Unkillable Cat
LEST WE FORGET
- Joined
- May 13, 2009
- Messages
- 27,215
I think "Dead-ends" still have a right to be around, but they need to be done carefully. For example they should never be 'winding passages', meaning that the start of them is in Act 1, while the realization that you're at a dead end is in Act 6, and there's no way to get back to try to avoid it except for replaying a large portion of the game. Keep both ends within the same act.
Twitch-level reflex exercises such as navigating that tendril patch in Space Quest 2, or leaving Manannan's house in King's Quest 3 was Adventure Games trying to branch out into new territory. Not all of those 'branch-outs' are successful.
Twitch-level reflex exercises such as navigating that tendril patch in Space Quest 2, or leaving Manannan's house in King's Quest 3 was Adventure Games trying to branch out into new territory. Not all of those 'branch-outs' are successful.