The vilification of backtracking has to be one of the worst things to happen to game discourse and design and it's one of those things I feel like I'd normally end up stream-of-conscious blabbing out of an article about but I want a nappy wappy
but it's like god some people act like once they've been somewhere the content is used up. It's leftovers. But some food is better as leftovers and like a good song, a chorus gets better because it repeats. It's not the surprise that makes the chorus warm, but the growing familiarity and intimacy. Some backtracking is whack, but some songs suck and you're probably not going to like those fries if you reheat them in the microwave, unless you're a sicko like me.
riddle me this: if backtracking is so bad then why are hub areas considered good?
[going to my bedroom to get something and then coming back downstairs] 2/10 too much backtracking, not even new spawns on the way back
I just.. never remember to go back and look at stuff again. I'll explore an area as much as I am able and head onto the next. Unless I get some sort of power up that's like "hey, you can do this now" I probably won't be back and even if I get the power up, I probably won't remember that exact location to go back to use it. Maybe, like... a map tracker would be nice? Like, "this is a suspect wall. Oh, I can make a note on my map. I'll just stick a pin in this so I don't forget it." So yeah, game designers, please keep in mind that some of us just... forget to go back to look at things. Unless you give us a reminder or have something loop back around or something, we probably won't go back until we're like "where's this thing? all the way back there!? Why would I go all the way back there for anything!?" So, yeah, my annoyance in backtracking is actually annoyance in myself: "Backtracking? I'm not gonna remember to just do that."