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originally posted in:Super Good Advice
8/1/2013 7:10:08 PM
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By god.... I have a question: how likely is it that incredibly frustrating sections (ie the Cortana level in Halo 3) won't exist? I like a challenge, just not one that makes me feel like twisting the controller in half.
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  • There will most likely be ghastly and horrible situations, the psychology will be different because you have the choice to leave or work around the situation with more freedom, as a pose to slugging through in a linear fashion. Though you'll likely push through and enjoy the challenge as its your choice or even slink off, spend some time levelling up, ready to roll back, and kick some extra terrestrial gluteus maximus.

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  • I'll buy titanium xbox one controllers.

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  • ok.. [spoiler]o O/[/spoiler]

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  • Edited by A 3 Legged Goat: 8/1/2013 10:25:54 PM
    I imagine one of the things they've expanded upon or changed is how they approach their level design.

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  • Mass Effect was the only franchise where I didn't feel like growing the controller through the screen. At least, not after the battle with Benezia.

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  • Inevitably there will be some spaces that you may dread traversing for various reasons. I think though that with tools like Grognock and the fact that they're building 7 worlds - not one space or just one world - but 7 huge spaces for players to interact with and explore, they'll have more freedom and flexibility to work with and not be stuck making the linear spaces that didn't work well in Halo.

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  • I don't have an issue with it if it was designed to be difficult. What I do have an issue with is making a section so difficult that you have to basically throw yourself at it, over and over, until you get lucky and the AI trips up.

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  • Indeed. Trial and Error gameplay has been worn out and I think it'd be a tremendous step in the right direction if Bungie designed spaces that encouraged strategical play. Offer many routes and facilitate different styles and approaches so that players aren't stuck respawning or "seeing what sticks to the wall".

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  • Exactly. What is really annoying is when you find something crucial to getting through the level, but it's hidden in a spot no one in their right mind would think to look when they're being shot at.

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  • Yes. "There's a Rocket Launcher there?!" or "I never knew I could have used this ledge". I think good level design should naturally introduce players to different locations each with different strategical value. However, it should also neither obscure locations from players nor make them too straight forward or "forced" at them. Don't hide a helpful path behind a million crates, but also don't have a million flashing arrows point there to tell you it's a good path for you to take. Keeping this in mind, Destiny can provide spaces that are stress-free and rewarding the first time you encounter them and fresh when you replay them.

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  • A good example of this bad design was the first part of halo 3. It was where you're rescuing the sergeant. You come to the dam where he's being held, and there's at least three snipers. You are [i]supposed[/i] to have grabbed a sniper rifle from a downed ship. However, I hadn't because it wasn't in a place that I automatically came across. I spent about half an hour trying to pick off snipers on legendary with a carbine that couldn't even zoom in enough for me to get head shots and only had half a clip left.

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  • Didn't help that the crates were turned towards the river, and sometimes grenades would knock them upside down.

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