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TopicGameTok with Lok: Let's Tok about Metroidvania gate design
Lokarin
12/21/19 9:17:36 PM
#1:


Metroidvanias are typically divided into zones and gates, with items connecting them. In a non-metroidvania this is also often the case, with the difference being that in a metroidvania the key items are also movement/combat/etc abilities... we all know this, moving on.

So, lets say you are designing a Metroidvania for the jaded fans who know all the tropes and will break immersion at the drop of a hat. If they see a wall of fire blocking an item or passage, they'll immediately think something like "well, Ima be getting another ice ray... woop de doo". Under normal circumstances this is good level design, you are foreshadowing progress while also adding a mental note of a place to backtrack to.

So, how do we trick such players? What are some good gate designs that can turn foreshadowing on its head?

using the above example, another progress idea could be to flood the entire map... it can be unexpected, and it's certainly a permanent change; the foreshadowing still applies, and new movement possibilities are opened - both beyond the presented gate, but also elsewheres where flooding may have had an impact.

...

One way to solve this problem is to make your game possible to do with 0%, such as the great MV Rabi-Ribi, and to a lesser extent HERO CORE (which requires you get only 1 item). If your level design is competent enough to do with 0%, then jaded players will either enjoy the challenge, or be thrilled with being able to tackle zones in any order, or reverse order, or whatever.

...

ehhhhhhhhhhhh. I might end up rambling if I type more.

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