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# '''Keep the story integrated''': The plot should tend towards "Natural" or "Deliberate" integration on the SlidingScaleOfGameplayAndStoryIntegration. Much of the appeal of the genre comes from exploring a consistent world, so jerking the player away from it's a definite no-no. See the Necessary Tropes section for ideas on how to integrate common gameplay elements into the story.

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# '''Keep the story integrated''': The plot should tend towards "Natural" or "Deliberate" integration on the SlidingScaleOfGameplayAndStoryIntegration. Much of the appeal of the genre comes from exploring a consistent world, so jerking the player away from it's it is a definite no-no. See the Necessary Tropes section for ideas on how to integrate common gameplay elements into the story.



* MultipleEndings: Altering the story based on the player's choices is a good way to add replay value or simply act as a gauge of how well the player did (i.e., if they unlock everything they get the GoldenEnding).

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* MultipleEndings: Altering the story based on the player's choices is a good way to add replay value or simply act as a gauge of how well the player did (i.e.(e.g., if they unlock everything they get the GoldenEnding).



* CuriosityKilledTheCast: Despite the above, Deconstructions of the player's motives are certainly in vogue, as of the 2010's. Why not [[YouBastard call the player out]] and tell them they could have walked away (i.e. stopped playing the game...[[BrokenAesop you're meant to be encouraging them to play]])?

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* CuriosityKilledTheCast: Despite the above, Deconstructions of the player's motives are certainly in vogue, as of the 2010's.2010s. Why not [[YouBastard call the player out]] and tell them they could have walked away (i.e. stopped playing the game...[[BrokenAesop you're meant to be encouraging them to play]])?

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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!).

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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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* {{Railroading}}: This is a double edged sword; it's recommended to use this to give the player a sense of direction and keep them from getting lost or overwhelmed from having too many choices at once, but ''in moderation''--giving a player too few choices on where to go or what to do and constantly holding the players hand is detrimental to a Metroidvania.

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* {{Railroading}}: This is a double edged sword; it's recommended to use this to give the player a sense of direction and [[QuicksandBox keep them from getting lost or overwhelmed from having too many choices at once, once]], but ''in moderation''--giving a player too few choices on where to go or what to do and constantly holding the players hand is detrimental to a Metroidvania.
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* {{Railroading}}: This is a double edged sword; it's recommended to use this to give the player a sense of direction and keep them from getting lost or overwhelmed from having too many choices at once, but ''in moderation''--giving a player too few choices on where to go or what to do and constantly holding the players hand is detrimental to a Metroidvania.
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* PlotCoupon: It's generally not a good idea in a Metroidvania to segregate abilities and keys from each other--each ability should not only serve as the key to accessing a new area, but also enhance or change the nature of the gameplay itself.

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* PlotCoupon: It's generally not a good idea in a Metroidvania to segregate abilities and keys from each other--each ability should not only [[AbilityRequiredToProceed serve as the key to accessing a new area, area]], [[PlotCouponThatDoesSomething but also enhance or change the nature of the gameplay itself.]]

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* PlotCoupon: It's generally not a good idea in a Metroidvania to segregate abilities and keys from each other--each ability should not only serve as the key to accessing a new area, but also enhance or change the nature of the gameplay itself.




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* YouHaveResearchedBreathing: It's also not a good idea to make an ability that should already be a natural move for the character into something you have to learn. It's an even worse idea to only make it useful in ridiculously specific circumstances, such as only being used to unlock a new area and for little else.
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* SequenceBreaking: Even if you don't leave in ways to break the normal sequence of events, [[TheDevTeamThinksOfEverything assume the player will find some]]. Think ahead and come up with ways to accommodate every possibility (as a rule of thumb, BreakingTheFourthWall's perfectly acceptable if the player had to do so to get there). Include "backup" obstacles behind later ones (e.g., if the player isn't meant to have the red keycard until the endgame, make sure there're a few doors locked with interim key cards, or come up with a plausible BrokenBridge), but leave some sort of bonus before them so the player doesn't feel cheated.

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* SequenceBreaking: Even if you don't leave in ways to break the normal sequence of events, [[TheDevTeamThinksOfEverything [[DevelopersForesight assume the player will find some]]. Think ahead and come up with ways to accommodate every possibility (as a rule of thumb, BreakingTheFourthWall's perfectly acceptable if the player had to do so to get there). Include "backup" obstacles behind later ones (e.g., if the player isn't meant to have the red keycard until the endgame, make sure there're a few doors locked with interim key cards, or come up with a plausible BrokenBridge), but leave some sort of bonus before them so the player doesn't feel cheated.

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* LostForever: Always give the player the chance to go back and collect things they missed (or at the very least make something that's about to be lost so obvious its the player's fault if they don't pick it up, and relatively inconsequential).


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* PermanentlyMissableContent: Always give the player the chance to go back and collect things they missed (or at the very least make something that's about to be lost so obvious it's the player's fault if they don't pick it up, and relatively inconsequential).

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Previous edit didn't properly reconstruct sentence.


* DistressCall: These are a good way to get the main character out to an isolated location with whatever abilities and equipment you want to start them off with (you could always have them [[BagOfSpilling drop their suitcase]] if bring anything extra).

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* DistressCall: These are a good way to get the main character out to an isolated location with whatever abilities and equipment you want to start them off with (you could always have them [[BagOfSpilling drop their suitcase]] if they're sensible enough to bring anything extra).
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Has nothing to do with familiarity with in-universe fiction.


* DistressCall: These are a good way to get the main character out to an isolated location with whatever abilities and equipment you want to start them off with (you could always have them [[BagOfSpilling drop their suitcase]] if they're GenreSavvy enough to bring anything extra).

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* DistressCall: These are a good way to get the main character out to an isolated location with whatever abilities and equipment you want to start them off with (you could always have them [[BagOfSpilling drop their suitcase]] if they're GenreSavvy enough to bring anything extra).

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* MasterOfUnlocking: The main strength of the ability to open particular types of doors is also its main weakness; it's BoringButPractical and practically an obstacle by default. Unless you want to incorporate some sort of MiniGame or give the "key" some other use (e.g. Metroid's tradition of making new weapons open colour coded doors), it's best to make this an early skill.

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* MasterOfUnlocking: The main strength of the ability to open particular types of doors is also its main weakness; it's BoringButPractical and practically an obstacle by default. not much of a challenge once you've picked it up. Unless you want to incorporate some sort of MiniGame MiniGame, limitation (e.g. the key only functions if there are no enemies in the area, or needs [[InterchangeableAntimatterKeys some sort of resource]]) or give the "key" some other use (e.g. Metroid's tradition of making new weapons open colour coded doors), it's best to make this an early skill.

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* MasterOfUnlocking: The main strength of the ability to open particular types of doors is also its main weakness; it's BoringButPractical and practically a CardboardObstacle by default. Unless you want to incorporate some sort of MiniGame or give the "key" some other use (e.g. Metroid's tradition of making new weapons open colour coded doors), it's best to make this an early skill.

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* MasterOfUnlocking: The main strength of the ability to open particular types of doors is also its main weakness; it's BoringButPractical and practically a CardboardObstacle an obstacle by default. Unless you want to incorporate some sort of MiniGame or give the "key" some other use (e.g. Metroid's tradition of making new weapons open colour coded doors), it's best to make this an early skill.

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* CardboardObstacle: 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!).

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* CardboardObstacle: 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!).
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* BrokenBridge: While it's best to avoid too many of these, you can probably get away with one "skill" which consists of activating all the FloatingPlatforms, opening sealed doors or otherwise changing the environment to remove obstacles instead of giving you a way of getting past them. It's also possible to give the player some degree of control over this (e.g. being able to switch out the level of water), but this can get irritating quickly if the player needs to keep returning to the same spot to keep adjusting a variable (c.f. the infamous [[ThatOneLevel Water Temple]] of ''VideoGame/OcarinaOfTime'').

