Anonymous
6/25/2025, 2:59:46 AM No.713570206
Love them? Hate them? Favorites? Least favorites? Let's talk about it, you idiots
Starting with the name itself, I can't stand the term "metroidvania". I don't think any genre or even sub-genre should be that beholden to one or two games, no matter how much praise they might get. I think a much more appropriate term would simply be "adventure games". The character goes on an adventure, usually in a place they've never been. That's what makes it an adventure. Simple as that.
I also think that leveling, experience points, and skill trees of any kind have got to go. Grinding for power is never as fun as finding items. It also helps to encourage the player to go wherever they want, not held back by thinking themselves too weak, but to take on each room as a puzzle in itself, with enemies being part of that puzzle. How to get through and survive? And then once the puzzle's been solved, only then may it be trivialized or made simpler with items that give substantial and noticeable upgrades to the player's power or movement, or to give a new ability entirely. Also, I think maps should be entirely open - no roadblocks based on abilities. Let the player explore where they want. That doesn't mean the difficulty should be even, some areas can and should have brutal enemies. If the player decides it's too hard, they can come back later. Or the stubborn players can keep trying and get rewarded, especially speedrunners if the item helps them to move around more easily.
What are your takes, /v/?
Starting with the name itself, I can't stand the term "metroidvania". I don't think any genre or even sub-genre should be that beholden to one or two games, no matter how much praise they might get. I think a much more appropriate term would simply be "adventure games". The character goes on an adventure, usually in a place they've never been. That's what makes it an adventure. Simple as that.
I also think that leveling, experience points, and skill trees of any kind have got to go. Grinding for power is never as fun as finding items. It also helps to encourage the player to go wherever they want, not held back by thinking themselves too weak, but to take on each room as a puzzle in itself, with enemies being part of that puzzle. How to get through and survive? And then once the puzzle's been solved, only then may it be trivialized or made simpler with items that give substantial and noticeable upgrades to the player's power or movement, or to give a new ability entirely. Also, I think maps should be entirely open - no roadblocks based on abilities. Let the player explore where they want. That doesn't mean the difficulty should be even, some areas can and should have brutal enemies. If the player decides it's too hard, they can come back later. Or the stubborn players can keep trying and get rewarded, especially speedrunners if the item helps them to move around more easily.
What are your takes, /v/?
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