the arrows are necessary if the level/environment design isnt interesting and deliberate. i cant remember how many games ive seen where i literally wanted to give the fuck up and just go home because they told me where to go, but it all looked the fucking same.
but if the rooms look unique, the landscape is peppered with landmarks, the environment is interesting enough to draw the eye, and there are signs everywhere you can possibly justify putting signs? then the arrows distract from the game. they make it a lot worse. i dont remember if system shock two had arrows, but if it did i never used them, and i got lost in only two places (one of them engineering).
especially in sandbox games a lack of arrows (and the same could be said of no-fast-travel in just about every way, with the addition that there needs to be at least one fun way to move around more quickly) contribute to an ownership of the environment. again im using morrowind as an example because it did this so perfectly (even if it wasnt intentional): when you start everything looks foreign, you get lost constantly, and most directions lead to just walking up to every door and checking if its the right one. as you keep playing your familiarity and mastery of the environment grows, to the point where navigating it feels as natural and easy as getting around your own home/home town (+/- the occasional assassin), and suddenly everything is easy to find. it fits absurdly well with the main story of that particular game. and this post was just 'why morrowind was awesome', for which i am only mildly disappointed with myself.
but if the rooms look unique, the landscape is peppered with landmarks, the environment is interesting enough to draw the eye, and there are signs everywhere you can possibly justify putting signs? then the arrows distract from the game. they make it a lot worse. i dont remember if system shock two had arrows, but if it did i never used them, and i got lost in only two places (one of them engineering).
especially in sandbox games a lack of arrows (and the same could be said of no-fast-travel in just about every way, with the addition that there needs to be at least one fun way to move around more quickly) contribute to an ownership of the environment. again im using morrowind as an example because it did this so perfectly (even if it wasnt intentional): when you start everything looks foreign, you get lost constantly, and most directions lead to just walking up to every door and checking if its the right one. as you keep playing your familiarity and mastery of the environment grows, to the point where navigating it feels as natural and easy as getting around your own home/home town (+/- the occasional assassin), and suddenly everything is easy to find. it fits absurdly well with the main story of that particular game. and this post was just 'why morrowind was awesome', for which i am only mildly disappointed with myself.