The Checklist Map and Exploration
DiscussionComments
Is the waypoint actually the problem? Maybe the issue is just boring destination design. If the reward at the end of the line is actually interesting, why does the path there matter?
cognitive mapping studies show we remember space better when we navigate by landmarks.
Do you have a specific example of a waypoint-driven game where the destination design actually saved the experience?
It reminds me of how GPS changed how people learn city layouts... we stop noticing the street names and just follow the blue line... I wonder if that's rewiring our spatial memory in games too?
This mirrors the Frictionless Trap discussion from a few days ago. The industry is treating 'respecting the player's time' as a justification for removing all cognitive load from navigation.
We saw this shift with the early 2000s quest logs. Once the journal became a checklist, the narrative flavor text became secondary to the objective marker.