In Witcher or in general? That seems like a big umbrella
In general.
I don't get why it exists. I mean, I understand it historically, but it shouldn't still be here. Kind of like kicking in american football.
In Witcher or in general? That seems like a big umbrella
A key reason why I'll never regard The Witcher 3 as a classic. The amount of emphasis placed on finding tiny red objects in big fields was maddening by the end. Zero fun doing that shit.
Asked to Find the amethyst for Dino in FFXV. Go to the circle. Look for ten minutes, constant battles. Get frustrated, look it up. It's just outside of the circle.
Get bent, SE.
Then create an environmental inconsistency in the specific spot. A circle of stones that has one out of place, a gathering of fire flies around a spot. You could say it's "too easy" but if the alternative is damning frustration that's more about luck then it's probably better design for conveying the intended emotion.
You got a good deal. That thing's usually $3.I'll admit it here: I'm part of the problem. I bought the $1 cheat code DLC for Forza Horizon 3 which shows the location of all Destroyable Signs and Barnfinds on the map.
My shame is unbearable.
Not sure I'm following what you mean. How else would you structure something where an NPC in a game needs or is asking you to do something for them?In general.
I don't get why it exists. I mean, I understand it historically, but it shouldn't still be here. Kind of like kicking in american football.
In general.
I don't get why it exists. I mean, I understand it historically, but it shouldn't still be here. Kind of like kicking in american football.
I'll say that is still too hard. what is a pile of stones in a forest?
You have an npc go "it is in this pile of stones over in that forest."
"Where in that forest?"
"East side."
So then unless the forest is just a copse of trees, you're going to be running up and down the east side of the forest in search for a pile of rocks.
Not sure I'm following what you mean. How else would you structure something where an NPC in a game needs or is asking you to do something for them?
The whole witcher sense schtick was terrible. You never have to critically think about anything just follow the line while your finger starts hurting from holding the trigger.
If an NPC asks something of you, you go do it. No quest log. No icons. No circles on the map. You just do it if you feel like it, and since the creators in this hypothetical situation aren't cynically preying on your OCD with a rigid grid that you are required to fill in with 0.2mm grey pencil, the only way you're going to actually want to help that NPC out is you genuinely feel for their character, you are genuinely intrigued by the task before you, or if you genuinely desire the potential reward.
So, most Zelda Quests.
I dont see a problem if these missions are optional.
classic final fantasy always had a lot of these. Not always based around NPCs either, just based on curious findingsYup, Zelda is generally a good example. Not the only answer of course.
But assuming "good design", the developer would be able to convey the inconsistency well. For searching for an object to be fair, it needs to be reasonably observable. Nintendo is pretty good at this if the BoTW Koroks are any indication.
The issue is that most developers do this badly.
If an NPC asks something of you, you go do it. No quest log. No icons. No circles on the map. You just do it if you feel like it, and since the creators in this hypothetical situation aren't cynically preying on your OCD with a rigid grid that you are required to fill in with 0.2mm grey pencil, the only way you're going to actually want to help that NPC out is if you genuinely feel for their character, you are genuinely intrigued by the task before you, or if you genuinely desire the potential reward.
I dont see a problem if these missions are optional.
But you can listen to their sound to figure out where they are.try the Frogs finding quests in FFXV, it will take at least half hour to finish one, there should be a hint if it took too long because it's boring AF
It honestly baffles me that a game with such terrible gameplay has had so much overwhelming praise. I guess graphics and production values go a long way. :\A key reason why I'll never regard The Witcher 3 as a classic. The amount of emphasis placed on finding tiny red objects in big fields was maddening by the end. Zero fun doing that shit.
They're also not fully open-world games. Which is a good thing. Semi-open/semi-linear is the best of both worlds. A lot of exploration and options, but all within an intricately crafted level.Deus Ex HR and MD did quests really well. I think giving the player the ability to tackle objectives in different ways or something that leads to a branching quest line is way more interesting.
classic final fantasy always had a lot of these. Not always based around NPCs either, just based on curious findings
It honestly baffles me that a game with such terrible gameplay has had so much overwhelming praise. I guess graphics and production values go a long way. :
But you can listen to their sound to figure out where they are.
Well, those red blobs in fields are also always accompanied with solid unique writing while Geralt investigates the scenario. They always feel like it's adding to the world.
And now it's a Witcher 3 thread. Shocking.
Breath of the Wild looks like a fairly sparse environment. Either way I'd refrain from making such judgments on an unreleased game.
Or...hear me out. They could design a unique world with interesting landmarks and you wouldn't need a circle to find something or a waypoint to know where to go. Instead of boring indistinguishable landmass repeated over and over for the sake of feeling like an adventure, or like a big game, or whatever the fuck bullet point they want.
This is why the "open" part of open world games is the worst thing ever to me. So fucking boring.
If the rest of the game's design falls into nonsense I'm inclined to agree, but they've shown off the vast majority of the opening to the game and the Koroks in that area are superbly handled, if anything "sparseness" draws attention to the spots that they are located in. Details become meaningful for interaction. That's good design.
But not really realistic world design. It might be a great videogame map, but it is liable to fall into potatoland syndrome.
It is great if you can design a game head to toe around such things, but this won't apply for many games.
This reminds me how awesome the treasure maps are in Red Dead Redemption.