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Tropes are tools, while level grinding is not a great match for Metroidvanias in most cases it does have potential uses.


* LevelGrinding[=/=]MoneyGrinding: Or, even worse, ForcedLevelGrinding. Making the player do this goes pretty strongly against the idea of a game based around exploration (they'll want to be exploring new areas, not killing the same room full of mooks over and over again!). If the player can level up, either make it optional or give them an AbsurdlyLowLevelCap to avoid this.

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* LevelGrinding[=/=]MoneyGrinding: Or, even worse, ForcedLevelGrinding. Making the player do this goes pretty strongly against the idea of a game based around exploration (they'll want to be exploring new areas, not killing the same room full of mooks over and over again!). If the player can level up, either make it sure to balance things so that they will never need to grind to be able to progress, with the possible exception of optional or give them an AbsurdlyLowLevelCap to avoid this.end-game content.
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* GrapplingHookPistol: Or some other means of letting the player pull themselves up to higher ground (as well as a means of ripping shields or armour off enemies to expose them). See ''VideoGame/BionicCommando'' for an excellent implementation of grappling hook physics.

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* GrapplingHookPistol: Or some other means of letting the player pull themselves up to higher ground (as well as a means of ripping shields or armour off enemies to expose them). See ''VideoGame/BionicCommando'' ''VideoGame/BionicCommando1988'' for an excellent implementation of grappling hook physics.
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* WarpWhistle: This can make travelling a lot less frustrating, but might discourage players from exploring too much.

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* WarpWhistle: This can make travelling a lot less frustrating, but might discourage players from exploring too much.
much. If there's a HubLevel of some kind, this is closer to mandatory - you need to be able to get out and back with relative ease.
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Linking to the actual name of the trope.


# '''The Environment''': Even if the player character never interacts with another intelligent being or [[SilentProtagonist speaks a single word]], abandoned camps, ruined civilizations, or even some non-hostile fauna can all (to use a clichéd expression) tell their own story. In addition, changes to older areas (in addition to reassuring the player they're [[EventFlag getting somewhere]]) can create a sense of a moving narrative as well as add a bit of variety to the BackTracking ("Who left this rabid wilderbeast here!?") or serve as a not-too-specific clue where to go next ("So where did that come from...").

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# '''The Environment''': Even if the player character never interacts with another intelligent being or [[SilentProtagonist [[HeroicMime speaks a single word]], abandoned camps, ruined civilizations, or even some non-hostile fauna can all (to use a clichéd expression) tell their own story. In addition, changes to older areas (in addition to reassuring the player they're [[EventFlag getting somewhere]]) can create a sense of a moving narrative as well as add a bit of variety to the BackTracking ("Who left this rabid wilderbeast here!?") or serve as a not-too-specific clue where to go next ("So where did that come from...").
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# '''It's easier to write a story than avoid one''': The gameplay in a Metroidvania creates a sort of narrative of its own; the PlayerCharacter grows, even if his/her personality isn't [[CharacterDevelopment developed]], and the players, themselves, will (hopefully) go on a journey from a single square on the map to knowing every nook and cranny. Take advantage of it, but remember...

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# '''It's easier to write a story than avoid one''': The gameplay in a Metroidvania creates a sort of narrative of its own; the PlayerCharacter grows, even if his/her their personality isn't [[CharacterDevelopment developed]], and the players, themselves, will (hopefully) go on a journey from a single square on the map to knowing every nook and cranny. Take advantage of it, but remember...
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* ''VideoGame/CastlevaniaIISimonsQuest'' -- While it was the first game in the Castlevania series to actually be a Metroidvania, it's a masterclass in how ''not'' to do a lot of the genre's mechanics. It enforced a lot of backtracking (when each screen transition involved LoadsAndLoadsOfLoading) and grinding for the sake of padding the game (the only way to heal was to return to a town, the only way to buy items was with hearts, which were lost after dying); not to mention annoying audio and interrupts as the game shifted (randomly) from day to night. [[https://www.youtube.com/watch?v=Aip2aIt0ROM See this video by]] ''Creator/{{Egoraptor}}'' for an in-depth analysis of its flaws.

