LanceStern
Banned
It's strange because I constantly hear on message boards, especially when it's a sequel to a popular game, that people don't like the sequels as much as the first game because "it's level design is bad".
Or I'll hear how one particular game level is an example of "good level design" or "some of the best level design ever". And I'm trying to get a good grasp of what makes this "good level design" that people are holding titles up to the mark.
People accuse New Super Mario Bros. of not having good level design, and I'm not understanding what's so bad about it. The only thing I can see is that the levels were too flat and straightforward: not enough multiple paths or vertical levels.
But then I get into the 3D realm and it REALLY loses me. The biggest example I can think of is in the Mario Galaxy thread, where people were comparing Sunshine to Mario 64 and they said "Wet Dry World is one of the best elvel designs ever".
I'm not understanding how a stage where water is being raised up to different levels by switches constitutes good level design, especially when done in Super Mario World. which brings up the case that people said Super mario World had worse level design than Super Mario Bros 3 but I had tons more fun with World than 3.
Any help or ideas on that
Or I'll hear how one particular game level is an example of "good level design" or "some of the best level design ever". And I'm trying to get a good grasp of what makes this "good level design" that people are holding titles up to the mark.
People accuse New Super Mario Bros. of not having good level design, and I'm not understanding what's so bad about it. The only thing I can see is that the levels were too flat and straightforward: not enough multiple paths or vertical levels.
But then I get into the 3D realm and it REALLY loses me. The biggest example I can think of is in the Mario Galaxy thread, where people were comparing Sunshine to Mario 64 and they said "Wet Dry World is one of the best elvel designs ever".
I'm not understanding how a stage where water is being raised up to different levels by switches constitutes good level design, especially when done in Super Mario World. which brings up the case that people said Super mario World had worse level design than Super Mario Bros 3 but I had tons more fun with World than 3.
Any help or ideas on that