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
This is very funny when you consider that the same discourse holds up Dark Souls as the paragon of Good Game Design™, even though it relies so much on backtracking that it literally doesn't have an in-game map screen.
