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I've been playing Hyrule Warriors and thinking about the way the game uses standard enemies, which don't pose a threat, as a way of guiding the player to their goals. A lot of platformers use small collectibles to do the same thing, and even games like Dark Souls do it more subtly with item placements to tell a player if they've visited somewhere before. What are some of the coolest ways you've seen games do this?
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# ? Dec 9, 2020 19:54 |
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# ? Jun 8, 2024 08:58 |
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I like when the yellow dots or arrow show you were to go sir OP. And I love cwafting and upgwading.
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# ? Dec 9, 2020 20:09 |
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I like it when I go forward. FFX is the best game, ever.
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# ? Dec 9, 2020 20:11 |
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Wormskull posted:I like when the yellow dots or arrow show you were to go sir OP. And I love cwafting and upgwading.
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# ? Dec 9, 2020 20:12 |
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It's very simple but I remember thinking it was really clever as a kid how in Donkey Kong Country, random bananas out on the edges of the screen would indicate that a jump would be safe, and not land you in a bottomless pit or something. Good way to work with the tight zoom those games had compared with a lot of other side scrollers
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# ? Dec 9, 2020 20:18 |
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its not 100% the same but the way super metroid uses small environmental clues and out of reach platforms to keep you on the normal sequence is godlike. theres so much care taken in like every platform placement
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# ? Dec 9, 2020 20:28 |
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CyberCrap 2077.
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# ? Dec 9, 2020 20:39 |
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I like when NPCs mention things off-hand like, "I heard there was treasure up around Big Hill Zone, but nobody's ever found it!"
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# ? Dec 9, 2020 20:56 |
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Wormskull posted:CyberCrap 2077. Oh I posted this in the wrong thread.
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# ? Dec 9, 2020 21:01 |
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Daikatana Ritsu posted:I like when NPCs mention things off-hand like, "I heard there was treasure up around Big Hill Zone, but nobody's ever found it!"
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# ? Dec 9, 2020 21:02 |
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Fungah! posted:its not 100% the same but the way super metroid uses small environmental clues and out of reach platforms to keep you on the normal sequence is godlike. theres so much care taken in like every platform placement
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# ? Dec 9, 2020 21:04 |
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Wormskull posted:I like when the yellow dots or arrow show you were to go sir OP. And I love cwafting and upgwading. one thing I don't like is insider joke posting. I've already called all the mods at home so get ready.
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# ? Dec 9, 2020 23:27 |
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I like the things pawns in Dragon's Doge say but otherwise I usually hate hearing NPC chatter I think.
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# ? Dec 9, 2020 23:30 |
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A white wolf... 'twill be red soon enough!
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# ? Dec 9, 2020 23:30 |
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Wormskull posted:A white wolf... 'twill be red soon enough! Bones...walking bones!!
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# ? Dec 9, 2020 23:33 |
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Pac-Man CE DX. It's all about figuring out optimal paths on the fly, and the game has a few different ways to quickly signal to players where to go: the dots, the the ghosts that follow you, and the fruit. It has to convey a lot of information in a fast and simple way, and it pulls it off well. It's funny that after 40 years of video games a lot of developers still can't figure things like this out.
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# ? Dec 9, 2020 23:34 |
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I remember when I first got my GBA on launch day in 2001 and a copy of Mario Advance 1 (SMB 2 USA) and I thought it was really lame they changed the first screen in the game (the one where you fall out of the door). I remember thinking "why did they change nothing in the game besides the first opening room? Are they trying to trick people into buying it thinking it's a new game if they only played it for a few seconds or saw it in screen shots?" until a much longer time later I realized it's different because that first "room", even in the original, was always an introduction to all the things you can do in the game, and the GBA one was different because they were showing off new stuff like huge enemies that give you hearts, platforms that bounce, etc.
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# ? Dec 10, 2020 00:10 |
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Chumbawumba4ever97 posted:I remember when I first got my GBA on launch day in 2001 and a copy of Mario Advance 1 (SMB 2 USA) and I thought it was really lame they changed the first screen in the game (the one where you fall out of the door). I remember thinking "why did they change nothing in the game besides the first opening room? Are they trying to trick people into buying it thinking it's a new game if they only played it for a few seconds or saw it in screen shots?" until a much longer time later I realized it's different because that first "room", even in the original, was always an introduction to all the things you can do in the game, and the GBA one was different because they were showing off new stuff like huge enemies that give you hearts, platforms that bounce, etc. My favourite use of breadcrumbs is when Hansel used them to save Gretel from your attempts to crack and modify her.
