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1038151 Posts in 41950 Topics- by 33562 Members - Latest Member: nought

September 01, 2014, 05:49:27 PM
TIGSource ForumsDeveloperCreativeDesignWhatever Happened to Warp Zones? (Level Warps in modern games)
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Author Topic: Whatever Happened to Warp Zones? (Level Warps in modern games)  (Read 1899 times)
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« Reply #15 on: October 15, 2010, 11:19:39 AM »

The examples you cite are all for aiding backtracking -- once you find two nodes, you can leap from one of the nodes to the other node. But you have to find both nodes normally before you can use them. Warp zones only require you to find one node -- you make a blind jump into the future of the game, skipping some of its content along the way.

I'd say that originally warp zones were there so you could rapidly reach your competence ceiling (the point at which the game challenges you). A skilled gamer playing Super Mario Bros. is not likely to be very challenged by the first few worlds, but they can skip straight to world 4 if they like (which is much more challenging with the lakitu dropping spineys on your head). It's also the skilled players who are more likely to notice and be able to reach the warp zones, though this isn't universally the case.

You could compare warp zones, then, to a user-selectable difficulty level.
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