So I have an interesting question for the Escapists crowd.
Lately I've been playing a couple of builder games. One of those games is Terraria which just got a massive new content patch, and Dragon Quest Builders 2. Both of these games follow a similar gameplay flow, build things and fight off monsters then using those monster parts to build bigger and better things.
In Terraria finding the materials you need is a hunt, you must dig, fly, kill and explore until you get what you need to build the next thing. This approach has it's merits of course, the player learns how to find things on their own and along the way creates their own approaches to how you play the game. It provides freedom in an organic way, because you are forced to search under every rock you might accidently find something cool that you weren't directly looking for
In DQB2 things are marked. The game doesn't expect you to know where Titanium is, if the quest says get Copper it will mark the map to where you'll find copper. Which is a vastly different approach to what Terraria does. By marking everything on your map, you are never lost and as a result you'll rarely (if ever) explore around to find cool things on your own. However unlike Terraria DQB2 doesn't have a non-linear progression system so there isn't any reason to explore until the game tells you to do so. By doing this the game doesn't waste the player's time.
And honestly, as someone who doesn't have a lot of free time. I prefer the second approach. Don't tell me to go get copper or talk to an NPC without marking my map, because i don't know your world and I don't know where shitstone would be. And even if it might be explained in quest text, most of the time that is too vague and annoying to constant open and close a menu to figure out where to go, and if you spell it out complete in the quest, then just mark the map because it the effect is the same.
Back in the original WoW days, they only every gave you vague directions for Quests. "Go fight Zebras, you'll find them to the Southwest probably maybe". Which in many cases was outright wrong, you'd head Southwest only to find the you were supposed to go 90% West and only 10% south. Making questing eat up more time than it should have due to players getting lost. Thus the Quest addons were created to simply stick a giant spot on the place you where supposed to go for whatever quest.
Disco Elysium was another game that made me think of this issue. Very quickly in that game you are given a huge list of things to do and a lot of those things are so vague that i couldn't be bother to roam around trying to find them. "Go behind the bar, no not there, the other behind the bar stupid." That's how it felt reading those quests and I hate it. People raved about the storytelling of that game, but I couldn't get past the not knowing where to go.
Many other games used this idea too, Skyrim points you in the correct direction, Final Fantasy 14 highlights areas, there are many ways that games do this. And I find myself getting angry at games that don't. I know that some people like to figure it out for themselves but I simply don't have the time for that.
What do you guys prefer. Are you happier exploring aimlessly in a world hoping you stumble on what you need to do. Or do you prefer there be at least some kind of mark or point of interest on your map.
Lately I've been playing a couple of builder games. One of those games is Terraria which just got a massive new content patch, and Dragon Quest Builders 2. Both of these games follow a similar gameplay flow, build things and fight off monsters then using those monster parts to build bigger and better things.
In Terraria finding the materials you need is a hunt, you must dig, fly, kill and explore until you get what you need to build the next thing. This approach has it's merits of course, the player learns how to find things on their own and along the way creates their own approaches to how you play the game. It provides freedom in an organic way, because you are forced to search under every rock you might accidently find something cool that you weren't directly looking for
In DQB2 things are marked. The game doesn't expect you to know where Titanium is, if the quest says get Copper it will mark the map to where you'll find copper. Which is a vastly different approach to what Terraria does. By marking everything on your map, you are never lost and as a result you'll rarely (if ever) explore around to find cool things on your own. However unlike Terraria DQB2 doesn't have a non-linear progression system so there isn't any reason to explore until the game tells you to do so. By doing this the game doesn't waste the player's time.
And honestly, as someone who doesn't have a lot of free time. I prefer the second approach. Don't tell me to go get copper or talk to an NPC without marking my map, because i don't know your world and I don't know where shitstone would be. And even if it might be explained in quest text, most of the time that is too vague and annoying to constant open and close a menu to figure out where to go, and if you spell it out complete in the quest, then just mark the map because it the effect is the same.
Back in the original WoW days, they only every gave you vague directions for Quests. "Go fight Zebras, you'll find them to the Southwest probably maybe". Which in many cases was outright wrong, you'd head Southwest only to find the you were supposed to go 90% West and only 10% south. Making questing eat up more time than it should have due to players getting lost. Thus the Quest addons were created to simply stick a giant spot on the place you where supposed to go for whatever quest.
Disco Elysium was another game that made me think of this issue. Very quickly in that game you are given a huge list of things to do and a lot of those things are so vague that i couldn't be bother to roam around trying to find them. "Go behind the bar, no not there, the other behind the bar stupid." That's how it felt reading those quests and I hate it. People raved about the storytelling of that game, but I couldn't get past the not knowing where to go.
Many other games used this idea too, Skyrim points you in the correct direction, Final Fantasy 14 highlights areas, there are many ways that games do this. And I find myself getting angry at games that don't. I know that some people like to figure it out for themselves but I simply don't have the time for that.
What do you guys prefer. Are you happier exploring aimlessly in a world hoping you stumble on what you need to do. Or do you prefer there be at least some kind of mark or point of interest on your map.