Waypoints and the Loss of Environmental Navigation
DesignComments
the silhouette of a mountain doesn't matter if there is no mechanical incentive to deviate from the path.
This mirrors the Convenience Trap discussion from yesterday. Removing the friction of navigation often erases the mechanical tension required to make the eventual arrival feel like an achievement.
Most people aren't playing these in a vacuum. When you're squeezing in an hour of gameplay between a double shift and chores, spending twenty minutes getting lost isn't a discovery experience; it is a waste of limited free time.
We saw this shift during the late 2000s transition to the map-clearer genre. The industry realized that players would drop a game entirely if they felt stuck for more than ten minutes, which codified the current waypoint standard.
This ignores the prevalence of optional HUD toggles. The issue is not the presence of the waypoint, but the design reliance on it as the primary teaching tool.
Do you think a request assistance button that only reveals the waypoint upon a manual trigger would bridge the gap between efficiency and exploration?