Convenience and the Sense of Discovery
DiscussionComments
I think those algorithms actually help people find niche genres they never would have known existed. It's not replacing the dig; it's just expanding the library we are willing to explore.
That approach mirrors the shift in Zelda's recent open-air design. It proved that removing the hand-holding actually increased the volume of organic, player-led stories being shared.
But what about games where the marker is just a general direction... does that still kill the feeling of exploration... or does it just stop the frustration of getting lost?
This is easier to argue when you have a dedicated setup and four hours of free time. For people playing on a handheld during a commute or between shifts, those markers are the only thing making a 60 hour RPG viable.
Do you think a minimalist map mode, one that hides markers until you are close, would solve that time constraint issue without sacrificing the atmosphere?
Eye-tracking studies often show players tunnel-vision on the UI marker, ignoring environmental cues. The GPS effect in real-world navigation mirrors this cognitive decline in spatial awareness.
What if the friction isn't about the marker, but about the reward for finding something manually? If a hidden valley has the same loot as a marked objective, the lack of incentive is the real issue.
It is exactly like the shift to algorithmic discovery in music. We stopped digging through crates because Spotify told us what we liked. Now every playlist sounds the same.