from any other play through.
That annoyed
me too, especially during some of the precise robot-dodging puzzles in KU, but it's not a problem unique to 2D platformers. It happens in other genres too, even 3D ones: Remember Dragon Age and Mass Effect where you couldn't jump over knee-high stones in the way or even
walk up and down small, 2-inch changes in elevation, unless there was a predefined path there?!
In fact, the only game where I've seen
almost-complete freedom of movement and exploration was
World of Warcraft..most 2d scrollers have the story advance through dialogue boxes with characters you are set up to run into. That is both lazy and no fun. it doesn't matter if these people have other things to say or do either. This is why themes is important, good thing i said that before. otherwise your dialogue have no purpose beyond information and you just waste time. another reason i think 2d scrollers are cursed is because they can't handle many cinematic approaches, which is usually why I imagine one would go for 3d or a 3d world in a 2d environment if they want to get serious with a story. In a 2d scroller the players character is always in the center or is the focal point of attention. Meeting people / discovering things is hard to get interesting when missing that dimension and it always kinda becomes that you stumble upon these things.
I agree about dialog limitations crippling a story, but again that's not a problem with 2D platformers alone. Remember the King's Quest series? Or all the NPCs in Skyrim that repeat the same things over and over?
And again, there are creative solutions to this as well:
You can tell a good story with using ANY dialog at all! Look at Limbo, or
Machinarium and
Botanicula and other games from
Amanita Design.
Even in KU, you can cover vast distances without running into any character, but the beautiful backgrounds tell a story without using any words:
"Oh look, bits and pieces of machinery deep down in this cavern, there must have been a civilization here!" or
"Aww those cute little houses hanging from the cave roof..won't they be cold? Oh, there's some lava flowing underneath, that must be where they get their heat from." I believe the less words they use the more the player's own imagination is engaged.
TL;DR: In the end, most of the problems are present in every genre, but a more limited genre forces the developer to become more creative.