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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but i guess it goes to show just how broad people's experiences and impressions can be when the game doesn't constrain you
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yeah i mean, i got completely absorbed by BotW so clearly it worked on me, but maybe not as well for everyone
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