Re: Have games become too easy/mindless?
While I agree that spam-clicking can be a bit tedious, I disagree about the level design bit. Check out the following:
http://www.ps3trophies.org/forum/wol...ions-maps.html
Not all levels are listed here (namely certain boss levels/secret levels) because not all levels have keys (most levels do), but I think these designs speak for themselves. There are plenty of levels here with lots of interesting designs, especially when you consider how basic the engine was.
You can also see where keys are and which wings are "useless." There will certainly be parts of the levels that you could totally bypass. But you risk missing out on things like weapons, health, ammo, etc. But just because a wing is useless doesn't mean it can't add value. There were plenty of areas in, say, Duke Nukem 3D that had nothing to do with the endgoal of the level but were present *because they were cool* for one reason or another.
To some extent, hidden content is a result of trial and error. If not, then there needs to be some sort of hint present that would make you think of looking there. Duke Nukem 3D did this a bit better than Doom, which did this a bit better than Wolf3D.
I concede that really mazey levels can be frustrating. But I also find linear levels to be absurdly boring. I'd argue that obviously a middle ground should be present, but I do think that it needs to err on the side of being expansive enough to actually explore different pathways instead of resorting to a lot of handholding.
While I agree that spam-clicking can be a bit tedious, I disagree about the level design bit. Check out the following:
http://www.ps3trophies.org/forum/wol...ions-maps.html
Not all levels are listed here (namely certain boss levels/secret levels) because not all levels have keys (most levels do), but I think these designs speak for themselves. There are plenty of levels here with lots of interesting designs, especially when you consider how basic the engine was.
You can also see where keys are and which wings are "useless." There will certainly be parts of the levels that you could totally bypass. But you risk missing out on things like weapons, health, ammo, etc. But just because a wing is useless doesn't mean it can't add value. There were plenty of areas in, say, Duke Nukem 3D that had nothing to do with the endgoal of the level but were present *because they were cool* for one reason or another.
To some extent, hidden content is a result of trial and error. If not, then there needs to be some sort of hint present that would make you think of looking there. Duke Nukem 3D did this a bit better than Doom, which did this a bit better than Wolf3D.
I concede that really mazey levels can be frustrating. But I also find linear levels to be absurdly boring. I'd argue that obviously a middle ground should be present, but I do think that it needs to err on the side of being expansive enough to actually explore different pathways instead of resorting to a lot of handholding.





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