22nd July 2005, 11:04 AM
*adds two cents*
giant expansive areas suck. Varied content with landmarks and specific key-areas make for an awesome 'world'. Metroid Prime is a great example of that. Even though it's Phendrana with ice everywhere you still have specific cave areas, groupings of ruins, the science lab, key-enemy areas (certain areas produce certain enemies) with land marks as props or in the distance to let you know what area you're in. And the best part is, when you start to get sick of it you're introduced in to a new part of the 'world' that has entirely different themes. It never feels too small, never feels too big and it wont take you long to figure out where you are and what you're doing. All the things you want to hear a woman say.
But what I really like though about well designed levels (even in games without powerups) is that when you obtain a new mechanic, ability or move the area opens up more. Not just because now you can open a certain door, but cetain enemies are easier to kill and new pathways open for you to travel in to. And suddenly an area that was difficult to traverse is now easy, giving the player confidence and giving them a reward for their hard work.
In these uber-sized PC games they give you an ability to do 'super jumps' to traverse huge areas which are usually just deserts... way too boring for me. Or they give you warps or what have you, but the question is begged "why did they put the giant expansive desert there in the first place!?" Since once you learn the technique or find the warp point, those 'vast lands' become totally useless.
giant expansive areas suck. Varied content with landmarks and specific key-areas make for an awesome 'world'. Metroid Prime is a great example of that. Even though it's Phendrana with ice everywhere you still have specific cave areas, groupings of ruins, the science lab, key-enemy areas (certain areas produce certain enemies) with land marks as props or in the distance to let you know what area you're in. And the best part is, when you start to get sick of it you're introduced in to a new part of the 'world' that has entirely different themes. It never feels too small, never feels too big and it wont take you long to figure out where you are and what you're doing. All the things you want to hear a woman say.
But what I really like though about well designed levels (even in games without powerups) is that when you obtain a new mechanic, ability or move the area opens up more. Not just because now you can open a certain door, but cetain enemies are easier to kill and new pathways open for you to travel in to. And suddenly an area that was difficult to traverse is now easy, giving the player confidence and giving them a reward for their hard work.
In these uber-sized PC games they give you an ability to do 'super jumps' to traverse huge areas which are usually just deserts... way too boring for me. Or they give you warps or what have you, but the question is begged "why did they put the giant expansive desert there in the first place!?" Since once you learn the technique or find the warp point, those 'vast lands' become totally useless.