Nightengale
Member
The way traversal mechanics in this game is represented does make me think that maybe, just maybe parts of the game's various levels were designed before the piton/rope mechanics were properly established.
It means that the game design needs to commit to a single traversal mechanism across both combat and non-combat scenarios so that players don't have to juggle between different mechanics or be confused.
But if the traversal is simple so that it works well during combat, what does that mean for all the traversal without combat, or without any puzzle elements or elements of discovery?
It means that the game design needs to commit to a single traversal mechanism across both combat and non-combat scenarios so that players don't have to juggle between different mechanics or be confused.