Poll of the Day > GameTok with Lok: Let's Tok about Metroidvania gate design

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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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Lokarin
12/22/19 3:30:37 AM
#2:


Maybe this will do better in the morning

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Sahuagin
12/22/19 7:08:28 AM
#3:


the game Levelhead, which is a Mario Maker clone, has one that I think is good and fits your description.

it's called Zipper. basically, you can press A (well SNES A, XBox B) to teleport horizontally forward 4 blocks. this lets you pass through up to 3 blocks worth of walls. there are special metallic walls that can't be passed through.

this means that places where it can be used are not at all obvious until the player understands how the ability works, though they can wonder how they're supposed to get to the other side of what appears to be solid wall. also the noticably special walls being the thing that restricts your movement rather than allows it means that the player is drawn to the wrong thing. (so, maybe a good idea can be to invert the ability: it lets you go "anywhere" except certain places.)

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dedbus
12/22/19 12:06:13 PM
#4:


You run into the fire wall and die. You keep doing it over and over again because you can't figure out how to get past it. Eventually the fire is smothered with all of your failed bodies.

MGS had something interestingly related like this, like the wolves peeing on your box to hide your scent. Or using the box to get shipped to another area.
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Lokarin
12/23/19 4:55:44 PM
#5:


I forgot to morning 'cuz XMAS sleepin'

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