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* BrokenBridge: While it's best to avoid too many of these, you can probably get away with one "skill" which consists of activating all the FloatingPlatforms, opening sealed doors or otherwise changing the environment to remove obstacles instead of giving you a way of getting past them. It's also possible to give the player some degree of control over this (e.g. being able to switch out the level of water), but this can get irritating quickly if the player needs to keep returning to the same spot to keep adjusting a variable (c.f. the infamous [[ThatOneLevel Water Temple]] of ''VideoGame/OcarinaOfTime'').''VideoGame/TheLegendOfZeldaOcarinaOfTime'').
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* Added Exploration: Give them something new to do the next time they come by. The last time they were here, they should have seen something that they couldn't reach. When you force them to come back, you should make sure that they have any abilities needed to reach those locations. Even if the rewards aren't very big, they do help the old terrain feel new.[[labelnote:example]]After getting the Speed Booster and Ice Beam in {{Super Metroid}}, you can leave Red Brinstar by heading back into Blue Brinstar. If you do, you will be able to use your newly-found gear to get all kinds of goodies.[[/labelnote]]

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* Added Exploration: Give them something new to do the next time they come by. The last time they were here, they should have seen something that they couldn't reach. When you force them to come back, you should make sure that they have any abilities needed to reach those locations. Even if the rewards aren't very big, they do help the old terrain feel new.[[labelnote:example]]After getting the Speed Booster and Ice Beam in {{Super Metroid}}, ''VideoGame/SuperMetroid'', you can leave Red Brinstar by heading back into Blue Brinstar. If you do, you will be able to use your newly-found gear to get all kinds of goodies.[[/labelnote]]
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* DoorToBefore: One of the more common complaints about backtracking comes from having to constantly retread old ground; forcing the player to "travel" gets old fast. If the player's already been through an area and there's nothing else there (bonuses aside), give them a shortcut. This is usually as simple as having a shorter route which requires whatever skill the player picks up at the end of the area in question.[[labelnote:example]]{{Super Metroid}} provides an example here. The upper-right of Maridia has a one-way passage into the top portion of Brinstar, right near your ship. It appears to serve no purpose, since it requires a Super Missile, which you will certainly have by the time you ever see it from the Maridia side. It's purpose is to allow you to leave the upper part of Marida after killing Draygon easily. Without it, the only ways out are either at the bottom of Red Brinstar or on the other side of the Ghost Ship.[[/labelnote]]

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* DoorToBefore: One of the more common complaints about backtracking comes from having to constantly retread old ground; forcing the player to "travel" gets old fast. If the player's already been through an area and there's nothing else there (bonuses aside), give them a shortcut. This is usually as simple as having a shorter route which requires whatever skill the player picks up at the end of the area in question.[[labelnote:example]]{{Super Metroid}} [[labelnote:example]] ''VideoGame/SuperMetroid'' provides an example here. The upper-right of Maridia has a one-way passage into the top portion of Brinstar, right near your ship. It appears to serve no purpose, since it requires a Super Missile, which you will certainly have by the time you ever see it from the Maridia side. It's purpose is to allow you to leave the upper part of Marida after killing Draygon easily. Without it, the only ways out are either at the bottom of Red Brinstar or on the other side of the Ghost Ship.[[/labelnote]]
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It's important that the protagonist have a distinctive look; RuleOfCool should be in full effect (ideally, the PC should be immediately recognisable from the silhouette). However, this doesn't rule out the fact that practicality can have a hand in designing the costumes. Consider making the outfit contrast or clash with the area the protagonist's exploring to play their connection with it (if any) up or down (for example, Metroid contrasted Samus's bulky armour with the organic environment and the insectoid armour of the SpacePirates, while Castlevania gave its vampire hunter protagonists medieval outfits which fit in with the HammerHorror aesthetics of the castles they explored).

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It's important that the protagonist have a distinctive look; RuleOfCool should be in full effect (ideally, the PC should be immediately recognisable from the silhouette). However, this doesn't rule out the fact that practicality can have a hand in designing the costumes. Consider making the outfit contrast or clash with the area the protagonist's exploring to play their connection with it (if any) up or down (for example, Metroid contrasted Samus's bulky armour with the organic environment and the insectoid armour of the SpacePirates, while Castlevania gave its vampire hunter protagonists medieval outfits which fit in with the HammerHorror Film/HammerHorror aesthetics of the castles they explored).

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* Enemy Evolution: One problem that forced backtracking causes is that many enemy challenges in an area will no longer be challenging the second time the player enters the area. If the main sequence of play sends a player through old terrain, it may be important for the player to still be challenged through combat. So you should find a way to spawn different enemies in that area.[[labelnote:example]]Metroid: Fusion did this excellently in your second trip to Sector 2: TRO. In the first trip, you run across some worm enemies, who's only real power is absorbing a lot of damage before dying. Once you beat a boss, they turn into cocoons (which also block your access to certain areas the game doesn't want you to access yet). Later on, the cocoons hatch, and turn into very dangerous enemies that deal 50 damage per-hit (without the Gravity Suit).[[/labelnote]] Do be aware that this is not ''necessarily'' a good idea. Or at least, not for everywhere, all the time. When the player starts getting up to late-game exploration, you want them to be able to navigate most old terrain quickly and effectively. And this means letting the player bypass enemies much more easily than before.[[labelnote:example]]This is the purpose of the screw attack in most 2D Metroid games. They make killing (most) enemies effortless, and allow you to do so while on the move.[[/labelnote]]

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* Enemy Evolution: One problem that forced backtracking causes is that many enemy challenges in an area will no longer be challenging the second time the player enters the area. If the main sequence of play sends a player through old terrain, it may be important for the player to still be challenged through combat. So you should find a way to spawn different enemies in that area.[[labelnote:example]]Metroid: Fusion did this excellently in your second trip to Sector 2: TRO. In the first trip, you run across some worm enemies, who's only real power is absorbing a lot of damage before dying. Once you beat a boss, they turn into cocoons (which also block your access to certain areas the game doesn't want you to access yet). Later on, the cocoons hatch, and turn into very dangerous enemies that deal 50 damage per-hit (without the Gravity Suit).[[/labelnote]] Do [[/labelnote]]\\
\\
This must
be aware that this is not ''necessarily'' a good idea. Or at least, not for everywhere, all used with discretion and judgment, particularly towards the time.end of the game. When the player starts getting up to late-game exploration, you want them to be able to navigate most old terrain quickly and effectively. And this means letting the player bypass enemies much more easily than before.[[labelnote:example]]This is the purpose of the screw attack in most 2D Metroid games. They make It makes killing (most) enemies effortless, and allow you to do so while on the move.[[/labelnote]]
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I\'ll get those notes right yet...


* ''VideoGame/MetroidOtherM'' -- Its main failing (as far as gameplay is concerned) was moving too far towards a narrative structure, breaking the rule mentioned above; never let the story interfere with gameplay. Half of the areas are designed to be traversed in one direction, specifically the way the player goes when following the story.[[labelnote:note]]Sectors 2 and 3 suffer the most from this, as both are two loops that have a couple of interconnecting areas.[[/labelnote]] The game frequently [[{{Broken Bridge}} locks doors behind the player]], sometimes just to prevent the player from even thinking about doing any side exploration at that point in the story.[[labelnote:note]]For example, after defeating Ridley and returning to the Hub, the door to Sector 3 locks behind Samus. And the doors to Sectors 2 and the Main Sector are both locked. Because Samus must follow The Deleter into Sector 1 right now.[[labelnote:note]] Movement and ability upgrades (as opposed to collectables like missile expansions) are in all but two cases dispensed at times dictated directly by an in-story entity. Samus (and by extension, the player) has them, but can only use them when she is explicitly told to do so by a CO (who also tells them where to go), robbing the player of their exploration. In contrast to ''Simon's Quest'', this serves as an example of what happens when you take the Metroidvania mechanics out of a Metroidvania, rather than add them to a game where they don't fit.

