Okay, now I’ve watched the second video. That’s a good one, too!
My main takeaway is that I’m a big fan of “diegetic navigation” and have now learned the name for that concept, which is cool.
I also not only agree with the author that (non-diegetic) UI elements like minimaps and quest objective markers should be off by default, I would maybe even go further and say they should be considered “player assists” in the same way as things like auto-aim, and enabling them should count as turning down the difficulty. Hopefully, that would solve the problem of the game developer using them as a crutch/substitute for immersive quest navigation instructions.
I think a (UI, not diegetic) compass that just points north (i.e. without having quest markers on it) is a special case, though, because it could be given an in-game justification and turned into a gameplay element. For example, maybe if you choose to play as a bird-person you get a compass as a racial perk to represent your ability to sense magnetic fields. Or maybe the game’s magic system has a spell to augment the character’s sense of direction temporarily, or something like that.
Or you could just have an actual compass. Either as an item in the game or as something the game sorta just assumed you have (like how it typically assumes you have underwear). People have been using compasses IRL for thousands of years. No reason a mediaeval fantasy game couldn’t do the same.
I’ve watched that first video (haven’t had time for the second yet), and I agree, it’s great!
I do kinda wish it had mentioned how you can
spoiler
earn access to the propylon network
though, although I suppose
spoiler
the propylon network isn’t as useful as the other forms of transit because it doesn’t connect to any of them. If only Abelle Chriditte could’ve been convinced to be a Mages Guild Guide (only after you reached her by other means, so as not to be too easy)…
This video about Morrowind fast travel and this one about mini-maps are both so good and I wish all open-world game designers would take heed.
Okay, now I’ve watched the second video. That’s a good one, too!
My main takeaway is that I’m a big fan of “diegetic navigation” and have now learned the name for that concept, which is cool.
I also not only agree with the author that (non-diegetic) UI elements like minimaps and quest objective markers should be off by default, I would maybe even go further and say they should be considered “player assists” in the same way as things like auto-aim, and enabling them should count as turning down the difficulty. Hopefully, that would solve the problem of the game developer using them as a crutch/substitute for immersive quest navigation instructions.
I think a (UI, not diegetic) compass that just points north (i.e. without having quest markers on it) is a special case, though, because it could be given an in-game justification and turned into a gameplay element. For example, maybe if you choose to play as a bird-person you get a compass as a racial perk to represent your ability to sense magnetic fields. Or maybe the game’s magic system has a spell to augment the character’s sense of direction temporarily, or something like that.
Or you could just have an actual compass. Either as an item in the game or as something the game sorta just assumed you have (like how it typically assumes you have underwear). People have been using compasses IRL for thousands of years. No reason a mediaeval fantasy game couldn’t do the same.
I’ve watched that first video (haven’t had time for the second yet), and I agree, it’s great!
I do kinda wish it had mentioned how you can
spoiler
earn access to the propylon network
though, although I suppose
spoiler
the propylon network isn’t as useful as the other forms of transit because it doesn’t connect to any of them. If only Abelle Chriditte could’ve been convinced to be a Mages Guild Guide (only after you reached her by other means, so as not to be too easy)…