Which do you prefer, 3D Sandbox/Collectathon Platformers where you can get everything on your first visit to a world, or one where you need to go back after getting a new power?
And if the game does the latter, would you like an indicator you can't get everything in the world until you get required powers, or would you feel that spoils the game/world?
>>380232565
This is a tough question. I enjoyed Kazooie far more than Tooie and I think this was a big reason why. The backtracking felt a bit overwhelming at points. I'm definitely not opposed to it, and I think it can add a lot to a game.
I definitely enjoy backtracking in games like Super Metroid, there is no question about it.
>>380232565
Why would ANYONE prefer the second option?
BT >>>>> BK
>>380233540
It makes the world feel connected and less linear. One thing I really liked about Banjo-Tooie is that every world felt more relevant because they were all connected. There are portals from one world to the other, some things you do in one world lets you get a jiggy in another, moves you get later let you get jiggies in previous worlds. It's about creating a sense of freedom. You can cruise through grabbing jiggies, when you get bored of that world, you move on to the next. You learn a new move in that level that reminds you of that one thing in the previous level that stumped you and you realise "oh shit, now I can do that" so you go back to it. It's interesting, albeit controversial game design.
>>380233540
in Wario Land 3 it's pretty fun getting new powers and trying to think back on previous levels and what new things you can do.
>>380232565
A mix of the two. You can get almost everything on your first visit, but there are reasonably sized new areas you can't access until you come back with a new power. That way it's not just going back through the same place getting all the shit you missed, you get to explore parts of the level that were out of your reach before.