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
>>41664Not every game has to be a Metroidvania bruh
>>41664Both the posts above me are wrong and retarded, lock + key design improves every game regardless of genre.
>>41678sounds awful for shmups
shmups are all awful
Design a lock and key open-world map right fucking now
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.