zhuliks
Insider
I never said they DID a horrible design. All I meant was if they dont give us tips on items we will have to rely on good level design and just made an example what would be horrible design with this system.Horrible level design?
Its nice to have roleplaying to things, it also works for level design if there is a note or a hint, say body lying under the table with its arm stretched forward, suggesting there might be a key under a table or something else.
In my example I called it horrible because there are no ways for you to notice a key in my example, you remove all the boxes and under them there is nothing like in many other piles because without proper zoom in you cant see it between other dark grey pixels and cursor doesnt show it either as it doesnt react on interactive items. So you just move past it. And then spend another 12 hours going through every tile of the level because the door at the end of the level were closed and you explored everything.
Please note I'm not blaming developers for doing anything horrible so far, just stating its possible to make experience for players irritating and infuriating with such system. Its like with riddles, if a riddle is hard its interesting, but for it to be good the answer must be proper, the kind you know IS the answer because it makes sense. If its ridiculous then the only purpose of such riddle is to mess with people trying to guess and have fun from their suffering attempts to guess the unguessable. When you get the answer you couldn't for so long on a good riddle you feel like a fool for not getting it, when you are told the answer on a bad riddle you feel like a fool for even trying.
I'm all for no obvious autosearch mechanisms, but the example I made is just horrible. Haven t seen horrible designs so far in Exanima though, if not counting that table that might hurl the key into a dark corner that would make it merge with the ground like some kind of predator.
While we are at it, higher zoom would certainly help noticing such small few pixel big items on the floor and in piles of debris.
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