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by sergiosgc
4286 days ago
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I, for one, like the chutes and doors that lock behind me, reducing the search space when I inevitably get lost after missing an essential key needed to progress. Yes, there's the Internet and walk-throughs and YouTube, but that kind of defeats the purpose. It means the game complexity has exceeded the fun threshold. And I also disagree that linear level design prevents good story building (not story telling) by the player. Good examples abound, one of them being Mass Effect, which the article criticized. |
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In System Shock 2 there was no need to lock anything behind you. The world you were in was built small enough and diverse enough that it remained in your mind as you traversed it. You weren't just going through anonymous tunnels, but exploring a space ship where you always had at least a rough idea of where you were.
Mass Effect 3 has a gigantic world, and has you enter, again and again, dungeons that simply start out as holes in the ground with little guidance for the player as to how they're structured, built with repetitive (though high-detail) 3d assets and textures, thus making it necessary to lock things behind you, since there cannot be a reasonable expectation for the player to keep their bearings.