I like minimaps for open world games. Getting lost sucks, and sometimes I just want to get to the next location.
For those claiming designers just need to do a better job showing where to go in game... I've yet to hear an actually good solution for this. If you're in a huge city, how exactly do you show the player a nice clean route to another borough via non-intrusive in game elements? At least the minimap gives them a general direction as to where to go.
Some of the biggest complaints in games used to be 'It's too easy to get lost' or 'I don't know what to do next' before players quit the game in frustration.
Agree wholeheartedly.
Minimaps are just one part of a larger trend toward hand-holding and treating players like idiots. Minimaps also have led to less interesting level/world design. Rather than allowing the environment to be the guide, designers just throw a few blinking lights on a minimap. Often just getting rid of the minimap in the HUD options isn't enough because the game wasn't designed to be played without one. But some games work brilliantly in their absence.
I don't understand this at all.
You're in the middle of a city street in a game simulating New York.
How is the environment supposed to 'be the guide' to get to a house in Brooklyn where the next mission starts? It doesn't make any sense to me. I mean, sure, signs can occasionally point to Brooklyn, but you can't have those everywhere and it could easily get frustrated looking for one. And even once you're in Brooklyn, how does the environment indicate where a specific house is? What if the player doesn't remember where they're supposed to be going? Is the player supposed to get out of the car and ask for directions "Do you know where the crimelord lives?... Yes? Two lefts then a right? Thanks!"
That game sounds awful to me... GTA6: Lost and Disoriented in San Andreas.
You must be kidding.
You haven't played enough types of games if you think mini-maps should be deleted from existence forever. In Etrian Odyssey, Legend of Grimrock and similar dungeon heavy games, like Diablo, for instance, it's almost a necessity. If FPS developers are abusing its design, that's their problem.
At worst, it can be an option. Demanding it be stricken from all games is asinine, though.
I agree. Sometimes that's alright, depending on the game. Sometimes it breaks the flow of the game. Sometimes it's the entire point of the game, like Miasmata.
But you can't dictate design for all games based on small set of games.
As much as I agree with your overall point, I do think dungeon crawlers (like the ones you mention) are perfect for old school grid paper mapping that really adds to immersion. It's not for everyone, though. Fixed tunnels/dungeons are suitable for hand mapping (and even benefit from it, since some traps use disorientation as a weapon, like spinning). The worlds of GTA, or AC, however, benefit greatly from minimaps.