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Fungah!
Apr 30, 2011

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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Fungah!
Apr 30, 2011

Wormskull posted:

A white wolf... 'twill be red soon enough!

Bones...walking bones!!

Fungah!
Apr 30, 2011

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



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.

thats so loving cool

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