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* ''VideoGame/MetroidOtherM'' -- Its main failing (as far as gameplay is concerned) was moving too far towards a narrative structure, breaking the rule mentioned above; never let the story interfere with gameplay. Half of the areas are designed to be traversed in one direction, specifically the way the player goes when following the story.[[labelnote:note]]Sectors 2 and 3 suffer the most from this, as both are two loops that have a couple of interconnecting areas.[[/labelnote]] The game frequently [[{{Broken Bridge}} locks doors behind the player]], sometimes just to prevent the player from even thinking about doing any side exploration at that point in the story.[[labelnote:note]]For example, after defeating Ridley and returning to the Hub, the door to Sector 3 locks behind Samus. And the doors to Sectors 2 and the Main Sector are both locked. Because Samus must follow The Deleter into Sector 1 right now.[[labelnote:note]] [[/labelnote]] Movement and ability upgrades (as opposed to collectables like missile expansions) are in all but two cases dispensed at times dictated directly by an in-story entity. Samus (and by extension, the player) has them, but can only use them when she is explicitly told to do so by a CO (who also tells them where to go), robbing the player of their exploration. In contrast to ''Simon's Quest'', this serves as an example of what happens when you take the Metroidvania mechanics out of a Metroidvania, rather than add them to a game where they don't fit.
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Still more note correction.


* ''VideoGame/MetroidOtherM'' -- Its main failing (as far as gameplay is concerned) was moving too far towards a narrative structure, breaking the rule mentioned above; never let the story interfere with gameplay. Half of the areas are designed to be traversed in one direction, specifically the way the player goes when following the story.[[labelnote:note]]Sectors 2 and 3 suffer the most from this, as both are two loops that have a couple of interconnecting areas.[[/labelnote]] The game frequently [[{{Broken Bridge}} locks doors behind the player]], sometimes just to prevent the player from even thinking about doing any side exploration at that point in the story.[[labelnote:note]]For example, after defeating Ridley and returning to the Hub, the door to Sector 3 locks behind Samus. And the doors to Sectors 2 and the Main Sector are both locked. Because Samus must follow The Deleter into Sector 1 right now.[[/labelnote:note]] Movement and ability upgrades (as opposed to collectables like missile expansions) are in all but two cases dispensed at times dictated directly by an in-story entity. Samus (and by extension, the player) has them, but can only use them when she is explicitly told to do so by a CO (who also tells them where to go), robbing the player of their exploration. In contrast to ''Simon's Quest'', this serves as an example of what happens when you take the Metroidvania mechanics out of a Metroidvania, rather than add them to a game where they don't fit.

to:

* ''VideoGame/MetroidOtherM'' -- Its main failing (as far as gameplay is concerned) was moving too far towards a narrative structure, breaking the rule mentioned above; never let the story interfere with gameplay. Half of the areas are designed to be traversed in one direction, specifically the way the player goes when following the story.[[labelnote:note]]Sectors 2 and 3 suffer the most from this, as both are two loops that have a couple of interconnecting areas.[[/labelnote]] The game frequently [[{{Broken Bridge}} locks doors behind the player]], sometimes just to prevent the player from even thinking about doing any side exploration at that point in the story.[[labelnote:note]]For example, after defeating Ridley and returning to the Hub, the door to Sector 3 locks behind Samus. And the doors to Sectors 2 and the Main Sector are both locked. Because Samus must follow The Deleter into Sector 1 right now.[[/labelnote:note]] [[labelnote:note]] Movement and ability upgrades (as opposed to collectables like missile expansions) are in all but two cases dispensed at times dictated directly by an in-story entity. Samus (and by extension, the player) has them, but can only use them when she is explicitly told to do so by a CO (who also tells them where to go), robbing the player of their exploration. In contrast to ''Simon's Quest'', this serves as an example of what happens when you take the Metroidvania mechanics out of a Metroidvania, rather than add them to a game where they don't fit.
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Correcting some bad notes.


* ''VideoGame/MetroidOtherM'' -- Its main failing (as far as gameplay is concerned) was moving too far towards a narrative structure, breaking the rule mentioned above; never let the story interfere with gameplay. Half of the areas are designed to be traversed in one direction, specifically the way the player goes when following the story.[[note]]Sectors 2 and 3 suffer the most from this, as both are two loops that have a couple of interconnecting areas.[[note]] The game frequently [[{{Broken Bridge}} locks doors behind the player]], sometimes just to prevent the player from even thinking about doing any side exploration at that point in the story.[[note]]For example, after defeating Ridley and returning to the Hub, the door to Sector 3 locks behind Samus. And the doors to Sectors 2 and the Main Sector are both locked. Because Samus must follow The Deleter into Sector 1 right now.[[/note]] Movement and ability upgrades (as opposed to collectables like missile expansions) are in all but two cases dispensed at times dictated directly by an in-story entity. Samus (and by extension, the player) has them, but can only use them when she is explicitly told to do so by a CO (who also tells them where to go), robbing the player of their exploration. In contrast to ''Simon's Quest'', this serves as an example of what happens when you take the Metroidvania mechanics out of a Metroidvania, rather than add them to a game where they don't fit.

to:

* ''VideoGame/MetroidOtherM'' -- Its main failing (as far as gameplay is concerned) was moving too far towards a narrative structure, breaking the rule mentioned above; never let the story interfere with gameplay. Half of the areas are designed to be traversed in one direction, specifically the way the player goes when following the story.[[note]]Sectors [[labelnote:note]]Sectors 2 and 3 suffer the most from this, as both are two loops that have a couple of interconnecting areas.[[note]] [[/labelnote]] The game frequently [[{{Broken Bridge}} locks doors behind the player]], sometimes just to prevent the player from even thinking about doing any side exploration at that point in the story.[[note]]For [[labelnote:note]]For example, after defeating Ridley and returning to the Hub, the door to Sector 3 locks behind Samus. And the doors to Sectors 2 and the Main Sector are both locked. Because Samus must follow The Deleter into Sector 1 right now.[[/note]] [[/labelnote:note]] Movement and ability upgrades (as opposed to collectables like missile expansions) are in all but two cases dispensed at times dictated directly by an in-story entity. Samus (and by extension, the player) has them, but can only use them when she is explicitly told to do so by a CO (who also tells them where to go), robbing the player of their exploration. In contrast to ''Simon's Quest'', this serves as an example of what happens when you take the Metroidvania mechanics out of a Metroidvania, rather than add them to a game where they don't fit.

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* Enemy Evolution: One problem that forced backtracking causes is that many enemy challenges in an area will no longer be challenging the second time the player enters the area. If the main sequence of play sends a player through old terrain, it may be important for the player to still be challenged through combat. So you should find a way to spawn different enemies in that area.[[labelnote:example]]Metroid: Fusion did this excellently in your second trip to Sector 2: TRO. In the first trip, you run across some worm enemies, who's only real power is absorbing a lot of damage before dying. Once you beat a boss, they turn into cocoons (which also block your access to certain areas the game doesn't want you to access yet). Later on, the cocoons hatch, and turn into very dangerous enemies that deal 50 damage per-hit (without the Gravity Suit).[[/labelnote]]
** Do be aware that this is not ''necessarily'' a good idea. Or at least, not for everywhere, all the time. When the player starts getting up to late-game exploration, you want them to be able to navigate most old terrain quickly and effectively. And this means letting the player bypass enemies much more easily than before.[[labelnote:example]]This is the purpose of the screw attack in most 2D Metroid games. They make killing (most) enemies effortless, and allow you to do so while on the move.[[/labelnote]]

