After doing some research into Flash games, playing some SNES games, and reading the article, I definitely have a clear idea of what I do and don;t want to do this semester with any of the games I make. Granted, once we actually start developing things will probably change, but the following points are definitely guidelines/goals I want to follow.
One of them is loading times. I've been playing Chrono Trigger (a SNES game ported to the PlayStation) and the loading times are horrendous. Especially for a game that is running a full generation above itself! It's so jarring to be playing and have to wait for five seconds after running into an enemy. Just as bad is the menu screen, which also takes a good five second to load.
Which is a shame because this game does a lot right. While nothing it does is revolutionary, the experience is so much better because of them. Instead of having a separate screen for battles (it's an RPG), the battles are seamlessly integrated with the over world. Run into a monster, and the menu screens pop up.
I think as long as I can exceed the expectations that go with a Flash game, there will be something special to my game. Maybe I'm the only one with prejudices against most Flash games, but they all seem overly simple (yet throughly complex) and expected. None of them blow you away with phenomenal graphics, interesting gameplay, or a cohesive story line. For whatever reason they don't compete with console efforts. Granted, consoles have huge teams compared to one or two man efforts in Flash, but I'd rather have a short and awesome experience than a longer one that's dull. Even if the game I make isn't groundbreaking, putting it in a cohesive package helps. But we'll see once everything actually gets started.