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ResidentLeever: @kohlrak:
No, sequence breaks can be intentional. The wall jump in SM seems obviously implemented as it is by design, and does break the intended sequence for a first time player of getting the tools and beating the bosses in a specific order.
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kohlrak: Then it's not a sequence, is it? A sequence is the concept that certain events are designed by intention to restrict players to a specific chain of events. If that chain of events can be avoided through a mechanism, then it is either a bug (breaking the intention) or it is not a sequence (an intended restriction).
*sigh*
I'll just respond to the first thing as you're really starting to annoy me. Sequence breaks can be there to add to replay value or to make the player feel smart by doing things out of the intended order. It's like non-linear games where some areas are harder but doable.


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.Keys: I believe we're not talking about 100% Freedom in games, but in the quantity of freedom a game needs to be considered a Metroidvania. The antithesis of mechanical-story linearity to a game to work as the developer intended is a Sandbox, as the game need to have it's constraints to follow a path for story progression, like @dtgreene said.

This "necessary quantity of freedom" would be how players fulfil this pre-designed path with Items/Abilities currently at hand at the moment.

2D Platformers, many times, tend to be totally linear in their path (may vary, of course), while in Metroidvanias you are required to exhaustively explore the path you've already uncover to find a new Item/Ability to further progress or open new sections of the map.

So the result is a game where, in the beginning, we've a section of map open for exploration with Items/Abilities, enemies, bosses and/or platform challenges to be fulfilled to further improve Exploration, Item/Abilities Gathering, Boss killing, etc, and so on.
I'd say not much beyond side- or backtracking for optional upgrades really, they're more about the illusion of non-linearity through the maze design and loopback element to progression. Various MVs are linear in the overarching structure where the gameplay loop is basically: find item, use item at ability gate (sometimes placed in a previously visited area), fight boss, repeat. A couple of CV examples are Dawn of Sorrow and Portrait of Ruin, and IIRC Aria of Sorrow is as well.

HK is one of the few big exceptions to this where there are like 5-6+ different paths you can take after the first area below the town. La-Mulana is also fairly non-linear, not quite as open but given how it's laid out with puzzles connecting between areas, parts of areas being secluded from the rest of them, how you tend to explore part of several areas before completing any of them and the front- and backside to the world, it feels rather open and sprawling.
Post edited May 24, 2021 by ResidentLeever
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kohlrak: Supposedly Super Metroid as well, but i'm skeptical on that one.
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dtgreene: Super Metroid is actually pretty linear, as there's an obvious main path through the game, that the level design leads you down. It's just that there awe ways, using the tools the game gives you, to do things out of order. (For example, it's possible, without Glitches, to do Lower Norfair and Ridley before killing any other major boss; it's just that you'll likely need to use the Crystal Flash while in Norfair, and perhaps even farm resources while your health is constantly decreasing, because you don't have either Varia or Gravity suit.
I suspected that it was more linear, though. If it's true, then this would mean super metroid flies in the face of the metroidvania vs open world false dichotomy being presented, here. This means that, effectively, only tough enemies or scenarios are holding you back, rather than actual equipment limitations.

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dtgreene: Super Metroid is actually pretty linear, as there's an obvious main path through the game, that the level design leads you down. It's just that there awe ways, using the tools the game gives you, to do things out of order. (For example, it's possible, without Glitches, to do Lower Norfair and Ridley before killing any other major boss; it's just that you'll likely need to use the Crystal Flash while in Norfair, and perhaps even farm resources while your health is constantly decreasing, because you don't have either Varia or Gravity suit.
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.Keys: ---

I've written a quite long post talking about freedom in games and how the antithesis of Quantity of Freedom in games is Sandbox with "100% freedom", but somehow my post just got deleted to void. Im just lazy to try to remember it all so I will just say this:
Notepad++. I do any post that i have more than 10 words to respond with in notepad++ because it's far, far too easy to loose posts to the void on gog. I can ctrl+z to return it after i've ctrl+a;ctrl+x the whole thing.
I believe we're not talking about 100% Freedom in games, but in the quantity of freedom a game needs to be considered a Metroidvania. The antithesis of mechanical-story linearity to a game to work as the developer intended is a Sandbox, as the game need to have it's constraints to follow a path for story progression, like @dtgreene said.

This "necessary quantity of freedom" would be how players fulfil this pre-designed path with Items/Abilities currently at hand at the moment.

