I consider the WoW example a compromise, they do it to make the world feel natural but it makes the game worse from a gameplay perspective. ![]() In The Witness this decision makes sense logically, even if it defies your common sense as a human being. try all sides of the mountain that leads up to the top and eventually one of them has just the right slope that makes it possible to go up. You have to resort to trial and error, i.e. That's bad design in my view because it's a waste of mental energy to process the environment in this way, it should be clear visually how it works mechanically. It's clear-cut and leaves no room for interpretation, you can instantly tell which parts of the world are meant to be explored and which are unreachable/background details.Īs opposed to say in World of Warcraft when sometimes it appears that you can reach the top of a mountain by foot, but oh no you can't from this side because it's tilted slightly too much so you start to slip down. Meaning the path you traverse must be continuous, this gives the gameplay field a level of clarity and consistency that very few games achieve, and Nintendo games are some of those. For example not allowing you to drop down from a higher place by walking off a ledge even if the height difference is ridiculously small, so if you want to go down again you have to retrace your steps and go all the way around. I'm genuinely curious to hear your thoughts about The Witness as it exercises literally all game design practices that I'm for and provides some really unique solutions to problems I have with many games. Also I'm not a crazy fan of Shovel Knight, btw. I understand its appeal and I spend a lot of time trying to further my understanding of philosophies of design that I don't agree with, which is why I'm having this discussion now instead of taking my "Super Metroid sux" ball and heading home. Ingenious design.Īlso I think saying AAA games have turned to shit is a very generalized statement and I strongly believe that media made in the modern era (be it movies, games, music, etc) is just as strong as ever. I think the God of War games have some of the best tutorials in gaming, which climaxes in God of War 3's tutorial being the best part of the game. I strongly agree with the video in that the best design is unspoken and allows for the user to intuitively grasp all of the mechanics, which is why I think Silent Hill 2 works and Super Metroid does not. I think the first game is better and hilariously more intuitive.Īlso, I know you didn't mean it in a condescending way, but posting a link saying "learn a thing or two" is a little demeaning considering I've spent years studying game design academically (same with economics woop woop). But the game had a lot of other aspects that I absolutely adored about it, which causes me to love it dearly. I thought they were extremely unintuitive and had the same "groping around for the solutions" problem that I criticize Super Metroid for. I think you'll be unhappy to learn that I hated Portal 2's puzzles for the exact opposite reasons you stated. It just feels unsatisfying to me to auto-run at all times. It's not necessary, but it's nice to have. ![]() meaning you can stop just short of speed boosting and run faster than normal. ![]() One neat thing the run button allows is an "analog" run speed if you hold it down to accelerate, then let go, Samus will keep running at that speed. I also just like having the control over whether the booster activates or not in general. For instance, not wanting to destroy speed booster sensitive blocks when running above the pit where you learn the shinespark. ![]() There are times when the run button matters. Super missiles and charge beams deal damage so much faster there's little reason to. you rarely have to drop a power bomb frantically in a battle. I do like the simplicity of using the same button for power bombs as missiles, and I think if Super Metroid were to ever be remade it would be an improvement to make power bombs a context thing where they only show up (and missiles disappear) in morph mode. Even if you use super missiles, it's just one tap more. Assuming you're using normal missiles, it's literally a matter of toggling instead of holding. Just tap once for missiles, twice for super missiles. I don't think the cycling is a problem at all. Why would you want to have to press two buttons to aim down when you can just use one? It's not hard at all to keep the triggers separate, and there are times when that split second aiming ability matters.
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