There is, by the way, an implicit "I think" before everything here.Making the player pause and actually look at the screen. Most players will simply run through a screen without bothering to pay attention to the scenery; if they fall into a surprise trap, they're that much more likely to pause and take a look at their surroundings rather than simply rushing through them.
If the player isn't paying attention to the scenery it's because (s)he doesn't want to - why force them?
Give us an example of someone who played a level without a trap and posted that they liked it because it didn't have a trap.
Ignoring the logical fallacy: yohji mentioned "countless examples," and that statement was a clarification of what I would consider an example. If they're countless, surely there's at least one positive reaction?
People don't post about something they like if it's been done several times before; they'll only post that they liked the level. Surprise traps can be surprisingly frequent, depending on how wide your definition of them is, so most people have already seen them. Most people don't post things like "I didn't like it because on the 43rd screen you can fall in water right away;" rather, they'll simply post a generic comment saying they disliked the level.
Is this actually relevant? It seems to provide no support for either side of this argument.
stuff about The Machine
And the ghost spike bars were, to me, the most annoying and pointless part of The Machine - one of the only annoying parts, in fact. Imagine that.
Finally, all in all, there's a limited number of surprise traps in the whole level, and a limited variety: after the first death, any player would know what to expect, and where s/he can let her/his guard down. There's also no 'warning' Save Point before them, if I remember correctly, because there's no need, as the nearest one is a couple of screens before the trap, with no hard challenges in-between (no frustration, yet no 'surprise spoiler').
You say "no frustration." I don't get how a surprise trap isn't frustrating. It is, by our presumably agreed-upon definition, something that serves only to make the player slow down (either by having to be cautious or by dying).
My problem isn't really with surprise traps in general, by the way. It's surprise traps in Knytt Stories, a game which feels totally unsuited to them. Let's take Spelunky as an example, one that a good number of you have probably played. In Spelunky, 1. death is permanent and 2. time is a factor. Now, Spelunky doesn't have any "hard" surprise traps (traps that you just
couldn't have seen coming) - that would be stupid and unfair and stupid. Indeed, all of Spelunky's traps are easily visible, and serve mainly to punish reckless players: arrow traps, spikes, and so on.
Here, however, making the player slow down actually has a
purpose. It adds another layer of challenge to the game by making them balance their exploration speed: too fast and they risk falling prey to one of the traps, too slow and they won't be able to get through the whole level without the ghost appearing. (For that matter, how much of the level you choose to explore in the first place is another layer of challenge.)
Certainly, they still have disadvantages: they can be frustrating, and on occasion they feel a bit cheap. But they also have the considerable (hopefully) good effect on gameplay that I mentioned above.
In Knytt Stories, I don't really see anything good coming out of surprise traps. Time spent is not a factor at all, you have infinite lives, and unless the level designer is clueless, you have plenty of save points. So having to slow down to avoid traps is not only annoying but uninteresting - it feels like something you just shouldn't have to do.
Oh, one other key difference between surprise traps in Spelunky and surprise traps in Knytt Stories: Spelunky levels are semi-randomly generated - you can't die and then replay the level knowing where the traps are. KS levels are the same every time, as are the surprise traps.
I'll say it again: surprise traps, when used correctly and without going overboard, contribute to a type of gameplay that encourages caution in a player, making the game/level into a genuinely (as far as video games go) dangerous experience.
KS isn't a game that normally feels like a "genuinely dangerous experience." Even so, when "caution" means "go through every screen really slowly because something might kill you otherwise," it's not any fun, at least not for me.
It feels more real: instead of just progressing from one obvious challenge to another, in a level obviously constructed to guide the player through it, you get a real environment that has a life of its own. Also, like PYP said, once the player realizes the level can have surprise traps, they'll be more careful and will stop and look rather than run trhough, heightening the immersion.
Hmm. I've always had the
opposite reaction: surprise traps feel like something obviously constructed to artificially extend the time spent on a level, thus breaking immersion. But we're hardly about to alter each other's personal experiences, so I'll leave this one be.
Please provide a reason for such a trap being better than the absence of the trap, rather than the trap being better than an even more unfair trap.
What? I never made such ridiculous statements, why should I provide reasons for something I never said? Whether something is better than something else in a level depends entirely on the level in question and the particular screens.
Okay, provide a reason for such a trap being
no worse than the absence of the trap (which you definitely implied VERY heavily - "I really don't understand what's so bad about surprise traps," "I think it's safe to assume most players have no problem with surprise traps in general." But you already did and I responded, probably not to your satisfaction, so yeah.
games that aren't Knytt Stories
I guess I wasn't specific enough. I was talking about surprise traps
in Knytt Stories. See my explanation of why they work in Spelunky, and why they don't in KS. Also keep in mind that "this game has a flaw" doesn't mean "this game is a bad game." I agree that many of the traps and some of the puzzles in La Mulana were stupid, but those are far outnumbered by the puzzles that are fair and fun to figure out, not to mention all the other, more tangentially related things that make the game fun.