Thank you neenerpants.
Well, i am of that opinion as well, but some people have said the screen-by-screen thing, despite being technical at the time, is also a mechanism to build tension, as you never knew what would come next. But yes, i agree with it, nowadays it should be free-flowing.
I'm actually curious how the whole wide vs 4:3 works in terms of game design. If the designer / level artist is doing a level, comprised of "rooms" that are set pieces, how would they handle that issue? Because in a nice widescreen setpiece you might have an enemy or puzzle element "over there" that wouldn't be seen in a 4:3 unless you either zoom out, or have to walk to move the screen that direction. That obviously changes the interactivity between the user and the setpiece.
It's funny, i always thought a side scroller would be easier to do, but when you're actually designing it, these kind of unforeseen issues pop up.
