small game design thing I've been learning: giving the player a ton of things to do and making them figure out how to progress sucks. good "open" design still shows a clear objective, and then also lots of other fun/intruiging things to do that distract from the critical path
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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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i know a few people who bounced off BotW for exactly this reason and it's a shame
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I felt like botw does this really well! (that's what inspired me to think about this). super-visible map towers from far away and constant map markers to the next story objective... ignoring those is such an intentional, fun choice to get to make (for me anyways)
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