Castlevania Dungeon Forums
The Castlevania Dungeon Forums => General Castlevania Discussion => Topic started by: cecil-kain on May 22, 2012, 10:32:22 AM
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Topic.
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Random seems ok for HD since there's not really much overarching structure to the game--it's different from Metroidvanias/Castleroids. But for a more structured single player game I'd prefer less randomness (maybe 2 possibilities, but not tons) or the traditional set items. That is, unless they were to just go with an all-out randomly generated castle to up the replay value of a title (in which case item placement would have to be somewhat random too). Then the randomness is pretty much needed but it serves a greater purpose.
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never really cared for treasure placment in cv or at least most of them.
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If the random whatever is needed for a quest, that's a load of bullsheeeeet. Just put it in a hard place.
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When I discovered the hidden treasures in CVI my mind was blown.
Since then, nah.
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When I discovered the hidden treasures in CVI my mind was blown.
Since then, nah.
Agreed. I especially loved the sound effect. Wuuut wut wut wut wut wut or something like that.
As for the treasure placement in those games, it's not huge deal to me. Castlevania shouldn't have to be all Tomb Raider-ish about treasures and such.
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That is, unless they were to just go with an all-out randomly generated castle to up the replay value of a title (in which case item placement would have to be somewhat random too). Then the randomness is pretty much needed but it serves a greater purpose.
A randomly generated castle reminds me of this Wii game I played "Baroque". A few cool elements but overall, worst game of my life... Not to bash your idea, I just want to point out how much I hated Baroque's attempt at it.
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A lot better games than Baroque use randomly generated layouts anyway, so it isn't necessarily an indictment of randomly generated layouts. I've heard the main problem with Baroque was that it was senselessly hard and the roguelike aspect doesn't help matters any either since they're not for everyone. It probably wasn't necessarily the randomly generated nature that was the issue with it, although having not played it I can't say for certain how well the randomly generated stuff was implemented either. A lot of roguelikes tend to use randomly generated environments though, since it keeps the layouts fresh when you start over.
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i appreciate a little randomness, keeps the game from being the same every time you play it. for the most part, the item drops fulfilled that function just fine though. i do get a bit of gambler's high from opening treasure chests to though.