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What defines a "Metroidvania" game?

Sentinel

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Nov 18, 2015
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Ommadawn
Sidescrollers with bad map design that encourage tedious gameplay that has been eradicated in other genres like endless backtracking.
 

Shadenuat

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Russia
Um, wasn't Symphony of the Night idea that there wasn't that much gating and most of the Castle was open to you from the start? Depending on character somewhat.
 

Ivan

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Joined
Jun 22, 2013
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Location
California
What I expect:

the accumulation of new inputs that advance exploration (preferably movement mechanics vs offensive attacks)
an interconnected playspace that folds into itself and out
thematic zones with gatekeeper bosses that test the player on newly acquired inputs (powers)


Combat isn't a big deal for me in Metroidvanias. I consider the accumulated of weapons to least interesting part of it for me. I would play an ARPG, e.g. Grim Dawn/Diablo, for that (which I've since outgrown as well).

In short, level design that makes me go, see Hollow Knight
 
Joined
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Glass Fields, Ruins of Old Iran
Um, wasn't Symphony of the Night idea that there wasn't that much gating and most of the Castle was open to you from the start? Depending on character somewhat.

It gave you some freedom in the form of being released into the castle and not given directions, so you poke around rooms at your pace. Lack of double jump will restrict where you can go, so when you finally get it you retrace your steps and try to remember every high ledge you walked past, with most leading to secrets and one allowing you to progress. Eventually you'll find a dark hallway requiring the bat sonar, then a spiked corridor, etc. Sometimes it was more obvious and you run into a door that can only be opened by the other side, creating a shortcut once you're far enough in the game.
 

samuraigaiden

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Dec 28, 2018
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Harare
RPG Wokedex
I remember back in the early days of internet Metroidvania was used to describe almost any non-linear exploration 2D platformer, which included games like Blaster Master and Demons Crest.
 

DJOGamer PT

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Apr 8, 2015
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Lusitânia
Metroidvania is more of a design philosophy, not a game genre - since there are many differents games from distinct genres with extremly similar design.
Main charateristics:

-Doesn't matter if it's 2D or 3D, 3rd person or 1st (if that was the case then Metroid Prime coulnd't be considered Metroidvania);
-A continous open world, or even large interconnected areas. They are gated off by natural obstacles that can only be unlocked by exploring and acquiring the items and power-ups that unlock it. There's a big deal of backtracking because of this;
-Locations are built to appear like a real place rather than a videogame level
-Enemy and item placement (plus the enemy design) are also carefully made to suit the area in question in regards to it's design and story first, and it's combat challenge second;
-Focus on the exploration, athmosphere, narrative and specially the level design;
-Functional and decent combat system but in no way remarkable, complex or very tighly designed. It mostly serves to drain your resources, change the pacing of the experience, lock certain areas/items/upgrades and overall to increase tension. It's not the core of the experience;
-The player discovers most of the game's story by examing the enviroment, reading lore, talking to NPC's and completing tasks;
-The main content can be completed rather quickly once you know it;
-Game rarely lends you a helping hand.
 

samuraigaiden

Arcane
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Dec 28, 2018
Messages
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Harare
RPG Wokedex
Metroidvania is more of a design philosophy, not a game genre - since there are many differents games from distinct genres with extremly similar design.
Main charateristics:

-Doesn't matter if it's 2D or 3D, 3rd person or 1st (if that was the case then Metroid Prime coulnd't be considered Metroidvania);
-A continous open world, or even large interconnected areas. They are gated off by natural obstacles that can only be unlocked by exploring and acquiring the items and power-ups that unlock it. There's a big deal of backtracking because of this;
-Locations are built to appear like a real place rather than a videogame level
-Enemy and item placement (plus the enemy design) are also carefully made to suit the area in question in regards to it's design and story first, and it's combat challenge second;
-Focus on the exploration, athmosphere, narrative and specially the level design;
-Functional and decent combat system but in no way remarkable, complex or very tighly designed. It mostly serves to drain your resources, change the pacing of the experience, lock certain areas/items/upgrades and overall to increase tension. It's not the core of the experience;
-The player discovers most of the game's story by examing the enviroment, reading lore, talking to NPC's and completing tasks;
-The main content can be completed rather quickly once you know it;
-Game rarely lends you a helping hand.

Honest question, have you even played Castlevania: Symphony of the Night? I ask because your "definition" of Metroidvania would most definitely exclude the ONE game everyone and their mother agrees is a Metroidvania since the term was actually coined to define it.
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,277
Metroidvania is more of a design philosophy, not a game genre - since there are many differents games from distinct genres with extremly similar design.
Main charateristics:

-Doesn't matter if it's 2D or 3D, 3rd person or 1st (if that was the case then Metroid Prime coulnd't be considered Metroidvania);
-A continous open world, or even large interconnected areas. They are gated off by natural obstacles that can only be unlocked by exploring and acquiring the items and power-ups that unlock it. There's a big deal of backtracking because of this;
-Locations are built to appear like a real place rather than a videogame level
-Enemy and item placement (plus the enemy design) are also carefully made to suit the area in question in regards to it's design and story first, and it's combat challenge second;
-Focus on the exploration, athmosphere, narrative and specially the level design;
-Functional and decent combat system but in no way remarkable, complex or very tighly designed. It mostly serves to drain your resources, change the pacing of the experience, lock certain areas/items/upgrades and overall to increase tension. It's not the core of the experience;
-The player discovers most of the game's story by examing the enviroment, reading lore, talking to NPC's and completing tasks;
-The main content can be completed rather quickly once you know it;
-Game rarely lends you a helping hand.

Honest question, have you even played Castlevania: Symphony of the Night? I ask because your "definition" of Metroidvania would most definitely exclude the ONE game everyone and their mother agrees is a Metroidvania since the term was actually coined to define it.
He's thinking about the other one.
 

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