Backtracking – the word alone sounds like something that only people who also like to sort packages of washing powder by size like. In games, too, going off a familiar path again has a bad reputation: it just stretches the playing time! They were just too lazy to build more levels!
Is that true, or are these prejudices? Can backtracking also have its good side? The declared opponent of backtracking, Michael Graf, discusses this in the podcast with backtracking fans Géraldine Hohmann and Christian Schwarz.
And Micha is stunned: How can you find this original sin of level design a good thing?
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Christian first has to explain that to him, who came across the topic during his test of the Dead Space Remake and promptly informed Micha via chat message that he wanted to talk about the advantages of backtracking in the podcast.
When Micha reported this to Géraldine, she proved to be no less fond of backtracking – it’s not for nothing that she shares Christian’s preference for horror games à la Resident Evil or Dead Space.
Although one has to limit directly: Christian and Géraldine also only welcome backtracking if it is used cleverly. But Micha argues: Backtracking is almost never used cleverly!
Because for him, backtracking is an excuse. An excuse in particular for two of the worst features in games: respawning enemies and collection tasks. If you’re constantly traipsing back and forth in the same levels, along with backtracking, there must be the other two “B’s”: threats and rewards. Respawns and collectibles are the easiest way to provide both.
“But roguelikes! But Metroidvania! But time warp games like Outer Wilds!«, Géraldine and Christian object for the benefit of the backtracking – and they’re kind of right about that too.
Which brings us to a strange conclusion: We only use the term »backtracking« when it is negatively conspicuous. If not, it’s just good level design.
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