#219 posted by
necros on 2015/12/16 00:26:53
I think for a map like wicked, you made the right call.
Mystery Movies
#220 posted by
Preach on 2015/12/16 11:26:25
I stand for this feeling as an important part of the experience. Two possible outcomes of a well designed solution: "I'm smart because I solved it"; "gee, it was on my face the whole time!". Like good mistery movies do.
In order for you to get that "right in front of your nose" feeling, there needs to be some clue that you could have followed, and that's exactly what Danrul's suggestion adds. If he suggested an arrow on screen, constantly pointing to the next waypoint, I'd agree with you. But the clue he's suggesting isn't just something to simplify the search - it creates that connection from problem to solution.
The Mystery Of Confusion
#222 posted by
negke on 2015/12/16 18:49:38
Play any negke map and see how much mystery movie you can take in a level...
Heh
#223 posted by
DaZ on 2015/12/16 20:54:37
But seriously, MCE by negke is probably a very good case study for this stuff. Confused the fuck out of me for a while!
MCE
#224 posted by
Drew on 2015/12/16 23:27:29
is perfect.
Lower Forecourt is a good case study for this kind of stuff!
Negkolas Winding Refn
Acclaimed author of:
The mappi Trilogy
(Beyond) Believe
Valhalla Rising and Descending
Only Tronyn Harrows
@re: Player Direction
#226 posted by
Danrul on 2015/12/17 04:27:11
@Adib - I thought that Signati could have benefited from some broke staircase/bridge bits to suggest the natural order of progression between platforms. It was already pretty to navigate but I think that would be a polish change that would help justify the concept.
Do you guys think it's relevant that the drop to the ledge below is the first time the player has to disregard the architecture of the level? All progression until that point is following the flow of the level, and then when it gets to the drop there's no obvious path forward. Another way to phrase it is that there's no 'diegetic' path to the ledge, but all progression until that point is 'diegetic'.
With that in mind, do you think that something like a sparking (obviously broken) lift down to the ledge or a ladder (even those aren't really in quake) could also help insinuate that the path to progression is below.
btw, I don't think the drop as it is that problematic, but its an interesting point of discussion.
#227 posted by
NarNar on 2015/12/17 04:28:28
you forgot
Drive (Me Crazy With All This Mystery)
Danrul
#228 posted by
adib on 2015/12/19 01:23:20
It's possible. My level was roughly finished and poorly tested. Its value is some ideas shown there. Thanks for playing :D
Jam6_necros In 1:00
https://dl.dropboxusercontent.com/u/58150516/q1/jam6_necros_dw.zip
Normal route is more fun though, since you won't miss all the action.