i love the idea of jumping "puzzles" and occasionally have fun with them, but overall i do agree their implementation could be a lot better. and this is coming from somebody who loves platformers and has played and beaten tons of 2D and 3D platforming games.
here are my biggest problems with the jump puzzles:
1. the camera sometimes hinders you. if you get into a tight space, or a place where you can't put it at a reasonable angle, you get this cramped, awkward camera that doesn't do what you want it to, and often leads to you dying and/or failing because it flat out went full retard on you. if you look at good platforming games, the camera works with the player and is smooth and natural.
2. the controls. first off let me state that i rarely play console games nowadays and am planted firmly in front of my PC 90% of the time i'm playing a video game. with that said, i think almost everybody would agree that certain games control MUCH better with a controller. platformers and action games are two of them, and in this game, there are countless times where there are....really weird jumps you have to make that don't really mesh well with wasd. there have been countless times in this game where i've said, "i KNOW i could have made that jump with a controller." and no, this is not a l2p issue. it's just an awkward situation forced on you since this is a m&k game. platforming is NOT intuitive with a m&k, which is why 99% of the best platformers in history have been console games. and yeah, i know you can use a controller through certain software. overall, though, i think that if you're going to design an aspect of a game where 99% of the people are going to be controlling it a certain way, then you should make it so that the game is smoother for that setup.
3. character models. my main is an Asura, and i made him as small as i possibly could, but i also have a Charr who's as tall as he can be, and quite muscular. so i know how different, how "off" it can feel when trying to jump on tiny platforms, or platforms jutting out at weird angles. the character models make it seem like you can't make the jump half the time. it's just not natural and intuitive.
4. this one is more of a minor complaint and not as important as the other three, but i hate that when you're in combat, even if you're technically not even fighting an enemy, you run slower, and thus can't jump as far. i find that annoying, but i know that was a game design choice for whatever reason.
now, somebody might say, "but you shouldn't complain about these jump puzzles, you don't HAVE to do them and they're something fun for people who do!" i don't buy that, though, because i've always been of the mindset that if you're going to do something in a video game, then do it right. don't do a mediocre job of it and then expect people to be happy just because you gave them something new or unexpected.
yes, i know jumping puzzles can still be fun, but they're far from perfect.
**edit** and to be a bit more on topic, i actually thought OP's jump puzzle example was one of the easier ones in the game. lol.
Edited by jthamind, 15 January 2013 - 07:10 PM.