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This is an excellent thing to think about when designing dungeons or encounters in any game really. I feel the need to call out Mark Brown, who's doing an excel
by zeta0134 10y ago
This is an excellent thing to think about when designing dungeons or encounters in any game really. I feel the need to call out Mark Brown, who's doing an excellent analysis series on the Legend of Zelda series, breaking down the dependencies in the dungeons throughout that game and walking through some of the issues present within.
One of the more notorious dungeons in the series is the Water Temple in Ocarina of Time, which contained a sequence that would allow the player to use a small key for an optional area that, critically, did not refund the small key. This allowed the player to become permanently stuck, unable to advance through the dungeon and complete the game.
https://www.youtube.com/watch?v=6LO8Z1DkDqc&index=3&list=PLc38fcMFcV_ul4D6OChdWhsNsYY3NA5B2 https://www.youtube.com/watch?v=6LO8Z1DkDqc&index=3&list=PLc...
- writeslowly 10y agoI tried to find more information on this and the best thing I could find was this blog post claiming that you can't get permanently stuck in the Water Temple (at least, by using keys in the wrong order). It looks like the dungeon is set up with a few carefully designed chokepoints using the water level mechanics to stop players from going too far down the wrong path: http://blog.breakingzelda.com/2013/03/the-water-temple-myth-part-2.html http://blog.breakingzelda.com/2013/03/the-water-temple-myth-... Unfortunately, the author also claims there is an alternate way to ruin your game in the water temple that they'll cover in a follow-up article, but that article doesn't exist.