this post was submitted on 07 Apr 2026
61 points (96.9% liked)
Wikipedia
4903 readers
63 users here now
A place to share interesting articles from Wikipedia.
Rules:
- Only links to Wikipedia permitted
- Please stick to the format "Article Title (other descriptive text/editorialization)"
- Tick the NSFW box for submissions with inappropriate thumbnails
- On Casual Tuesdays, we allow submissions from wikis other than Wikipedia.
Recommended:
- Use the search box to see if someone has previously submitted an article. Some apps will also notify you if you are resubmitting an article previously shared on Lemmy.
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
I feel many people underestimate how important visual cues are for the games. In tighter, more realistic games you can indicate the way foward with things like flickering lights, flash lights in the floor pointing to the right way, glowstick bread crump path or a million different thing.
But with large open world games, where player has freedom of travel its important for the players that they see with a quick glance if the wall is climbable or not.
For the game feel good players need clear rules how the world works. Red barrels explode, breaking this colour crate gives you loot, but these crates are indestructible, objects with this colour can be interactected with this tool etc.
I find it intresting when games have things like HUD on the screen and game highlights enemies and objects you can interact with people dont care about the immersion, but yellow paint is where they draw the line.
I remember reading how somebody hated how Resident Evil 7 marked everything breakable with yellow paint and how it ruined the immersion and made them remember they are playing a game. At the same time there is constantly visible ammo counter on the screen and you have radial wheel to change weapons and those things are not breaking the immersion at all.
I was playing RE1 on PS1 recently for the first time, and it just put the important things in important-looking locations. If you enter a room with a desk in it, and the desk is in the center of the frame because of the fixed camera position, you should probably press X on the desk. It also has no HUD elements on the main game screen, you need to open the menu to check your health or ammo. Very rarely it uses a sparkle to call attention to an item that is important but too small to see clearly.
Maybe realistic graphics and free camera movement were a mistake. /hj
Realistic graphics and free camera are ok, but a lot of open world games are open world for the sake of it. You can design a game without open world and the players don't even notice it.
I think part of what that's about, and what's important for me, is a sense of agency. Giving the player choices, and importantly including implicit choices the game doesn't explicitly tell you about, and reacting to those choices.
I find it really lame when a game puts you through basically a linear game, and at the very end, after a convenient save point, tells you to make The Big Choice (probably That Decides The Fate Of The World), because that feels completely meaningless - as opposed to the game for example telling me to do something, some fundamental gameplay element, and at a crucial story point if you refuse to do it it doesn't fail you, it offers a different path forward.
Doing an open world feels like a conceptually simple way to give players a sense of agency and set more things up. If you see something cool, you can go there, if you can make it. You're not required to stick to the path, you're allowed to explore, look for things to do, or run straight to the big objective. And if you do run into something optional, help a character, maybe they show up in the grand finale and play a role, and it makes those encounters feel rewarding.