Azarkon
Arcane
- Joined
- Oct 7, 2005
- Messages
- 2,989
Common, this 30 minutes running in circles is a very silly complain. SS2 had more complex levels but the places on the ship where clearly delimited with signs on the walls or floor (when there is a big arrow in the ground written cargo bay A in it, it isn't hard to know where cargo bay A is) ,you can learn the layout of the level very fast. I didn't looked to the map and knew exactly where to go. SS1 is way more maze like but even then, I had all the medical level layout in my head without problem or getting terribly lost.Is backtracking from dead ends fun? How about spending 30 minutes running in circles because each corridor looks the same?
Map design doesn't say everything. I played enough Doom back in the day to know that. The sophisticated maps look great on paper, but the play through experience is not.
Great level design DOES require multiple paths, which Bioshock Infinite is lacking in. But just because a map looks complicated =/= the level design is solid.
The question is not whether it's surmountable but, rather, is it great design?
Maze style level designs are one of my pet peeves in FPS games. I simply do not find them enjoyable. Sure, they're a challenge. But they're a tedious challenge, in the same way that 0.1% drop rate quest items in MMOs are a tedious challenge. I'm able to tolerate them when they serve a specific thematic purpose, but devs just a decade ago loved throwing them out for the sake of throwing them out. Yet, lest we forget, cities, buildings, space ships, etc. aren't designed to be mazes. No sane city/space ship/building architect goes around wondering how he's going to make his master piece less easy to navigate through by putting in a billion crisscrossing side tunnels and dead ends. That's immersion breaking.
I welcome clever level design and creative puzzles, but being labyrinthine for the sake of being labyrinthine - no thanks. I don't want to spend my precious free trying to figure out which tunnel is a dead end. That's not rewarding exploration. That's tedium, which is why each time people bring up a complicated map to show how older games were better, the first question that pops into my mind is - but is it fun?