SECRET CONTENT: HOW HIDDEN IS TOO HIDDEN?
Posts
Okay, maybe there's no such thing as "too hidden" if you're making an AAA game that will get multiple FAQs on Gamefaqs, but most of us aren't designing games that are destined for that level of awareness. How do you distinguish cleverly hidden content for the player who really searches for it from infuriatingly hidden content that wastes players' times? On a related note, how do you signal the player that hidden content even exists, without letting them know how to get to it?
(I'm thinking of listing off the player's achievements and failures in the ending, and giving one line each to all the things they didn't do this playthrough and could try to do the next, ranging from "recruited so-and-so" to "made so-and-so howl like a wolf.")
(I'm thinking of listing off the player's achievements and failures in the ending, and giving one line each to all the things they didn't do this playthrough and could try to do the next, ranging from "recruited so-and-so" to "made so-and-so howl like a wolf.")
IMO,
For items hidden in non-obvious objects (barrels, fountains, tables and other furniture), the one and only mistake to avoid is to have message boxes that say "nothing here" or "wow, what a fancy wooden table" come up when searching objects in vain. A message should only come up when something is found, otherwise it gets boring and time wasting real fast.
For hidden quests, events or battles, there should always be enough clues and hints scattered throughout the game that clearly explain how, where and when can the player find this hidden stuff. Stumbling across this usually more important content in pure randomness is not interesting.
For instance, a powerful secret weapon's location could be hinted in a charade divided on 3 hidden items. A fine hint for unlocking another game mode could be the showing of completion time and completion percent at the end of the game.
For items hidden in non-obvious objects (barrels, fountains, tables and other furniture), the one and only mistake to avoid is to have message boxes that say "nothing here" or "wow, what a fancy wooden table" come up when searching objects in vain. A message should only come up when something is found, otherwise it gets boring and time wasting real fast.
For hidden quests, events or battles, there should always be enough clues and hints scattered throughout the game that clearly explain how, where and when can the player find this hidden stuff. Stumbling across this usually more important content in pure randomness is not interesting.
For instance, a powerful secret weapon's location could be hinted in a charade divided on 3 hidden items. A fine hint for unlocking another game mode could be the showing of completion time and completion percent at the end of the game.
In my current project I have bonus items signaled by a sparkle, and it is usually in areas that are harder to get to or you might have to fight along the way to get it.
I like the idea of having "hidden" content, something like an invisible event that gives you 100g or whatever. But I hate pouring time into a too elaborate hidden event because if I end up liking it for being the easter egg that it is I might want it to be more obvious so the player actually sees it.
I'm not too sure how many people click on every square in every game to look for hidden shit anyways, maybe for some games like Blackmoon Prophecy or the like.
so, to sum it up, might as well make it semi-obvious if anything so that the player actually gets to enjoy extra content or helpful items, as long as it presents a small challenge.
I like the idea of having "hidden" content, something like an invisible event that gives you 100g or whatever. But I hate pouring time into a too elaborate hidden event because if I end up liking it for being the easter egg that it is I might want it to be more obvious so the player actually sees it.
I'm not too sure how many people click on every square in every game to look for hidden shit anyways, maybe for some games like Blackmoon Prophecy or the like.
so, to sum it up, might as well make it semi-obvious if anything so that the player actually gets to enjoy extra content or helpful items, as long as it presents a small challenge.
I always try to point towards them within the game. I don't like playing games where you HAVE to read a guide, or display extreme clairvoyance, just to locate a special spear or something.
In Breach:Awakening, feral demon types can point out hidden things to the player if they are in the party at the time, while certain other types can detect energy convergence points (which can be powered up to let the player fight mini-boss level encounters with rare gear and summons as the rewards), etc.
In Breach:Awakening, feral demon types can point out hidden things to the player if they are in the party at the time, while certain other types can detect energy convergence points (which can be powered up to let the player fight mini-boss level encounters with rare gear and summons as the rewards), etc.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Zodiac Spear in FF12 is unarguably too hidden. Let's examine why:
To get the Zodiac Spear, there are two methods. The first method is to not open four specific treasure chests during the game. The first chest is in your hometown right outside the house of a quest NPC that you are forced to visit multiple times, and the other three are scattered in dungeons throughout the game. These chests are indistinguishable from other chests in the game; there is no visual cue to let you know that there is something important or different about them. Also, there is absolutely no hint in-game that not opening these particular chests is how you get the Zodiac Spear, or even that there is ever a reason to not open any chests. If you successfully manage to avoid these four treasure chests, then an extra treasure chest is added to an optional high-level dungeon. This new treasure chest contains the Zodiac Spear, but only if you aren't wearing the accessory that increases the quality of rewards you get from treasure chests. (If you're wearing that accessory, the chest contains a junk item. This is the only time in the game that wearing that accessory is a bad idea - once again, there's no clue given about this fact.)
