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As for the compass, I agree that traveling toward an arrow rather than navigating with a map is a huge difference. When there is a compass arrow telling you what direction to run in, it also tells you what direction NOT to run in, and thus discourages exploration due to curiosity.
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Yes, I agree with anything that you wrote, especially with what I colored, that was a good point that I did not remember, until now.
Ehhh. I agree with you OP, but your classifications for the 2 groups is a bit...Off. As said before, people can still care about the complexity and depth of the world, while still using quest markers and FT. It's really how well you use your imagination. Either way, nice post.
I have written in my previous post, why I classified two groups of players, so one group want more challenge and meaningful in-game explanation for their actions, and I call them Hard-core role players, and other do not like that kind of challenge and want instant gratification, and it is not important to them that they totally bypass some chores and use the UI short-cuts to achieve their goal, easily and with no cost, and I call them casual.
There might be better names for the groups, but I do not know them yet.
I stopped reading once you insinuated that people who enjoy using map based fast travel are lazy, don't care or the depth and complexity of the game, or can't be "hardcoe" gamers. And since you made that distinction right at the beginning, I didn't read much.
No, I said that
I'm lazy, which I'm, and if there is an easier option, I gradually get drawn to it, even if in the long time, it totally destroy my joy in the game, and my connection with it.
In Oblivion, after several characters, I really felt like an automaton that jumps from a quest target to another, surfing the UI interface, and methodically finishes the tasks before me, but In Morrowind, I lived in the game world, and still do whenever I reinstall the game and make a new character.
Sorry about your decision, and you might actually have missed some interesting ideas, you know.
While I agree the classification is off, simplifying the difference to imagination only makes it less offensive, not more accurate. A person with a higher tolerance for immersion breaking tools like quest markers might be able to tolerate them due to an ability to imagine they aren't there or an ability to create explanations for them, but a person who wants the quest markers and menu fast travel doesn't want them because they can tolerate them.
Some reasons I can think of why a person might want them are:
( a ) To save time.
( b ) To avoid boredom.
( c ) To reduce challenge.
Some reasons why a person might want them removed are:
( a ) Fear they will steer game design away from features that are, to them, worth the time and/or challenge.
( b ) Fear they will be implemented in a way that is distracting and/or unavoidable.
( c ) Fear they will be implemented in a way that makes certain game features feel redundant and/or forced.
And like the OP points out, both sides can be satisfied if the Oblivion style options are implemented in a way that requires some in game activation cost. An appropriate cost would be preferable, but even just finding and flicking a switch to turn on a feature as a simple one-time cost would be better than having them always there free of all costs.
You get my meaning quite well, pal. :good job:
I like alot of what you have to say, OP. But i dont think some have to be removed, just an option to turn it off.
No body wrote about removing a feature, but implementing it
in the actual game environment instead of the UI and giving them meaningful explanation and a bit of cost so that they would not be totally cost-free and all encompassing, rendering other methods obsolete.
I agree completely with you. However, I find it weird how people still try to ignore the fact that there are, believe it or not, gamers that want more of a challange and more reasons to spend more time on their favorite games, hence the term "HARD-core gamers". The people who refuse to put much thought into a game (being lazy, in my opinion an excuse for being stupid) and just have the goal of beating the main objective to "win" the game are known as casual gamers... There is a difference. I'm not saying I just defined the two terms, but that's how I see them.
Stupidity might be the case for some, but IMHO generally we can settle for the term of casual, and yes, I chose the terms of Hard-Core and Casual, because I could not find better terms, so I might change those terms if I find better ones.