Is it impossible for AAA to have good complex level design? When's the last time you played AAA where the levels weren't either linear lines or open empty fields of nothing? Even nuDoom couldn't get proper levels
>>716135698 (OP)
it's not impossible but devs don't have the incentive to do it anymore. in the past before modern conventions got put in place making dense convoluted levels was just how devs approached filling out a game, it was the only toolkit thy knew. now they know they don't have to do that.
>>716138231
Indie retro shooters are actually full of games with complex level design, because they know their audience and don't have to dumb it down to be more accessible
reminder that le complexity doesnt mean good level design. complexity is the opposite of good level design in most cases because you failed at creating something intuitive