While in-game navigation can be helpful, it can also strip away a player's need to explore a title's world.
I agree. I also agree that showing what buttons to push is a little weak; sure there's more buttons, but give us more time to master them in the game (which makes the game a bigger game instead of a 5hr crash-course for the multiplayer) and you can kill two birds (short games, button entropy) with one stone.
A game should opt for their GPS honestly, something you can toggle if you get really frustrated on what to do, of course. That way it works both ways. 1) If you get stuck you get a hint or even just toggle it on if you get stumped. And for those people who just want to play a game through from start to finish without having to find a needle in a haystack (depending on the game). 2) the people who really want that type of blind-forward game-play could play the way they wanted. Just a thought. :)
I HATE when games hold my hand and tell me where to go. I HATE when games are 3min of gameplay and then a cutscene. Really a map and a compass or navigation should be optional.
I don't mind a little nudge or slight push in the right direction but the blatant arrows and flashing signals are too much. However sometimes a little indication in certain circumstances is very helpful. I have played enough PS1 and PS2 games to know how hard it is when you don't have clue what to do and the solution is so out there virtually no one would know what to do unless they found out by mistake. I am playing Alundra right now and the solutions to the puzzles are ludicrous. And sometime a map would help me to know where I am going instead of having to memorize every landmark and tree to remember where to go.
And then the games you would (quite) literally (and most likely) keep a journal on so you know what you HAVE done and don't screw yourself up or even lose track of where you currently are or have been (of course) >.<
I know. that's how i did it too. But games have to move forward and evolve in some way. I totally agree with the ending of the hand holding and the big flashing arrows but the vague and directionless way had it's problems back then too. I played Alundra and I was in the desert and found the item I was supposed to be looking for. Then I didn't know where to go next. I thought i was supposed to leave the desert and go somewhere else but it turned out I was supposed to stand on a certain platform in the desert and let a tornado take me away. The was no sign, clue or indication of me going to that particular platform and if I hadn't looked it up online I would have left the desert and wandered everywhere wondering what to do next. So unless I found it by mistake I was clueless. I am against the blatant direction pointing and hand holding but the vagueness and directionless wandering is no picnic either. Throw me a bone or give me a map or something for the love of cake.
I don't mind it, i remember back in the early FF titles where they told you nothing and i'd have to constantly go scrambling for the walkthrough or spend hours going around in circles trying to find out where i'm supposed to go next. Having some direction does help.
I like it some times, really depends on the type of game im playing, for example I loved how Dark souls and Demons souls told you NOTHING!!!.. lol
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