Ismaul
Thought Criminal #3333
^ what he said.
Thinking is good (especially in a RPG). Make me think! Don't make me think for a second and then force me to spend half an hour in zombie mode just to get to the next good thinking bit. And then you have to travel back... It's like we don't have enough errands to run in our life that we need to waste even more time on them during our precious leisure time.
It's not about dumbing down, quite the opposite. It's about keeping the experience focussed on the brainy parts.
I don't play MMOs, so I don't know a thing about their journals. But unless the journal is used as a narrative tool like in Torment, they're mostly there to refresh the player's memory since, unlike the character, he plays on and off. I usually prefer having all that content in-game instead. But sometimes introspection is hard to fit in otherwise.
Really, all those "shortcuts" aren't actually there to dumb down anything, but to compensate for the gap between the player's knowledge and what his character should know. The "?" on that quest dude, it's because there's not enough information reaching the player about how to find him. In daily life, if we're not already familiar with the guy, we usually are given more specific info, like "he's wearing a red shirt", "he has a crooked nose" or "he'll be standing next to the X store". But that often doesn't work in-game. The shortcuts used might not be good, but removing them does nothing to solve the problem. And actually solving them would require a lot of development resources invested in that area, which might not even be what the game is about.
Also, talking to everyone? No man ever does that. We talk to the people we have business with, or those that catch our interest. So defending the click-on-everything behavior really is bullshit (and is in no way intelligent or mentally challenging, just the new kind of pixel-hunting). The game should instead give you reasons to talk to certain characters. I don't want to talk to every filler dude just to get to the one I wanted to talk in the first place. I do agree though that the question mark isn't a simulationist or "immersive" solution.
Thinking is good (especially in a RPG). Make me think! Don't make me think for a second and then force me to spend half an hour in zombie mode just to get to the next good thinking bit. And then you have to travel back... It's like we don't have enough errands to run in our life that we need to waste even more time on them during our precious leisure time.
It's not about dumbing down, quite the opposite. It's about keeping the experience focussed on the brainy parts.
You seem to enjoy the "exploration" part of RPGs, but I don't think running between points qualifies. Quest compass or not, there's no thinking involved when you're going "there". You press forward, move the mouse and fucking wait, with a little stumbling around with no compass. If you really want exploration done better, go play Outcast. The position of each character is mobile, and you can ask for directions, but all you get is clues, like where the guy you ask saw him last time. It's no longer running around, it's investigation, research. Thinking required.Yeah, but where's the line- fast travel? Quest compass? After all, a quest compass only really saves you time. What about an MMORPG-style journal? Saves you time reading your journal. Quest "?" markers? Saves you time talking to everyone.
I don't play MMOs, so I don't know a thing about their journals. But unless the journal is used as a narrative tool like in Torment, they're mostly there to refresh the player's memory since, unlike the character, he plays on and off. I usually prefer having all that content in-game instead. But sometimes introspection is hard to fit in otherwise.
Really, all those "shortcuts" aren't actually there to dumb down anything, but to compensate for the gap between the player's knowledge and what his character should know. The "?" on that quest dude, it's because there's not enough information reaching the player about how to find him. In daily life, if we're not already familiar with the guy, we usually are given more specific info, like "he's wearing a red shirt", "he has a crooked nose" or "he'll be standing next to the X store". But that often doesn't work in-game. The shortcuts used might not be good, but removing them does nothing to solve the problem. And actually solving them would require a lot of development resources invested in that area, which might not even be what the game is about.
Also, talking to everyone? No man ever does that. We talk to the people we have business with, or those that catch our interest. So defending the click-on-everything behavior really is bullshit (and is in no way intelligent or mentally challenging, just the new kind of pixel-hunting). The game should instead give you reasons to talk to certain characters. I don't want to talk to every filler dude just to get to the one I wanted to talk in the first place. I do agree though that the question mark isn't a simulationist or "immersive" solution.