There is a difference between secret, not obvious and downright crypticUhhh I like how not obvious they usually are. They actually feel like secret quests and when you pull it off it usually feels magical considering you may have had no clue wtf you were doing anyway.
Them being missable is what bothers me but I sorta got over it. Became a bigger problem with Elden Ring due to open world length etc…
Sales figures say otherwise. Or do you mean that you think its abysmal.. 2 different things.Never understood It. Elden Ring is abysmal.
Fifa is also abysmal and It sells well. Terrible argument.Sales figures say otherwise. Or do you mean that you think its abysmal.. 2 different things.
You can overcome most of the shortcomings of Fromsoft side quest design through a quick (albeit annoying) google search. With starfield, there's nothing you can do about the loading screens, awful characters, and procedurally generated garbage.Say what you want about Bethesda, but in this regard, they are one of the best, it's a shame the gameplay of their games is so archaic
You can overcome most of the shortcomings of Fromsoft side quest design through a quick (albeit annoying) google search. With starfield, there's nothing you can do about the loading screens, awful characters, and procedurally generated garbage.
It's fun to replay these games and find things you missed the first time.
It's not fun if the game has an useless, boring, bloated open world which increases the play time unnecessarily.
Apples and oranges, we weren't talking about open world bloat we are talking about their "quest design", which expects you to want to explore and remember things.
I can agree that open world generally is simply adding bloat to a design, and I really don't enjoy bloat for bloat's sake. But I do enjoy the cohesive world they created in ER and it was very fun for me to fill out the map entirely, probably the most fun I have had exploring an RPG map tbh. There is plenty to reward exploration, interesting enemies and encounters and cool items, not sure what else you need really.
I didn't enjoy it. The Legacy Dungeons were sublime, the bloat in-between was not. It was boring enough to not consider another playthrough anytime soon and is the reason why ER is far away from my top 3, maybe even top 5 of the From Software Soulsborne games.
You can’t enjoy a journey knowingly you miss stuff by just progressing. I don’t have problem doing multiple playtroughs the problem is these quests are clearly designed to be completed in one play through I get that sometimes you have to make a choice between quests and that’s fine. But that’s not the case here. They are literally obtuse as hell. There isn’t really an excuse for this. And no one is talking about quest makers although I’m not against it. Why the volcano manner quest have marks on the map but everything else? It makes no sense whatsoever it’s poor quest design and there is absolutely no excuse for itFeels like the main problems if we can call them that, are "I forgot what I encountered/heard" and "I didn't explore enough in this adventure game about exploring and fighting"
People have just become accustomed to games doing everything for them and not enjoying the actual journey.
The other thing typically left unsaid with regards to these quests is that they are kind of giving you reasons to play it again, but people are mad because they missed a "quest" (talking to an npc) and can't do a completionist run right out the gate I guess. It's fun to replay these games and find things you missed the first time.
You can’t enjoy a journey knowingly you miss stuff by just progressing. I don’t have problem doing multiple playtroughs the problem is these quests are clearly designed to be completed in one play through I get that sometimes you have to make a choice between quests and that’s fine. But that’s not the case here. They are literally obtuse as hell. There isn’t really an excuse for this. And no one is talking about quest makers although I’m not against it. Why the volcano manner quest have marks on the map but everything else? It makes no sense whatsoever it’s poor quest design and there is absolutely no excuse for it
Huh, did people really not think to explore the meteor impact area? I thought they made it fairly obvious. I did think that was a cool detail.This got me thinking actually about a perfect example. @Explosive Zombie once told me that he was genuinely surprised when he found the crater area, post Radahn, in the base game. Because the game didn't hold his hand to it and highlight it, he was able to naturally come across this and get that thrill of interesting exploration.
They have updated the game to include a notification now after that boss fight, to tell players of the change on the map. Now I do find this interesting because they so rarely resort to this sort of thing, and I believe it's because it robs players of the magic of discovering these things by themselves naturally. Because I believe what now happens is players get the notification, they open the map and set a marker, and just go to the new area as though it was next on some grocery list, they don't have to think and they don't have to explore.
Like, think about it, what are they even conveying in the post Radahn cinematic, where they show you a meteor falling and hitting the lands between? IMO that cinematic exists SOLELY to inform you that something new is on the map and to spark your curiosity to go look around. But evidently, people are unable to see something that they are explicitly being directed towards, unless they have a notification telling them they have new data on the map to go chase.
How would you know where it landed?Huh, did people really not think to explore the meteor impact area? I thought they made it fairly obvious. I did think that was a cool detail.
How would you know where it landed?