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Hello!

My new video is available now - it’s the new episode of Boss Keys, and a breakdown of Metroid Dread’s world design. Specifically, focusing on the tricks and techniques that the game uses to guide you through planet ZDR.

Go watch it, and then come back to this post when you're done.

I'll wait.

Okay, thanks for checking it out. Hope you enjoyed it. Now, you may be disappointed to see that there’s no graphs in the video! Can it really be a Boss Keys video without graphs?

Well, it’s your lucky day. Because I did, in fact, make a graph for the game’s structure. But I ultimately decided not to include it in the final video for pacing and clarity reasons. Still, there’s no reason why you lovely Patreon lot can’t see it. So here we go.

Click here for the full image. 

So, just to explain how the graphs work.

S is the start of the game, and E is the end. Diamonds are abilities, and squares are the door (or other obstacle) that you can use that ability on to make progress - they’re always below the lock. Horizontal lines represent all the places you can get to at that point in the game.

So, at the start of the game you can find a spider magnet wall, some speed booster blocks, and a charge beam door. Get the charge beam and you can go through that door and get the spider magnet, which lets you climb that wall, and so on…

In general, Metroidvanias (or Zelda dungeons) with complicated, non-linear, backtrack-heavy structures are short and wide. Games/dungeons that are more linear and straightforward are tall and thin. Dread is pretty tall and thin.

But, there’s a problem with this graph. Which is partly why I didn’t put it in the video. It doesn’t tell the full story.

As I say in the video, Metroid Dread has many “points of no return”, where you are blocked from backtracking until later in the game. So, at various points, many of the nodes on the graph may be inaccessible to you.

Also, I talk about how the game provides fast travel points that take you exactly where you need to go. So, it may look like you get the speedbooster and then need to backtrack all the way to the beginning of the game to use it… but there’s a fast travel station that whips you right back to the correct room.

So, it’s not a perfect representation of the game’s structure. But it gives an indication!

Anyway. Thanks very much for the support this month - I'll be back soon with reading list and playlist posts!

Mark

Files

Why You Didn't Get Lost in Metroid Dread

GMTK is powered by Patreon - https://www.patreon.com/GameMakersToolkit Metroid Dread is a Metroidvania with a sprawling, interconnected map. So how come I always knew where to go, and almost never got lost? === Before you watch === Spoiler warning: Some late-game items and bosses are shown. No story spoilers are revealed. === Games Shown === Metroid Dread (2021) Metroid Fusion (2002) Super Metroid (1994) The Mummy: Demastered (2017) Metroid Prime (2002) Hollow Knight (2017) Donkey Kong Country: Tropical Freeze (2014) Guacamelee 2 (2018) Metroid: Other M (2010) Metroid Prime 2: Echoes (2004) Metroid: Zero Mission (2004) Dark Souls (2011) === Credits === Music from Metroid Dread OST === Subtitles === Contribute translated subtitles -

Comments

Anonymous

If I had to pick a player "type", I'd say I'm somewhere in the middle between fighting and exploration. While playing, I noticed that the game was rather linear, and I think I unconsciously tried to resist this by collecting power-ups and exploring areas. However, most of the time this was a frustrating task, since I'd chart a route to an unexplored area on the map, only to discover halfway that the game has blocked key doors/passages. Towards the end of the game I gave up on finding secret areas, and just followed the linear path to the last boss fight.

Anonymous

Always a pleasure to see a Boss Keys episode! A shame the graph isn't in the video, but your explanation as to why makes sense. Any chance we'll see a boss keys episode of Darksiders.

GameMakersToolkit

Never say never! But I think BK will probably just be something I pull out of retirement for new games (Hollow Knight Silksong, BOTW 2, Metroid Prime 4)

Max Goldstein

Wow, you've come a long way since the early days of "find the path = good, follow the path = bad". I really enjoyed being able to follow my curiosity and stumble around Hallownest and find cool things, but as I get older and have less time to put into games, I wonder if I would enjoy guided tours a bit more. (I'll get back into Outer Wilds any day now...)

