You can maintain the “side paths are useless because people will only go the optimal route” idea while still at least attempting to hide this design element in environmental storytelling and making what is there good
For the former something like shisui is actually a pretty good representation of “single path but it doesn’t feel like it” because a lot of almost immediate dead ends are hidden in the design of the palace. It feels like there COULD be more paths even if there isn’t. Compare this to say aetherfont that really makes you feel like you are on a guided tour
As for the latter interesting trash mechanics you have to interact with doesn’t clash with “people will optimise out the lesser options” because this games dungeons enforce trash encounters


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