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# ? Dec 10, 2020 19:09 |
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mario odyssey was really good about this, using coins and other little clues to point you toward the moons
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# ? Dec 10, 2020 19:49 |
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Arrhythmia posted:My favourite use of breadcrumbs is when Hansel used them to save Gretel from your attempts to crack and modify her.
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# ? Dec 10, 2020 19:50 |
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i also like the opposite, like in the old dragon quest games where they'd hide a lot of the map in caves and the only clue to go back for a treasure was seeing stairs when you hadn't taken every path, and boxes that had clues were usually empty or mimics
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# ? Dec 10, 2020 19:51 |
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My favorite version of this is going to the Pub in a new town in a JRPG to find out where the nearest cavern is.
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# ? Dec 10, 2020 19:54 |
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one great, but subtle, use of breadcrumbs is when the zelda games provide a companion who screams where to go periodically like they're someone standing behind you when you're playing solitaire.
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# ? Dec 10, 2020 20:24 |
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Getting a drop of a weapon type no one can use so you you realize there's another party member coming soon
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# ? Dec 10, 2020 20:30 |
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Bicyclops posted:mario odyssey was really good about this, using coins and other little clues to point you toward the moons
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# ? Dec 10, 2020 21:16 |
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FactsAreUseless posted:In Breath of the Wild if you just go from one shrine to the next visible one you always end up somewhere important. I found the Zora area by accident doing this. the koroks are cool because eventually you can see some of the common set ups even from the big map, like rock circles and lines of trees.
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# ? Dec 10, 2020 22:18 |
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Wormskull posted:A white wolf... 'twill be red soon enough! i like the tail is severed
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# ? Dec 11, 2020 00:31 |
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Bicyclops posted:the koroks are cool because eventually you can see some of the common set ups even from the big map, like rock circles and lines of trees. Do you think they're all members of the same family? I need a family tree of all 900 Koroks.
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# ? Dec 11, 2020 00:33 |
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Wormskull posted:I like the things pawns in Dragon's Doge say but otherwise I usually hate hearing NPC chatter I think. Wormskull posted:A white wolf... 'twill be red soon enough!
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# ? Dec 11, 2020 01:29 |
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I also liked it in A Link to the Past when you could tap your sword against a wall and if it sounded hollow it meant you could bomb it.
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# ? Dec 11, 2020 06:04 |
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FactsAreUseless posted:In Breath of the Wild if you just go from one shrine to the next visible one you always end up somewhere important. I found the Zora area by accident doing this. there's a real cool translated summary of a talk the botw team did at a dev conference if you wanna know more about the design philosophy stuff and how the sausage was made. Chumbawumba4ever97 posted:I also liked it in A Link to the Past when you could tap your sword against a wall and if it sounded hollow it meant you could bomb it.
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# ? Dec 11, 2020 06:55 |
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in the Left 4 Dead commentary they explain that they realized players instinctively move toward light sources without realizing it, so they dimmed all the dead ends and wrong turns and basically made the critical path in every level a string of lights so the reason you were probably able to rush through the large unfamiliar levels on your first play is you're basically a moth
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# ? Dec 11, 2020 07:16 |
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The Kins posted:the developers devised a "heirarchy of goals" when designing the world, so that while going from one important goal to another you'd keep getting tempted to go off course
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# ? Dec 11, 2020 07:18 |
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also, blowing up the barrels in doom so you know you've been there before
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# ? Dec 11, 2020 07:18 |
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The Kins posted:the developers devised a "heirarchy of goals" when designing the world, so that while going from one important goal to another you'd keep getting tempted to go off course thats so loving cool
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# ? Dec 11, 2020 16:35 |
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The Kins posted:
One of my favorite parts of Illusion of Gaia (besides the whole game) was that weird area where you had to use a computer mouse arrow to point out the differences in 6 different rooms and the last two the difference was your hair was blowing. What a great game
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# ? Dec 11, 2020 19:21 |
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The Kins posted:the developers devised a "heirarchy of goals" when designing the world, so that while going from one important goal to another you'd keep getting tempted to go off course loving awesome. i hope they put this kind of effort into the sequel
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# ? Dec 11, 2020 21:23 |
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Arrhythmia posted:My favourite use of breadcrumbs is when Hansel used them to save Gretel from your attempts to crack and modify her.
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# ? Dec 14, 2020 09:23 |
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looking at a rock ledge streaked white with generations of bird poo poo, thinking "ah, so this is a climbable ledge"
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# ? Dec 14, 2020 23:41 |
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# ? Jun 8, 2024 08:58 |
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FutonForensic posted:looking at a rock ledge streaked white with generations of bird poo poo, thinking "ah, so this is a climbable ledge" so youre looking at your lovely loving POSTS???? BIIIIIIITCH
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# ? Dec 16, 2020 18:01 |