Most people just naturally go right
You can look at maps of six flags and you'll find that the path on the left is almost always larger while the path to the right is almost always smaller. They do this to avoid large groups of people going in one direction and forcing longer lines. http://mappery.com/S...-Theme-Park-Map It's incrediably obvious in this map, on the path to the right from the entrance they block it a bit with shrubbery, AND they hide the open expanse after the right path with rides. While the path on the left opens up to multiable paths and is an open-ish expanse with multiable paths.
Also from a level design perspective if you want a level to be easy to navigate you're going to add more Right hand turns with the left hand turns being dead ends. If you want a level to be harder to navigate you're going to add more "proper path" left turns than right turns. You're welcome to go into games and count the number of right/left turns, it's also especially noticable on Halo levels.
To be honest If a character only has Right to Left platforming that character won't be nearly as liked as the Left to Right character.
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To sum it up Left and Right is a pretty big deal. Edit: I recomend having a major story element tied to it just to make your game memorable, something absurd/mind blowing/whatever.
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#1lithos
Posted 14 June 2012 - 06:15 PM
Most people just naturally go right
You can look at maps of six flags and you'll find that the path on the left is almost always larger while the path to the right is almost always smaller. They do this to avoid large groups of people going in one direction and forcing longer lines. http://mappery.com/Six-Flags-America-Theme-Park-Map It's incrediably obvious in this map, on the path to the right from the entrance they block it a bit with shrubbery, AND they hide the open expanse after the right path with rides. While the path on the left opens up to multiable paths and is an open-ish expanse with multiable paths.
Also from a level design perspective if you want a level to be easy to navigate you're going to add more Right hand turns with the left hand turns being dead ends. If you want a level to be harder to navigate you're going to add more "proper path" left turns than right turns. You're welcome to go into games and count the number of right/left turns, it's also especially noticable on Halo levels.
To be honest If a character only has Right to Left platforming that character won't be nearly as liked as the Left to Right character.
_____________
To sum it up Left and Right is a pretty big deal.
You can look at maps of six flags and you'll find that the path on the left is almost always larger while the path to the right is almost always smaller. They do this to avoid large groups of people going in one direction and forcing longer lines. http://mappery.com/Six-Flags-America-Theme-Park-Map It's incrediably obvious in this map, on the path to the right from the entrance they block it a bit with shrubbery, AND they hide the open expanse after the right path with rides. While the path on the left opens up to multiable paths and is an open-ish expanse with multiable paths.
Also from a level design perspective if you want a level to be easy to navigate you're going to add more Right hand turns with the left hand turns being dead ends. If you want a level to be harder to navigate you're going to add more "proper path" left turns than right turns. You're welcome to go into games and count the number of right/left turns, it's also especially noticable on Halo levels.
To be honest If a character only has Right to Left platforming that character won't be nearly as liked as the Left to Right character.
_____________
To sum it up Left and Right is a pretty big deal.