Unbreakable barriers. You all know them, some love to design with them, but I personally hate them. This is not about hard stats or data, or its value in certain levels’ design, this is about how it feels when facing up against this thing - a thing which just as important if not more so in game design, because a game is only as good as the feelings it provides when you’re playing it.
After 500+ hours, why do I hate it so much?
I find that having them limits my options in any given level that has them.
For a game that promotes open exploration, picking and choosing your fights, you can’t really choose the levels that are in said fights. And if a level has unbreakable barriers, you most likely won’t be able to choose how to fly said level - there’ll often be only one way to solve it. And it’s not like I can do anything else about these barriers - they are unbreakable.
Having more choice on how to fly things makes things feel like the game acknowledges what you do, and that you and your choices matter in each flight. It’s not a “No, you literally cannot do this, this thing is unbreakable and you will die if you do this, no questions asked”, but more so a "Yes, but doing this isn’t easy, or you have a higher chance to crash while doing this, or … " something that does not outright stop you from trying to do something like that in the first place. It just doesn’t need to have a 100% chance of failure or disappointment at the end of it like it does with unbreakable barriers.
This is why I enjoy playing the levels as they appear in the Episodes far more than seeing them again in Universe. I get some choice in what to do even though that choice may not be as easy as just doing it in the intended route.
- In Weakest Link, I can break the small barriers along with the Chicken, blast through the big ones and make my own hole, or try to clear as many of them as I can.
- For Do Not Cross, I could break the ball very easily and see the desperate chickens all falling down doing practically nothing (I did what the level told me not to do, which is a win in my book).
- At least until it got tweaked in the Episodes to be practically unbreakable.
Like, seriously, 2 damage boosted Bombers with max power each and I can’t drop it down to yellow? What is this thing? (edit: i now know that they have 10x more health than the OG version, that’s why)
- At least until it got tweaked in the Episodes to be practically unbreakable.
- Lethal Connections: breaking some metal eggs before it drops down.
- … You get the point by now.
The only real high point I ever got from a level that feature unbreakable barriers is in Effervesence, and that is because this is probably the only level that also offers different ways to tackle it - same as the other examples.
- I can kill the chickens while staying within the intended area.
- Or I can cheese the thing by moving my ship outside of the intended area at the start of the round.
- This is not the perfect example, but the point is, it still has options on how you fly the dang thing.
Why is this a problem?
- From a player standpoint, The game has a pool of levels that it gives out. So at some point, having seen the same gimmicks over and over again, it starts to become really really boring just doing the same thing, the same way, every single time.
- Mirroring the levels does little to change this experience - at this stage you can tell that it’s just been mirrored. Also because you can’t call the level the same level anymore if too much detail about it gets changed.
- From a development standpoint, the game has a pool of levels that it gives out. If a level only has a few proper ways to clear it, we’d always have to add new levels in to the game in order to provide something new to players.
- Which gets boring after a while - I can see why IA doesn’t want to do this for the time being.
- The better solution would be to implement something that offers new ways to tackle all the old levels, adding new things to do in a much greater scale than adding levels can possibly do.
- This isn’t really a problem in Competitive, so the potential solution to this should not affect Competitive at all.
A potential solution?
Honestly this is a wider problem that can’t easily be fixed. Doing anything about it requires reworking the levels, or the barriers and how they work, which changes a lot of things that I can’t account for in a simple “How it feels” kinda post. I’m not a developer of this game, after all, so here are some silly tweaks for now that I know won’t get added:
- Maybe barriers that aren’t meant to be broken should be made breakable to allow for more choices, but they have a bit more health than usual or doesn’t add any points for doing it, or something like that to promote that “Yes … but” thing I mentioned previously.
- Maybe levels with unbreakable barriers should have some barriers be breakable to offer more routes to approach the levels.
I don’t really know. I’m just raising something that I really, really don’t like and see what you have to say about it. So yeah, let the talk begin, I guess. I’m gonna go get some sleep now.