the_dengle said:
I certainly agree with you on the last note, but from my perspective the ideas you were throwing around were way worse than simply designing every dungeon around using a single item, haha. The most straightforward way to voice my concern is to say that if the dungeons can be played in any order, then every dungeon might have to be the first dungeon. Imagine the Spirit Temple's difficulty lowered to Inside the Deku Tree or Dodongo's Cavern levels and you'll see what I'm getting at. They can kind of get around this by having an introductory dungeon at the start (like Hyrule Castle in ALTTP), but that just kind of sidesteps the issue. If every dungeon is on relatively equal footing, then you have no difficulty curve. Worse, if some dungeons are more difficult than others and you can do those first, you have a backwards difficulty curve on your hands. It's simple enough to scale the difficulty in an RPG or something, but Action/Adventure games are a little different and I don't expect Octoroks to get stronger just because you picked up a few heart containers. |
Or each dungeon will be of varying difficulty so that there's a preferred route for new players, but plenty of flexibility for repeated playthroughs.
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