Re: Debate: Secret buttons
Posted: Tue Nov 25, 2014 11:45 am
I would say that secret buttons make sense as parallel progression or for secrets, but not as things standing in the way of core progression. That is, secret buttons should generally not be necessary to find in order to complete the dungeon, but finding them should garner a reward - be it being able to bypass a part of the dungeon, gaining access to additional loot, making an encounter easier, etc. If there are secret buttons which are chokepoints of advancement, the search area should be fairly well-constrained. In general I'd say that secret buttons should be relatively close to whatever they influence - sufficiently that the player can see what has changed from pressing it, or at least hear it. It's also good to use things to hint that there may be a secret nearby, even if its not necessarily a button (an example of this was in the sewers level, there were a lot of 'how do I get to that ledge with the glowing fragment?' sorts of things).
I also think that establishing some sort of pattern to their use is part of the game when using secret buttons. In Grimrock, part of that pattern is that there's only a few variations, so you can learn to look for them efficiently. That aspect of 'learning' - learning the biases and patterns of the dungeon - is what makes mechanics like that rewarding IMO. Essentially its not 'oh, I happened to look up at the right time', its more like 'this looks like the kind of place the dungeon would have there be a secret button'. For instance, one theme in Grimrock 2 was that whenever you have something that tries to force you through an area quickly - spike traps, water, etc - there was almost always a secret button hidden somewhere inside. That kind of recurring theme is generally a good to use in other places as well to give a feel of cohesion, but its especially important when using non-obvious game elements.
The absolute worst design would be to have a progression-necessary secret button in a complex maze of similar-looking, long passages, which controls something very far away from the button's location - and for that to be the only secret button in the dungeon.
I also think that establishing some sort of pattern to their use is part of the game when using secret buttons. In Grimrock, part of that pattern is that there's only a few variations, so you can learn to look for them efficiently. That aspect of 'learning' - learning the biases and patterns of the dungeon - is what makes mechanics like that rewarding IMO. Essentially its not 'oh, I happened to look up at the right time', its more like 'this looks like the kind of place the dungeon would have there be a secret button'. For instance, one theme in Grimrock 2 was that whenever you have something that tries to force you through an area quickly - spike traps, water, etc - there was almost always a secret button hidden somewhere inside. That kind of recurring theme is generally a good to use in other places as well to give a feel of cohesion, but its especially important when using non-obvious game elements.
The absolute worst design would be to have a progression-necessary secret button in a complex maze of similar-looking, long passages, which controls something very far away from the button's location - and for that to be the only secret button in the dungeon.