Wolfenstein 3-D, Spear of Destiny, etc. You're a prisoner. No, you do not have a frickin' map of the joint. Shoot your way out, or you die. Now get on with it.
I got lost.
Man, did I get lost.
I got so very lost.
Then I found this SS officer who was so friendly that he put me out of my misery.
Of course, part of the problem was that the average player is looking for secret areas. Secret areas that are really, really well hidden. Searching every level made the game take 5-6 times as long as it should have done. And then some times I was so lost that I just saved the game and quit. (At least the save part was easy!)
I didn't have a quest arrow, and I friggin' loved it. Besides, W3D had *fake* level exits. That was hysterical - when it happens to someone else. You can't do that in modern games. That sort of arbitrary meanness is missing from modern games. Except for the Alpha Protocol series. All of the bosses in those games are artificially hard and serve no purpose.
Now, as I've said, I'm playing Alpha Protocol:Human Revolution. And its just occurred to me that having objectives marked on the mini-map is ruining the game. All of the locations are in urban areas. Urban areas have streets and addresses. It's not unreasonable to ask me to look for a specific street! The game was *already* encouraging me to talk to civilians just in case they give you side quests. You *already* find out where the arms dealers are by eavesdropping on other conversations! Why not have a few of them (just a few) able to give directions too? Not all of them, that's too much voice acting. But some 75% of them could say "Piss off Yankee dog" or "Sorry, I'm not from around here."
jollybarracuda said:
I love when games, especially the open world ones, give you written directions like "go north from here until you hit a small house, then turn right into the cave" or something.
Well, you know what we used to do in the old days? Give oral directions with landmarks!
[That's not Twing-Twang with road rash!]
On two separate occasions, I was given directions to find places by counting traffic lights. And on both of those occasions, the directions were wrong! (Sad to say, there just weren't 13 stop-lights in Terra Haute, IN. So I kept going...) Why don't video games do this yet? Give the player bad directions that 'accidentally' send him/her where he/she will be lost, instead of to the next objective. Then the player has to realize that they are lost, and try to correct the mistake either by interaction, looking for landmarks, or possibly even finding a payphone! Or asking a fireman or gas station attendant.
Yes, I know, Yahtzee will say that its too much like work. But he's the one that thought that drawing his own map was fun! Maybe the misdirection was intentional by the quest giver. Maybe the misdirection was subterfuge. "Hey, I didn't know that someone had stolen the Washington Monument, and carried it two miles east before putting it down again for a breather!" Maybe the player character had a 'Would you kindly?' moment and blacked out for 30 minutes but kept on moving past the objective.
Now, I do use 'Useable Item Shimmer' when I play Bioshock, but I do that for a very specific reason. It's because I can't see the BLOODY pistols when they fall into water. And there is water everywhere! The easy way is to pull out the shotgun since it has the biggest target/reticle thing, but it still requires that I scan the entire floor with it.