Hi
Im planning a 2D, side-view platformer with rpg-elements, similar to metroid or zelda/link and such. I can see 3 ways of organizing the gameworld:
1. Linked courses (like super mario or old castlevania. Maybe a simple overhead map that access them but in the big picture map 1 unlocks map 2)
2. Open overhead map (like zelda 2. You walk rather freely on the map and can find locations to enter (instances))
3. One big world (like metroid or "A link to the past". Everything is in the same world, you unlock new areas by finding items that allow you to reach those areas).
The game will have some collecting which allow the player to upgrade sword and health (and other things). But no grinding: once you collect the reward for a mob or chest/location; you can never get that reward again. Unique (ability-unlocking) items can only be found at a predetermined location. In option 1 and 2 such items can still be used to unlock new areas (for example on the overhead map).
What are the benefits? What would you prefer? Any other ways of doing it?
Thanks for your input!
Erik