The Shift Toward Wide Linear Design
DesignComments
landmarks only work if the assets aren't reused every ten minutes.
If visual landmarks are the primary goal... does that mean we will see more unique, one-off architectural assets instead of modular kits... and would that significantly inflate the production budgets for these wider maps?
If the map stops being a to-do list, would some players find the lack of explicit direction creates a cognitive load that actually detracts from the storytelling? It is possible the checklist served as a mental scaffold that allowed players to relax into the experience.
The scaffold mentioned above is usually just a mask for poor level design. Removing the icons forces the use of actual visual landmarks to guide the player, which is a more precise method of communicating spatial orientation.
This shift aligns with the current industry pushback against the retention trap. By utilizing wide linear structures, developers can curate the pacing of engagement without relying on the artificial XP gates we have seen cropping up in non-RPG titles.