They will tell you "north", "south", "east", "west" based on their current position relative to the place's location. The amount of additional work is minimal, but the amount of gameplay fun destroyed by the existence of these handholding signposts is massive.Ī better solution would be something like Daggerfall's dialogue system.Īny NPC can be asked for directions to a place. You overestimate the problems that come with the lack of quest markers. Time that could be better used for adding other planned content, polishing finished content, fixing bugs, etc etc. Depending on your engine and its level editor, that would be many hours of additional work just to move the location of already finished content. And towards the end of a game's development cycle, there is usually no time for major changes like moving entire dungeons. As long as you know the general area you're supposed to go to, that's all you need. If they happen, there's something wrong with your initial game design and making such massive changes during the alpha/beta testing stage should not be necessary if your game design was solid from the start.Īs I said, basic directional instructions should be enough to send the player on the right way. ![]() obvious beginner mistakes like "the biggest dungeon isn't used at a climactic moment but for some generic quest, while the most climactic quest is set in a small and boring dungeon" shouldn't happen. you should have a solid plan for the intended structure of the game from the start, if you don't you're probably not a good game designer. Moving entire dungeons and quests around.
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