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File: 1745124853989.png (43.95 KB, 757x542, IMG_2051.png)

 

Remember when game developers would make game worlds feel large by adding multiple entrances, exits, pathways, and secret rooms to their levels while forcing the player to move through all that space rather than just literally making the in game maps larger and add fast travel? I miss that era…

Different genres necessitate different world design

>>41664
Not every game has to be a Metroidvania bruh

>>41664
Both the posts above me are wrong and retarded, lock + key design improves every game regardless of genre.

>>41678
sounds awful for shmups

shmups are all awful

Design a lock and key open-world map right fucking now

You don't need to make the game "feel larger" just make the space that exists INTERESTING. One of the worst things about the open world trend has been how boring and samey everything is. Like yeah it's cool in theory that I can choose where I go and how instead of being restricted to a linear or branching set of rooms, but it's fucking boring if there's no shit to do on the way.

yeah, fast travel that isn't built into the game mechanics and lore is pretty lazy design

A lot of indies still do this. Don't really know what's up with the AAA scene that's turned it into rollercoasters.


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