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The Castlevania Dungeon Forums => General Castlevania Discussion => Topic started by: Donvermicelli on November 16, 2011, 06:17:55 PM

Title: When is a maze too complicated?
Post by: Donvermicelli on November 16, 2011, 06:17:55 PM
So, if you were playing a 3D castlevania with a hedgemaze for example, when would you think it was too big? or too complicated?
Would it be acceptable if the maze was bigger as long as you had enemies to fight?
Title: Re: When is a maze too complicated?
Post by: A-Yty on November 16, 2011, 07:37:25 PM
LoS's was confusing because of the camera.
Title: Re: When is a maze too complicated?
Post by: Flame on November 16, 2011, 09:15:19 PM
I didnt find LoS's confusing at all. It was only confusing in the way its supposed to be. everything looks the same. "have I been here before..?"
Title: Re: When is a maze too complicated?
Post by: darkwzrd4 on November 16, 2011, 09:57:49 PM
I didnt find LoS's confusing at all. It was only confusing in the way its supposed to be. everything looks the same. "have I been here before..?"
I know what you mean.  Actually, in all fairness, I don't really like mazes.
Title: Re: When is a maze too complicated?
Post by: X on November 16, 2011, 11:39:47 PM
The hedge maze in LoS wasn't much of a problem for me. The CV64/LoD hedge maze was a different story all together. Got turned around in that one several times though now it's no biggie.
Title: Re: When is a maze too complicated?
Post by: Vampire Killer on November 17, 2011, 12:51:50 AM
The hedge maze in LoS kinda bugged me until I realized that it was doing it's job. It's a maze, you're supposed to get at least a little lost in it.
Title: Re: When is a maze too complicated?
Post by: Arma on November 17, 2011, 05:48:42 AM
So, if you were playing a 3D castlevania with a hedgemaze for example, when would you think it was too big? or too complicated?
Would it be acceptable if the maze was bigger as long as you had enemies to fight?

I'd say when you star running in circles and can't find something that points out the right way, the enemy part is a bit more complicated because if you pass the maze in the intended time it's ok but if for some reason you get lost and can't find your way out even if it's right there, then it gets tedious because the main goal in that case would be to find the exit quickly to continue with the game. A medium size maze with subtle signs pointing to the exit it's enough to get you lost so it really doesn't need to be too big.
Title: Re: When is a maze too complicated?
Post by: Donvermicelli on November 17, 2011, 07:16:14 AM
So if the maze would have landmarks in it so you can recognize certain points the size wouldn't matter?
Title: Re: When is a maze too complicated?
Post by: uzo on November 17, 2011, 07:57:15 AM
I draw the line when things like levers to open and close off different paths are introduced.
Title: Re: When is a maze too complicated?
Post by: Jorge D. Fuentes on November 17, 2011, 10:01:31 AM
Harmony of Despair has that nonsense with the mirrors.  And that's not even a difficult maze, but it's annoying nonetheless.
Title: Re: When is a maze too complicated?
Post by: Arma on November 17, 2011, 11:30:23 AM
So if the maze would have landmarks in it so you can recognize certain points the size wouldn't matter?

Yes, either that or just a compass on the screen for orientation, like in Breath of Fire IV; on the Golden Plains stage, can we talk sometimes of other games to make examples or that's not the idea? :B

I think if you have a very large maze then it becomes important to have some kind of guide.
Title: Re: When is a maze too complicated?
Post by: Neobelmont on November 17, 2011, 12:12:30 PM
A maze is never too complicated :P , but seriously it can be very boring I think that certain trims on the bushes in the shape of animals would work wonders or certain sections of flowers like one is full of roses and an other full of chrysanthemums or violets that bloom at certain times just put certain objects to give a point where you are yes it is a maze but I feel like it can just be designed a whole lot better I have never seen a really standout garden heck the garden in tomb raider anniversary was not that special. To me a garden should be awesome but it's just boring sometimes.
Title: Re: When is a maze too complicated?
Post by: OdenAndEvil on November 17, 2011, 03:40:41 PM
i hate maze“s. I always hope not to miss an item or any important object.if u can choose beetween like 8 doors is just a waste. I like many games that have some maze in there but i dont like these parts at all.
Want to make a maze even more a pain in ur.....make it a water maze and i will for sure cry. i hate water stages. doesnt matter if it is mega man, zelda, devil may cry (yes, dmc 2) mario, donkey kong and so on. i think u get the point...
Title: Re: When is a maze too complicated?
Post by: KaZudra on November 17, 2011, 04:13:09 PM
Mazes can never be too complicated as long as there is some small indication that you are going the right way and some unforced puzzles along the way.

only thing I hate is when I go explore around and accidentally go down the right path when I'm just searching for treasure at the dead ends.... you gotta go all the way back to that area which is a ways down once you realize where you are.
Title: Re: When is a maze too complicated?
Post by: Inccubus on November 17, 2011, 04:38:03 PM
As long as it doesn't get frustrating for the player you're ok. And to be sure it isn't getting that way I have to magic words for you: play testing.
Title: Re: When is a maze too complicated?
Post by: KaZudra on November 17, 2011, 05:24:56 PM
play testing.

Game devs: LOL, nobody does that anymore! we just release it and patch it later!
Title: Re: When is a maze too complicated?
Post by: Donvermicelli on November 17, 2011, 07:21:33 PM
Game devs: LOL, nobody does that anymore! we just release it and patch it later!
xD, yeah but I test a lot else I would have released some sort of beta ages ago.
Title: Re: When is a maze too complicated?
Post by: Kusanagi on November 23, 2011, 11:36:03 AM
I didnt find LoS's confusing at all. It was only confusing in the way its supposed to be. everything looks the same. "have I been here before..?"
That sounds like Curse of Darkness in a nutshell, hahaha. Even with the map I managed to get lost, only because every part of a certain section looked exactly the same.

Though getting lost isn't so much the problem than the camera getting in the way sometimes.

So if the maze would have landmarks in it so you can recognize certain points the size wouldn't matter?
I'd say so. For as long as there's a distinguishing feature about an area you're looking through (maze or otherwise) it helps negate getting lost.
Title: Re: When is a maze too complicated?
Post by: Bloodreign on December 01, 2011, 04:51:11 AM
Castlevania mazes have never been too difficult, not like Revenge of Shinobi or Namco's arcade game Mirai Ninja, those feature some of the most mind bobbling confusing better access an FAQ mazes I've ever faced.
Title: Re: When is a maze too complicated?
Post by: Opium on December 01, 2011, 10:44:45 AM
When is a maze too complicated?  The moment it isn't fun, I suppose - which is different for everyone.
Title: Re: When is a maze too complicated?
Post by: Mobius on December 01, 2011, 12:58:56 PM
I would agree with any construct that shifts on you, be it on its own or through the use of switches and levers, starting to make things more complicated than necessary in a maze. Of course, finding the fossilized bones of the minotaur at a dead end somewhere is also a pretty clear sign you're in one helluva labyrinth.
Title: Re: When is a maze too complicated?
Post by: crisis on December 01, 2011, 01:25:39 PM
MOBIUS!!!! Welcome back!! *hugs*
Title: Re: When is a maze too complicated?
Post by: Donvermicelli on December 04, 2011, 01:34:30 AM
I think I'll try making a segmented maze that unlocks bit by bit to prevent players from getting too lost.
Title: Re: When is a maze too complicated?
Post by: Dark Nemesis on December 04, 2011, 03:24:56 AM
I think I'll try making a segmented maze that unlocks bit by bit to prevent players from getting too lost.

Out of curiosity, what kind of project are you making?