A second, equally horrible method of obtaining the Zodiac Spear is available to those who fail the first method. A hidden area in a certain mine shaft you can reach near the end of the game has a 10% chance to contain a treasure chest. If you open the chest, it has a 10% chance to contain an item. If it contains an item, that item has a 10% chance to be the Zodiac Spear. This means there is a 1/1000 chance of getting the Zodiac Spear from this room. But it's not a one-time chance - like a lot of treasure chests in the game, this chest respawns if you leave and go at least three rooms away before coming back (rooms which are filled with extremely high level monsters). So you can keep entering and leaving, checking the treasure chest each time you're lucky enough for it to even be there, which which takes a few minutes each time. Note that like the first method, there's no indication that this chest has rare loot, and if the chest isn't there the first time then there's no indication that there could have been one. Also note that UNlike the first method, you do actually have to be wearing the accessory that increases the quality of loot you get from treasure chests; otherwise this chest will always contain a junk item.
The Zodiac Spear is by far the strongest weapon in the game. It's visible in the license grid alongside all the other spears, so it's easy to tell that it exists even if you don't have it and don't know how to get it. It was specifically added to the game in order to sell strategy guides.
So, let's examine the bullshit in the first method:
- Extremely important item
- Permanently missable (the second method still exists but you aren't seriously gonna do that)
- No clues or visual hints
- Ultra-counterintuitive method that no one would ever do on purpose
And the bullshit in the second method:
- Extremely important item
- Takes an average of 35 hours of just walking back and forth checking a single chest over and over
- Extremely low random chance
- No clues or visual hints
Something doesn't have to be this bad to be "too hidden" of course. In fact this is arguably the single worst example in the history of video games. It's a nice case study though.
If you're looking for an entire game designed around stuff that's "too hidden" you should really play an indie adventure game for the computer called La Mulana. Everything in the game supposedly has a clue, but the clues are pretty impossible to decipher, and searching in the wrong places tends to kill you and send you back 20 minutes. And very few of these clues are skippable.
To get the Zodiac Spear, there are two methods. The first method is to not open four specific treasure chests during the game. The first chest is in your hometown right outside the house of a quest NPC that you are forced to visit multiple times, and the other three are scattered in dungeons throughout the game. These chests are indistinguishable from other chests in the game; there is no visual cue to let you know that there is something important or different about them. Also, there is absolutely no hint in-game that not opening these particular chests is how you get the Zodiac Spear, or even that there is ever a reason to not open any chests. If you successfully manage to avoid these four treasure chests, then an extra treasure chest is added to an optional high-level dungeon. This new treasure chest contains the Zodiac Spear, but only if you aren't wearing the accessory that increases the quality of rewards you get from treasure chests. (If you're wearing that accessory, the chest contains a junk item. This is the only time in the game that wearing that accessory is a bad idea - once again, there's no clue given about this fact.)
A second, equally horrible method of obtaining the Zodiac Spear is available to those who fail the first method. A hidden area in a certain mine shaft you can reach near the end of the game has a 10% chance to contain a treasure chest. If you open the chest, it has a 10% chance to contain an item. If it contains an item, that item has a 10% chance to be the Zodiac Spear. This means there is a 1/1000 chance of getting the Zodiac Spear from this room. But it's not a one-time chance - like a lot of treasure chests in the game, this chest respawns if you leave and go at least three rooms away before coming back (rooms which are filled with extremely high level monsters). So you can keep entering and leaving, checking the treasure chest each time you're lucky enough for it to even be there, which which takes a few minutes each time. Note that like the first method, there's no indication that this chest has rare loot, and if the chest isn't there the first time then there's no indication that there could have been one. Also note that UNlike the first method, you do actually have to be wearing the accessory that increases the quality of loot you get from treasure chests; otherwise this chest will always contain a junk item.
