Are quest markers ever appropriate to include in a game?
considering nobody cares about making stuff with hands anymore like pirahna bytes, yesi'm not gonna look for the right spot to advance some random quest in automatically made environments
I don't think "an ideal game" would have those. But in fact most (especially contemporary) games don't have a fucking clue what they want to be, or worse, they are a bundle of design contradictions and tropes included just because "other games have them too". Like the open world meme, yet the game isn't built around emergent interactions taking place in that simulated world, but instead about scripted pieces of content. Or like NPC dialogue and quest text, but the NPC doesn't act as though they want you to complete the task by offering directions you can actually follow. Or more broadly, that the quests are bite-sized, and if it wasn't for the fact that you can teleport around following arrows, they wouldn't be worth your time.I think most games with quest markers would in fact become drastically worse if you just removed the quest markers without making accommodating changes. Like redesigning the game from fundamentals up.
Ghg
>>732285895They're a sign of a lazy dev. Like super fucking lazy. The kind that uses generative AI assets.
>>732290185Ai
>>732285895https://arch.b4k.dev/v/search/image/7Uyf6E22xc2CeIZMeTKLxQ/You already made this thread, faggot.