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* Enemy Evolution: One problem that forced backtracking causes is that many enemy challenges in an area will no longer be challenging the second time the player enters the area. If the main sequence of play sends a player through old terrain, it may be important for the player to still be challenged through combat. So you should find a way to spawn different enemies in that area.[[labelnote:example]]Metroid: Fusion did this excellently in your second trip to Sector 2: TRO. In the first trip, you run across some worm enemies, who's only real power is absorbing a lot of damage before dying. Once you beat a boss, they turn into cocoons (which also block your access to certain areas the game doesn't want you to access yet). Later on, the cocoons hatch, and turn into very dangerous enemies that deal 50 damage per-hit (without the Gravity Suit).[[/labelnote]]
**
[[/labelnote]] Do be aware that this is not ''necessarily'' a good idea. Or at least, not for everywhere, all the time. When the player starts getting up to late-game exploration, you want them to be able to navigate most old terrain quickly and effectively. And this means letting the player bypass enemies much more easily than before.[[labelnote:example]]This is the purpose of the screw attack in most 2D Metroid games. They make killing (most) enemies effortless, and allow you to do so while on the move.[[/labelnote]]



* Terrain Evolution: Make changes to the terrain. This should be justified by the story in some way; perhaps the actions of the antagonist are causing this.
** Note that you should make sure that, when modifying terrain in a way that changes what you can and cannot reach (for example, a wall collapses and covers an exit), the map should be updated accordingly.[[labelnote:example]]Metroid: Fusion did not do this, which made the end-game scavenger hunt somewhat annoying. Particularly in Sector 2, where a passage looked passable on the map but was not, forcing a long detour.[[/labelnote]]

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* Terrain Evolution: Make changes to the terrain. This should be justified by the story in some way; perhaps the actions of the antagonist are causing this.
**
this. Note that you should make sure that, when modifying terrain in a way that changes what you can and cannot reach (for example, a wall collapses and covers an exit), the map should be updated accordingly.[[labelnote:example]]Metroid: Fusion did not do this, which made the end-game scavenger hunt somewhat annoying. Particularly in Sector 2, where a passage looked passable on the map but was not, forcing a long detour.[[/labelnote]]

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* SuspiciousVideogameGenerosity: This trope exists partly because it's logical to give the players extra resources before challenging them. Why not allow them to bypass the resources for extra rewards after the fight. Or just give them stuff for free just to make them jumpy. Inverting it, by having the boss consume potential resources before the player got there, is another possibility

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* SuspiciousVideogameGenerosity: This trope exists partly because it's logical to give the players extra resources before challenging them. Why not allow them to bypass the resources for extra rewards after the fight. Or just give them stuff for free just to make them jumpy. Inverting it, by having the boss consume potential resources before the player got there, is another possibilitypossibility.

!'''Terrain Recycling'''

Metroidvania games, as a matter of course, involve a degree of forced BackTracking. This can make a game feel tedious or cheap (for reusing terrain rather than making new terrain). But there are ways to make it feel substantially less so. These effectively make old terrain feel like new terrain.

* Enemy Evolution: One problem that forced backtracking causes is that many enemy challenges in an area will no longer be challenging the second time the player enters the area. If the main sequence of play sends a player through old terrain, it may be important for the player to still be challenged through combat. So you should find a way to spawn different enemies in that area.[[labelnote:example]]Metroid: Fusion did this excellently in your second trip to Sector 2: TRO. In the first trip, you run across some worm enemies, who's only real power is absorbing a lot of damage before dying. Once you beat a boss, they turn into cocoons (which also block your access to certain areas the game doesn't want you to access yet). Later on, the cocoons hatch, and turn into very dangerous enemies that deal 50 damage per-hit (without the Gravity Suit).[[/labelnote]]
** Do be aware that this is not ''necessarily'' a good idea. Or at least, not for everywhere, all the time. When the player starts getting up to late-game exploration, you want them to be able to navigate most old terrain quickly and effectively. And this means letting the player bypass enemies much more easily than before.[[labelnote:example]]This is the purpose of the screw attack in most 2D Metroid games. They make killing (most) enemies effortless, and allow you to do so while on the move.[[/labelnote]]
* New Terrain: Use some fragments of new terrain before the player gets to the old terrain. Not only does this help sell the world as being cohesive, it helps the player feel like they're still on the right path, even though they just came back to a place they already were.
* Terrain Evolution: Make changes to the terrain. This should be justified by the story in some way; perhaps the actions of the antagonist are causing this.
** Note that you should make sure that, when modifying terrain in a way that changes what you can and cannot reach (for example, a wall collapses and covers an exit), the map should be updated accordingly.[[labelnote:example]]Metroid: Fusion did not do this, which made the end-game scavenger hunt somewhat annoying. Particularly in Sector 2, where a passage looked passable on the map but was not, forcing a long detour.[[/labelnote]]
* Added Exploration: Give them something new to do the next time they come by. The last time they were here, they should have seen something that they couldn't reach. When you force them to come back, you should make sure that they have any abilities needed to reach those locations. Even if the rewards aren't very big, they do help the old terrain feel new.[[labelnote:example]]After getting the Speed Booster and Ice Beam in {{Super Metroid}}, you can leave Red Brinstar by heading back into Blue Brinstar. If you do, you will be able to use your newly-found gear to get all kinds of goodies.[[/labelnote]]
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Super Metroid analysis


* DoorToBefore: One of the more common complaints about backtracking comes from having to constantly retread old ground; forcing the player to "travel" gets old fast. If the player's already been through an area and there's nothing else there (bonuses aside), give them a shortcut. This is usually as simple as having a shorter route which requires whatever skill the player picks up at the end of the area in question.

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* DoorToBefore: One of the more common complaints about backtracking comes from having to constantly retread old ground; forcing the player to "travel" gets old fast. If the player's already been through an area and there's nothing else there (bonuses aside), give them a shortcut. This is usually as simple as having a shorter route which requires whatever skill the player picks up at the end of the area in question.[[labelnote:example]]{{Super Metroid}} provides an example here. The upper-right of Maridia has a one-way passage into the top portion of Brinstar, right near your ship. It appears to serve no purpose, since it requires a Super Missile, which you will certainly have by the time you ever see it from the Maridia side. It's purpose is to allow you to leave the upper part of Marida after killing Draygon easily. Without it, the only ways out are either at the bottom of Red Brinstar or on the other side of the Ghost Ship.[[/labelnote]]
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* ''Franchise/SuperMarioBros'' -- While lacking in most metroidvania mechanics, the ''Super Mario Bros'' series is a masterclass in JumpPhysics. Pay close attention to the way the jumps in all but the earliest games take into account the player's momentum and allow them to control how they fall in the air. See [[https://www.youtube.com/watch?v=z2oV2DQ2dEA this video]] for a bit of detailed analysis.

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* ''Franchise/SuperMarioBros'' -- While lacking in most metroidvania Metroidvania mechanics, the ''Super Mario Bros'' series is a masterclass in JumpPhysics. Pay close attention to the way the jumps in all but the earliest games take into account the player's momentum and allow them to control how they fall in the air. See [[https://www.youtube.com/watch?v=z2oV2DQ2dEA this video]] for a bit of detailed analysis.



* ''VideoGame/MetroidOtherM'' -- Its main failing (as far as gameplay is concerned) was moving too far towards a narrative structure, breaking the rule mentioned above; never let the story interfere with gameplay. Half of the areas are designed to be traversed in one direction, specifically the way the player goes when following the story.[[labelnote:note]]Sectors 2 and 3 suffer the most from this, as both are basically two loops that have a couple of interconnecting areas.[[labelnote]] The game frequently [[{{Broken Bridge}} locks doors behind the player]], sometimes just to prevent the player from even thinking about doing any side exploration at that point in the story.[[labelnote:note]]For example, after defeating Ridley and returning to the Hub, the door to Sector 3 locks behind Samus. And the doors to Sectors 2 and the Main Sector are both locked. Because Samus must follow The Deleter into Sector 1 right now.[[/labelnote]] Movement and ability upgrades (as opposed to collectables like missile expansions) are in all but two cases dispensed at times dictated directly by an in-story entity. Samus (and by extension, the player) had them, but could only use them when explicitly told to do so by a CO (who also told them where to go), robbing the player of their exploration. In contrast to ''Simon's Quest'', this serves as an example of what happens when you take the Metroidvania mechanics out of a Metroidvania, rather than add them to a game where they don't quite fit.

