>ruins RPGs forever
Ruins RPGs forever
I don't play video games for realism
IMO they encourage exploration, because you know you won't get lost even if you go off the beaten path.
Just do it the way Daggerfall did. Make it so that NPC's actually mark the location on your map instead of your character just magically knowing where to go at all times.
never understood why it wasn't off by default and hidden somewhere in accesibility options or other shit
This for RPGs. Focusing on PVP was the same type of slow acting poison for MMOS.
Problem is, it makes developers construct entire regions, quests and storylines around the fucking arrow. Ironically Skyrim did not did this.
I would argue it does the opposite. Sure it let's you down the non quest branch of the dungeo but that's because the dungeon only has two branches anyways. On the world map now if there's no point of interest and your walking you won't deviate from the marker. The biggest sin is that it turns every quest into a chore. Why bother learning names and locations. The marker will be there. Instead of traveling through biggs pass, which if you explored you would've found an undead slaying sword, to littlewood to save Veronica from the zombie horde, you go to marker, kill, fast travel back, get money, talk to next !.
that's not a minimap
As someone who has played Outward I've come too back on Skyrim fondly. The hyper casualization is a GOOD thing.
*Only for 3D games. In 2D games it's fine, since the space available is limited, and hand crafted.
That would be minimap. If a game has a minimap, it means it has SHIT level design. You should be able to know where to go by looking around. Minimaps are a crutch for bad level designers.
>hand crafted
Why do I have to sudden urge to strangle you?
Players just rush through games to get to the end as fast as possible so they can move on to the next game anyway. If a player gets lost for 5 minutes they'll get bored, drop that game, and just move on to the next leaving bad reviews. The average player can't handle an iota of difficulty, have the attention span of a gnat, and the memory of a goldfish.
Nah what ruined RPGs more than anything else was level-scaling. It removes any sense of danger or feeling of exploration because you know that no matter where you go you're going to encounter enemies that you'll be able to deal with and find loot that you're just going to sell because none of it will ever be as good as the stuff you craft yourself. It makes every location feel samey and boring, even if the environs look different. People bitch about New Vegas having fixed spawns for high-tier enemies like cazadores and deathclaws, but honestly it's the right idea; it gives you a feeling of genuine progression as more of the world opens up with each levelup.
This is retarded, you wont know what the "beaten path" is if you dont have a quest marker telling you where to go. You dont even have to look where youre going half the time you just go in a straight line.
Psychosis due to virginity?
because they were to lazy to write directions.
>pic
I feel like you can succeed and fail at both of these. Just have to play into their respective strengths.
That's complete bullshit in the case of RPGs. Steam is merciless in this case: the vast majority of players don't finish Chapter 1.
>Steam
the vast majority of players don't even start up their game, it's just sitting in their library
>waypoint only appears when you are close to it
The simplest solution. You need to navigate to the general area of your destination, and you aren't left fucking around the region looking for the exact location.
It's even better when you get better at the game on your second playthrough and can skip/actually beat harder enemies because you know what you are doing.
I love doing that in games, even if it means dropping like 20 mines into 1 spot
i find it comfy when a game has this but they still make the effort to put in roads anyway. i like taking the roads and reading the signs
RPGs sucked long before quest arrows.
>saves RPGs forever
That or you're a faggot.
zoomers think this ruined it and will never realize how much fun 1990s gaming was when all the world's information was not at your fingertips; before easily accessible, complete guides were a thing, even games that are not that great became amazing adventures of trial and error. remember FFVI in world of ruin in the 1990s, exploring the new world with no idea where anything was, with little care of min/maxing or missing out on something that in the grand scheme of thing didn't even matter, instead focusing on the joy of exploration and discovery? yeah, of course you don't.
>before: get lost and just google where to go
>now: skip google and just go
Wow, so different. Man, really ruined gaming.
>the vast majority of players don't finish Chapter 1
maybe they gave up after the tutorial and the game starts showing the first sign of difficulty?
retarded or bait
>Morrowind
>"Go find this cave called X'a'a'x'taifkendlsl'e'r'aa. It's to the east or something, idk go fuck yourself."
>Open quest journal.
>"He told me to go east."
>Spend 2 hours looking for a cave that has level 50+ enemies in it.
>Skyrim
>"Hey could you go to this cave and find x for me? And here's some lore behind it."
>Open quest log.
>"I met a man named Rorrie who told me of an ancient artifact related to the dragons. He believes it is in a cave nearby, named Artushkin, guarded by Hagravens. I must go in this direction and take the next road to find it."
>Game has a handy quest marker to help you find it.