That's silly, you're assuming that getting a bit turned around or lost isn't the designer's intention. Only then is it objectively bad design. Otherwise it's just a stylistic preference.Gralian said:Have you stopped to think maybe it's like that because no-one wants to get lost in a map when they could be, you know, playing the game? Shooting bad guys? Because being able to get lost in a level is called bad level design.AgentNein said:Wow, that really sums up how almost the entire industry's design sensibilities have changed in the last fifteen or so years, doesn't it?TU4AR said:
Map on the left really makes me want to replay the Marathon games. In fact I think I might do that now.
You'll notice that I didn't actually make any sort of judgement call on linear design vs. nonlinear design. I actually like both, but more than anything I enjoy having the option for both in the marketplace. Mazes are fun for some folks, you know this right?*snip the rest*
And getting lost would be easily remedied by having a map on hand. A lot of old FPSs had maps. Although I do agree, that level in Duke 3d was kinda bullshit. Not all of the stages were though, right?