I see what you're saying. I guess I didn't really mean multiple paths where you have to play 99% of the game again just to see the other 1% of the levels. I was thinking since I'd have a map screen where you can select your level, that you could just have one path that you may take through your initial play, and then you could then just try to go back and play/unlock the other levels. I wanted to have some multi-layered "puzzles" along the lines of beating a secondary level which takes you to a place where you flip a switch to activate some hidden blocks, which you then use in another level to climb up to a second exit, which then leads you to another level.the7k wrote:While multiple paths are great, they can be a huge hassle. If you think about it, you are essentially multiplying the amount of work you have to do - and it's work that most players won't even experience. I originally was going to have multiple paths in a game, but when I came to this realization, I decided against it.Jrecee wrote: I like the idea of multiple paths through the game so you can finish it more than once but it won't be the same experience. I guess I like how in mario world you can see a level but aren't sure how to get to it.
It really ticks me off that branching paths aren't done more in retail games, but that's because they have huge budgets and many people working on the title. For projects that consist of one man living in a basement while working a job, I'd think it's perfect acceptable that he would focus on one great linear experience as opposed to a multitude of lesser experiences.
I was also thinking about doing something along the lines of a "2D mario 64", where there's a certain number of "items" within the level that then unlock door or something. I'm just trying to avoid that go from level A to level Z in that order, and that's all there is to it style of game. I dunno, maybe I shouldn't. Some of the best games are like that (ristar, sonic, gunstar heroes, super mario bros)

