Atomfall - Pre-Launch Trailer

it's funny how i see more and more people comment in games like : it's refreshing that quest markers are gone. OR maybe i just want to see it lol i guess it's the latter.

Maybe there is reemergence of clean no bullshit Ui and no more hand holding the players, wouldn't that be a nice change.

If only we could get rid of minimaps and compasses as well.
 
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If only we could get rid of minimaps and compasses as well.
I don't mind mini-maps as long as there's an option to toggle them on/off.

I'm also fine with compasses except for when they show POIs the player hasn't even discovered yet.
 
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People can have maps and compasses in real life so I have no problem with them in game as long as A) you can toggle them on/off and B) the map doesn't reveal things you wouldn't know about or haven't seen. Quest markers are more gray. I like them myself on a mini-map but only if I can toggle them. If I get stuck I don't mind enabling as a hint/clue to help out.

Also when I say I like a compass I mean on the mini-map with an N for north. I don't mean a compass in my face on the screen or something like that. I always disable the compass in Skyrim and FO4 for that reason.

I don't miss games where I stumbled around blindly all the time. Not my definition of fun. Which is why toggles are nice. Then either group can have what they want. Luckily many games do make it a toggle.
 
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Well I've come to enjoy quest markers, mini-maps, and compasses especially in open world games. Otherwise you spend hours just trying to explore and finish one quest.

So aye I also don't miss games where I stumbled around blindly as well. Not fun.:nod:
 
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From what I've seen, the only games where you stumble around blindly are games where exploration isn't directed enough or properly. By game lore, by ingame discussions, by ingame notes, by the very landscape, etc.
The only way no quest markers and minimaps works is if considerable design is put into subtly guiding the player towards something. Instead of unsubtly doing it by direct markers on the UI.

Of course, the bigger the game world the harder this all becomes. But even with a big world you can still section it off and have the player go through it in manageable chunks. But of course, this then has the effect of not allowing for a very naturalistic landscape. The natural landscape just doesn't function or evolve like that. But then the question is, is a naturalistic looking landscape important to the game and what the people in charge want to convey. For some it might be. For my most favorite ones in terms of exploration (FromSoft games), it definitely isn't important at all.

Personally I'd rather lean towards less guidance, even at the risk of some stumbling. Much better than having my eyes glued to the minimap and tracker, instead of on the landscape and surrounding.
 
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I don't mind mini-maps as long as there's an option to toggle them on/off.
yes that was my thinking, sorry should have made that clear more. i don't mind them that much if you can turn them off, true.

But i guess IF we talking about UI some games let you move UI elements around not many but i seen a few and that was really nice.

So thinking on it from that angle i think i would prefer that UI manpower would be used on that instead of making minimap and compass and other similar things that i can live without.

But i get it that i have a biased opinion cos i don't want those UI elements.
 
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yes that was my thinking, sorry should have made that clear more. i don't mind them that much if you can turn them off, true.

But i guess IF we talking about UI some games let you move UI elements around not many but i seen a few and that was really nice.

So thinking on it from that angle i think i would prefer that UI manpower would be used on that instead of making minimap and compass and other similar things that i can live without.

But i get it that i have a biased opinion cos i don't want those UI elements.
Yeah, a customizable UI would be ideal. It's surprising that more developers don't do it. I don't know if it's because they don't want to put the time and effort in or if it's because they don't think enough players want it.
 
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