- cross-posted to:
- games@lemmy.world
- patientgamers@sh.itjust.works
- cross-posted to:
- games@lemmy.world
- patientgamers@sh.itjust.works
(5minute in) When you have a quest market or a minimap, the player doesn’t take in the gameworld. They’re not playing a game so much as they’re sleepwalking through it. It becomes a monotmous grind, there’s nothing stimulating or exciting about it. Go here, pick up this item. Go here, talk to this person, rinse, repeat.
I hate minimaps with a passion and turn them off in games wherever possible. Otherwise I find myself playing the game primarily looking at the minimap, with the actual 3d world just being a background obstacle course I occasionally have to flick to. With it off I have a lot more fun, getting lost and learning new areas.
Flicking to a pause menu map or similar adds friction but I have not found a better way (EDIT: the video touches on this, where a lot of modern games are broken without minimaps and quest markers. There are ways the designers can fix this, like partial maps. I want to make a game now with some shadily hand-drawn maps…)


