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There's nothing wrong with it as long the level design and what not are still interesting. It also helps if there's a reason given for doing so. Games like Metroid make pretty good use of it where you get power ups and what not to access sections of previously visited areas you couldn't get to before. I liked Prime's level changes when you backtracked. It kept the game more interesting. Halo did something similar when you retread some of the same areas.
It also helps if there's a reason given for doing so. Games like Metroid make pretty good use of it where you get power ups and what not to access sections of previously visited areas you couldn't get to before.
BobZany
This is an important point, backtracking is absolutely fine - as long as it's worth it. I found backtracking in Prime very rewarding as it unlocks new areas at the same time as giving you a power-up.
Backtracking is okay if its inclusion is fundamental to the design of the game and isn't used to bloat the play time past the point of being fresh simply to make a bullet point for how long it is.
The problem is that backtracking is usually implemented to bloat game length and ends up hurting an otherwise enjoyable game. Metroid Prime 2 was a real victim of this. They had you go on this stupid fetch quest for nine items at the end of the game that made you traverse the entire game area over and over again.
Backtracking is commonly used as bloat instead of fundamental design, and that's why backtracking has gotten a bad rap.
Backtracking is okay if its inclusion is fundamental to the design of the game and isn't used to bloat the play time past the point of being fresh simply to make a bullet point for how long it is.
The problem is that backtracking is usually implemented to bloat game length and ends up hurting an otherwise enjoyable game. Metroid Prime 2 was a real victim of this. They had you go on this stupid fetch quest for nine items at the end of the game that made you traverse the entire game area over and over again.
Backtracking is commonly used as bloat instead of fundamental design, and that's why backtracking has gotten a bad rap.
Shame-usBlackley
exactly, and the first time through the areas is tedious enough with the whole stay in the light crap. i dont mind backtracking as long as it does not feel like it is there just to inflate the game and without new substance to it.
look at super metroid. when you backtrack its becauseyou can now access areas and items you couldnt before. you were teased with them earlier and it felt rewarding being able to get to them later on.
Right. BAcktracking makes sense if the maps are big enough and you feel like you're getting somewhere as opposed to making the game feel padded.
NES Metroid for example had good back tracking, but the map were a good size, so when you got new abilities/powers (freeze/jump boots)you felt like you were getting somewhere.
The best example of sucky backtracking I can think of is Resident Evil 3. Total bs. You'd see a sparkplug/oil/whatever early in the game, but of course you can't pick it up yet because "You have no use for this now". So of course you head all the way across the city, to find a broken down trolly which says "If you only had a sparkplug....". So back across the city you go to get the sparkplug, then all the way back to read "If I only had some oil....". Then all the way across the city, then all the way back. Repeat. Repeat. Obviously only done to add extra play time to the game.
The problem is that backtracking is usually implemented to bloat game length and ends up hurting an otherwise enjoyable game. Metroid Prime 2 was a real victim of this. They had you go on this stupid fetch quest for nine items at the end of the game that made you traverse the entire game area over and over again.
Shame-usBlackley
What amused me is that I thought I hadn't taken notice of some of the scans I read during the entire game, I thought that the fetch quest was something that I had caused due to my negligence throughout the game.
Glad to know it's an acknowledged fetch-quest and not just me. :)The best example of sucky backtracking I can think of is Resident Evil 3. Total bs. You'd see a sparkplug/oil/whatever early in the game, but of course you can't pick it up yet because "You have no use for this now". So of course you head all the way across the city, to find a broken down trolly which says "If you only had a sparkplug....". So back across the city you go to get the sparkplug, then all the way back to read "If I only had some oil....". Then all the way across the city, then all the way back. Repeat. Repeat. Obviously only done to add extra play time to the game.
strayzilla
Hehe yeah, what amused me most about RE was the fact that you knew when you came back with the last item you needed there would be a few zombies or something ready to crash through a window and surprise you just before you reached the spot you needed the item for - classic!
Personally, I feel there is good potential for backtracking, as long as it fits into the mythos of the game and is not tacked on as some others have already stated. Sometimes the areas are beautifully rendered, and I don't mind seeing them again. As long as there are some things different, like more or tougher enemies in the area, it helps to refresh the experience as well.
If it is done right, it can be a valuable tool, but a lot of times it is not done in the best manner.
Backtracking is okay if its inclusion is fundamental to the design of the game and isn't used to bloat the play time past the point of being fresh simply to make a bullet point for how long it is.
The problem is that backtracking is usually implemented to bloat game length and ends up hurting an otherwise enjoyable game. Metroid Prime 2 was a real victim of this. They had you go on this stupid fetch quest for nine items at the end of the game that made you traverse the entire game area over and over again.
Backtracking is commonly used as bloat instead of fundamental design, and that's why backtracking has gotten a bad rap.
Shame-usBlackley
totally agree with this.
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