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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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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Als antwoord op @theBanov
i know a few people who bounced off BotW for exactly this reason and it's a shame
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Als antwoord op @daisyowl
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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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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Als antwoord op @theBanov
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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