Nancsi, on 04 April 2018 - 05:33 AM, said:
I just said finding secrets (or even more so: BEATING secrets) shouldn't hinder your original campaign.
But it....doesn't.
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When you have to push a chair from one side of the map to the other side, and granted, it's very easy to screw things up, and your reward is not that big, it's not fun anymore, but an annoying micro-management which can ruin many people's experience.
Speak for yourself. And that's not necessary to complete the game. This is a secret. You don't want to go through it, don't do it. I like earning my rewards, thank you. Even if it takes a difficult challenge to receive. You must not like games like Super Meat Boy very much do you? Finding some secrets in Super Metroid is another good example.
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Also I don't know secrets from any of the original Build games where you can die as easily as in the platforming secret in the office building. Platforming never worked well in FPS in my opinion.
Which secret are you talking about?
I got that on the second try. And only because the first time I wasn't 100% sure of the method. Once I died I understood immediately what I had to do instead and it was a cakewalk. I know it's not that easy for everyone, but it
can be.
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For me a great secret place is like the one in Warp Factor. A hidden button that opens a door somewhere else. It also leads to a surprise place, so your reward is really high. There are little effort secrets as well with little reward, those should be there for satisfaction to the players.
Also you shouldn't forget this is a commercial release, so it shouldn't be treated as a gift to the community, and something like "completists suck" opinion is not helpful at all here. We should really tell now every single nitpick we don't like in my opinion, that will make the game better in the final release.
I agree that saying completionists suck is unproductive, but this can be a dangerous line of thinking. If everyone and their dog submitted their "picked nits" on refining (in their minds) the game to perfection, you end up with a bunch of conflicting feedback and, worst-case scenario, you end up with a homogenized soulless husk of something that was great. Feedback is certainly important, but it must be weighed with the original intentions of the design so it can be steered accordingly. Not all feedback is worth listening to. When Double-Fine was beta testing Broken Age to outside journalists and such one of the bits of feedback was that a certain section that repeated over and over and over again was monotonous and looked at as bad design, but that was the whole POINT of the sequence. To get you get sick of it and try to break the cycle. If Tim Schafer removed that the whole effect would have been lost as it was also a major part of the plot. But it would have been "more fun" for some players (who didn't get it) if it didn't exist. But the game would have been worse for it.
I love the secrets in this game, personally.