Dave Pickett

Thanks for the graph. I appreciate seeing them. That section in the early middle with the Morph Ball -> Bomb is very telling about the pacing there. I was holding off on Dread because it seemed more action-focused and less exploratory, so nice to have that confirmed in detail by the expert. The path forward almost always being right in front of the player reminds me of a similar critique you made back in Wind Waker (I think) where items often unlock a new path that leads you right back to an earlier room where you need to use it. I'm very split on these techniques as a player versus a designer. It feels overbearing to me as a player because I am a very spatial thinker and so I prefer to get to flex those muscles a bit, but I also understand that I am a niche demographic and most people can't store that much spatial info or aren't interested in doing so. I absolutely loved getting lost in Hollow Knight, but have heard from several people about how that made the game inaccessible to them. This struggle also reminds me of your "feel like Spider-Man" video and the fine distinction because a game that "makes you feel" vs "lets you feel." It's hard to lower a skill floor without also lowering a skill ceiling, especially if that skill is only one aspect of the game.

GameMakersToolkit

Yep - this is something I've been trying to improve over the years - put my own personal opinions and preferences on the backseat. I don't represent every type of gamer!

GameMakersToolkit

Yeah, I definitely thought about the "feel like Spider-Man" video when I was making this. It's one I keep coming back to, because we're seeing more and more games struggle to decide whether they want to simply offer a fantasy, or offer the opportunity to learn and master a fantasy. Not an easy choice by any means

Cute_Fuzzy

nks for this video! This helped crystallize a lot of my own thoughts on the game; for me it also felt very linear, like the most obvious thing to do was always the way forward, and whenever you found a way to move to a new area it was generally right to take it (the teleporter leading straight from the morph ball to the varia suit being an especially clear example). I'm also ambivalent about it as a design choice. During my playthrough it almost felt like a respectful time-saver, at first, but as I went on I also started to feel like I was lacking a sense of discovery. The "Access Closed" doors started to feel a little egregious after a while. (After getting the Pulse Beacon I tried to backtrack through the room, but the door you enter from is arbitrarily shut once you get the powerup.) Funnily, I never noticed the height difference turning slide passages into points of no return--something about it being a locked door made feel more obvious and capricious. Watching speedrunners has really given me a better appreciation for how the world is put together, as I definitely didn't notice the seams my first time through the game. I don't know if I'll try that playstyle myself, but it makes it more clear everything is thoughtfully done. I actually wound up going back to your video on Super Metroid to refresh my sense of "hub and spoke" design, which this game never really uses. That model lets the designers preview potential paths, so it helps create the feeling of cleverness from remembering where to use a new item. The hubs also make a convenient place to return to when you get stumped, since you can easily remember several spots with plenty of doors. The way Dread leads you from one powerup straight to where you need to use it makes it harder to have those payoffs, since there's never a moment of "I've been wondering for hours how to get through this door." Anyway, thanks for the video--I was hoping you'd do one on Dread, but didn't expect it this soon!

Anonymous

Excellent video, as always! I wonder whether it would be possible to show which things are locked off at each point by using boxes (or background colours) which surround the relevant item and all of the other items which you are guaranteed to be able to reach when you get that item.

Stefan Schröder

Whereas Metroid Fusion always orders you where to go, including Map Markers, Metroid Dread guides you. But you need to allow yourself to be guided, by reading the game correctly. Like the heat redirection in the beginning, or other breadcrumbs that Mark mentions. If you don't follow the signs and try to explore the world on your own, you might get frustrated by walking into dead ends - and thus indeed feel getting lost. That's what happened to me in my first playthrough. I tried to play Metroid Dread like the old Metroids, like Metroid Prime or Super Metroid. Didn't work well. The guiding often made me think "Hmm, now I'm far off from where I intended to be..." But then at some point, it kinda klicked on me, and now I really love it. To me, it's like a "Metroid Arcade". It's fast paced, colorful, and fits into the "easy to learn, hard to master" concept. Bosses totally rely on pattern recognition, and with skill and practice, you can wipe them without getting hit at all. It's a speedrunner's game, with lots of possibilities for sequence breaking and shinespark acrobatics. I'm not a speedrunner, though, but I like how the game fools you. By zigzagging around the map, it creates the illusion that you are exploring a complex world - but in fact, you don't. It doesn't make you feel smart, it makes the game feel smart. Unless you dissect the structure like Mark does so brilliantly. Btw, the game opens up right before the final boss when all the teleporters are linked to each other, which lets you pretty much go wherever you like to. So if you want to go for 100%, save your item hunting for later.