:
Oh dear, you are good at taking things out of context, aren't you. I wasn't saying the ENTIRE Oddworld experience is monotonous, but those secret parts are
|
You're still saying that monotony exists in "the Oddworld experience", though. Just because there's only a little bit, doesn't make it a good thing to include.
e: also my original statement never said "THE WHOLE OF ODDWORLD IS DULL", did it? Take your own advice and stop taking what I say out of context.
:
Yes there can be good monotony.
|
http://en.wiktionary.org/wiki/monotony
:
tedium as a result of repetition or a lack of variety
|
Tedium is not good.
By definition, monotony cannot be considered a good thing.
:
Sure it gets you aggravated, but it gives you a good feeling in the end, when you beat it.
|
The same could be said of any difficult, non-repetitive task. AGAIN, monotony =/= challenging. It is entirely possible (and generally better) to design challenging gameplay without including monotony.
:
Hey, it's not Oddworld's fault if it takes you 1000's of tries to do their secrets anyway, that's your problem.
|
"Why don't you just play better.
HEH"
:
Besides, they're harder levels, specifically designed to screw you over 1000 times or more.
|
The problem here isn't that they're hard, it's that they then force you to repeat a difficult action several times, when once should have sufficed.
You'll notice that in Exoddus, these types of puzzles are absent. There are still plenty of difficult/challenging areas, but not repetitive ones. That's a reflection of how OWI got better at game design -
because monotonous repetition is not good game design.