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TopicLet's discuss game design traits that we either LOVE or HATE
StartTheMachine
07/13/18 2:36:11 PM
#47:


Love: God Mode Activated (almost every Metroid ever, Half-Life 2, etc.)

You know that moment in Metroid where you get the space jump and screw attack almost back to back, and every area that gave you trouble before is suddenly a breeze as you're wreaking havoc upon the world and one-hit killing everybody. Half-Life 2 might be my all-time favorite example of this with the powered-up gravity gun. So damn good.

And now that I typed all this out, I see Johnbobb already touched on it! But hey, those are some more examples of how to do it right.

Love: Collectibles that mean something (Donkey Kong Country 2)

DKC 2 and 3 are great examples of this, having these fun bonus room challenges where beating them nets you bonus coins, and collecting enough of those lets you play the Lost World. Now whenever I play a game and the collectibles don't net me anything meaningful, I can't help but be disappointed.

But you can definitely have too many collectibles, and locking the game's best content behind that can be a chore. So the newer DKC games still nail this perfectly, where only the Kong letters are needed to unlock the cool stuff and, since there are a ridiculous number of puzzle pieces, those only unlock artwork and music. Still great bonuses, but not as meaningful as new levels and therefore made more optional.
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