AcuteRabbit

Lv 99 Final Boss Monster

  • she/her

Final Boss Monster of the Rooftop of Babel


Creator of @SPITE


acuterabbit on Discord


"That's great and all, but I don't know how this is gonna help get Trigger off the moon."


10:02


Asks Are Open.


Kayin
@Kayin

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.


eniko
@eniko

riddle me this: if backtracking is so bad then why are hub areas considered good?


lexyeevee
@lexyeevee

[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


AcuteRabbit
@AcuteRabbit

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."


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in reply to @Kayin's post:

Hard agree. Backtracking is exactly as good or bad as the game's movement, level designs, and combat with regular enemies (where applicable).

If those are the core of your game, then backtracking is just "playing the game", and fast travel is just artificially shortening the game.

the sign that i tap in every single game design discourse is "all game design is contextual". no element of game design is neither an objective good or an objective bad, if something doesn't work it's because you did a bad job. from lives systems, to procedural generation, to parrying, and now backtracking.

i think people who say "(x) is bad game design" are usually not game designers, or are people who are very bad at game design.

Few things grind my gears like people saying "game concept/mechanic? In current year?!" as if a concept can go bad. Often alongside some sort of feigned objectivity, like "turn-based combat only existed because of hardware limitations" or "lives systems only existed to steal your money in arcades". Like you say, backtracking, like so many things, can be additive rather than just a way to extend game time.

had good results reheating french fries in a frying pan, just as an aside.

some backtracking can be ok, good even, but some games... and then again... fast traveling can be neat when there might still be encounters. and just teleporting from one place to another can also be nice... its the bigger picture really that weighs in on whether or not this instance of that mechanic was still enjoyable or not

in reply to @eniko's post: