Backtracking in open/metroidvania style games
Backtracking in open/metroidvania style games
I'm working on an Ouya game that is a non-linear platformer. The thing I run into when laying out the levels, is how much the player will have to backtrack through already explored areas. So what are thoughts on this when playing games like Metroid or Castlevania?
- BoneSnapDeez
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Re: Backtracking in open/metroidvania style games
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Re: Backtracking in open/metroidvania style games
^As long as you've got that down there shouldn't be a problem.BoneSnapDeez wrote:INCLUDE
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Also, make sure enemies respawn. Backtracking is at it's worse when you have to backtrack through countless area's where there's nothing to do.
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Gamerforlife
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Re: Backtracking in open/metroidvania style games
Unless the game has an experience system or enemies drop useful items, I'd prefer NO respawning enemies. It's just a waste of my time killing the same crap over and over again if I'm not getting anything out of it, unless your game has a really fun combat system. Now, repopulating those areas with NEW or STRONGER enemies, that would be pretty cool.MrEco wrote:^As long as you've got that down there shouldn't be a problem.BoneSnapDeez wrote:INCLUDE
A
MAP
Also, make sure enemies respawn. Backtracking is at it's worse when you have to backtrack through countless area's where there's nothing to do.
On a side note, Resident Evil 4 was great at having you return to new areas without ever making you feel like you were backtracking. I've played few games that can pull that off so well
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Re: Backtracking in open/metroidvania style games
Could you include some sort of teleport or other fast travel means?
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Re: Backtracking in open/metroidvania style games
I agree with this, the worst thing that you can do is make the backtracking feel arbitrary. The problem is when weak enemies feel like a nuisance rather than a challenge (like they're just there to slow you down), it just feels like a waste of time to deal with them. Doing something like making new enemy patterns appear would help make the backtracking much more stimulating.Gamerforlife wrote: Unless the game has an experience system or enemies drop useful items, I'd prefer NO respawning enemies. It's just a waste of my time killing the same crap over and over again if I'm not getting anything out of it, unless your game has a really fun combat system. Now, repopulating those areas with NEW or STRONGER enemies, that would be pretty cool.
Re: Backtracking in open/metroidvania style games
It really depends on how it's done. There's something to be said for returning to an old area and wiping the floor with everything in your path. It gives a sense of progression.Dylan wrote:I agree with this, the worst thing that you can do is make the backtracking feel arbitrary. The problem is when weak enemies feel like a nuisance rather than a challenge (like they're just there to slow you down), it just feels like a waste of time to deal with them. Doing something like making new enemy patterns appear would help make the backtracking much more stimulating.Gamerforlife wrote: Unless the game has an experience system or enemies drop useful items, I'd prefer NO respawning enemies. It's just a waste of my time killing the same crap over and over again if I'm not getting anything out of it, unless your game has a really fun combat system. Now, repopulating those areas with NEW or STRONGER enemies, that would be pretty cool.
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- alienjesus
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Re: Backtracking in open/metroidvania style games
Having a system where you can add a symbol to the map to indicate you should come ack later would be nice. Nothing worse than getting a new power and forgetting where it was you needed to use it.
On the respawning enemies debate, I fall on the side of yes, do respawn them. A trek with nothing happening feels even more like padding than just fighting the same stuff again imo. As for keeping old enemies vs adding new ones, I like a mix. It's nice when you can breeze through old areas with no issues, but when something big is upcoming, like a new boss or event, throwing in newer, more deadly enemies makes it feel more epic.
Whichever you do, if we're trying to trek somewhere to explore and not to reach a set destination, DON'T make it essential to fight the enemies. The absolute worst part of Metroid Prime came when you were searching for the artifacts and every other damn room in the Chozo Ruins trapped you inside and forced you to fight Chozo Ghosts EVERY DAMN TIME you passed through. It was awful. If you're gonna pull that kinda stuff, it better only happen once, because otherwise it's less intense and more irritating.
On the respawning enemies debate, I fall on the side of yes, do respawn them. A trek with nothing happening feels even more like padding than just fighting the same stuff again imo. As for keeping old enemies vs adding new ones, I like a mix. It's nice when you can breeze through old areas with no issues, but when something big is upcoming, like a new boss or event, throwing in newer, more deadly enemies makes it feel more epic.
Whichever you do, if we're trying to trek somewhere to explore and not to reach a set destination, DON'T make it essential to fight the enemies. The absolute worst part of Metroid Prime came when you were searching for the artifacts and every other damn room in the Chozo Ruins trapped you inside and forced you to fight Chozo Ghosts EVERY DAMN TIME you passed through. It was awful. If you're gonna pull that kinda stuff, it better only happen once, because otherwise it's less intense and more irritating.
Re: Backtracking in open/metroidvania style games
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Last edited by ejamer on Sat Aug 23, 2014 12:02 am, edited 1 time in total.
Re: Backtracking in open/metroidvania style games
I used the term non-linear platformer because it's not exactly a metroidvania style game. And the environment is not necessarily connected in a cardinal direction sense. You use tubes (*cough*pipes*cough*) which could take you basically anywhere. I'm thinking of giving it more of a central hub or hubs sort of like Wonder Boy the Dragon's Trap, because the non-physically placed areas would be difficult to create a map for. There will be fast ways to get from one area to another (think two way warp zones)

