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Runa216 said:
AngryLittleAlchemist said:

Isn't that the level where there's a long ass bridge of invisible platforms that you have to walk across, and there's one part where they try to trick you into falling and dying by breaking the pattern towards the end? Honestly not a super bad or hard part, it's pretty easy once you know what to do and given Mega man is based on repetition that's not such a bad thing. But man it's also so boring once you know what to do. It's such filler, like the kind of thing a Mario Maker level creator would do to pad out their level when they didn't know what else to do with it. 

Honestly, a lot of Megaman 2's levels can suck a big fat rotted dick. And I have to specify rotted to make sure it's known I mean that in a bad way. 

Yeah, that is the level, but a lot of Mega Man's game design is constructed around trial and error and pattern recognition. The Whole point is to observe, to act, and to learn from your mistakes. you learn the pattern and speed in which the block pattern repeats, then you die once when the pattern swaps. you lose one life and you're now educated on what not to do next. That's how a lot of game design worked back then. 

And it's not like the levels were long or anything. Seriously, Mega Man levels from beginning to end were regularly like 2-5 minutes, so it's not like you're ever too far away from trying again. 

Sure, SOME of their levels and design choices were cheap and bullshit to make you die (really bad in MEga Man 1 and 3), but this is not one of those examples. I'd take this over like 90% of Mega Man 1 and Mega Man 3's level design any day.

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That is how most game design still is today. Scripted event that don't trigger until you pass a certain point or do a certain action. In some FPS games this can be really telling because enemy soldiers are just hanging around until you pass a certain point when they suddenly go all aggro. Modern games have become better at hiding this but it still holds true in most cases. It's just that modern games a lot of the time are made so damn easy so you don't notice this because you rarely die and don't have to repeat play the same section. 

This has been a wish from me for a long time, that games would focus on AI/living world rather than shiny graphics so you don't have scripted events that play out the same every time. I remember this was a promise with S.T.A.L.K.E.R long before its release, about everything about this was axed before the game released. 

EDIT:// When talking about S.T.A.L.K.E.R I think the original plan for the game was that there was a competing faction in game that could actually finish the game if you lulled around to much or didn't interfere with them in game, this was also axed. To me this is great game design that puts ACTUAL urgency to progress. 

Last edited by Spindel - on 28 May 2021