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* ''VideoGame/CastlevaniaIISimonsQuest'' -- While it was the first game in the Castlevania series to actually be a Metroidvania, it's a masterclass in how ''not'' to do a lot of the genre's mechanics. It enforced a lot of backtracking (when each screen transition involved LoadsAndLoadsOfLoading) and grinding for the sake of padding the game (the only way to heal was to return to a town, the only way to buy items was with hearts, which were lost after dying); not to mention dying), and has annoying audio and that interrupts as the game shifted (randomly) from day to night. [[https://www.youtube.com/watch?v=Aip2aIt0ROM See this video by]] ''Creator/{{Egoraptor}}'' for an in-depth analysis of its flaws.
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* ''VideoGame/HollowKnight'' -- A modern classic comparable to the above two, and takes plenty of inspiration from both (WordOfGod confirms other classics as inspirations, such as ''Faxanadu'' mentioned below). As a game made in the 2010s, it also shows heavy influence from ''Dark Souls'' (also mentioned below) such as the possibility of [[RPGElements different character builds]] affecting your playstyle, losing all your money upon dying, and interspersed {{autosave}}[[SavePoint points]].

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* ''VideoGame/HollowKnight'' -- A modern classic comparable to the above two, and takes plenty of inspiration from both (WordOfGod confirms other classics as inspirations, such as ''Faxanadu'' mentioned below). As a game made in the 2010s, it also shows heavy influence from ''Dark Souls'' (also mentioned below) such as the possibility of [[RPGElements different character builds]] affecting your playstyle, losing all your money upon dying, and interspersed {{autosave}}[[SavePoint {{autosave}} [[SavePoint points]].



* ''VideoGame/DarkSouls'' -- While it's primarily an ActionRPG, the exploration element is very similar to a Metroidvania (not unlike its [[SpiritualSequel spiritual prequel]], ''VideoGame/VagrantStory''). In particular, note how the game rewards exploration (with hidden items and sequence breaking), but also quite harshly punishes dying (forcing the player to balance the risks and rewards of exploring, since getting killed in the wrong place could cost them all their accumulated souls). It's a great constrast to the aforementioned ''Hollow Knight'': whereas that game is a pure Metroidvania with RPGElements, ''Dark Souls''is an ActionRPG with Metroidvania elements.

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* ''VideoGame/DarkSouls'' -- While it's primarily an ActionRPG, the exploration element is very similar to a Metroidvania (not unlike its [[SpiritualSequel spiritual prequel]], ''VideoGame/VagrantStory''). In particular, note how the game rewards exploration (with hidden items and sequence breaking), but also quite harshly punishes dying (forcing the player to balance the risks and rewards of exploring, since getting killed in the wrong place could cost them all their accumulated souls). It's a great constrast to the aforementioned ''Hollow Knight'': whereas that game is a pure Metroidvania with RPGElements, ''Dark Souls''is Souls'' is an ActionRPG with Metroidvania elements.
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Added a new example.



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* ''VideoGame/HollowKnight'' -- A modern classic comparable to the above two, and takes plenty of inspiration from both (WordOfGod confirms other classics as inspirations, such as ''Faxanadu'' mentioned below). As a game made in the 2010s, it also shows heavy influence from ''Dark Souls'' (also mentioned below) such as the possibility of [[RPGElements different character builds]] affecting your playstyle, losing all your money upon dying, and interspersed {{autosave}}[[SavePoint points]].



* ''VideoGame/DarkSouls'' -- While it's primarily an ActionRPG, the exploration element is very similar to a Metroidvania (not unlike its [[SpiritualSequel spiritual prequel]], ''VideoGame/VagrantStory''). In particular, note how the game rewards exploration (with hidden items and sequence breaking), but also quite harshly punishes dying (forcing the player to balance the risks and rewards of exploring, since getting killed in the wrong place could cost them all their accumulated souls).

