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One thing that a lot of old games did better than most new games is that, they tried to make their environments as immersive as possible. In these games, you had to become part of the world and do everything on your own.
In most modern high profile games, developers make sure that their games are played by as much people as possible, or in some cases they don't even expect their audience to use their brain and treat them as kids. Hence, they implement quest marker and radar map in their games.
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When you look back and see games like Thief 2, you see that players have to play those games carefully, plan ahead and find their way to their objective on their own. The map, used in Thief games was real world object that is acquired by the protagonist somehow (from some old trunk, through a contact inside the building etc etc etc).
Sometimes, these maps are helpful but sometimes,,, not so much because if the map is old and the place that you are visiting have changed ever since, then it won't help you much and you'll have to figure out everything on your own. This gives you the feeling of being lost and helpless, and makes your achievements even more rewarding and satisfying, and your journey more immersive.
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For several years, we lacked this design philosophy in games, until Divinity: Original Sin's release. Originally, I wasn't so sure about lack of quest markers in the game and thought that it might frustrate me in today's era. But I was surprised to find out that this design philosophy works extremely well even today.
Everything was crafted so carefully, so you never get frustrated and are rewarded by the game pretty quickly, even if you put just a tiny bit of hard work into the game. You have to read books and notes or talk to people to find the way to your objective. You can also find your way to objective by just exploring the world on your own. This makes the game so immersive and rewarding.
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Hell, you can break the rules and find your own way to deal with the objective, other than number of ways implemented by the developers and the game still continues to work without breaking itself and making itself unplayable for the player because he/she did something that wasn't expected/implemented by the developers.
While on paper, this may not sound interesting to most gamers of today but I encourage others to try it out. It is way more fun this way, if you have enough experience in gaming. So my question is, should other games also go for more immersive approach and let players figure out everything on their own, or should developers continue to implement radar maps, linear levels and leave ammo crates after every 2 meters to make sure players are not lost?
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