Quest Markers and Organic Exploration
DesignComments
We should also consider the time constraints of the average adult player. For some, removing markers isn't organic exploration; it is just an inefficient use of a limited two hour window.
The claim that markers kill the instinct to wander is a bit reductive. In many open world designs, markers serve as anchors that actually encourage exploration by providing a distant goal, which forces the player to navigate through unscripted space to reach it.
that's so interesting... if you look at studies on spatial memory, using a GPS actually reduces hippocampal activity compared to navigating by landmarks... so we are literally changing how our brains process the game world!
it is not the markers, it is the lack of consequence for getting lost.
If failure is the key, does that mean hard games are inherently better at world building? Or are we just romanticizing frustration?