• HE/HIM - ANT

VIOLENCE/ART/IDK

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in reply to @zuzu's post:

I recently played Amnesia: The Bunker and there's a very small part of the game that's insanely confusing and it wouldn't have had nearly the same effect on me if I were able to parse what was going on in there. Full agreement. Imagine how bad a lot of immsims like Cruelty Squad would be if the optimal path was clearly labelled.

love the comparison to stormveil as a counter to the idea that levels have to be so walled off. totally agree that it's one of the best designed game levels

the yellow paint debate frustrates me because like, i get the logic behind its existence but it feels like a band-aid solution to the problem of cluttered visuals and environments. especially for linear levels, why on earth should i need signposting for where to go and what i can interact with?

and like, shit, if people really want that, give them options to turn on guides

but yeah, levels that encourage exploration are so much more engaging

I'm generally in favor of signposting in games, especially if they're really clever in nature, but I understand your argument. The thing is I WOULD get lost to the point where I would get really mad and either A) give up or B) look up a guide. But I also don't really play the kinds of games with that sort of design philosophy (such as the Dark Souls series), so I think it really comes down to what kind of game is being made and who the intended audience is (or if there is supposed to be one at all, if we're getting high concept with it) rather than something that is universally applied.