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* ''VideoGame/MetroidOtherM'' -- Its main failing (as far as gameplay is concerned) was moving too far towards a narrative structure, breaking the rule mentioned above; never let the story interfere with gameplay. Half of the areas are designed to be traversed in one direction, specifically the way the player goes when following the story.[[labelnote:note]]Sectors [[note]]Sectors 2 and 3 suffer the most from this, as both are basically two loops that have a couple of interconnecting areas.[[labelnote]] [[note]] The game frequently [[{{Broken Bridge}} locks doors behind the player]], sometimes just to prevent the player from even thinking about doing any side exploration at that point in the story.[[labelnote:note]]For [[note]]For example, after defeating Ridley and returning to the Hub, the door to Sector 3 locks behind Samus. And the doors to Sectors 2 and the Main Sector are both locked. Because Samus must follow The Deleter into Sector 1 right now.[[/labelnote]] [[/note]] Movement and ability upgrades (as opposed to collectables like missile expansions) are in all but two cases dispensed at times dictated directly by an in-story entity. Samus (and by extension, the player) had has them, but could can only use them when she is explicitly told to do so by a CO (who also told tells them where to go), robbing the player of their exploration. In contrast to ''Simon's Quest'', this serves as an example of what happens when you take the Metroidvania mechanics out of a Metroidvania, rather than add them to a game where they don't quite fit.
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Added some notes to the Other M section.


* ''VideoGame/MetroidOtherM'' -- Its main failing (as far as gameplay is concerned) was moving too far towards a narrative structure, breaking the rule mentioned above; never let the story interfere with gameplay. Rather than finding her upgrades, Samus (and by extension, the player) had them, but was prevented from using them by a CO (who also told them where to go), robbing the player of their exploration. In contrast to ''Simon's Quest'', this serves as an example of what happens when you take the Metroidvania mechanics out of a Metroidvania, rather than add them to a game where they don't quite fit.

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* ''VideoGame/MetroidOtherM'' -- Its main failing (as far as gameplay is concerned) was moving too far towards a narrative structure, breaking the rule mentioned above; never let the story interfere with gameplay. Rather than finding her upgrades, Half of the areas are designed to be traversed in one direction, specifically the way the player goes when following the story.[[labelnote:note]]Sectors 2 and 3 suffer the most from this, as both are basically two loops that have a couple of interconnecting areas.[[labelnote]] The game frequently [[{{Broken Bridge}} locks doors behind the player]], sometimes just to prevent the player from even thinking about doing any side exploration at that point in the story.[[labelnote:note]]For example, after defeating Ridley and returning to the Hub, the door to Sector 3 locks behind Samus. And the doors to Sectors 2 and the Main Sector are both locked. Because Samus must follow The Deleter into Sector 1 right now.[[/labelnote]] Movement and ability upgrades (as opposed to collectables like missile expansions) are in all but two cases dispensed at times dictated directly by an in-story entity. Samus (and by extension, the player) had them, but was prevented from using could only use them when explicitly told to do so by a CO (who also told them where to go), robbing the player of their exploration. In contrast to ''Simon's Quest'', this serves as an example of what happens when you take the Metroidvania mechanics out of a Metroidvania, rather than add them to a game where they don't quite fit.
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# '''Plan everything''': As with any game, make sure you're written the story (or at least a synopsis) and sketched out the levels (including any {{Event Flag}}s and puzzles) before anything else. Not only will it make it easier to put together, but it'll give you (and anyone else working on the game) an easy-to-use source.

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# '''Plan everything''': As with any game, make sure you're you've written the story (or at least a synopsis) and sketched out the levels (including any {{Event Flag}}s and puzzles) before anything else. Not only will it make it easier to put together, but it'll give you (and anyone else working on the game) an easy-to-use source.
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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).
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* ''VideoGame/SpyroAttackOfTheRhynocs'' -- An isometric platformer that is a combination of a metroidvania and a collectathon. It works suprisingly well, making it a great metroidvania game as well as a shining example of how to do an isometric platformer. The game also fufills some of the potential subversions on this page.

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Aaand, created.

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So... let's get straight to the point--if you're reading this, you probably already know what a {{Metroidvania}} is (or at least know one when you see one): An ActionAdventure game based around exploring an environment which contains [[AbilityRequiredToProceed the means to access new areas]]. From a narrative point of view, this means that you should remember to:

# '''Keep the story integrated''': The plot should tend towards "Natural" or "Deliberate" integration on the SlidingScaleOfGameplayAndStoryIntegration. Much of the appeal of the genre comes from exploring a consistent world, so jerking the player away from it's a definite no-no. See the Necessary Tropes section for ideas on how to integrate common gameplay elements into the story.
# '''Give the Player a reason to explore''': This can be as simple as "MacGuffin and PlotCoupons somewhere. Find." It can also be a more complicated story with a shifting goal[[labelnote:e.g.]]You begin exploring the Startzone Ruins, only to be ambushed by Plotpush Pete. After searching for clues, you find he's headed to the Temple of Uh-Oh, only to...[[/labelnote]]. Just as long as the player has something to look for and more than one place to search.
# '''Follow the PlayerCharacter''': The PC is the player's avatar as they explore the environment. Try to keep the narrative firmly from their perspective and information that only one or the other know to a minimum. If you want to [[MeanwhileScene cut elsewhere]] then do so when the PC is doing something uninteresting, like traveling from area to area or [[ExpositionCut explaining something to an NPC]].
# '''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...
# '''...never let the story trump gameplay''': Ideally the two should be complementing one another, but (in this genre) the game is the means by which the story is being told; if you hamper it, they'll ''both'' suffer.
# '''Plan everything''': As with any game, make sure you're written the story (or at least a synopsis) and sketched out the levels (including any {{Event Flag}}s and puzzles) before anything else. Not only will it make it easier to put together, but it'll give you (and anyone else working on the game) an easy-to-use source.

With all that in mind, consider how you're going to tell the story:

# '''Dialogue''': A quick chat with an {{NPC}} is among the simplest ways to explain something to the player (although a sign or recorded message works too, if they're the shy sort). Just beware of [[ShowDontTell dumping too much information on the player]] and remember that some players tend to skip dialogue. If the conversation is caused by an EventFlag, make sure they do something useful (being forced into idle chatter will probably just irritate the player, rather than help immerse them).
# '''CutScene''': As mentioned above, it's best to avoid taking control from the player for too long[[note]]This can be mitigated by putting them in between-level transitions and other places where the player might expect to lose control[[/note]], but that doesn't mean it should be avoided entirely; cutscenes are a great way to introduce new equipment, areas, monsters, and boss fights. Just remember that if you place a 10-minute-long cinematic just after ThatOneBoss, the player's very likely to be more concerned with saving the game than with the story.
# '''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...").
# '''Clues''': Somewhere inbetween dialogue and letting the environment speak for itself, there are the things the player can take a closer look at or ignore. These can be journals and other collectable documents (See StoryBreadcrumbs in "Choices, Choices" for more details), information about the world (bestiaries, character profiles, etc.) or just objects the player can get a bit more information about with the tap of an action button.

