There's not been a game in recent history that has lived up to the non-linear player freedom. The last one was Morrowind I think.
All Dark Aged RPG games have their souls diminishing. The core problem is when a quest marker tells us were to go or what to do we can't partake in the core immersion ((replayability is down the drain) options are destroyed) and Creativity is ciphoned (This is a good start but it takes more than a forum post to get this sorted, It takes God game developers like Tod Howard Prime).
Because of The Quest Marker - We can't hear the stories in our own perception(which changes from day to day) Game developers should learn to choose when to deliver it and when to not Because we can't find the places ourself this way, Think - We can't find the solutions ourself and we rarely find additional hidden stuff that 1. could enhance immersion or destroy relationships for a future quest NPC (and we the player choose what to do) because if a game marks everything of value like Skyrim or Cyberpunk 2077 then by definition everything non-marked is just Art (and what is Art is a futile debate). Just Art... Or 2. Adds a new dimension of the role-playing without the marks. And doing only what our character want's becomes a freedom. And we can't find more inbetween (like Everything?) Even Art? I like Art... Like the exploring in Zelda for instance was part of the whole game. A bit infuriating but oh-so rewarding. And this reward is fun-playtime, not 57 hour cutscenes. Not saying 57 hours of gold cinema is one day not gonna contribute to the best video game ever but "contribute", "boost" when it's linked into relevancy and the open world and transparent with the overall game so it doesn't feel separated from the world and spiced with omens here and there and sceneries from a mushroom trip.
When the game is good it tells us a story and we decide what we do with it. If we even want to do anything or can understand the game directors hints (all open world games have a theme and a backstory and lest not forget we want freedom, We are picky players and we certainly don't want to do anything our character doesn't support and if we do then we loose our connection with our character. So if the game is good then we start by being immersed, We decipher the quest, Maybe the Lore, The sceneary. Try figure out anything that something that makes us wan't to play more. We go out on an adventure. Find stuff, Probably stuff we did not expect. We expand maybe read a book. We observe the scenery. We sometimes find clues. We replay the convo that started it Or piece together old stories with a new scenery Or new NPC and wholla - From 2 or 3 quests grouped together because we saved them up and 2 locations, New birds or an intriguing NPC or omen we find so much more than a movie could ever tell us. We find freedom. Role-Playing essence (immersion). And it's comedic when our immersion is diminishing because of marks, marks, & marks. Omens aren't really ours (We don't see them, We all see them). And so obviously infuriating when game developers don't trust in our perception.
Hey it's ok to be shown just enough.
When game directors develop the game using inherent quest markers you can't just create a mod that removes all of them either because the directors have never found themself in random places not tied to a quest marker for them to desire putting random stuff there. In most games it's so obvious the NPC's automatically starts talking to you because if you would miss them You would never find yourself in a random place where they would be and randomly there because that was in the middle of a A-B But The inbetween of the World which brings it to life. That's the game.
TLDR: They should decide when to provide a quest marker and when not to and develop more stuff that is player free.
All Dark Aged RPG games have their souls diminishing. The core problem is when a quest marker tells us were to go or what to do we can't partake in the core immersion ((replayability is down the drain) options are destroyed) and Creativity is ciphoned (This is a good start but it takes more than a forum post to get this sorted, It takes God game developers like Tod Howard Prime).
Because of The Quest Marker - We can't hear the stories in our own perception(which changes from day to day) Game developers should learn to choose when to deliver it and when to not Because we can't find the places ourself this way, Think - We can't find the solutions ourself and we rarely find additional hidden stuff that 1. could enhance immersion or destroy relationships for a future quest NPC (and we the player choose what to do) because if a game marks everything of value like Skyrim or Cyberpunk 2077 then by definition everything non-marked is just Art (and what is Art is a futile debate). Just Art... Or 2. Adds a new dimension of the role-playing without the marks. And doing only what our character want's becomes a freedom. And we can't find more inbetween (like Everything?) Even Art? I like Art... Like the exploring in Zelda for instance was part of the whole game. A bit infuriating but oh-so rewarding. And this reward is fun-playtime, not 57 hour cutscenes. Not saying 57 hours of gold cinema is one day not gonna contribute to the best video game ever but "contribute", "boost" when it's linked into relevancy and the open world and transparent with the overall game so it doesn't feel separated from the world and spiced with omens here and there and sceneries from a mushroom trip.
When the game is good it tells us a story and we decide what we do with it. If we even want to do anything or can understand the game directors hints (all open world games have a theme and a backstory and lest not forget we want freedom, We are picky players and we certainly don't want to do anything our character doesn't support and if we do then we loose our connection with our character. So if the game is good then we start by being immersed, We decipher the quest, Maybe the Lore, The sceneary. Try figure out anything that something that makes us wan't to play more. We go out on an adventure. Find stuff, Probably stuff we did not expect. We expand maybe read a book. We observe the scenery. We sometimes find clues. We replay the convo that started it Or piece together old stories with a new scenery Or new NPC and wholla - From 2 or 3 quests grouped together because we saved them up and 2 locations, New birds or an intriguing NPC or omen we find so much more than a movie could ever tell us. We find freedom. Role-Playing essence (immersion). And it's comedic when our immersion is diminishing because of marks, marks, & marks. Omens aren't really ours (We don't see them, We all see them). And so obviously infuriating when game developers don't trust in our perception.
Hey it's ok to be shown just enough.
When game directors develop the game using inherent quest markers you can't just create a mod that removes all of them either because the directors have never found themself in random places not tied to a quest marker for them to desire putting random stuff there. In most games it's so obvious the NPC's automatically starts talking to you because if you would miss them You would never find yourself in a random place where they would be and randomly there because that was in the middle of a A-B But The inbetween of the World which brings it to life. That's the game.
TLDR: They should decide when to provide a quest marker and when not to and develop more stuff that is player free.
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