i was just watching a lets play of metroid Zero mission, the gameboy advanced 
remake of the original metroid game, when it occurred to me that there are a 
couple of very simple additions that audio games could cinclude which would 
greatly enhance gameplay, additions that made games like zelda and the metroid 
series famous. 

Ignoring the 2D aspect (which we've discussed before), there is the basic 
formular of such games, a formular that would translate just as well into for 
instance an fps game. Your in a large, freely explorable maze full of monsters. 
you have one infinitely useable main weapon (the metroid gun or Link's sword in 
the Zelda games), which starts off comparatively weak. As you progress through 
the maze you will come to areas which you cannot pass without a given item, and 
items which you can use to pass certain areas, ---- often requiring you to take 
note of areas you've passed and go back. 

"oh, so that special gun upgrade blows up brick walls, ---- now where did I 
pass a brick wall before?" 

So collecting these key items and using them to expand the parts of the maze 
you can get to forms the bulk of the game, ---- especially sinse of course 
there are large and nasty boss monster to be killed along the way.

In addition to your main weapon, You also have some limited use more powerfull 
items, and scattered around the maze are expantion packs for those items, items 
that let you hold more energy when you start, items that let you have more amo 
for limited use items etc. 

These expantions are scattered around the maze, often in far out of the way 
places requiring lots of exploring to find, and it's fully expected that a 
player won't find all of them on their first run through the game. 

All of these items are in fixed places rather than appearing at random, sinse 
it is the players' ability to systematically explore the maze, perhaps passing 
puzzles along the way that will determine how many expantion items she/he 
collects, perhaps with a reward for collecting all of them, making this a game 
where you have to try, and learn, and progress, rather than wait to be randomly 
lucky with a monster drop for your items.

An engine like that employed in shades of doom could well include these sorts 
of gameplay elements, indeed there's no reason why they haven't been used in an 
audio game thus far, accept that from what I can gather the fps titles we've 
had have tended to be based on randomly occurring items and fast action, rather 
than acquiring more and more items and making your character more powerful as 
time passes, which is a shame, sinse the exploration formular is one which is 
hugely rewarding to play. 

the only audio games I think that have come close to this sort of formular are 
Airic the clerric (though I don't think Airik had any none usefull items or 
expantions to collect that weren't really part of the progression of the game), 
sarah, (though there you didn't really grow more powerfull rather than complete 
puzzles), and I believe kurt wolf. 

But perhaps this is something Phil, Tom, Aprone,  and other of our devs could 
considder as a design point, ---- sinse if the game has many items and a 
complex map structure, exploration and gradual acquisition of both key items 
and items providing extra power can actually be as much if not more fun than 
randomly occurring ones. 

All the best, 

Dark.
---
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