[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/v/ - Video Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


Just because a level is designed to be very difficult, or you died a bunch of times in it, doesn't mean it's "a bad level".
>>
>>738596334
I can't believe scrubs complain about notes not saving if you die and needed the devs to change the game just so their lame asses could pretend to get 100% like the big boys
>>
>>738596334
what gayme
>>
>>738596334
just do the inside first, ez
>>
>>738597071
Yooka-Laylee
>>
File: images.jpg (12 KB, 259x194)
12 KB JPG
>>738596334
Rusty Bucket Bay is a good level, but B-K does have a bad level.
>>
File: 8bhgyp07yiig1.png (1.64 MB, 1366x768)
1.64 MB PNG
I notice collectathons have a particular problem. It's considered good game design to have optional stuff to do, like if a star in Mario is too difficult or you don't like doing it, you can just skip it, it's not like you need them all. You shouldn't force players to do stuff they don't want to do to beat the game. Or you'll be putting them in agony they don't want to be in.

The problem is that collectathons very clearly display how many mcguffins you got. So while you CAN skip shit, in practice, it feels awful to do so. Because you'll always have that sad little "5/7" staring back at you, making you feel like a failure for not getting everything. Making you feel like you didn't "really" beat the game. No one likes that, very few people can feel mentally at ease if they know they only 83%ed a level. Notice how Mumbo Tokens aren't displayed per-level in the totals. And as a result people don't feel any anxiety for skipping some.

I'm not sure what the solution is. It definitely IS way better design to let people skip a few things tho. If every level has 13 mcguffins but only 10 of them were counted in the totals so you could skip 3 of them, a ton of players would greatly appreciate it. That would be a HUGE relief. You could skip the 3 mcguffins you hate doing the most, or not need to worry about finding EVERY last thing. But such a system is also, obviously, kinda bullshit. I guess idk what to do about this problem.
>>
>>738597917
Oh yeah and a point I forgot to mention is that making players feel like they're supposed to 100% a level makes it so the level CAN'T have any real difficulty. If players are expected to get everything then you can't throw in a few truly difficult challenges that filter out 80% of players cuz then they won't be able to complete the game. The lack of optional shit you can skip greatly reduces the difficulty. Banjo obviously suffers from being mind-numbingly too easy as a result. It's not like they have the freedom to make a few things incredibly difficult if the average or below-average player is expected to do it.
>>
>>738597917
Your pathetically fragile state of mind being unable to handle failing a video game task is not the fault of the game. Look within.
>>
>>738597420
>display notes per season in the totals
>put something at the top of the tree that unlocks a fly pad/shortcut to the top, so you only need to manually climb the entire tree once per season

That's all it needed to be 10x better
>>
>>738597917
I actually wish the game did display mumbo tokens because they don't feel as meaningful when you already have enough to get all the transformations.

Kazzoie is actually weird in how just beating the game normally/getting the maxed out life bar is actually very strict and close to 100%ing the game for the relevant items, but at the same time a proper 100% is super annoying to pull off if you don't already know how and the game does nothing further to encourage it. I like that this makes the regular game satisfying though, because it is ultimately challenging and you don't feel shortchanged for getting the 'weak' ending, despite the stop 'n swop tease.

This contrasts to Crash/Spyro when 100%ing is the real point of the games.
>>
>>738598205
I think the solution is finding a way to make these lesser players accepting of a sub-100% win. Unironically, maybe the total counts of collectibles are only revealed when you meet them yourself, or beat the game?
>>
Gained a recent appreciation for Gobi's Valley on my latest playthrough. I never really thought too hard about it, but it's a solid level. I guess I wish there was more stuff to do outside the pyramids but it's a good time. I like the warmth and the brightness
>>
Rusty Bucket Bay really over time has become my absolute favorite level of the game.
>>
>>738599979
Layout-wise it feels like it's missing something. I'm pretty sure the only level where you can easily be out of sight of every big setpiece, and the main area feels weirdly closed, like they filled in the valley walls wherever they didn't quite know what to do. But I have no clue what sort of big setpiece it's missing. Like what would it be, another pyramid?
>>
>>738600186
The games later levels really are fantastic and Rare seems to have a special knack for making the more complex end game and industrial levels actually compelling in ways that most devs don't.
>>
>>738597917
>The problem is that collectathons very clearly display how many mcguffins you got. So while you CAN skip shit, in practice, it feels awful to do so
didnt bother me so much as a kid. handful of stars in mario64 i just had no fucking idea how to get and i didnt have a guide or anything to look up
>>
>>738600306
An obelisk
>>
>>738600306
I wanna shock jump/wading boots my way to the top of a giant cactus. Then when you reach the top, you go inside the cactus and it's a big hollow vertical cylinder full of water that you swim down
>>
>>738600186
I like the idea and concept of RBB more than the actual level. The actual level is way too simplistic.
>>
Say that to the people raging at Fair Play (racing mission) of Mafia 1. It fucked the game back then, it fucked again in the remake. I was able to win it after 7 or so attempts, but I totally understand the people complaining it. There is such thing as bullshit level, or enemy.
>>
>>738601779
>>738600306
Name me even ONE video game Egypt level that has a giant landmark/level feature that's NOT one of these

>pyramid/temple/tomb
>obelisk
>sphinx
>giant statue
>oasis

They don't fucking exist. All Egypt levels just repeat these 5 things and never have any other major distinguishing features to them.
>>
File: 1647_gamemap2.png (906 KB, 2048x2400)
906 KB PNG
>>738603259
what else could they have? the nile? get outta here
>>
>>738596334
Its not a hard level, its a boring level.
>>
>>738597917
>I'm not sure what the solution is.

