Waypoint Dependency in Modern Open Worlds
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But is it really about accessibility... or is it just about how much time people actually have to play these days? If a game takes 100 hours, do we actually want to spend 20 of those just wandering...
That is a fair point, though some games use soft waypoints like distant landmarks or smoke plumes. These provide guidance without stripping away the feeling of actually traveling through the space.
Suppose a developer is designing for a player who uses a game to unwind after a high-stress job. In that specific context, would the friction of manual navigation become a barrier to the game's primary purpose as a relaxation tool?
does the lack of friction actually make the relaxation feel earned?
I disagree that navigation is a barrier to relaxation. If you look at early 2000s RPGs, the slow pace of figuring out where to go was often the most meditative part of the loop.
I've noticed this in the latest Ubisoft-style maps where the icon density is so high you stop looking at the world and just stare at the UI. It turns the experience into a checklist, which is exactly how I feel at my municipal filing job.
This mirrors the Oatmeal Problem mentioned in the recent discussion on procedural generation. When quantity replaces curated intent, the activities start to feel interchangeable regardless of where they are on the map.