I don't believe that it shouldn't be noticeable; not unless it's used an effect—one not meant to trick... but rather to enable a feature of the map; (like a hallway in Grimrock 1, that leads off the edge of the map—technically impossible in LoG1; but doable with teleporters).kelly1111 wrote: ↑Mon May 28, 2018 11:35 amI remeber playing a dungeon crawler where there was a sort of cirlce hallway and I didnt notice that everytime I turned a corner that I was teleported to another hallway ... and the more I turned the more options became available to travel too. This captivated me and stimulated my lust to explore more. Mind you... this only worked becouse the teleported was not noticable. In grimrock I havent achieved this... it is to me always noticable when you teleport. <--- anyone ever found a solution to this ?
It's the same with secret buttons. It is easy to make totally indistinguishable secret buttons that must be pressed to be found at all. This doesn't play very well however. It's much better to make the button obvious when looked for, but very easy to miss if unsuspected. LoG1 went so far as to make the tiniest secret button only visible when faced directly, and when seen from the right hand side of the wall; the depth of the bricks covers the button from the left hand side.
Why should it concern itself with that? The player has the time to play—or they wouldn't be playing. Playing is an end unto itself, and the game should never be beholden to the player for anything other than delivering a worthy challenge. If it takes them an hour to figure their way past one room—or three, or thirteen... it makes no difference; they were playing the game, and their progress is up to them.
I get the impression that you mean that the game (the designers of it) should be concerned with ensuring that the player's have speedy progress, and that their surprises are only pleasant, amusing, and/or non-frustrating ones, but that doesn't work for me. That's like a diet of nothing but sugar—and one quickly gets sick of it. There needs to be a varying mix (including the bitter)... or it's intolerable mush.
*I am reminded of that scene somewhere in the Matrix films, where the Architect tells of their past failures... by making their virtual world a paradise—an unbelievable one that could never be accepted as realistic.