@brownbear_47 I am just rewatching your BK Analysis, and there is one very peculiar phrase that I liked a lot:
"This approach implies that a well designed level will feature no wasted space. Every nook and cranny should offer an interesting and rewarding experience." (1)
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I think this is the very, and often cited reason why Yooka-Laylee falls a bit flat. I felt that when I was playing and I heard this complaint a lot: You have to run around, but...often you do not find anything new to do. The very core of the game, the Jump 'n' Run (2)
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is fun and nice, but in my opinion not enough to keep you running around "forever".In my opinion, Banjo-Tooie and Donkey Kong 64 suffer a little bit from being too big, (3)
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which is why BK is my favourite game of this style. It is just big enough to be a grand adventure, while still being small enough to give you a fresh experience at almost every step, literally. Thoughts?
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Definitely agree that BK's tight-level design is integral to the experience, and it's one of the key misses in YK. As for Banjo-Tooie and DK64, I've yet to sit down and think carefully about them the same way I did with BK, so no strong opinion for now... it's on my backlog :-)
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