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!'''Necessary Tropes'''

Quite a few of the genre's mainstays fit any sort of story:

* AbilityRequiredToProceed: The abilities can be dressed up any way you like; PowersAsPrograms, MegaManning, EquipmentBasedProgression, [[ShowWithinAShow How-to Guides]].
* BossFight: A good boss fight, aside from representing a challenge, reassures players they're headed in the right direction (why else would there be a boss in the way?). It can also be used to "train" them in using a new ability, either by having them use a newly acquired tool to defeat it (e.g., if the hammer can be used to smash rocks and stun the boss, give it armour like those rocks!) or by making it clear that the tool would have made the fight easier (e.g., by having the player smash through the boss's remains with the hammer it was guarding).
* DoorToBefore: One of the more common complaints about backtracking comes from having to constantly retread old ground; forcing the player to "travel" gets old fast. If the player's already been through an area and there's nothing else there (bonuses aside), give them a shortcut. This is usually as simple as having a shorter route which requires whatever skill the player picks up at the end of the area in question.
* {{Foreshadowing}}: Always make sure that there are a few easily noticed obstacles in the early areas. This will give the player a reason to return when they've picked up whatever equipment they need to get past it (and hopefully notice some more subtle extras).
* DisconnectedSideArea: These often have some goodies at the end, but they can also be part of a subplot[=/=]SideQuest aside from the main story.
* HundredPercentCompletion: Most Metroidvanias reward the player according to how much progression is made over the course of the campaign. The percentage may be sorted by collection of items, unveiling of the map rooms, simply by advancing through the story, or all of them at the same time. The rewards may be MultipleEndings and/or out-of-game UnlockableContent (ConceptArtGallery, characters or stages for multiplayer, ReplayMode, SoundTest, etc.). The options are plentiful.
* JustifiedTutorial: In a sense a Metroidvania is a justified tutorial stretched over an entire game. Each [[VideoGameTools new piece of gear]] the player picks up should introduce a new mechanic, and the area or boss fight around it should be designed to show the player how to use it.
* LevelMapDisplay: At the very least, it should show the player the rooms they've been in and where they currently are. Marking {{Save Point}}s and other notable types of room is considered polite. Marking rooms with undiscovered secrets is optional, but really helps avert LastLousyPoint.
* SequenceBreaking: Even if you don't leave in ways to break the normal sequence of events, [[TheDevTeamThinksOfEverything assume the player will find some]]. Think ahead and come up with ways to accommodate every possibility (as a rule of thumb, BreakingTheFourthWall's perfectly acceptable if the player had to do so to get there). Include "backup" obstacles behind later ones (e.g., if the player isn't meant to have the red keycard until the endgame, make sure there're a few doors locked with interim key cards, or come up with a plausible BrokenBridge), but leave some sort of bonus before them so the player doesn't feel cheated.
* SlidingScaleOfLinearityVsOpenness: Aim for a 3 or 4; there should be a fixed sequence of events to follow, but the player should be free to explore and find it on their own.
* VideoGameTools: Remember that each of these should introduce a ''new'' mechanic (or at least tweak an old one enough to make a difference). Give each one at least one obstacle it can overcome.

!'''Choices, Choices'''

* BrokenBridge: These are best used sparingly (the player's supposed to be getting the ability to get past obstacles, not have them removed for them), but they can still work (especially when they mark major turning points in the plot). They're also good way to implement the DoorToBefore.
* DungeonShop: There's nothing wrong with including a town, but since most metroidvania are mostly dungeon anyway, this is a good way to allow the player to avoid having to constantly travel back to it. It's also a good way to let the player stock up [[SuspiciousVideoGameGenerosity just before you make life difficult for them]].
* DungeonMaintenance: Making this a plot point can be used to explain a lot of tropes (see Potential Subversions below).
* MultipleEndings: Altering the story based on the player's choices is a good way to add replay value or simply act as a gauge of how well the player did (i.e., if they unlock everything they get the GoldenEnding).
* PacifistRun: These always add a bit of replay value (heck, who said you even ''need'' enemies?).
* RandomDrops[=/=]RPGElements: XP and new gear can make good "filler" in between finding new Tools. ElementalCrafting and ItemCrafting are optional.
* 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.
* RoamingEnemy: These match up perfectly with large environments. Any of the variations mentioned on the page are a good way to give the player a sense of being hunted or chased, or just make the world feel more "alive".
* 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}}.
* StoryBreadcrumbs: These are perfect for fleshing out the story (or just the BackStory of an area) without the need to distract the player (they can just read or listen to them when they feel like it).
* UtilityWeapon: Giving a tool an offensive use is a good way to make the player feel more powerful (you can even make killing a certain enemy one of the tool's uses!), but isn't necessary.
* WarpWhistle: This can make travelling a lot less frustrating, but might discourage players from exploring too much.

!'''Pitfalls'''

* CardboardObstacle: 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!).
* 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.
* LostForever: Always give the player the chance to go back and collect things they missed (or at the very least make something that's about to be lost so obvious its the player's fault if they don't pick it up, and relatively inconsequential).
* NoSidepathsNoExplorationNoFreedom: It goes without saying that this is a bad idea. Make sure that each area has plenty of extra areas for the player to discover. As a rule of thumb, include at least one other path (with a reward at the end) for each one which will advance the story (and ideally more, if there's time).
* NowWhereWasIGoingAgain: Design the "official" path to completing the game with the assumption that the player might take a break for a month (or longer) before coming back to it at any time (or just skip the {{cutscene}} where they were told where to go). If there's anything that relies on them being specifically told where to go (or what they need to do), make sure there's somewhere for them to hear it again. Include notes and markers on the map (or let the player add their own, if the engine supports it!).
* QuicksandBox: While Metroidvania aren't as prone to this as WideOpenSandbox games, you should take care not to overwhelm the player. Dot the path to the end of the game with set pieces and triggers, so they know they're on it, and always include rewards at the end of sidepaths (so they don't feel like their efforts were wasted and they know that they've finished following them).
* RareRandomDrop: As with levels, it's always best to avoid forcing the player to grind for something. If you want to make something hard to find, tuck it into a distant corner of the map or put it in a secret passage.
* WakeUpCallBoss: A DifficultySpike isn't inherently bad as long as the game isn't rendered unbeatable because of it, but do try to make the difficulty curve grow naturally, especially if you intend to start the game in the middle of a battle (it has happened). Bosses that are very difficult because they're a BeefGate to block the way to places that are meant to be cleared later in the game are okay, though.

!'''Potential Subversions'''

* AmnesiacHero: This is pretty overdone (since it's a handy way to have the player learn everything), so if you want to use it, try and do something clever with it. Consider giving ''everyone'' amnesia (or make the PC the only one without), or have them remember who they are [[BagOfSpilling but lose their skills]]; or make the fact that they have amnesia at all a plot twist (FakeMemories optional). You could even give the hero Anterograde amnesia (when they can't form new memories) and have them constantly lose memories of what they've been doing.
* {{Backtracking}}: The player should end up revisiting old areas at least once, but don't expect them to do it on their own. Drop hints or offer incentives (e.g. "Hmm, wasn't there a statue like this one back in..."). Or better yet, why not surprise the player (pleasantly or otherwise) with something unexpected on the way back, like a Boss (figuratively or literally) or an unexpected shortcut (beware that the latter might annoy them if its one-way and they planned to keep searching a bit).
* BenevolentArchitecture[=/=]MalevolentArchitecture: Conspicuously helpful or dangerous parts of the environment can be jarring, but you'll get away with them. Still, it's perfectly possible to come up with an InUniverse reason for them (Traps? Actually being designed for someone with the tools/abilities your player picks up?). The line between the two can also be blurred (maybe the player could end up somewhere designed to trap people with certain skills? Or perhaps a treasure could be hidden with a fake trap[[note]]Just give the player a hint so they don't try running into every trap "just in case".[[/note]]).
* HeartContainer: You don't strictly need these, but they make great rewards. Consider using them in interesting ways (like having the player pick up ammo and expansions for weapons they've yet to pick up, or having them ''weaken'' the player as some sort of challenge or tradeoff). In more grounded settings they can be things like armour or just larger containers for health packs and the like. In more fantastic settings, they could be literal containers of life force or magical power.
* 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).
* PointOfNoReturn: In a game based around OneHundredPercentCompletion, it's best to allow the player to backtrack at any point, short of the FinalBoss (and even then...). Alternatively, why not make the "final" area not-so-final (it worked for [[VideoGame/CastlevaniaSymphonyOfTheNight Castlevania]])?
* RespawningEnemies: Most metroidvanias have 'em, but that doesn't mean you can't do something new. Consider keeping a count of how often the player kills the MascotMook. You could also have enemies replaced with EliteMooks or otherwise powered up over the course of the game (or in response to the aforementioned kill counter). Think about deconstructing the idea of killing all the flora and fauna you encounter; maybe you could just avoid it? Befriend it? Perhaps some enemies might even go extinct if you kill them often enough....
* SuspiciousVideogameGenerosity: This trope exists partly because it's logical to give the players extra resources before challenging them. Why not allow them to bypass the resources for extra rewards after the fight. Or just give them stuff for free just to make them jumpy. Inverting it, by having the boss consume potential resources before the player got there, is another possibility
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!'''Writers' Lounge'''

