How do you feel about fake walls in games? Whether it be secret walls in Wolfenstein 3D, bombable walls in Zelda, part of a ceiling or wall containing a missile expansion in Metroid, whatever.
Are they a good way to hide secrets in a game? Do you think they're fun to discover, or do you hate them since you're compelled to check every part of every wall?
What would you say is the right way to implement them, and can it be done well when no hints are given whatsoever that there's a secret in an area?
>>3989578
Not vr but I feel like return to castle volfenstein did it well.
>>3989578
I liked them earlier on in Wolf3D when it was something that made sense to check. You know, a big swastika flag, bit of wall 'guarded' by old armour or an otherwise symmetrical room with nothing across from a door
Eventually it got really shit with them and secret placement got more random. That was frustrating. I did enjoy the practice of putting a secret within a secret within another secret. Always made me feel like a clever boy for finding them.
I hate them in JRPGs. It's like they expect you to attempt to walk into every wall just to see if you can. That's just tedious. At least put some kind of graphical indicator on the wall that you can walk through it, that way they can pretend they're testing your observational abilities.
>>3989578
They can sometimes be tedious but I miss them when they're not there.
>>3989578
I've always liked them fine in 2D Metroid games because they seem to fit there. The tile-based world makes it seem natural for there to be passages in some places where the tiles are weak or hollow or whatever, and there can be clues that aren't super obvious but that still at least exist.
Checking every wall in a 3D game is crap though. If the secret is not very important or there's a good clue then I guess I'm okay with it.
If a 3D game were still tile-based, like Minecraft I guess, then it would make more sense. I mean Wolfenstein 3D had square tiles for walls but they were big ones, not little ones like in Metroid... it's not the same thing. In 3D games where everything is just another 3D model that could have any arbitrary shape, you don't naturally think of walls as being made of smaller pieces that could be removed, so these secrets don't fit in quite as naturally and you just really need to be given at least a small clue.
I like the idea of secret rooms, fake walls work as well.
But you've gotta give it a hint somehow.
Be it just saying that they exist, making something subtle to the wall itself or having an item that hints to it. Like a dog that sniffs hidden passages or a radar that shows that within that area there's a secret.
I hate having to walk around hugging every single wall because it's up to luck.
>>3989693
In FFV there was a thief skill that let you see hidden passages you could get pretty early.
Either give a way to detect them or make them obscure entirely optional bonus rooms.
>>3989693
FF4 was actually really good when it came to secret passages and the like. I dont even really like the game, but it handled this aspect of design better than probably any other game I've played.
>>3989872
Agreed. I remember just running around every single level of Wolfenstein 3D "humping walls".