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Musical Notes not saving was good actually.
>>
I like the idea of an optional difficulty mode where Note Doors are all open but now Notes damage Banjo when touched. So the thing that's designed to be a breadcrumb trail marking the path of least resistance is now an active hazard you must navigate around (maybe some additional changes like removing the nearby boots in OP's screenshot so you can't just walk around the Notes, and relocating Notes that are in side corners you'd never touch by accident to different locations)
>>
>>12711610
No way, Rusty Bucket Bay sucks ass.
>>
>>12711678
your negative attitude is what really sucks ass bucko. you need a positive growth mindset and a clean shave
>>
>>12711610
Gives an actual incentive to not wanna die.
But still makes lives useless because one death is enough.
As a compromise they should have made it so that they are lost if you get a game over (or leave), this actually gives lives a meaning.
>>
>>12711610
Banjo fans hating this reveals their hand that they actually hate playing their game which is very honest of them, banjo is a bright game intent on impressing you with tons of polish and refinement but is utterly terrible to play. Mechanically and design wise it's shallow and boring and produces no real challenge so being subjected to more of it is a total drag.
>>
>>12711901
shove rusty bucket bay up your wife's mouth
>>
>>12711914
they took my wife in the divorce
>>
File: 6ehs73h.jpg (67 KB, 580x300)
67 KB JPG
>>12711678
>>12711901
>>12711914
>>12711932
>>
>>12711907
saw a Minecraft mod yesterday where the death punishment was changed. no more losing items, now every time you die, you lose an entire heart off the healthbar. (you also of course can increase your heart bar by exploring/fighting bosses or whatever)

basically there's a very powerful motivator to not die, but at the same time it's not such a big deal that you're too afraid to have fun and be reckless sometimes. obviously things would need to be tweaked for Banjo but I like the idea of death taking away NO progress but it does nerf your honeycomb bar by one. and you have to do something particular to increase it again, but it's not a huge deal
>>
>dying should have no negative consequences
You might want to head on to /v/eddit with all the other kids with that mindset.
>>
samefag
>>
>slip off of a high platform in Click Clock Wood in winter
>lose everything and have to play all four seasons again from the beginning
FUCK OFF
>>
>>12712181
I will concede the last 2 levels fucked up the implementation (bottomless pit with practically zero opportunity to recover from a mistake is [while very funny] bullshit, and CCW Notes should have been displayed per season in the totals and also SAVED per season) but these design missteps don't sway me from believing the Note system itself was far, far better in the original.
>>
>>12711610
Coins don't save in SM64.
Who cares?
>>
>>12712262
It's not better at all, if you want something better then just dump all the eggs and feathers you have when you leave a level. There, go collect them again.
>>
>dying in click clock wood
Skill issue
>>
collectathon cringe
>>
>>12712181
Where is the challenge if you discard this? The game is too easy as it is.
>>
>>12711678
>>12711914
>>12712262
Just do the Engine Room first, it's the only risky part of RBB. Everything else is free
And CCW doesn't have any risky Notes, only risky Jiggies you can go back for after getting the 100th note. (They aren't even far apart)
The only thing making these level difficult for you, is your monkey brain wanting to do everything in a single linear route and not backtrack 1 minute.
>>
>>12712276
the punishment/difficulty aspect isn't why impermanent Notes are good. They're good because A) risk keeps you on your toes and engaged with the game, providing a meaningful weight to the health/enemy/damage systems and the choices you make when navigating the game world, and B) having to retrace your steps actively teaches you to memorize these maps and get slowly, consistently better at playing the game so you make less mistakes with practice. Fail, try again, get better, learn the flow and the rhythm of game.

YOU want to just consume content and move onto the next without having to commit much to the game. That's not what Banjo-Kazooie wants. The game wants you to be actively invested in the worlds they have crafted, not as just a piece of content, but as something to dedicate to heart. It's supposed to be a learning and growing experience, Banjo-Kazooie wants you to personally improve. It's a back-and-forth experience between you and the developers where THEY will reward you with a nice complete 100% totals screen, in exchange for YOU giving them the time and dedication to master the levels they've crafted and prove you care. Xbox removed the self-improvement mechanism that made you personally invested in the game. Toxic convenience, that's all it is.
>>
New thing came out. Don't believe we've ever had the slightest beta footage from Gobi's Valley before now.

https://youtu.be/KtXPJiJJEoc
>>
>>12711943
this is the case of creating the problem first (updating minecraft with more bullshit where game becomes too big) and selling solution (whatever this thing they did with no death punishment)
>>
>>12711610
Yes. Collecting all of the notes is only difficult on the last 3 worlds. Tbe rest is a breeze.
>>
>>12712181
>if im bad i lose
Crazy
>>
>>12712390
The game doesn't need that shit, the level design is punishment difficulty.
>>
>>12713759
>the level design is punishment difficulty
I can't believe I need to say this about a game for actual children but git gud.
>>
>>12711610
Do they need to save every red coin in Mario for you retarded fucks
>>
>>12712262
CCW's notes are the only ones that bother me, I'd even be okay with each season having 100 notes if they were saved separately, it's the fact that you can't even fuck up once before you're punished more harshly than anywhere else in the entire game.

>>12713253
>oh you made a mistake? sorry you gotta replay the level four times now
FUCK OFF
>>
>>12714262
Just say you don't like being challenged. Just say it
>>
>>12714262
>sorry you gotta replay the level four times now
Yeah its a hard level. It's the one hard level in the game. Get over it.
>>
Music notes & jingos not saving is a good game design decision because it forces you to demonstrate mastery over the entire level by clearing every single room in one life, as opposed to just throwing yourself at chunks and dying over and over again.
>>
>>12711943
that actually sounds kind of neat
>>
>>12716003
This.
Come on guys, after all, it's a game for kids. Right?
>>
>>12711943
>>12716117
would love to see this in a Zelda game. If you lose a heart when you die, that means the game can hide those heart containers/heart pieces all over the place, which they love doing. a health upgrade is a fantastic reward everyone wants, but typically you get a very limited number per game. If you lose a health piece when you die then the game doesn't need to have a limited number of heart upgrades.

I would also say the amount of hearts/honeycombs you lose, AND the way you obtain the health upgrade should scale with how many you have.

>if you have max health in the game, you lose 2-3 hearts when you die and it's very difficult to get more of them
>if you have a middling amount, you lose 1 heart and things are normal
>if you start getting REALLY low, then the game only takes half a heart each time you die, AND it becomes really really easy to gain new hearts with the game practically shoving them in your face, so kids/adults who are bad at games aren't TOO fucked and can bounce back from repeat failure
>>
>>12715048
>>12715202
Fucking the player over is not challenge. It's fucking retarded design. SMB1 doesn't force you to replay world 8 because you died once in 8-4. Losing a life and getting a game over are practically indistinguishable at that point.
>>
>>12716182
What >>12716119 said.
>>
>>12716182
you died bitch start it all over. do it all again bitch
>>
>>12716194
>>12716203
Nope. There are multiple fixed versions of the game now. Fuck off.
>>
>>12715202
>it’s good design for the game to randomly change its rules for the last level
lol
>>
Tooie is a much better game and makes kazooie irrelevant.
>>
>>12716141
>breakable health
Do It.
>>
Imagine getting filtered THIS hard by fucking banjo kazooie
>>
>>12711672
So, make a new ROMhack, cuz
>>
>>12716925
I can't even afford rent



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