!!'''Suggested Themes and Aesops'''
* ApathyKilledTheCat: This gels nicely with the idea of exploration and adventure.
* CuriosityKilledTheCast: Despite the above, Deconstructions of the player's motives are certainly in vogue, as of the 2010's. Why not [[YouBastard call the player out]] and tell them they could have walked away (i.e. stopped playing the game...[[BrokenAesop you're meant to be encouraging them to play]])?
!!'''Potential Motifs'''
It's helpful to give important characters motifs. In the case of the PC and friendly [=NPCs=] it allows you to mark safe or helpful objects. For enemies (be they normal monsters or the BigBad themselves), it allows you to tease the player with their presence [[ShowDontTell without outright saying they're there]]. The latter is especially helpful at giving a RoamingEnemy a VaguenessIsComing style warning to the player.

A motif could be anything from a sigil, which shows up on things associated with them, [[HellIsThatNoise to a sound]], to simply having things ColourCodedForYourConvenience.

!!'''Suggested Plots'''
* BoldExplorer: Have the protagonist explore for the sake of exploring. This might seem like a [[ExcusePlot shallow plot]], at first, but it accurately mirrors the player's reason for playing the game (and they can always stumble across plenty of secondary plots).
* DistressCall: These are a good way to get the main character out to an isolated location with whatever abilities and equipment you want to start them off with (you could always have them [[BagOfSpilling drop their suitcase]] if they're GenreSavvy enough to bring anything extra).
* LateToTheTragedy is a good way to set up a hostile location and leave the player to piece things together as they explore it. Reasons for the tragedy can include:
** BigDamnHeroes: Why not subvert it, and have the player show up JustInTime to fix things?
** DugTooDeep: And now the player can follow in their footsteps!
** NoPartyLikeADonnerParty: A bunch of people ran out of supplies and turned on each other. Expect any survivors to have gone off the deep end.
** SleptThroughTheApocalypse: The protagonist wakes up and everything's in ruins.
** UnexpectedlyAbandoned: The PC shows up somewhere and finds it deserted. Time to start looking for people (and answers)!
* An {{MMORPG}} style plot, with multiple players (or just {{NPC}}s) wandering around the same dungeons after the InfinityPlusOneSword or the plot.
* SternChase: Have the player character tracking someone down. Or rather than have your PC search, have them being chased and looking for a place to hide (time limit optional).

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!'''Departments'''

!!'''Set Designer''' / '''Location Scout'''

It's important to make sure that your game's world has more than one type of environment to explore:
* AbandonedMine: These always have potential; tools scattered everywhere, plenty of natural barriers and maybe even MoleMen or an AdvancedAncientAcropolis far enough down.
* AncientTomb: Aside from the obvious traps, this presents the opportunity to give the player LostTechnology to handwave platforming elements in more grounded settings.
* CityOfAdventure: The "normal" city can serve as a HubLevel (or be a GhostCity), with an AbsurdlySpaciousSewer, TheCityNarrows, a HauntedHouse, SinisterSubway or a mysterious {{Undercity}} being potential locations for levels.
* HauntedCastle: You might have some trouble getting different looking tilesets (although gardens and hidden MadScientistLaboratory's are fairly easy to include), but otherwise a large castle is a perfectly respectable setting, especially if you want a horror theme.
* MadScientistLaboratory[=/=]AbandonedLaboratory: As you may have guessed from the other entries, these can fit in ''anywhere'', as long as the setting itself allows it; Mysterious cabin? Alchemy lab in the cellar! Mansion? Check behind the clock! Government building? Caves? Your eccentric aunt's house? Treehouses? Phone booths? That irritable IT's guy's office? Bookcases? All perfect places for hiding your scientific shenanigans!

!!'''Props Department'''

Pay careful attention to the design of your VideoGameTools. Remember the RuleOfPerception; that black cube might be a SkeletonKey for electronic doors or a ghost repelling talisman, but how's the player meant to know that? Making them and their hazards ColourCodedForYourConvenience isn't a bad idea either.

!!'''Costume Designer'''
It's important that the protagonist have a distinctive look; RuleOfCool should be in full effect (ideally, the PC should be immediately recognisable from the silhouette). However, this doesn't rule out the fact that practicality can have a hand in designing the costumes. Consider making the outfit contrast or clash with the area the protagonist's exploring to play their connection with it (if any) up or down (for example, Metroid contrasted Samus's bulky armour with the organic environment and the insectoid armour of the SpacePirates, while Castlevania gave its vampire hunter protagonists medieval outfits which fit in with the HammerHorror aesthetics of the castles they explored).

The appearance of {{NPC}} characters should reflect their role. As with the player, they should be quickly identifiable (although if they provide some sort of service you could cheat by [[NoticeThis sticking an icon above their head]], but that might break the player's immersion). The Item Shop NPC should look like a merchant (or someone working for one), the weapons master should look like a warrior and the BigBad should look like bad news (unless you're going for LightIsNotGood or they're in disguise, of course). If they're meant to be members of the same organisation, consider making use of NonUniformUniform in their design.

Enemy design should reflect their role too (e.g. make fast enemies look lean and agile, give charging enemies horns or thick skull plates). If they have specific weaknesses, the player should be able to guess at them, too (e.g. give enemies which are weak against fire a cold pallet or have them resemble flammable objects like wood). The latter should also be consistent (e.g. use the same shade of blue for all fire-weak enemies).

Ideally, every NPC and enemy should be easy to distinguish by their silhouette alone.

!!'''Casting Director'''
In keeping with the advice mentioned above, the cast should consist mainly of helpful [=NPCs=] and enemies. A good rule of thumb is that any non-hostile character who shows up, and the player is forced to interact with, must aid the player in some way (even if it's just giving them directions).

This doesn't mean that you can't have the odd RedHerring or random bystander for flavour, but it does mean that they shouldn't bother the player too much.

!!'''Sound Department'''

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).

While it might seem obvious, it's important to ensure that you choose the right sound effects. If possible, try to have a different effect for every situation (e.g. different footsteps for walking on different surfaces, different sounds for striking different enemies and surfaces, etc). If you don't have the time or resources to create a full library of sounds, at least try to at least use a "good" sound and a "bad" sound (e.g. a dull thud if the player strikes a wall and a more satisfying smack if they hit an enemy). As with their visual design, enemies should have unique sounds which fit their role (e.g. fast enemies should have short, sharp calls, charging enemies should make a sound just before they charge), [[HellIsThatNoise or warn of their impending attack]].