The Zodiac Spear is by far the strongest weapon in the game. It's visible in the license grid alongside all the other spears, so it's easy to tell that it exists even if you don't have it and don't know how to get it. It was specifically added to the game in order to sell strategy guides.
So, let's examine the bullshit in the first method:
- Extremely important item
- Permanently missable (the second method still exists but you aren't seriously gonna do that)
- No clues or visual hints
- Ultra-counterintuitive method that no one would ever do on purpose
And the bullshit in the second method:
- Extremely important item
- Takes an average of 35 hours of just walking back and forth checking a single chest over and over
- Extremely low random chance
- No clues or visual hints
Something doesn't have to be this bad to be "too hidden" of course. In fact this is arguably the single worst example in the history of video games. It's a nice case study though.
If you're looking for an entire game designed around stuff that's "too hidden" you should really play an indie adventure game for the computer called La Mulana. Everything in the game supposedly has a clue, but the clues are pretty impossible to decipher, and searching in the wrong places tends to kill you and send you back 20 minutes. And very few of these clues are skippable.
That's actually a really good example! (One day I should go back and beat FFXII, if I got through XIII and XIII-2 I can do XII!)
I prefer it when NPCs or books littering the landscape hint at extra bosses or dungeons. Perhaps a legend that you keep hearing about and can piece together over the course of the game.
Suddenly being in a dungeon and thinking "Wait, this is on a mountain top, there is a well here - I wonder if there are three bells hidden here too!"
I prefer it when NPCs or books littering the landscape hint at extra bosses or dungeons. Perhaps a legend that you keep hearing about and can piece together over the course of the game.
Suddenly being in a dungeon and thinking "Wait, this is on a mountain top, there is a well here - I wonder if there are three bells hidden here too!"
Years of playing video games and hearing about some esoteric thing that literally seems to be impossible to find, actually found by somewhere and is now in every strategy guide under the sun, makes me think there's no real thing as true 'hidden' content; somebody will find it.
FF12 and the Zodaic Spear is a good example of 'dat bullshit' though.
FF12 and the Zodaic Spear is a good example of 'dat bullshit' though.
How hidden content can be too hidden? That completely depends on your level to accept ridiculous amounts of abuse in order to accept how hidden a content can be.
For example, look up Erika to Satoru no Yume Bouken to see one of the most famous examples of "Hidden Bonus Content", only to realize that it was hidden that way so only the other programmer's on his team could find it, but it you want a idea of what you had to do to access it, and yes I did this out of curiosity to see if it would work:
1. You have to beat the game. Yeah, it is a ending of sorts, bravo.
2.Wait 18 minunates as the screen changes shades to black and white.
3.Wait anouther 18 minunates and let the screen change again. I advise watching a movie during this time, cause you are about to get hit up again.
4.WAIT 55 MINUNATES FOR MUSIC TO STOP.
5. And then, and only then press the following combination A + B + Start + Select + Left on controller one. Better hope you have keypad 2 set up, cause controller 2's code must be put in after that, A + B + Right on controller 2. New music will begin to play to reward you.
6. Press B + Select + Right on controller 1, and B + Right + Down on controller 2. Only then will the programmer's rant about the people he hated and loved during the project come up. No, This is the hidden bonus content.
7.Once the message stops, press A + B + Up on controller 1 for his last message.
8. Wait another 18 minunates for it to reset the game.
So, is it worth it to read the angry notes of a japanese programmer complain about his co-worker's sex life and how people should show up on time? Nope! But I will be dammened if that type of hidden content is not the most rewarding kind to find, and test if it is real as well.
Personally, in RM games, stick to the hidden item and quest variety. If you need step by step instructions in order to find it, it won't be found in a indie title. Also, The Blurred Line actually has a hidden password in the VR stage if you suck at mini-games. This is something I still love Lys86 for implementing even now. If people did more overrides that way, I would be happy.
For example, look up Erika to Satoru no Yume Bouken to see one of the most famous examples of "Hidden Bonus Content", only to realize that it was hidden that way so only the other programmer's on his team could find it, but it you want a idea of what you had to do to access it, and yes I did this out of curiosity to see if it would work:
1. You have to beat the game. Yeah, it is a ending of sorts, bravo.
2.Wait 18 minunates as the screen changes shades to black and white.
