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Bicyclops
Aug 27, 2004

mario odyssey was really good about this, using coins and other little clues to point you toward the moons

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Bicyclops
Aug 27, 2004

i also like the opposite, like in the old dragon quest games where they'd hide a lot of the map in caves and the only clue to go back for a treasure was seeing stairs when you hadn't taken every path, and boxes that had clues were usually empty or mimics

Bicyclops
Aug 27, 2004

one great, but subtle, use of breadcrumbs is when the zelda games provide a companion who screams where to go periodically like they're someone standing behind you when you're playing solitaire.

Bicyclops
Aug 27, 2004

FactsAreUseless posted:

In Breath of the Wild if you just go from one shrine to the next visible one you always end up somewhere important. I found the Zora area by accident doing this.

the koroks are cool because eventually you can see some of the common set ups even from the big map, like rock circles and lines of trees.

Bicyclops
Aug 27, 2004

The Kins posted:

the developers devised a "heirarchy of goals" when designing the world, so that while going from one important goal to another you'd keep getting tempted to go off course



there's a real cool translated summary of a talk the botw team did at a dev conference if you wanna know more about the design philosophy stuff and how the sausage was made.


loving awesome. i hope they put this kind of effort into the sequel

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