Why are gamers incapable of following roads?

Why are gamers incapable of following roads?

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Why waste all that time?

Because developers spend time and resources on crafting the scenery along the main roads with attention to details there and you miss out all of that if you just power up the mountain through copypasted textures of rock

Why worry about wasting time when playing a video game?
Though OPs point is obviously shit, just play the game the way it's fun to you.

Why don't they make the rocks and forests you plow through beautiful and detailed then?

If you want people to follow a specific path you shouldn't have made an open world.

Because you can only spend so much time on beautification, so you might as well spend it on locations that normal people are more likely to viisit. I.e. main roads and cities

In TW3 I always took the road because it's safe
In AC games I always go by the fastest path because there's no danger

>Accidentally walks into a level 35 region at level 10
Prepare to have your anus gaped

>minimap/compass points west
>starts going east
Uuuuh

the earth is round. go the other way and it's even faster

If they had unlimited resources they probably would.

That's why botw was so fun. it wanted you to choose either route and made it enjoyable to do either method.

now if only they added destinations worth while to arrive at...

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They are. Good Developers just put up invisible walls to make the player go where they want too..

I always waste three times as much time trying to slowly inch over a mountain sideways, rather than just going around it as intended.

Fuck you devs, I do what I want.

Spending time on something does not mean it always has value.

but that can't be fun at all...

This isn't just a game thing, this is a human thing. Humans will try to take the shortest feasible route between two points. This is known as a path of desire.

Should have made a linear game

Eh, I'm too stubborn to turn back even once I realize it's not the most efficient way to do it.

Or not be a lazy bum and make the natural places look great with simple landmarks like rivers, waterfalls, unique rock formations etc. like so many games have done. This thread is garbage, man. I don't even know why I replied when it's so bad.

Because why not take the fastest and coolest route? Your character doesn't feel pain or get exhausted for days for running literal mountain up and down.
Games literally can't stop players doing that without invisible walls and other completely unfun mechanics.

Their fault for sparsely scattering content over vast areas of fucking nothing. Boy I sure love spending 75% of my playtime walking around staring at fucking hills and badly rended grass, assets which may as well have been copy pasted. Open world garbage needs to die.

Because of objective arrows.
My very first time playing Morrowind, I got lost trying to get to Balmora from Seyda Neen, and it was the most fun I had in a game ever.
Following dirt paths and reading road signs is an adventure in an out of itself. If they had objective arrows like in skyrim I would always know where to go and I would just take a shortcut.

>Good Developers just put up invisible walls
bait

>give highly detailed and interactive map accessible at all times
>give constant waypoints that lead you directly to your location
>expect people to use your "immersive road signs"
Once again, too much convenience is the issue.

Just like real life then.

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Then that means they were spending their resources in the wrong places. Should have done some playtesting to see what players actually want to do.

Want to know why people liked BotW so much? Because it starts you roughly in the middle of the map and any direction the player chooses to go is a valid one. The panorama is full of interesting landmarks that inspire curiosity and no matter which one the player settles on the path there will be interesting and the destination will not be some locked off content they have to come back latter to enjoy. That doesn't mean the path will be easy but you can overcome any challenge along the way and reach that destination.

The problem with most open world game design is because they approach like a linear game, there is a "right path" and a "correct order" to things and going the wrong way or in the wrong order screws up all that planning they did. The correct way is to view every possible path as the correct path and every possible order as the correct order.

Because the main reason we don't have the same attitude in real life is fatigue. Climbing up and down mountains is more than just difficult to navigate, it's tiring. In a game, however, it's not, so we have no reason not to bounce up surfaces like idiots trying to find a pixel we can stand on to jump to the next slope.

A lot of this is the fog, but I agree. Objective arrows and fast travel have taken a lot away from gaming for all the convenience they add. There was a kind of satisfying feeling to navigating the world in morrowind without them. It was a lot more engaging simply because you actually had to listen to what NPC's said - if you didn't pay attention, there was no magical marker hovering right over the person you had to kill or place you had to find, you had no idea what you were doing, and you wouldn't be able to complete the quest. It was engaging. But it also means you actually have to, you know, give the game your exclusive attention instead of half-playing it while browsing your smartphone, so of course, zoomers HATE it.

yeah, sure

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I guess that's why GTA V's singleplayer is universally hated
they should have focused on making it fun instead

following the main road means getting stopped every 20 seconds while the game forces you to look at tedious setpieces that "naturally" spring up around you

People follow the path of least resistance.

If you don't want a player taking a shortcut and sidestepping all your work, don't give them that option.

>road represents the way to go to finish the game
>all the secrets and treasure are in side areas
Can't stay on the road

Make the road a valid option by making it interesting (RDR2).

>Parenthood the post.

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