I see what you mean, but the way Oddworld did this was to get the player's intuition and gut feeling to work: invisibility mode was timed, but you could tell by trial and error how to get through a level.
What I mean is that Abe's speed and stength is constant, not dynamic, so hanging off things, running away from foes is fairly predictable. If you throw in a threshold in some extreme cases, such as chases where you have to take a breather in a crucial moment to enable you to escape, it would make the chases that much more thrilling.
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