3.Wait anouther 18 minunates and let the screen change again. I advise watching a movie during this time, cause you are about to get hit up again.
4.WAIT 55 MINUNATES FOR MUSIC TO STOP.
5. And then, and only then press the following combination A + B + Start + Select + Left on controller one. Better hope you have keypad 2 set up, cause controller 2's code must be put in after that, A + B + Right on controller 2. New music will begin to play to reward you.
6. Press B + Select + Right on controller 1, and B + Right + Down on controller 2. Only then will the programmer's rant about the people he hated and loved during the project come up. No, This is the hidden bonus content.
7.Once the message stops, press A + B + Up on controller 1 for his last message.
8. Wait another 18 minunates for it to reset the game.
So, is it worth it to read the angry notes of a japanese programmer complain about his co-worker's sex life and how people should show up on time? Nope! But I will be dammened if that type of hidden content is not the most rewarding kind to find, and test if it is real as well.
Personally, in RM games, stick to the hidden item and quest variety. If you need step by step instructions in order to find it, it won't be found in a indie title. Also, The Blurred Line actually has a hidden password in the VR stage if you suck at mini-games. This is something I still love Lys86 for implementing even now. If people did more overrides that way, I would be happy.
Every time I think of secrets that are too hidden, the one example that jumps immediately to my mind is the most egregiously hidden treasure box in Super Mario RPG.
There are hidden boxes all over the game that, when struck by Mario randomly jumping everywhere, they appear and give you a frog coin. An NPC later in the game can tell you how many of the boxes you've found (there are about fifty of them, I think).
Anyway, you can find almost all the boxes at your leisure. If you missed one, you can always go back and get it.
Except for one of them.
This particular hidden frog coin box has extremely specific circumstances under which it can be obtained. It's in the foyer of Peach's castle, in a secret alcove above a door mantle. Mario can't jump up there on his own; he has to be standing on an NPC to jump high enough to enter. There are NPC Toads in the hall that wander about randomly, whom you could presumably stand on and wait until they're close enough to jump up. Too bad if you only found out about this box now, you can't get it.
Because the ONLY TIME this alcove can be entered is in the very beginning of the game. The first time you enter the castle, a Toad greets you and immediately dashes down the hall and through the door in question. At this very moment, you must jump on this Toad, then up to the alcove as soon as he carries you close enough. If you try this at any other time in the entire game, you can't get up there. It's blocked off by invisible walls (not that the alcove itself was ever apparently visible to begin with). This is also before you even find out invisible blocks exist, or what frog coins are. And any player who missed this block (everyone) and was trying to find all of them for the NPC that told them how many were still left would be rightly irritated.
I avoid bullshit like this at all costs. If the player could never, ever, ever possibly find it on their own without having to look it up, then it's too hidden. Lay your hints and cues out as cleverly as you like, but if no one would ever think to find it, then no one ever will.
There are hidden boxes all over the game that, when struck by Mario randomly jumping everywhere, they appear and give you a frog coin. An NPC later in the game can tell you how many of the boxes you've found (there are about fifty of them, I think).
Anyway, you can find almost all the boxes at your leisure. If you missed one, you can always go back and get it.
Except for one of them.
This particular hidden frog coin box has extremely specific circumstances under which it can be obtained. It's in the foyer of Peach's castle, in a secret alcove above a door mantle. Mario can't jump up there on his own; he has to be standing on an NPC to jump high enough to enter. There are NPC Toads in the hall that wander about randomly, whom you could presumably stand on and wait until they're close enough to jump up. Too bad if you only found out about this box now, you can't get it.
Because the ONLY TIME this alcove can be entered is in the very beginning of the game. The first time you enter the castle, a Toad greets you and immediately dashes down the hall and through the door in question. At this very moment, you must jump on this Toad, then up to the alcove as soon as he carries you close enough. If you try this at any other time in the entire game, you can't get up there. It's blocked off by invisible walls (not that the alcove itself was ever apparently visible to begin with). This is also before you even find out invisible blocks exist, or what frog coins are. And any player who missed this block (everyone) and was trying to find all of them for the NPC that told them how many were still left would be rightly irritated.
I avoid bullshit like this at all costs. If the player could never, ever, ever possibly find it on their own without having to look it up, then it's too hidden. Lay your hints and cues out as cleverly as you like, but if no one would ever think to find it, then no one ever will.