2D Platformers, many times, tend to be totally linear in their path (may vary, of course), while in Metroidvanias you are required to exhaustively explore the path you've already uncover to find a new Item/Ability to further progress or open new sections of the map.

So the result is a game where, in the beginning, we've a section of map open for exploration with Items/Abilities, enemies, bosses and/or platform challenges to be fulfilled to further improve Exploration, Item/Abilities Gathering, Boss killing, etc, and so on.
I've noticed backtracking in almost all metroidvanias is restricted to optional upgrades and just map traversal. The problem is, with your definiton, there needs to be alot of restriction (near 100%) for metroidvanias in order to make a separation between open world games. We effectively have games like Terraria or Super Metroid with near 100% freedom as metroidvanias, then you get open world games like dragon quest builders with less than 50% freedom. This freedom index is clearly not meaningful.

And the irony is, this whole discussion is solely to protect some notion that the 3d batman games are metroidvanias not open-world games. It's blatently obvious that the mechanics differences are a matter of camera perspective more than anything else. Would i be wrong to assume this is anything other than people trying to play the role of a conniseur sipping wine? I noticed some genres like open-world and roguelike have become pejoratives on gog as of late.
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kohlrak: Then it's not a sequence, is it? A sequence is the concept that certain events are designed by intention to restrict players to a specific chain of events. If that chain of events can be avoided through a mechanism, then it is either a bug (breaking the intention) or it is not a sequence (an intended restriction).
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ResidentLeever: *sigh*
I'll just respond to the first thing as you're really starting to annoy me. Sequence breaks can be there to add to replay value or to make the player feel smart by doing things out of the intended order. It's like non-linear games where some areas are harder but doable.
It's not a sequence break, then, but an option.
Post edited May 24, 2021 by kohlrak
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kohlrak: Notepad++. I do any post that i have more than 10 words to respond with in notepad++ because it's far, far too easy to loose posts to the void on gog. I can ctrl+z to return it after i've ctrl+a;ctrl+x the whole thing.
Second time this happened to me. Unfortunate.

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kohlrak: I've noticed backtracking in almost all metroidvanias is restricted to optional upgrades and just map traversal. The problem is, with your definiton, there needs to be alot of restriction (near 100%) for metroidvanias in order to make a separation between open world games. We effectively have games like Terraria or Super Metroid with near 100% freedom as metroidvanias, then you get open world games like dragon quest builders with less than 50% freedom. This freedom index is clearly not meaningful.
That's true. Backtracking is really for upgrades and map traversal.
But why is it 100% rescriction? This kind of restriction in player freedom would be, actually, a Linear single player campaing with 1 path for the whole game.
The constraint I was talking about is based in how a player can achieve a certain degree of progression, based in the quantity of possibilities for them to reach the Item/Ability needed for further progression throught map exploration.

I wouldn't call Terraria a Metroidvania. It's more of an Sandbox imho. But still, one could argue that the Boss Based and Item Based progression are huge candidates to make it a Metroidvania in this kind of discussion we're having here.

As for the "Percentage Index", it was just an example to clarify my point of view. Use it as a measure for scientific map exploration at one point delimitation to qualify as a Metroidvania would be flawed. haha

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kohlrak: And the irony is, this whole discussion is solely to protect some notion that the 3d batman games are metroidvanias not open-world games. It's blatently obvious that the mechanics differences are a matter of camera perspective more than anything else. Would i be wrong to assume this is anything other than people trying to play the role of a conniseur sipping wine? I noticed some genres like open-world and roguelike have become pejoratives on gog as of late.
Wans't even thinking about Batman being a Metroidvania though. It ins't in my point of view. Just a normal action game. The "Arhkam games" in the list was just a joke, based in Quote 39, because any game can have any other genre characteristic and not necessarily be the same genre; though, yes, for me, like I said in a previous post, a Metroidvania is 2D.
So it is, for me, a necessary mechanic for it to be considered Metroidvania. But this is just my opinion anyways.
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kohlrak: Notepad++. I do any post that i have more than 10 words to respond with in notepad++ because it's far, far too easy to loose posts to the void on gog. I can ctrl+z to return it after i've ctrl+a;ctrl+x the whole thing.
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.Keys: Second time this happened to me. Unfortunate.
That's why i make the suggestion. Sometimes i don't learn my lesson though when i think i'll make a short response and end up making a long one. I say "eh, it'll be fine," and i loose out. The undo buffer of some programs is long enough that it is indeed worth using them. The addition of a character counter to let you know when your post is getting dangerously long (somewhere slightly above 10,000 characters is where gog will just reject it).

