∫tan x dx posted the following as a suggestion:
Consider a special talisman item that can be placed within a level. If a lemming collects this item, similarly to collecting a pickup or activating a button, then this satisfies a talisman criteria.
The criteria itself may be defined as "Collect [N] talismans".
The object itself would have no impact on gameplay, other than encouraging players to go out of their way to find a solution which sees the item being collected.
This opens up possibilities for level creators to encourage "thinking outside of the box" when it comes to interesting (but totally optional) solutions.
From a certain viewpoint, this is already technically possible. Consider one or more cloner powerups placed at certain points around a level. If the normal save requirement is, for instance, "Save 50/50", then a talisman may require "Save 53/50". However, such a solution may cause unintended backroutes due to the power of the cloner skill. Further, if a level already has all its skill slots used up, then this is infeasible.
The suggestion was unfortunately dismissed. However, I'd be interested in having a general discussion about in-level side-quests, and ways to make them possible.
"Go get the Cloner pickup" is indeed one I use frequently, however I agree with ∫tan that it's not exactly ideal. Certainly not as ideal as (for example) a Star Coin in a Mario game - it takes up a skill slot, and opens up backroute potential. However, I would consider this the best option (that I know of) if done carefully.
Multiple Exits is the most obvious one. It doesn't have quite the same sense of achievement as collecting a talisman, but if you know that you have reached both exits in a particular level, then there is some satisfaction that came come from that. This option can impact gameplay more than you might think, since one of the exits could be a not-so-obvious red herring which has the player trying to reach it when it is, in fact, impossible. This makes it actually more of a problem than most of the other suggestions on this list.
Get to the teleporter rather than the exit is an idea I had a while ago that I have yet to try. Basically, there would be a route to the exit as normal, but also a more obscure route to a teleporter which effectively teleports the lemmings to the same (or a different) exit. It's
slightly different from simply having a "multiple exit" level, since there could be other actions or puzzles to complete on the other side of the teleporter, which the teleporter itself could impact (since teleporters usually spawn lemmings facing in both directions).
Unlock the exit is another way to do it, since the player must get to all of the buttons. However, this also tends to impact regular gameplay, to the point where it is often the
only way to solve the level, as opposed to being a side-quest. It also doesn't really completely get rid of the possibility of using a regular exit as a red herring.
Using a
Time limit talisman creatively
could work, since there could be a solution which is only possible within a certain time limit, and the player then has to find that solution. This is much more difficult from a design point of view than, say, collecting a Cloner pickup. However, it
is a viable way to ensure that a certain route is taken through a level if done very carefully.
Anybody have any other ideas?
Incidentally, namida mentioned that ∫tan's suggestion is one that has been shot down previously. Whilst I am used to certain ideas not being popular within the community, this one surprises me - it seems an obvious way to build replay value/alternative solutions into a level whilst not
necessarily opening up potential for backroutes...