pokoko said:
No offense but, honestly, I don't much see the need in other games removing options. In the image you posted from Fallout 4, you can remove the quest marker just by clicking on the quest. Then you can look on the map if you want to know the direction or you can ignore the map completely.
This works for most quests but not all, which is a good thing. The best games will have many types of quests and I don't want that to change, especially when some games have a lot more structural complexity than others. Let Zelda do things its way and other games can do things their way. No need to merge everything together. The "hand-holding" thing some people complain about isn't usually a much of an issue because most games let you ignore that if you want. I do all the time. |
not every open world should be like this, but some open world should try. Not exactly like zelda, but a new way to explore without the hand holding. for example, bethesda is ok with their formula, but let's say a franchise like Assassin's Creed. there are hundreds if not thousands of icons on the map destroying the sense of discovery because you know what are you going to find and the game tells you how to get there. It's not a zelda thing, it's a game design thing that should be embraced by more developers.








