Anonymous
7/19/2025, 1:30:59 PM No.58013057
An example:
Would it be open world? If so would it be a larger world or a smaller world?
Semi-linear (i.e. a few branching paths that still eventually lead to the same destination. Being able to do a few things out of order etc.)
Or fully linear (game forces you along a set path with plenty of side areas that have little to no effect on story progression. Usually with interesting main story dungeons.)
As for the actual dungeons, how'd you design them? Would you require HMs (or an equivalent?)
I personally would take the semi-linear approach. Most mandatory story dungeons would be simple progression-wise but often have side areas that are more complex and rewarding with a few of them having Metroidvania-esque exploration (gaining an ability or item that unlocks more early game areas.) The optional areas would mostly be more complex from compared to their mandatory counterparts.
Would it be open world? If so would it be a larger world or a smaller world?
Semi-linear (i.e. a few branching paths that still eventually lead to the same destination. Being able to do a few things out of order etc.)
Or fully linear (game forces you along a set path with plenty of side areas that have little to no effect on story progression. Usually with interesting main story dungeons.)
As for the actual dungeons, how'd you design them? Would you require HMs (or an equivalent?)
I personally would take the semi-linear approach. Most mandatory story dungeons would be simple progression-wise but often have side areas that are more complex and rewarding with a few of them having Metroidvania-esque exploration (gaining an ability or item that unlocks more early game areas.) The optional areas would mostly be more complex from compared to their mandatory counterparts.
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