Thread: Your take on "invisible blocks" in gaming?

Are invisible blocks poor game design?


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Franky Family

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David Jaffe, the director of God Of War and Twisted Metal (and a known Mario Party Superstars fan) has brought this topic to attention worldwide when he harshly criticized Metroid Dread and voiced his opinion on the game when he struggled early on to advance past some invisible blocks. He argues that these invisible blocks in gaming are poor design

I don't agree that invisible blocks are bad design. For the casual player, sure, maybe that position can be argued. But in a video game, are secrets not part of the game? How many secrets in life does humanity discover year in and year out; the unknown that was previously left undiscovered? There's a certain level of joy found in discovery. Hidden blocks or invisible blocks can be for level design and overall fun factor in games. That's my take on this topic

What do you think?
 
David Jaffe, the director of God Of War and Twisted Metal (and a known Mario Party Superstars fan) has brought this topic to attention worldwide when he harshly criticized Metroid Dread and voiced his opinion on the game when he struggled early on to advance past some invisible blocks. He argues that these invisible blocks in gaming are poor design

I don't agree that invisible blocks are bad design. For the casual player, sure, maybe that position can be argued. But in a video game, are secrets not part of the game? How many secrets in life does humanity discover year in and year out; the unknown that was previously left undiscovered? There's a certain level of joy found in discovery. Hidden blocks or invisible blocks can be for level design and overall fun factor in games. That's my take on this topic

What do you think?
Wasn't shooting those blocks needed for advancing in the game?
If yes, then I concur, it's bad game design.
I don't want to have to shoot random shit in the hope of finding something to be able to play the full length of the game I paid for.

If it's just some secret chamber with some extra content, I am fine with it.
 
Don't like invisible random shit in general. Doesn't matter if it's optional or not, it's dumb. Only thing I tolerate are those hidden doors in the Souls games, because other players place signs there so I know where to hit lol.
 
I think it's bad design for most games but it's a Metroid game, there's always invisible blocks and random shit you'd never find without exploring. People expect that kind of stuff in the Metroidvania genre.

I can see it being super frustrating for kids who have never played Metroid but older gamers should be prepared to blast away at anything in Metroid titles.
 
Nothing wrong with it at all. Jaffe sounds like he couldn't figure something out and is butthurt. As others have said, as long as there is a clue its fair game. And remember it can also be done via "special optics" that reveal hidden items/passages/etc ala OoT with the Lens of Truth or Metroid Prime's scanning. Both require you to pretty much scour the game world to look for hidden stuff. And its fun to do.
 
Where a game like Mario did it right was they were secrets that helped you find an area that wasn't accessible otherwise, or gave you a new route that may take you above a difficult section below. It was extra, not the one and only path.

I think when we were kids and playing older games, it was normal to go around shooting or hitting all the walls, clicking X a million times in rooms while playing RPGs on PS1, etc. But as times change, it's arguably strange to throw in such an old-school mechanic. I haven't played Metroid Dread yet, though. For all I know, it's way more obvious than old Jaffe makes it out to be.
 
The context can vary so much that it's hard to have a blanket statement. I think @Allnamestakenlol is right about Metroidvanias, you expect them there. Castlevania Aria/Dawn of Sorrow even had souls that highlighted the breakable walls. The only real blanket statement is that no hints and blocked progress is bad design. You're locking people out of the game with of a "What am I thinking?" challenge, which is bollocks. People need to be able to use their brains, not yours.

You can't say Souls games' breakable walls are bad design, because the design is for people to leave hints for others to find.

One that always comes to mind is Batman: Arkham Asylum. There was a secret room behind a special breakable wall that no one found for about a year after the game's release that had hints about the sequel, so the devs told people. It didn't make the tiniest bit of difference if you didn't find it, but it was an interesting bonus for those who went to look there.
 
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The game tells you a secret is nearby, so you know there is some secret. Once you find it, the type of block is recorded if you don't have the proper ability yet. And even if you can't figure it all out when it seems like you should, in late game the Power Bomb reveals all destroyable blocks.
 
Metroid Dread does it pretty well. As infinity's7th said above, the game tells you when a secret is nearby. The map has a big rectangle that glows around the localised area while looking at the map view. That really helps when getting powerups and seeing if you can finally access it.
 
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Anything invisible is bs, especially invisible borders when you explore an open world and suddenly you can't go/jump further. It should be part of good modern game design to create a game world that poses tangible, believable limitations. And no, 1m high wooden fences do not count as "believable".
 
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