FASCINATING SHIT

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tardis
is it too late for ironhide facepalm
308
author=Corfaisus
author=Lennon
I really didn't find the water temple THAT bad. It only gets evil near the very end.
I was just thinking about the Water Temple a few days back. Sure, that central room where the water level has to be just right to proceed was a bit of a pain, but I was more focused on my dislike of the final boss, Morpha. He moves around just quick enough to have you longshot the walls and completely miss him, and then he comes up out of the water and flings you right into the wall.

the corners of the room don't have spikes in them- you can actually hookshot Morpha toward you from the corner, then beat him around so you have him trapped in the corner. i see a lot of speedrunners use this technique, because if you're doing the right shit with your sword, you can kill him in one cycle.
I don't remember the boss or the temple being hard at all. I hated the short frozen cave part of it that came before much more.
It wasn't hard, it was just extremely tedious.
That article didn't really offer any great insight. I was waiting for the moment it tied everything together and revealed some great truth about game design. It just said things I already knew.

but I can see how it would be helpful for new developers if they didn't figure out that stuff on their own
Max McGee
with sorrow down past the fence
9159
author=Natook
I absolutely hated the water temple. It was a clever way TO WASTE MY TIME. The only temple where the fun factor dropped to zero. The rest, yeah the design was great. Zelda games always had a knack for making dungeons where there isn't only ONE TRUE DIRECTION but essentially the same thing needs to happen. Although Link's Awakening's third... maybe second? Dungeon (The one with the pot genie) had an extra key that went no where. But that's somewhat irrelevant.

Ideally:
Puzzles = fun

What tends to happen:
Puzzles = needless hassle without thought process (WATER TEMPLE)

Although, I think the intentions behind the Water Temple could've been done really well, but I hate it in games where if you screw up, you have to repeat steps 1-87 to get back to where you were. I think games tend to work better with a very small but noticeable throwback. Not OH SHIT YOU JUST FELL 3 STORIES, GOOD LUCK GETTING YOUR AFTERNOON BACK.

Well now you have an in-depth deconstruction of exactly what not to do. : )

That article didn't really offer any great insight. I was waiting for the moment it tied everything together and revealed some great truth about game design. It just said things I already knew.

Yeah as far as I can tell Gareth Rees' articles are less about GREAT TROOF on any subject and more about "exactly what was advertised" in the title.
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