Feature | Description | Dangers | Causality |
---|---|---|---|
Random playthroughs | Reduce determinism / hinder strategy | Make it clear what is and isn’t random | |
Multiple paths | It can be unclear whether a path is redundant (in relation to a path the player has already taken) or meaningful | Close unused pa options after a choice is made. | |
Transforming levels | Player can visit the same place multiple times per playthrough and that location is different each time | It is unclear whether a previous location has changed and is worth revisiting. | |
Increases complexity / is more difficult to design. | Make it clear when actions are going to change the world, and when those changes have occurred | ||
Gated maze | Difficult to tell when a gate is opened. Sometimes player finds a key and doesn’t know / doesn’t remember where there is a locked door. | * Place switches so player can see the the layout change |
Mixing those three features makes it difficult to have clear Player causality.
Multiple paths and randomness can conflict with each other.
If there were multiple paths but no randomness, a player can safely experiment with different paths and know they will be the same each time.
If there is a single random path, each playthrough will be different and the player would be led along that linear path.