Finally, never overlook the role that music plays in the player's enjoyment. If possible, there should be separate music for battles and exploration, as well as a specific theme for boss battles (if not a leitmotif for every boss). If you're lucky enough to have an original soundtrack recorded for your game (instead of using public domain and stock music), consider giving the player the option (or the ability to unlock the option) of listening to it separately.

Tropes to keep in mind for your game's music include:

* 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:
** The human brain's designed to pay attention to certain sounds (for example, talking[[note]]this is why someone on the phone or loud muttering can be so annoying - your brain wants to follow the conversation, but it can't[[/note]]) - if they play while the player's doing something else, it'll distract, and therefore annoy, them.
** Sounds which go rapidly up and down in tone or [[http://www.smithsonianmag.com/science-nature/what-is-the-most-annoying-sound-in-the-world-75317235/?no-ist fall between certain frequencies]] are also generally found annoying (fingernails on a chalkboard being the quintessential example) no matter the situation. Avoid using these for anything but the odd JumpScare.
** Repetition can make any sound a nuisance. Looped music should last at least a few minutes and anything that happens more than once every 30 seconds should just have soft sounds (if any) to announce it.
* SoundtrackDissonance: While it's usually best to make sure the background music fits the action it plays over, this can be used to humorous effect (e.g in a MundaneMadeAwesome sequence) or to play with the player's expectations (e.g. ominous music which plays as the player enters a friendly town).
* VariableMix: If you can implement one, do (it saves you coming up with several new scores for each area and can give the player cues without breaking their immersion), but playtest whatever engine controls the music thoroughly; even the slightest glitch can be extremely jarring. If your programmer, designer and/or composer are separate people, make sure they stay on the same page.

!!'''Stunt Department'''
Choose the abilities the PlayerCharacter has (and when and how they're unlocked) wisely. Some possibilities include:

* BrokenBridge: While it's best to avoid too many of these, you can probably get away with one "skill" which consists of activating all the FloatingPlatforms, opening sealed doors or otherwise changing the environment to remove obstacles instead of giving you a way of getting past them. It's also possible to give the player some degree of control over this (e.g. being able to switch out the level of water), but this can get irritating quickly if the player needs to keep returning to the same spot to keep adjusting a variable (c.f. the infamous [[ThatOneLevel Water Temple]] of ''VideoGame/OcarinaOfTime'').
* ChargedAttack: This is a nice, simple skill to add early on to give the player more combat options and add a bit of strategy. There are also ways to make it serve as a "key" for specific obstacles (e.g. breaking down barriers, an energy based charged attack could be used to start generators or light flammable objects, etc).
* EnemyScan: Giving the player a way to study enemies (and pick up on their weaknesses) can add a bit of depth to the world. Filling the MonsterCompendium also gives the player more things to do!
* FallingDamage: Or rather the lack thereof; the limitation of dying if they fall too far makes for a simple BrokenBridge, but it tends to be annoying in exploration based games. Don't make the player endure it for long (if at all).
* FlashStep: Like the various JumpPhysics abilities, this can be used for traversing the environment, with the added bonus of being helpful in combat (consider pitting the player against a BullfightBoss after they pick it up). Remember to give it some sort of limitation (a cooldown's the simplest) so the player can't just spam it.
* 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.
* JumpPhysics: The DoubleJump (and its cousin the WallJump) makes a great ability to unlock early on (or start the player off with), but it's still a viable option for nearer the end (as ''VideoGame/DustAnElysianTail'' proved). In RealLife, humans are lucky to jump more than half their height, so in grounded (pun intended) or ScienceFiction settings you might want to justify it with some kind of booster, crampons (for wall jumps) or other means of propelling the PC. It can go unquestioned in a fantasy setting or a more classically styled PlatformGame. The Mario Bros. series is a good place to look for tips (see Extra Credit below).
* MasterOfUnlocking: The main strength of the ability to open particular types of doors is also its main weakness; it's BoringButPractical and practically a CardboardObstacle by default. Unless you want to incorporate some sort of MiniGame or give the "key" some other use (e.g. Metroid's tradition of making new weapons open colour coded doors), it's best to make this an early skill.
* [[VehicleTropes Transport]]: Giving the player a CoolCar (or CoolShip, CoolPlane, etc) can be tricky to balance (there should still be places the player can only explore on foot), but it also gives the player the opportunity to explore areas in a different way and give the vehicle its own upgrades. It also helps take the edge off backtracking in a large game world. However, beware of forcing the player to have to keep travelling back to where they left it; give them the means to summon it (a la [[VideoGame/TheLegendOfZeldaOcarinaOfTime Epona]]) or make sure it's somehow moved to wherever the player needs it.
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!'''Extra Credit'''
!!'''The Greats'''
'''Pure Metroidvania'''
* ''VideoGame/CastlevaniaSymphonyOfTheNight'' -- Along with ''Super Metroid'', it's well-regarded for being a reliable role model for future Metroidvania titles in regards of the gameplay (thanks in part to the super-secret unlockable Inverted Castle) and story (at different points there are dialogues between the protagonist and the supporting characters, but they don't get in the way of exploration).
* ''VideoGame/SuperMetroid'' -- When it was released, it was considered the pinnacle of non-linear exploration. For the best effect, play it (or track down an LP) and then compare it to ''VideoGame/MetroidFusion'' (which, while equally well polished, used dialogue to advance the story).

'''Games With Metroidvania Mechanics'''
* ''VideoGame/BlasterMaster'' -- This is a good example of how a vehicle can be implemented in an exploratory role. SOPHIA (the tank) is upgraded as the player traverses the Overworld from a SideView, but dungeons have to be explored on foot in a TopDownView.
* ''VideoGame/{{Faxanadu}}'' -- This demonstrates how RPGElements can be introduced to a game; the player can use money they loot from enemies to buy better weapons, PowerUp items (like boots which allow them to fly) and keys to open doors with.
* ''VideoGame/MetroidPrime'' -- The first 3D iteration in the Metroid series. It more or less managed to move the genre's mainstays to a first person perspective. In addition, the first managed to tell a story entirely through logs and EnemyScan data, with only the occasional cutscene to show off new areas or introduce a boss (later entries added longer cutscenes and NPC interaction).
* ''VideoGame/Rockman4MinusInfinity'' -- This ROMHack features an UnexpectedGameplayChange to metroidvania for Wily Stage 3. The previous stage's boss, Snatchman, is an EvilKnockoff of Mega Man who steals the first four weapons he uses. In Wily Stage 3, you must defeat the eight robot masters again, but for half of them you get their weapon back, and the other half doesn't give you anything. The maze-like structure of the level, which uses the tiles and enemies of every previous stage, also fits this trope well.
* ''Franchise/SuperMarioBros'' -- While lacking in most metroidvania mechanics, the ''Super Mario Bros'' series is a masterclass in JumpPhysics. Pay close attention to the way the jumps in all but the earliest games take into account the player's momentum and allow them to control how they fall in the air. See [[https://www.youtube.com/watch?v=z2oV2DQ2dEA this video]] for a bit of detailed analysis.
* ''VideoGame/ValkyrieProfile'' -- The dungeons play much like a classic Metroidvania, with abilities being acquired and used to traverse a sidescrolling environment (albeit with enemies which [[PreexistingEncounters take you to a turn based battle screen]], instead of ones you fight in real time).

!!'''The Epic Fails'''

* ''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.
* ''VideoGame/MetroidOtherM'' -- Its main failing (as far as gameplay is concerned) was moving too far towards a narrative structure, breaking the rule mentioned above; never let the story interfere with gameplay. Rather than finding her upgrades, Samus (and by extension, the player) had them, but was prevented from using them by a CO (who also told them where to go), robbing the player of their exploration. In contrast to ''Simon's Quest'', this serves as an example of what happens when you take the Metroidvania mechanics out of a Metroidvania, rather than add them to a game where they don't quite fit.
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