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
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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I could see someone's reaction being that the main story stuff is kinda dull, so they wanted to avoid it just out of distaste (which--fair, same). but if you're looking for an obvious way to progress, and the main objective stuff isn't fun, then there's no game for you there lol
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I mean, it's also ok if people bounce off. Making a game that appeals to everyone is a good way to make something pretty boring and not super memorable. Just make a really good thing for enough people you know exist that could buy it, and you're good, and everyone's happy.
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Like, I've been thinking about A Short Hike a lot. It's razor focused on "you know the exploration, climbing, and then the jumping off the top bit of BOTW? What if an entire game of that." It really knows exactly what it is, and who it thinks will like it. https://store.steampowered.com/app/1055540/A_Short_Hike/ …
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