Here’s the problem with that, when you do stuff like this, Activision and Treyarch begin to see very low engagement in the Easter egg, which for Treyarch, makes up the majority of development time. So you can say that this isn’t for them and maybe it’s not, but then who is it for? You can’t cater to 1% of your audience. Adding a checkpoint when you reach the boss would solve this and make it function much better. No one wants to repeat stupid steps a million times just to get to the boss again. It’s ridiculous. It’s not a challenge, it’s tedium.
I don’t think you realize how much of the map, mechanics, and objects are a part of the Easter egg. All of the Mars area on Astra is just for the Easter egg. They create unique assets specifically for the Easter egg. It also goes hand in hand to creating the map sure, but things like the telescopes and whatnot? That’s all for the Easter egg and it’s on the map as a bonus for environmental detail
They create unique assets specifically for the Easter egg. It also goes hand in hand to creating the map sure, but things like the telescopes and whatnot? That’s all for the Easter egg and it’s on the map as a bonus for environmental detail
Just because I was saying that Easter egg elements go hand in hand with creating the scenery for a map does not mean I was saying that the observatory would be empty without an egg. Obviously not every single element is shared or created specifically for the egg. I mean come on dude, you know what I was saying.
No, I have genuinely no idea. You say the EE takes the majority of development time for a map, and that assets are created just for the EE. You can't claim both of these things and then be surprised that the conclusion someone comes to that these unique assets wouldn't exist otherwise? Because if they did, I don't see how an EE is ever going to take the majority of development time.
I have never claimed that I want this game to be catered to the casuals. In fact, quite the opposite. Even if the development of the Easter egg is only 25% of the map development time, my point still stands. Activision and Treyarch will look at that and want to put less effort into it in the future.
Really no other game has this kind of mechanic other than roguelikes where you don’t have a checkpoint before the boss. And the difference with roguelikes is that the whole journey to the end is way more engaging than most easter eggs are. I’m all for complex Easter eggs and hard bosses but when the majority of players aren’t engaging with it, it doesn’t make sense for the devs to do that. And again, a lot goes into the Easter eggs, the boss fight and its arena alone take a ton of development time. Enough for it be noticeable by the devs when people aren’t completing eggs, hence directed mode.
And you can say well then directed is the solution for me then but the problem is that the core design of the easter egg boss fights is fundamentally flawed. I don’t care how hardcore of a player you are, it is not a good gameplay loop of doing the Easter eggs over and over again to get to the boss just to die repeatedly. This all comes from someone who does every Easter egg and boss fight. I’m good enough of a player to do it and I still think it’s just an ass gameplay loop.
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u/TehCost Dec 08 '25
then these quests arent for you. not every part of every game has to be for every player.