That's true. Backtracking is really for upgrades and map traversal.
But why is it 100% rescriction? This kind of restriction in player freedom would be, actually, a Linear single player campaing with 1 path for the whole game.
The constraint I was talking about is based in how a player can achieve a certain degree of progression, based in the quantity of possibilities for them to reach the Item/Ability needed for further progression throught map exploration.
I'm not saying it's necesary, but rather challenging the notion that open world means mostly free while metroidvania means mostly restricted. It seems strange when 2d and 3d most obviously are the differences. Fundamentally, the big picture is to open the whole map to the player in both genres, yet for storytelling and/or progression accounting developers inevitably desire to hold the player back in some way. The rough bit is, the things you normally do to restrict movement in 2d aren't really all that tenable with 3d viewpoints (usually either movable isometic camera or first person, both of which are very, very visison restrictive) and the excessive flexibility that 3d offers (2d games are notorious for tight jumping).
I wouldn't call Terraria a Metroidvania. It's more of an Sandbox imho. But still, one could argue that the Boss Based and Item Based progression are huge candidates to make it a Metroidvania in this kind of discussion we're having here.
Sandbox is more of a genre-like feature than a genre. Take the sandbox-ness away from minecraft and terraria and you could still have games in theory, but we would classify them as completely different genres. I've always had this notion of "sandbox" as a genre instead of using it as a feature. I have similar issues with "roguelike" at this point, because the term seems to have grown significantly out of it's genre box due to advanced technology making it so it's not restricted to turn-based RPGs. At this point in time, looking at Parkan, we can argue that's a roguelike, but it's also a first person shooter and a space shooter. It's sequel, parkan 2, is more of a remake than a true sequel, and it lost the roguelike ship and planet generation.
As for the "Percentage Index", it was just an example to clarify my point of view. Use it as a measure for scientific map exploration at one point delimitation to qualify as a Metroidvania would be flawed. haha
The big picture is, it's not useful for defining boundaries between open-world and metroidvania, which is my only real concern in this thread. To me, the amount of early game freedom has no bearing on metroidvania classification.
Wans't even thinking about Batman being a Metroidvania though. It ins't in my point of view. Just a normal action game. The "Arhkam games" in the list was just a joke, based in Quote 39, because any game can have any other genre characteristic and not necessarily be the same genre; though, yes, for me, like I said in a previous post, a Metroidvania is 2D.
So it is, for me, a necessary mechanic for it to be considered Metroidvania. But this is just my opinion anyways.
Right, but this is where the whole battle started. I think we're largely in agreement, then, because my whole argument is that the separation between 2d and 3d is the separation between metroidvania and open world, from a necessity point of view. There's just certain things that 2d's restrictions allow you to do, given controllers are still heavily based on 2d, outside of spotty motion controls. Simply looking at the transitions all genres ultimately made from 2d to 3d it becomes apparent that many 3d genres are spiritual successors to 2d genres and their manifest changes are a direct result of the limitations on the developer that movement to 3d places. While features like the ones mentioned above are certainly manifest results, they're certainly not the fundamental difference, but merely side effects. I believe, fundamentally, the heart of the matter is precisely the same between the two, in that you're looking to make your avatar stronger in order to progress to more capable in some way (either in combat or movement) to move forward. I don't necessarily feel that the restrictions are remotely even necessary, which is why the way metroids have slid all over your freedom index is not a major concern for me. Now where it gets really fun is throwing turn-based and action-oriented RPGs into the mix of things.
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ResidentLeever: I'd say not much beyond side- or backtracking for optional upgrades really, they're more about the illusion of non-linearity through the maze design and loopback element to progression. Various MVs are linear in the overarching structure where the gameplay loop is basically: find item, use item at ability gate (sometimes placed in a previously visited area), fight boss, repeat. A couple of CV examples are Dawn of Sorrow and Portrait of Ruin, and IIRC Aria of Sorrow is as well.

