Perfect Cha0s
Member
See, I'm cool with Flowmotion because... fuck going back for treasure chests. It's an ARPG, not Metroid. After I've visited the worlds already, having to find more chests isn't the greatest incentive to go back, nor a fun one.
That's just me, though.
Well, it's a shitty incentive whenever 80% of the loot is shit, as it is in KH:3D.
However, I think chests can work as a rewarding incentive to go back to other planets when three conditions are met:
1. The loot is worthwhile. This means most of what you find isn't Drop-Me-Nots and Potions, i.e. pretty much trash.
2. The chests have platforming segments (or whole areas) that can't be gotten to unless you possess certain abilities (like High Jump, Glide, etc. were needed to be attained and upgraded to fully navigate the Cavern of Remembrance in KH2:FM.)
3. All worlds keep close to your level once you've beaten them, or at least, the old worlds update once you finish the current cluster of worlds. This gives you an incentive to at least, be on the planet, even if you're not there for chests, since you'd be able to grind for some levels or farm items. As it stands, you have no incentive at all to go back to old planets, outside of 100%-ing the treasure journal, because the loot is old, mostly useless, and stagnant, and the XP isn't worthwhile.
I do have to agree with Duckroll, though: I understand that they wanted to use 3D as a test bed for ideas, but it doesn't make them good design choices, nor does it make them excusable. I like the game and don't regret buying it a bit, but the Dream Eater system, primarily the LP board, and flowmotion just seem poorly thought out. The LP board as a form of progression is just not fun, and flowmotion is broken and invalidates the (what I consider) nice platforming and world design. Hopefully, they take some lessons from 3D to learn what they shouldn't do in KH3.