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* ''VideoGame/DarkSouls'' -- While it's primarily an ActionRPG, the exploration element is very similar to a Metroidvania (not unlike its [[SpiritualSequel spiritual prequel]], ''VideoGame/VagrantStory''). In particular, note how the game rewards exploration (with hidden items and sequence breaking), but also quite harshly punishes dying (forcing the player to balance the risks and rewards of exploring, since getting killed in the wrong place could cost them all their accumulated souls). It's a great constrast to the aforementioned ''Hollow Knight'': whereas that game is a pure Metroidvania with RPGElements, ''Dark Souls''is an ActionRPG with Metroidvania elements.
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* CriticalAnnoyance: This can be incorporated into the music to make it less likely to be a MostAnnoyingSound. Options include making the music more frantic as the PC loses health, or adding a HeartbeatSoundtrack.
* MostAnnoyingSound: This can be hard to avoid (especially for sounds which are meant to warn the player, which usually ''need'' to be irritating to some degree), but there are ways to reduce it:

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* CriticalAnnoyance: This can be incorporated into the music to make it less likely to be a MostAnnoyingSound.DarthWiki/MostAnnoyingSound. Options include making the music more frantic as the PC loses health, or adding a HeartbeatSoundtrack.
* MostAnnoyingSound: DarthWiki/MostAnnoyingSound: This can be hard to avoid (especially for sounds which are meant to warn the player, which usually ''need'' to be irritating to some degree), but there are ways to reduce it:
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fix typo


* MutuallyExclusivePowerups: Be weary of making the player trek back to an older location just to switch powerups out, but this can still make for an interesting mechanic (or replay value, if the player has to stick with their choice for the rest of the game).

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* MutuallyExclusivePowerups: Be weary wary of making the player trek back to an older location just to switch powerups out, but this can still make for an interesting mechanic (or replay value, if the player has to stick with their choice for the rest of the game).
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fix typo


* SavePoint: In the distant future of the 21st Century, computers and consoles have enough memory that any game can have a "save anywhere" feature. That said, it's hard to imagine an metroidvania without them (where's the fun in deciding whether or not to press on if there isn't any risk?). AutoSave features can co-exist, but avoid letting the player {{Save Scum|ming}}.

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* SavePoint: In the distant future of the 21st Century, computers and consoles have enough memory that any game can have a "save anywhere" feature. That said, it's hard to imagine an a metroidvania without them (where's the fun in deciding whether or not to press on if there isn't any risk?). AutoSave features can co-exist, but avoid letting the player {{Save Scum|ming}}.
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Reviving Enemy: fix "dangerous area safer" to be "safe area more dangerous"


* RevivingEnemy: These can be a good way to make a formerly dangerous area safer or just provide an obstacle in the form of a BeefGate.

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* RevivingEnemy: These can be a good way to make a formerly safe area more dangerous area safer or just provide an obstacle in the form of a BeefGate.
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The most important sound in a metroidvania is ''always'' the tune which accompanies an ItemGet (consider the enticing music which plays [[https://www.youtube.com/watch?v=qi4jKa6jaek while Link's rummaging through a treasure chest]], or the triumphant fanfare [[https://www.youtube.com/watch?v=ewQ6fRYfHvg whenever the player finds an item in a Metroid game]]). It needs to be short, sweet and memorable; the association will [[MostWonderfulSound do the rest]], as long as its tolerable. You can also use a shorter version in lieu of a chime for picking up extra health/ammo and a longer version for when the player picks up something especially cool (like a new piece of gear).