I have nothing against something being nearly impossible to find, as long as it's nothing important like the example from Erika to Satoru no Yume Bouken.
However, if it's a weapon, boss or anything else that is important, then it should at least be hinted in some way. Even if it's just a single NPC somewhere that says something about it. I also hate it when something hidden can only be acquired at some point in the game, and then you only find out about it when it's too late.
However, if it's a weapon, boss or anything else that is important, then it should at least be hinted in some way. Even if it's just a single NPC somewhere that says something about it. I also hate it when something hidden can only be acquired at some point in the game, and then you only find out about it when it's too late.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The real issue to me with the frog coin thing, halibabica, is that you can't go back and get it later.
Honestly if something is optional, and you can do it at any time, I don't care how hidden it is. I'm probably going to skip most of the optional stuff anyway in most games, and if I don't skip it then it's because I feel like searching for the gameplay that day instead of just sitting down and having the gameplay actually appear when I turn the game on, so I'm already prepared for it.
The Zodiac Spear's second method can technically be done at any time, but requiring 35 hours of re-checking a single chest isn't really a problem of being "too hidden" so much as a problem of being retarded.
Honestly if something is optional, and you can do it at any time, I don't care how hidden it is. I'm probably going to skip most of the optional stuff anyway in most games, and if I don't skip it then it's because I feel like searching for the gameplay that day instead of just sitting down and having the gameplay actually appear when I turn the game on, so I'm already prepared for it.
The Zodiac Spear's second method can technically be done at any time, but requiring 35 hours of re-checking a single chest isn't really a problem of being "too hidden" so much as a problem of being retarded.
from LockeZ
The real issue to me with the frog coin thing, halibabica, is that you can't go back and get it later.
This. This this this SO THIS. This is the point at which it crossed the line into 'screw the player' territory. There are other secrets in Mario RPG that have unintuitive hiding places, but you don't get locked out of them for passing them up (I can't remember if the Lazy Shells are guilty of this or not). So yeah, this was definitely a 'sell strategy guides' move.
And that Zodiac Spear thing is just ridiculous.
The Zodiac Spear isn't the best weapon, the Masamune is far better due to it's crazy combo hit rate which can pseudo-bypass the damage cap. In IZJS the Zodaic Spear still isn't the best due to the inclusion of the Seitengrate bow which has some absurd attack. It also belongs in the list of bullshit hidden stuff. Like the Zodiac Spear it's dumb rare with a 1% chance of the chest spawning and a 1 or 5% chance of the chest actually having the item in question. Oh yeah, it is also in an invisible chest. Sounds like you can RNG manipulate it into dropping 100% of the time at least. And by 'at least' I mean 'what is wrong with you SE'.
Personally, I love hidden and interesting content in games. Not low effort dumb shit like super weapons in rare chests or one chance frog coins or when the stars align so you can see the creator's initials appear. I like hidden content like the heart of the Statue of Liberty in GTA4. 99% of the ones you hear about are fake and 99% of those are dumb Push The Truck to Get Mew ones though. Cracked has some easter egg articles, some good some bad, that I enjoyed reading about too. The good ones (and the creepypasta ones, well, before they turn dumb like they all do) are what inspired me to do that hidden world in RMN Bros 2.
In SMBX, what RMN Bros 2 was made in, you can do Mario World-ish world maps which was used in RMN Bros 2. There were a problems with it though: The only path that start available is the one the player starts on, the player started in a hub world with pipes to take the player to each world, and worlds 1-7 started fully available to the player. This would cause the game to draw the path for each world when the player went to each one which was unacceptable. To bypass this I connected the hub world with invisible paths to all the worlds so the game would think they were all connected and they would start off drawn. Then the old noggin' got working on what to do with that invisible space and I decided to make it an extra secret world. I added some stars on the black background and SMB3 World 8 music to try and give it a bit of a menacing atmosphere (inspired by World Zero in Mushroom Kingdom Fusion). I put in the interesting/really hard levels that got denied due to various reasons for some extra and 100% optional stars. It also had the world part of RMN Bros 1 as a level (The hub world) with the worst level objective (Collecting red coins) modified to drain your will to live.