HK is one of the few big exceptions to this where there are like 5-6+ different paths you can take after the first area below the town. La-Mulana is also fairly non-linear, not quite as open but given how it's laid out with puzzles connecting between areas, parts of areas being secluded from the rest of them, how you tend to explore part of several areas before completing any of them and the front- and backside to the world, it feels rather open and sprawling.
Yeah, you're right if we think about it. In the end, developers do exactly this. They create a huge map with linear paths with side content requiring more exploration, therefore, creating the illusion of freedom of choice, while, many times you need to follow certain paths - always - to acquire certain items or abilities to progress. I agree.
Metroid 2 is a example of this too. You can kill methoids in different orders, though, and they're required for progression.

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kohlrak: snip
Thanks for the suggestion! I used Notepad++ in the past but I rather use Sublime Text now. I feel it is more clean. :)
And I agree with what you said and pointed out, returning to my post of said complexity and dicotomies:

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.Keys: Yeah agreed. Some just abandoned the search for defining genres and just treat each game as it's own world.
Yeah and it's possible to make it through one or two of those lava barriers in M2. I highly recommend AM2R if you haven't played it btw, nice fan remake of Metroid 2.
Post edited May 25, 2021 by ResidentLeever
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ResidentLeever: Yeah and it's possible to make it through one or two of those lava barriers in M2. I highly recommend AM2R if you haven't played it btw, nice fan remake of Metroid 2.
Yes! It's awesome.
Also, I did recommended it here too. :)
Organized the list and added GOG's own tag lists.
Was trying to find myself another good Metroidvania to play and remembered I made this list long ago.

Updated the list with new additions...
Unfortunately, many years have passed and we still cannot play games like:

Record of Lodoss War Deedlit in Wonder Labyrinth
https://www.gog.com/wishlist/games/record_of_lodoss_war_deedlit_in_wonder_labyrinth

Salt & Sanctuary
https://www.gog.com/wishlist/games/salt_and_sanctuary

Salt & Sacrifice
https://www.gog.com/wishlist/games/salt_and_sacrifice

Vigil: The Longest Night
https://www.gog.com/wishlist/games/vigil_the_longest_night

Ender Lilies
https://www.gog.com/wishlist/games/ender_lilies_quietus_of_the_knights

---

You can still recommend Metroidvanias, Classicvanias, Soulvanias currently on GOG and I will update the list. :)
None of the ones I like are on GOG. Here's some on the dreamlist that haven't been mentioned yet:

Blade Chimera
Abyss Odyssey
Aztaka
Bloodatained: Ritual of the Night has probably been mentioned at some point.

I could, however, recommend the Classic Mode 2 DLC. It's an entirely separate game (that, IMO, should have been released standalone rather than as a DLC) that plays like Castlevania 2, only with modern sensibilities, like warping to towns and dungeons with a buyable consumable, each dungeon having its own identity (unlike CV2's similar dungeons), and even a feature that lets you review the dialog of townspeople that you've talked to.
List updated with the following games:
[02-21-2025]

8 Eyes
Capsized
Clunky Hero
Indivisible
Kingdom Shell
Skelethrone: The Chronicles of Ericona
Slain: Back from Hell
Trinity Fusion
Unbound: Worlds Apart
Post edited Yesterday by .Keys
Some games on the list are on sale:
(Only posting some with +50% discount)

Slain: Back from Hell -90% (!)
https://www.gog.com/en/game/slain

Feudal Alloy -90% (!)
https://www.gog.com/en/game/feudal_alloy

Clunky Hero -90% (!)
https://www.gog.com/en/game/clunky_hero

Steamworld Dig -90% (!)
https://www.gog.com/en/game/steamworld_dig

Tower Hunter Erza's Trial -87% (!)
https://www.gog.com/en/game/tower_hunter_erzas_trial

Sundered -85% (!!)
https://www.gog.com/en/game/sundered

Indivisible -85%
https://www.gog.com/en/game/indivisible

Awa's Series -83%
https://www.gog.com/en/game/alwas_awakening
https://www.gog.com/en/game/alwas_legacy

Blodstained: Ritual of the Night -75%
https://www.gog.com/en/game/bloodstained_ritual_of_the_night

Blasphemous -75%
https://www.gog.com/en/game/blasphemous

9 Years of Shadows -65%
https://www.gog.com/en/game/9_years_of_shadows

& more...

https://www.gog.com/en/games?tags=metroidvania

Some very good deals here for metroidvania fans. :)
Post edited Yesterday by .Keys
Added: (Forgot to add it before, wops.)

Lost Ruins
Minoria
Post edited 11 hours ago by .Keys