God of War (original) actually solved this. In it, you actually had more possible locations for upgrades than the maximum number of upgrades was, and whichever were the first X locations you found were the ones that counted.

A platformer equivalent would be that you have to collect "10 out of 10" guffins, but the level actually has 15 of them and once you have 10 the extras disappear from the map.
>>
>>738605064
but that's cheating D:
>>
>>738596334
Clarke's Cavernn is still the worst level in the game. It reused tge same crab enemies as treasure trove which was the world before this which seemed lazy to me even as a kid, the only memorable part was running through the spinning blades in clanker with the invincibility wing, bubble loop came after and I'd say it was probably the 2nd worst level in tge game but playing as the alligator was fun. Mad Monster Mansion was probably the 3rd worst level.
>>
what's the best way to play BK and BT nowadays? i know that some kind of unofficial fan remake or something came out recently but is it any good?

i need to reevaluate the games to see how they hold up against nostalgia (outlook not so good)
>>
>>738596334
This but with Grunty Industries. I think that level is severely underrated
>>
>>738606512
BK the recomp + mods like infinite render distance and the texture pack that makes dialogue/pause screen elements not be blurry as fuck

BT NSO + with superbanjo on
>>
File: 1600567087743.jpg (186 KB, 1200x1125)
186 KB JPG
>>738596334
very true. took me years to stop hating rusty bucket bay. now I think its the best level
>>
>>738597917
>So while you CAN skip shit, in practice, it feels awful to do so.
anon, I don't know how to tell you this, but you have autism
>>
>>738597420
>if you do Bottles' puzzles before getting all the notes in this level, you're permanently cucked out of getting 100% for that savefile
what the FUCK were they thinking?
>>
>>738607945
We in the collectathon community call it "the sickness"
>>
>>738597152
The people who complain about the engine room are also known to complain about drowning in the double air-loss water.
>>
File: epyxqgnr06qf1.png (926 KB, 908x768)
926 KB PNG
IT DOESN'T DESERVE TO GET SO MUCH HATE

(Okay it deserves some, but like not nearly as much tho)
>>
>>738607760
thanks anon
>>
>>738608353
The shitty oil death water was very soulful and added a fantastic challenge and threat to the level.

Engine room is cool on paper, but it's legit bullshit in a bad way. There's a number of things they could've done to keep it equally as hard BUT not outright unfair and unreasonable like it is, but they did not.
>>
>>738608815
Oh yeah and Tooie has widescreen you can turn on, on the file select menu. On N64 this caused lag, but NSO Tooie has no lag anywhere in the game except the cannon plants in CCL. Widescreen will stretch the UI elements but is true widescreen otherwise.
>>
conversely, being hard doesnt make something good if AVGN didnt make it clear enough
>>
>>738609064
thanks. i should have mentioned i actually do not have a switch, are emulators shitty with tooie?
>>
File: 1731404174556.jpg (158 KB, 920x667)
158 KB JPG
>>738606616
It's one of the best 3d mascot platformer levels ever made.
>>
>>738609275
They're fine (the paintings in Jiggywiggy's temple are fucked up on every emulator ever but who cares). I guess emulation is the 2nd best way to play Tooie, but emulated Tooie has just as much lag as N64, which is rather a lot. Superbanjo certainly helps alleviate this, but it's not ideal.

Meanwhile Xbox Tooie sucks ASS. Sure it has no lag but there's a ton of audio issues, and more importantly they will NOT let you use superbanjo, so as far as I'm concerned it's fucking unusable.

The recomp of BK tho is absolutely fantastic. It's downright fucking spooky to see BK running above 30fps. Aside from the performance-enhancing mods you can find on Thunderstorm, make sure to also toggle the camera setting on within the recomp, since it's not analogue by default. The analogue camera is lovely.
>>
>>738606512
I finished Banjo Kazooie with the banjo recomp project, but man were those textures ugly as shit. Millennials are fucking retarded. I recommend using project64 and the special glideN64 plugin with nearest neighbor tacked on.
>>
>>738610202
Thunderstore*
>>
>>738610237
>but man were those textures ugly as shit

Lmao did you use THIS texture pack? Homie this is just a fun novelty, this is not something you'd want to use seriously. The only texture pack you want is the one that DOESN'T alter the levels and only changes the UI elements so they look nice and sharp.
>>
>>738610565
I can't remember the name of it. I think it mainly used assets from the xbox re-release. Even with a texture pack installed the game still had original textures that were overstretched, washed out and super soft. I want PS1 pixels; Not this faking details to the extreme.

>lbn4 CRT or CRT shaders
Yeah no
>>
File: 1560715306655.png (66 KB, 180x424)
66 KB PNG
>>738610237
silence zoomer. you don't understand sovl
>>
>>738611103
Averaged texturing is bad craftsmanship. I'm tired of bad design
>>
>>738608227
What do you mean?



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.