Hiku said:
Then why not explain what makes it bad, similar to how I explained what makes it good, instead of just less = bad/backtracking. Because that sounds like pretty simple minded reasoning. Metroid, Resident Evil, Yakuza, etc have you backtrack with purpose. I'll take the first time I visited the closed and intimate space of Kamurocho in Yakuza (which has you revisiting key landmarks several times, like in Nier) over the vast majority of worlds I've experienced in other games. And you are incorrect about the Amusement Park. Same thing with the Flooded City area. There seems to be a pattern with your thoughts on level design. Fewer = bad And several of them contribute to the world building I described earlier. I think critique about Route B is fair. |
I think the recycling of assets in Yakuza genial. It is the same city so yes it will be the same, but they also go the extra mile and keep making changes to the city as a regular city would have, new buildings, older ones being demolished, etc.
This not only brings familiarity but also allow for a faster release time of quality game with less budget. What matter more to me is the storyline and cutscenes, so using the same city (and well they even add new cities on every other game).
On our life we do go back and forth between places we know and see everyday =p and there is plenty of people that play FPS and MMORPG several hours a day in the same maps for weeks on end.
As you said more than it being bad because of smaller/repeated it is just his taste that doesn't match with these design choice, and that is ok as well.
duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"
http://gamrconnect.vgchartz.com/post.php?id=8808363
Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"
http://gamrconnect.vgchartz.com/post.php?id=9008994
Azzanation: "PS5 wouldn't sold out at launch without scalpers."