Getting there was as simple as knowing where the invisible roads are. To avoid players from finding them none were placed where the user had to turn, you'd have to walk off a straight path at the right moment to find the road. This is of course total bullshit. I made the last level of world 8 so I added hints there. It's a Bowser level with an approach half and a Bowser fight half. Twice, once at the Bowser door and after you defeat Bowser there's a door/pipe blocked by Bowser blocks. You don't need to go through the door/pipe to beat the level and move on to world 9, in fact it isn't even clear how you remove the blocks. There's a secret pipe halfway through the first part of the stage the player can't see as it's off the bottom of the screen that leads to a switch that controls the Bowser blocks. The only hint that the pipe is there is it's in a segment with thwomps that fall offscreen and die except one thwomp is placed above the pipe and will hit it when he falls and not go offscreen like the others. This does require the player to make a connection that the thwomp didn't die for no reason and something they can use is down there and find the pipe. The switch will toggle Bowser blocks to appear all over the level and the exit pipe takes the player back to the start. The new Bowser blocks are placed to make the level even more difficult and prevent the player from using the midpoint at the end of the first half of the level. If the player can clear a quarter of the level, trigger the switch, redo the first half of the level but harder, and beat bowser in an even worse arena without dying there's a hint that the player should walk off a one tile bridge in a world to find the hidden world.
I hope to do something like that in a future game because I really do enjoy those kinds of secrets. I don't mind if nobody ever finds them (iirc Davenport was the first to report finding the hidden world), making them and that feeling that maybe someday somebody will trip over it is enough to motivate me.
Of course because it's me I fucked up the star count so in the original release of RMN Bros 2 the final level wasn't even accessible.
*edit*
Lazy Shells are missable. You can sell the seeds you need to grow to get them.
On the note of missable optional stuff, IMO it depends on the length of the game and how well it leads to replayability. Short play games like roguelikes would do well with missable optional content but the typical RPG doesn't. At all.
Personally, I love hidden and interesting content in games. Not low effort dumb shit like super weapons in rare chests or one chance frog coins or when the stars align so you can see the creator's initials appear. I like hidden content like the heart of the Statue of Liberty in GTA4. 99% of the ones you hear about are fake and 99% of those are dumb Push The Truck to Get Mew ones though. Cracked has some easter egg articles, some good some bad, that I enjoyed reading about too. The good ones (and the creepypasta ones, well, before they turn dumb like they all do) are what inspired me to do that hidden world in RMN Bros 2.
In SMBX, what RMN Bros 2 was made in, you can do Mario World-ish world maps which was used in RMN Bros 2. There were a problems with it though: The only path that start available is the one the player starts on, the player started in a hub world with pipes to take the player to each world, and worlds 1-7 started fully available to the player. This would cause the game to draw the path for each world when the player went to each one which was unacceptable. To bypass this I connected the hub world with invisible paths to all the worlds so the game would think they were all connected and they would start off drawn. Then the old noggin' got working on what to do with that invisible space and I decided to make it an extra secret world. I added some stars on the black background and SMB3 World 8 music to try and give it a bit of a menacing atmosphere (inspired by World Zero in Mushroom Kingdom Fusion). I put in the interesting/really hard levels that got denied due to various reasons for some extra and 100% optional stars. It also had the world part of RMN Bros 1 as a level (The hub world) with the worst level objective (Collecting red coins) modified to drain your will to live.
Getting there was as simple as knowing where the invisible roads are. To avoid players from finding them none were placed where the user had to turn, you'd have to walk off a straight path at the right moment to find the road. This is of course total bullshit. I made the last level of world 8 so I added hints there. It's a Bowser level with an approach half and a Bowser fight half. Twice, once at the Bowser door and after you defeat Bowser there's a door/pipe blocked by Bowser blocks. You don't need to go through the door/pipe to beat the level and move on to world 9, in fact it isn't even clear how you remove the blocks. There's a secret pipe halfway through the first part of the stage the player can't see as it's off the bottom of the screen that leads to a switch that controls the Bowser blocks. The only hint that the pipe is there is it's in a segment with thwomps that fall offscreen and die except one thwomp is placed above the pipe and will hit it when he falls and not go offscreen like the others. This does require the player to make a connection that the thwomp didn't die for no reason and something they can use is down there and find the pipe. The switch will toggle Bowser blocks to appear all over the level and the exit pipe takes the player back to the start. The new Bowser blocks are placed to make the level even more difficult and prevent the player from using the midpoint at the end of the first half of the level. If the player can clear a quarter of the level, trigger the switch, redo the first half of the level but harder, and beat bowser in an even worse arena without dying there's a hint that the player should walk off a one tile bridge in a world to find the hidden world.
