nokori3byo
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I've often had the feeling that underwater areas in games are widely disliked by the gamers who play them. To choose one classic example, the Water Temple in Ocarina Of Time seems to be the one aspect of the game that doesn't recieve full marks from its fans. On the other hand, the underwater areas in Duke Nukem 3d were some of the most challenging in the game, despite their annoyance factor.
Notice also that underwater sequences were kept to a minimun in HL2 (only small areas in Route Canal and Ravenholm, IIRC).
Where do you weigh in on this aspect of game design? Can it be done well, and what are some examples of well implemented water levels? Should it be avoided entirely?
(Oh, and I suppose the title of this thread should actually be "Yea or Nay").
Notice also that underwater sequences were kept to a minimun in HL2 (only small areas in Route Canal and Ravenholm, IIRC).
Where do you weigh in on this aspect of game design? Can it be done well, and what are some examples of well implemented water levels? Should it be avoided entirely?
(Oh, and I suppose the title of this thread should actually be "Yea or Nay").