it feels like giving the players lots of stuff to play with directionlessly will let them appreciate all the elements at their own pace, but usually it does the opposite. it's frustrating cuz they don't know what they're supposed to do and that can be where the game loses them
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when the player knows what they're "supposed" to do, they get to make a fun choice. if they're enjoying the game, they'll really enjoy getting to decide for themselves to take the long way and explore where they dont need to/where they werent asked to
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or, conversely, if they're exhausted/feeling lost, they always know an easy, direct path to progress. sometimes that's really what you need. maybe this is obvious to many of you but it absolutely wasn't to me, I keep relearning this (and seeing it messed up in other titles).
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This this this! Also super important is that while the critical path is always available, it's not under some crazy time crunch pressure or whatever. The players need to feel like they have the time/space to be distracted, without the narrative falling apart. (At least on DnD...)
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yeah! had an awesome convo with
@shaneneville the other day kinda circling around this. conclusion was it's way more interesting and fun to give the player like, at most 4 or 5 distinct conflicts to resolve, and then the tools to effectively resolve like 2 or 3 of themBedankt, Twitter gebruikt dit om je tijdlijn te verbeteren. Ongedaan makenOngedaan maken
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Sim City's RCI meter was always my go-to example of this
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Wait, how do I not remember that...? What's the RCI metre?
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Good open world design is like feeding soup to a baby. Small spoonfuls versus pouring a bucket over them
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I feel like the Hitman series, usually, does this kind of thing pretty well, by giving the player a handful of quick and easy ways to complete the levels, and then spreading dozens of additional, more creative ways throughout each area.
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