I hope to do something like that in a future game because I really do enjoy those kinds of secrets. I don't mind if nobody ever finds them (iirc Davenport was the first to report finding the hidden world), making them and that feeling that maybe someday somebody will trip over it is enough to motivate me.
Of course because it's me I fucked up the star count so in the original release of RMN Bros 2 the final level wasn't even accessible.
*edit*
Lazy Shells are missable. You can sell the seeds you need to grow to get them.
On the note of missable optional stuff, IMO it depends on the length of the game and how well it leads to replayability. Short play games like roguelikes would do well with missable optional content but the typical RPG doesn't. At all.
from GreatRedSpirit
Lazy Shells are missable. You can sell the seeds you need to grow to get them.
See, I'm fine with that, because then it's the player's own stupid fault for selling a key item.
I'd say that RMN Bros. 2 thing is almost too hidden. Not so much that no one would ever find it, but pretty darn well.
This is an interesting topic and I'll try to catch up later, but all I can say right now is that people often won't look for hidden stuff in your game. So don't hide anything, except if your game is just too awesome or if you don't mind the fact that people might never find it.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I honestly kind of just universally dislike hidden dungeons, and hidden cut scenes, and stuff like that. Typically if you as the designer feel that a part of your game is worth playing then I don't think you should make it missable.
Now if the hunt itself is the gameplay, and the only thing you get after solving the hint is a new weapon that does 20% extra damage, then... whatever, I guess. It's just a matter of difficulty at that point, and what difficulty is best depends entirely on the player.
Now if the hunt itself is the gameplay, and the only thing you get after solving the hint is a new weapon that does 20% extra damage, then... whatever, I guess. It's just a matter of difficulty at that point, and what difficulty is best depends entirely on the player.
author=caluno
people often won't look for hidden stuff in your game.
They absolutely will. How do you think most stuff is found? SaGa Frontier is like 15 years old and people are still looking and finding secret stuff in that game.
If you enjoy a game, you'll play it, and everything that entails.
I look for hidden stuff, as long as I don't have to trudge through 3-step random encounters to find it. I love hidden stuff. Exploration! Sidequests! GIMME GIMME GIMME
I found all the tiny medals in HR. I search for treasure in barrels, boxes, shelves.
The thing is that if you're going to hide stuff in your game, make it consistent. This is the worst thing - not knowing that you can search a something for an item and missing out on it. The best way to let someone know if they can search things is to ease them into the idea that things can be searched. Do that by making at least one of each searchable item in the first few maps of your game. Or a book that tells you so. Or a tutorial of some kind.
Nothing is worse than missing out on treasure. It's the WORST POSSIBLE THING!!!
I found all the tiny medals in HR. I search for treasure in barrels, boxes, shelves.
The thing is that if you're going to hide stuff in your game, make it consistent. This is the worst thing - not knowing that you can search a something for an item and missing out on it. The best way to let someone know if they can search things is to ease them into the idea that things can be searched. Do that by making at least one of each searchable item in the first few maps of your game. Or a book that tells you so. Or a tutorial of some kind.
Nothing is worse than missing out on treasure. It's the WORST POSSIBLE THING!!!
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Feldschlacht IVauthor=calunoThey absolutely will. How do you think most stuff is found? SaGa Frontier is like 15 years old and people are still looking and finding secret stuff in that game.
people often won't look for hidden stuff in your game.
If you enjoy a game, you'll play it, and everything that entails.
The fact that some people have found things is not evidence that most people keep looking until they find everything, or even evidence that most people look at all. The fact that it took them fifteen years is actually pretty solid evidence that most of them weren't really looking that hard back in 1997. You are just talking out of your ass based on what you personally do in games; not everyone is like you, and you shouldn't assume they are. Achievements are a great measure of how many people find hidden stuff in games, and have shown that most people do not even finish games[1] and that most people who finish games miss or skip the vast majority of optional content.[2]
(gamestudies.org is a great site by the way)





















