Quote from: InventADispenser on August 31, 2011, 08:37:38 PM
It's also a good idea to have trinkets as vital objects and to place them in the most masochistic of challenges for fake difficulty tactics.
Oh, and make Viridian obsessed with Trinkets.
Yeah, the sad thing is that most otaku level designers want you to endure each and every obstacle they've commited to RAM, regardless of how difficult or mind-numbingly boring some of these challenges are... Using trinkets as compulsory 'move the plot on thingies' can do some clever stuff, but usually it's just a case of enforced linearity which harms the gameplay.
A similar thing happens in Super Mario World ROM hacking, when noobish level designers make it so that you have to beat each switch palace the moment you discover it, or the next level you go to play has you falling into a pit where a !-block bridge should be. Of course, the kicker is that each switch palace is usually some kind of kaizo-style p-switch run or some other kind of challenge which should be optional.
Sometimes, it's just good to give the player choices.