Like I told him, "Dude I would love a good Zelda game but procedurally generated."
Brother:"So you'd keep the worst part of Zelda and get rid of the best part?"
Like Binding of Isaac? :B
"Clever" dungeon design is all the fun of a Zelda game. The series has really gone in a wrong direction with TP and SS (maybe even since WW, even though that's my favorite in the series). I don't think you'll ever capture the "oh wow this dungeon is great!" feel with procedural generation.
Even I got hooked on BoI for a while once I looked past the lame as fuck theme it had. (Lame as fuck. McMillen is an idiot. Whoo look at me. Poop and fetuses and stitched-up dead baby faces. 2DEEP4U!) But the game's pretty shallow in the end. Without a human to give the level design a theme or a goal, all you're really doing is running a gauntlet. The rooms just get so similar after a while, and the random powerups are so unreliable...
With a game in the metroidvania genre you might manage to rely on procedural generation, since half the fun there is roadblock-based exploration. The other half being fun sidescrolling combat. In particular I liked Aria of Sorrow, IMO the best handheld castlevania. Order of Ecclesia was interesting in its own right, but everything before you "unlocked" Dracula's castle was so painfully filler content...
He even mentions that they shouldn't let you into Ganon's room unless you have the silver arrow? They should put a block out front that can only be removed with the silver arrow. Dude...that level of hand holding is what absolutely ruins modern exploration games.
MASTER YOU HAVE FOUND A RUPEE. LET ME EXPLAIN WHAT A RUPEE IS. MASTER THIS ENEMY DID 1/4 HEARTS DAMAGE, WOULD YOU LIKE ME TO ACTIVATE INVULNERABILITY MODE?
There are people out there who never played the first Zelda... Now, it was a very rough game, by which I mean that there were one or two questionable design decisions (have fun burning every bush in hyrule, lol! where do you have to go? FIGURE IT OUT YOURSELF LOL! Did you just find the second or the seventh dungeon? WHO KNOWS, LOL!) but it gave the player the FREEDOM to explore at his own pace. If anything it was closer to Dark Souls than Skyward Sword. The early 2D zelda games (1,2,LttP,Oracle series,LA) usually DO give the player freedom to explore, and that's a good thing! Being able to miss powerups, whole dungeons, heart containers, sword upgrades etc is a GOOD. THING. Current Zelda games are too linear, hold your hand too much, and are wayyy too easy.
Shit, I loved WW so much (mostly because the new artstyle's expressiveness allowed the characters to connect more to me on an emotional level than the N64's DEAD FISH FACED link ever could) but the game was so easy I never got a single game over.
There are some interesting articles that do analyse games level design though which could be a start. Here is one for Zelda and here is one for Super Metroid.
I don't understand why he wrote the Zelda article... The four criteria he uses to judge level design (Level Flow. Intensity Ramping. Variety. Training.) are kind of weird. I understand that they're pretty important, but all four of them reek of the exact type of hand-holdey no-difficulty philosophy that has weaned me off modern AAA gaming in recent years. The Metroid article.... well, what's the point? I read it, but I have no input to add to it. Neither article really invites discussion. Both of them seem to me like the guys just wrote something and put it on the internet just because. I don't really have a YES YOU'RE RIGHT or NO BUT YOU'RE WRONG, IDIOT to add to either one since neither one tries to SAY something.
Now, about AAA gaming...
When I beat Wind Waker I was thrilled. The story, the characters, the music, mood, everything was working together beautifully to make me euphoric. It was an experience, to be sure. I enjoyed it so very much as a person. But as a gamer it wasn't anything particularly noteworthy. I beat an easy game, and I had fun doing it thanks to the artstyle, music and nostalgia for the series.
It's very different with Zelda 1 and Dark Souls.
Now here's two games that are very similar.
You will play the game, and victory will be yours if you can grab it. Neither game pulls its punches. They're both trying to get you killed, but neither is
unfair. Both games have a set difficulty. There's no difficulty modifiers in the options. If the game is "too hard" for you you can just stop playing. They games are not here to hold your hand. You're not automatically entitled to see the ending just because you paid for the game.
Zelda 1 is superior in the free-roaming aspect though. Dark Souls allows for some measure of free roaming, but it's mostly an illusion. There's a couple of places you can go to "out-of-sequence", but Anor Londo is locked off untill you ring both bells of awakening, and you have to go through a fortress that was previously closed to get to Anor Londo. There's a few instances where you can choose which route to take to get to a place, and there's more than a handful of places you NEVER
have to go to in order to beat the game, but sheer curiosity will see most players going to every location.
The problem with modern gaming is gamer entitlement issues. Now I don't mean this in the sense of mass effect. Where a dying company produces two craptacular games to capitalize on the success of the first game, consistently pulling a bait-and-switch on the fans of the series by moving further away from the elements of the first game that got people into it just for the sole sake of grabbing more of Call of Duty's audience whose only interests are SHOOT DEM ALIENS and PUT MY DICK IN EVERYTHING. After promising players that their choices would have consequences, then having the gall to turn the ending into a CHOOSE ONE OF THREE COLORS FOR THE EXPLOSION BEFORE CREDITS ROLL button choice. And then accusing gamers of being entitled when they cry foul of your bullshit.