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The most important sound in a metroidvania is ''always'' the tune which accompanies an ItemGet (consider the enticing music which plays [[https://www.youtube.com/watch?v=qi4jKa6jaek while Link's rummaging through a treasure chest]], or the triumphant fanfare [[https://www.youtube.com/watch?v=ewQ6fRYfHvg whenever the player finds an item in a Metroid game]]). It needs to be short, sweet and memorable; the association will [[MostWonderfulSound [[SugarWiki/MostWonderfulSound do the rest]], as long as its tolerable. You can also use a shorter version in lieu of a chime for picking up extra health/ammo and a longer version for when the player picks up something especially cool (like a new piece of gear).

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* AbilityRequiredToProceed: Smashing the same obstacle again and again isn't a puzzle on its own. Do your best to use your obstacles in interesting ways (Lighting torches opens doors? Make some of them traps which explode when lit or introduce a means of putting torches out and have the player work out the pattern!). Remember that while most games in the genre assume you'll need to "pick up" the abilities (i.e. you won't have all of them available from the start), this isn't mandatory. Games like ''VideoGame/TokiTori'' have demonstrated that it's perfectly possible to preserve the essence of this trope while having every ability available from the start ([[https://www.youtube.com/watch?v=084BUNlI7Gk see here]] for a quick explanation).

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* AbilityRequiredToProceed: Smashing the same obstacle again and again isn't a puzzle on its own. Do your best to use your obstacles in interesting ways (Lighting torches opens doors? Make some of them traps which explode when lit or introduce a means of putting torches out and have the player work out the pattern!). Remember that while most games in the genre assume you'll need to "pick up" the abilities (i.e. you won't have all of them available from the start), this isn't mandatory. Games like ''VideoGame/TokiTori'' have demonstrated that it's perfectly possible to preserve the essence of this trope while having every ability available from the start ([[https://www.youtube.com/watch?v=084BUNlI7Gk see here]] for a quick explanation). ''VideoGame/SuperMetroid'' also famously had "hidden" abilities that the player could use from the start (in the case of the wall jump), but were only revealed by hints late in the game, rather than shown to the player or mentioned in the manual.

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Added DiffLines:

* LockAndKeyPuzzle: There's nothing inherently wrong with including a few, but it's very important that this doesn't become the case with [[AbilityRequiredToProceed the abilities the player requires to proceed]]:
** Having a few obvious obstacles along the critical path for the player to remember and return to when they have the relevant ability is nice, but what might as well be a smashable block or switch which requires the relevant item to interact with gets old quickly[[note]]The original Metroid games did indeed use beams as glorified door keys to block off certain areas and shortcuts, but also offset this by making them UtilityWeapons; the Metroid Prime games improved things by having the player use the scan visor to identify certain materials that needed a given weapon to destroy, turning it into a logic puzzle of sorts[[/note]].
** Consider all the things a given ability could be used for; you can even let the player work out a few of the more exotic uses to make optional content that little bit more rewarding[[note]]Going back to Metroid; the shinespark technique was a hidden use of the speed boost ability which the player would have to discover accidentally by crouching after charging it up[[/note]]. The most interesting abilities allow the player to ''deal with'' obstacles, not bypass them without thinking (e.g. if you give the player the ability to double jump, let them access new areas by jumping over tall crates, but also give them jumping puzzles that take into account their longer jumps).
** Combining abilities is also a good idea (e.g. have the player return to an area with the ability to double jump and get some goodies on higher platforms, but at the same time, notice a few that are hidden behind platforms that they can't interact with yet; when they get the ability needed to use those platforms, they're sure to remember the area).
** A final thing to consider is that new abilities could make older puzzles easier (e.g. single-jump based puzzles can be spaced so that the player can just double jump over them without thinking; puzzles in areas where players take damage become easier when the player has the ability which protects them). This can be used to reward players who accept more of a challenge (by letting them get bonuses earlier), or simply make backtracking easier without outright letting them use a shortcut (e.g. the aforementioned single-jump platform puzzle goes from a 10 minute test of precision jumping skills to just another corridor the player can hop through in moments).

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