Unknownlight
Member
As they currently are, the 5 hidden emblems per level are a weird mishmash of genuinely clever rewards and needle-in-a-haystack pointless filler. If I were to use Breath of the Wild as a comparison, the good emblems are like Shrines and the bad emblems are like Korok Seeds… except Korok Seeds worked in BotW because they were everywhere, while there's only 5 emblems per level.
Here's an example of a good emblem. You do something interesting and are rewarded for it:
https://imgur.com/a/NO7GPUS
Here's an example of a bad emblem in that same level. There's no reason why there's an emblem in this specific random part of the stage, you're just forced to fly around aimlessly and waste your time until you stumble across the spot it happens to be. It could have been anywhere else in the giant level, but it's here for some reason:
https://imgur.com/a/0BsYUpl
Ideally, I think ALL emblems should be of the former kind. That may sound like a lot of extra development work at first, but that leads me to my second point: some emblems should be easier to find. I think something like 1 emblem per Act should just be placed in an obvious spot along the most challenging path (similar to the Strawberries from Celeste, or similar systems in many other games). In particular, this helps remind new players that emblems are, y'know, a thing that exists in the game. You guys would know better than I would, but I suspect a lot of new players don't collect a single other emblem (maybe 1 or 2 at most) after that first one in GFZ.
Additionally, this would mean that you don't have to come up with some super-special-smart spot for EVERY emblem in the game. There are already enough challenging alternate paths in the current game that can be rewarded with an emblem.
The dedication to hiding emblems in unintuitive spots hurts some genuinely clever emblems too. I think the best example is Amy's emblem in GFZ2. This should have been hidden in a blatant breakable floor smack dab in the middle of the Sonic/Tails room. Maybe it should even be under a rusted gate so that you can clearly see the emblem. That way, players would see it and immediately wonder to themselves how to get down there.
Instead, the breakable floor uses a texture that looks identical to the normal ground texture unless you're right on top of it, and it's hidden away in the upper-corner of the room where most players will never see it until the Emblem Hint spoils the entire puzzle for them:
Backtrack a blocked path
Then go through another one
To prove you love him
The hint had to be written this way because no one would ever think to search that room unless it was specifically pointed out to them. But now there's no puzzle because it had to be spelled out for the player! If the breakable floor were put in a clear and visible location, the player would recognize the puzzle without needing a hint at all. I suppose the new hint could be something like this:
Hammer at the floor
In the place she can't enter
Try thinking backwards...
(...I'm pretty proud of that considering I just made it up on the spot.)
It's more fun for everyone. The puzzle isn't spoiled, but neither is the player totally lost. As it currently is, you don't even know where you should start looking. In general, I think there should be no hunting aimlessly for the one corner of the map you missed—you should be able to intuitively discover every emblem without relying on the hints or radar at all.
Here's an example of a good emblem. You do something interesting and are rewarded for it:
https://imgur.com/a/NO7GPUS
Here's an example of a bad emblem in that same level. There's no reason why there's an emblem in this specific random part of the stage, you're just forced to fly around aimlessly and waste your time until you stumble across the spot it happens to be. It could have been anywhere else in the giant level, but it's here for some reason:
https://imgur.com/a/0BsYUpl
Ideally, I think ALL emblems should be of the former kind. That may sound like a lot of extra development work at first, but that leads me to my second point: some emblems should be easier to find. I think something like 1 emblem per Act should just be placed in an obvious spot along the most challenging path (similar to the Strawberries from Celeste, or similar systems in many other games). In particular, this helps remind new players that emblems are, y'know, a thing that exists in the game. You guys would know better than I would, but I suspect a lot of new players don't collect a single other emblem (maybe 1 or 2 at most) after that first one in GFZ.
Additionally, this would mean that you don't have to come up with some super-special-smart spot for EVERY emblem in the game. There are already enough challenging alternate paths in the current game that can be rewarded with an emblem.
The dedication to hiding emblems in unintuitive spots hurts some genuinely clever emblems too. I think the best example is Amy's emblem in GFZ2. This should have been hidden in a blatant breakable floor smack dab in the middle of the Sonic/Tails room. Maybe it should even be under a rusted gate so that you can clearly see the emblem. That way, players would see it and immediately wonder to themselves how to get down there.
Instead, the breakable floor uses a texture that looks identical to the normal ground texture unless you're right on top of it, and it's hidden away in the upper-corner of the room where most players will never see it until the Emblem Hint spoils the entire puzzle for them:
Backtrack a blocked path
Then go through another one
To prove you love him
The hint had to be written this way because no one would ever think to search that room unless it was specifically pointed out to them. But now there's no puzzle because it had to be spelled out for the player! If the breakable floor were put in a clear and visible location, the player would recognize the puzzle without needing a hint at all. I suppose the new hint could be something like this:
Hammer at the floor
In the place she can't enter
Try thinking backwards...
(...I'm pretty proud of that considering I just made it up on the spot.)
It's more fun for everyone. The puzzle isn't spoiled, but neither is the player totally lost. As it currently is, you don't even know where you should start looking. In general, I think there should be no hunting aimlessly for the one corner of the map you missed—you should be able to intuitively discover every emblem without relying on the hints or radar at all.