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>Every level is accessible and completable from the beginning
Is this good design? ALBW did this too (not including the BOTW approach here), are the perks worth the risk of every area being just as easy as the last?
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>>743330243
one of them isn't available at all, and it's bad design in that you will die instantly unless you take the easiest route first, from there the difficulty peters out and equalizes. It's hard up front so it will disengage players early on.

Yes you can play any level in megaman x, but everyone just chooses chill penguin because his stage has the dash boots

fuck yourself to death
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>>743330669
New vegas is a good example of doing it right, they have a route directly to Vegas itself that’s teeming with Deathclaws, most people will go around the long way but cutting through is a legitimate strategy
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>>743330243
I just followed the newspapers. Maybe they shouldn't have told you where to go next, but it's a good compromise.
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In Mina it is kind of shit design because it's a pain to figure out which direction you're even supposed to go and they're NOT all created equal.

ALBW was the best (though the open format meant you could pretty easily miss important things, like I never even triggered the Maiamai quest in my first playthrough, I'm still not sure if that's a positive)
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>>743331061
>In Mina it is kind of shit design because it's a pain to figure out which direction you're even supposed to go
Fucking bone beach, it was the last area I figured how to get into
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Hopefully the next Pokemon allow you to go in the order you want with increasable Trainers and gyms matching your levels.
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>>743330243
My enjoyment of ALBW was impacted because it was way too easy throughout (and its inventory rental system has no risk because you won't ever lose). I think Mina had a much better balance in that regard.
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>>743331061
The maiamais being missable is the most indefensible thing about ALBW's model but I also dislike how it makes it so dungeons can't build on each other mechanically. The hookshot dungeon can't trust that you have the bow to make puzzles that rely on both, and also the dungeons themselves lack the classic tempo of solving puzzles without the dungeon item and then having them recontextualized once you get it. It was a fine experiment but it left the game feeling kind of flat for me.



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