No, not that kind of gamer entitlement issues.
Rather the kind where people buy a game, and then expect to be able to beat it. BECAUSE you bought the game, you SHOULD make it to the end and beat it. If you CAN'T, there's something wrong with the GAME, not YOUR SKILLS as a gamer. That kind of gamer entitlement.
The general gaming public cried foul of Dark Souls several times.
"What the fuck, the first boss killed me in two hits?"
"What the fuck, a boulder ran me over when i was climbing the stairs?"
"What the fuck, a dragon came out of nowhere to burn me to a crisp on the middle of the exposed bridge to the castle?"
"What the fuck, this black knight standing in an out-of-the-way location reamed my asshole with his great axe?"
"WHY THE FUCK ARE THERE TWO KNIGHTS FIRING LANCES AT ME WITH DRAGONSLAYER BOWS WHILE I'M TRYING TO REACH THEM VIA THIS NARROW LEDGE?"
They don't like challenge. They can't handle difficulty. They HATE being denied the ease of moving forward.
So they cry "shit design", "artificial difficulty" etc.
Exactly for those reasons they wouldn't like Zelda 1 or roguelikes.
Modern gamers don't want to play games. Or rather, the popular view of what a game is has changed.
They'll play Space Invaders and Pac-man as long as you suck their dick about how they're so cool for playing something so retro. But how far will they get? They'll beat one level of Pac-man and say HA HA HOW QUAINT. MY HOW GAMING HAS ADVANCED SINCE THEN. WELL THAT WAS FUN, I'M OFF.
But will they, CAN they, beat the next 5 levels of Pac-man? How many rounds of Joust are they willing to put up with? They'll like the game exactly up untill the first time an enemy lance hits them in the face.
Modern gaming is about giving players a "cinematic experience" (Uncharted, Heavy Rain) or a focus-tested engineered-difficulty blanket-over-the-eyes (Skyward Sword, New Super Mario Bross Wii Wii-U 2 Anniversary Rehash Edition). They hate being challenged and they will shit fury on any game that makes them face their lack of skill. The fact that older games were harder is attributed to "oh we had hardware limitations back then" or "yeah they didn't know how to make good games back then".
Deus Ex Human Revolution is a piece of shit. The ending was a straight up OK PRESS A BUTTON TO SEE AN ENDING. HERE'S THREE BUTTONS. It had none of the intelligence in level design OR story design that the first Deus Ex had. But try convincing someone who played Human Revolution to play and like Deus Ex. Let me know how that works out for you.
Not to say that the Indie community is doing any better. The problem and the salvation of indies is that they're just that; lots and lots of independent people making their games. Setting aside the problem of the label "indie" being increasinly appropriated by people who really don't fit the philosophy, the problem with indies is that you can't rely on them to make good games either! Sure, there have been and will be good indie games. But some indies can't make a good game because they don't know shit about good design. Others are too busy thinking of a way to become the latest indie darling and get money. Others again are too busy copying previous successes to make something worthwhile.
WELL TO WRAP UP THIS LONG-ASS RANT...
Anyone out there have an avid gamer friend who only really plays the AAA titles? You should run stuff past them. I think you'll be surprised.
I wouldn't trust anyone who only plays AAA titles to know what constitutes a good game if my life depended on it. AAA has long since gone in a direction where I am unwilling to follow. People enjoy modern games. Modern games are prohibited from putting a wall (of difficulty) in front of players or intimidating them with level design (ie. big open levels like the first few of Hexen/Heretic). Modern games are really nothing more than psychological masturbation on the most basic level. (Disclaimer, singleplayer games. I'm not going to go into multiplayer games since that's a completely different kind of animal.)
If I want ideas on good level design I'll ask people who PLAY GOOD GAMES or MAKE GOOD GAMES.
Thankfully roguelikes are still good games
Roguelike devs might argue about whether 4-directional movement is better than 8-directional movement, whether 1-HP systems have merit, whether the traditional stats have a place in games still, whether UIs need mouse support and so on.
I don't always agree with the design decisions RL devs make. (I was playing ToME4 for a while untill my mage got silenced, stunned, had all his skills put on cooldown, and got teleported next to a melee boss that got generated randomly. I was slapped dead in one hit. When the thought "I'd still be alive if I wasn't playing on roguelike mode but with the three-lives system" crossed my mind I deleted the game forever. To this day I think the game's major flaw is not being built around permadeath specifically.) But at least they have the balls to fucking kill my characters and delete them forever. So for that, I thank you
Well, that... ended up a lot longer than I expected. And I probably rambled all over the place.
Bottom line: AAA gaming is mostly shit, long live roguelikes.