Eh, games just used to have terrible level design. Literal mazes for levels, main path going through tiny crevices somewhere underwater, random vents, behind seemingly indestructible/immovable foliage, with buttons that trigger who knows what somewhere on the opposite side of the map. Games just canāt get away with it anymore, canāt make player stuck for weeks when they have literal hundreds of games still waiting to be played.
Thatās also a factor, canāt deny. Maps were intentionally more esoteric, or perhaps sometimes accidentally more esoteric because we hadnāt got good at the art of level design yet.
But it was still a different problem. Back then you were getting stuck because the switch was in such an illogical place youād never look there, whereas now youād be getting stuck because the switch blends in so well with all the other scenery you can walk right past it 5 times and not notice it unless it glimmers at you.
Eh, games just used to have terrible level design. Literal mazes for levels, main path going through tiny crevices somewhere underwater, random vents, behind seemingly indestructible/immovable foliage, with buttons that trigger who knows what somewhere on the opposite side of the map. Games just canāt get away with it anymore, canāt make player stuck for weeks when they have literal hundreds of games still waiting to be played.
Thatās also a factor, canāt deny. Maps were intentionally more esoteric, or perhaps sometimes accidentally more esoteric because we hadnāt got good at the art of level design yet.
But it was still a different problem. Back then you were getting stuck because the switch was in such an illogical place youād never look there, whereas now youād be getting stuck because the switch blends in so well with all the other scenery you can walk right past it 5 times and not notice it unless it glimmers at you.