Get Rid of the Dang Arrows
Game developers are a bit too eager to load up a game's HUD with info.
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Game developers are a bit too eager to load up a game's HUD with info.
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Yeah, I dont have problem with quest markers like that in open games. God knows, im one of those poor bastards that sometimes needs to be lead by the nose as I couldnt find it on my own sometimes.Zhukov said:Eh, I actually rather like the markers. They let me know where to go last after I've explored everywhere else. Few things irritate me like accidentally stumbling into the next level/area/cutscene before I've explored to my heart's content.
I do find their presence in linear games a bit puzzling though. I'd prefer that they simply make the path clear through the level layout, Valve-style. Then again, that's much easier said than done.
I've actually heard some complaints that the quests don't give you enough information to do them without the markers or at least you'll be severely hindered.Storm Dragon said:This article has inspired me to play Skyrim with the quest markers turned off and no fast travelling. Lets see how long this lasts once I actually start playing.
The toggle is a good idea. Or even just have a "hint" button so to speak.rollerfox88 said:But Yahtzee, every game has to have them, because previous games that have done well had them!! How can we ever make progress as people if we dont carry over every popular feature whether or not its necessary or appropriate?
Seriously though, I think, as with basically all elements of a HUD, it should be a toggle option in the menu. Those that want to explore the environment to find out where to go can do so unmolested, and those that arent able to think for themselves can be led by the nose by a flashing arrow.
And on the flip side of things, Team Fortress 2 again. The developers got tired of designing the payload maps with intuitive, linear routes and just tossed Left 4 Dead's magic highlighting thingamabob onto the cart so players could see where it is through the walls. Other than the HUD itself, it's the only element of the game that doesn't pretend to be a real part of the world, and it takes players out of the game. Then they added it to the intel briefcase because apparently a prominent arrow pointing in its general direction wasn't good enough. And now Portal 2 does the same thing with portals, which I'm sure comes in handy in co-op but why did we have to suffer through it in single-player?Yahtzee Croshaw said:Just a thought, but surely putting a big arrow over something to make sure the player looks at it should be saved for the last resort, after you've done everything else you can to make it noticeable with a striking appearance or contrasting colors or laying out the surroundings appropriately. I think of Team Fortress 2. There needed to be a way for teammates to identify friendly spies disguised as the enemy. At first the developers tried sticking big floaty indicators over their heads, but it didn't naturally convey the intended meaning. So instead, to their own team, spies appear to be wearing incredibly obvious cardboard masks, which is both more indicative and funnier. The elegant approach is infinitely superior.
When I read this, the first thing I thought was "but, those city maps in Saints Row 2 - or whereever - are confusing when you first start playing. It can be hard to figure out which streets get you where you're going! Just like in a real city -"Yahtzee said:There are far too many games - seems to happen a lot in sandbox driving games, on reflection - where I spend far too much of the experience with my eyes glued to the minimap.