... A minimap in the corner that cannot be turned off (now even bigger than ever), untrackable quests, no icons filter on the map, mandatory quest markers that kill immersion ... The game has been in development for over 6 years and really nobody in Larian Studios or even gamers said "Wait. We have maps, markers, everything so ppl can enjoy the game, but what about HC gamers that want to be fully immersed in the game and all the quest markers, maps and icons are just ruining the experience for them?"?
100% agree. Zero options for gamers who want to be immersed/ don't care for UI clutter everywhere. To go further on this, it is really shocking when you compare to Pillars of eternity, Pathfinder games, Solasta...there are so many customizable options with these RPGs but Larian wants it done THEIR WAY. Reminds me of company called Apple.
Last edited by Count Turnipsome; 17/07/2306:57 PM.
It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..
Exactly. As if they thought Divinity: OS were great at every aspect. The HUD/UI was always the biggest problem of those games when it comes to immersion for old-school players. Sadly, nobody had even told them.
I guess I'm in the minority here--I like a minimap, especially when it's locked to North. It helps keep me oriented in the game world. I would be fine with being able to hide things, but I want to have it, too.
Pfft, I keep a compass on my gaming desktop and my entire rig swivels with the direction my character is moving on the screen.
Not really, but could you imagine?
Originally Posted by NoHUDGamer
I do not consider Elden Ring a good example as it betrays what Dark Souls made so good. In Elden Ring you have a mandatory compass so that you see where your lost "souls" are, you do not have to remember it anymore, or there is the thing called the Light of Grace that shows you where to go in order to get to the main boss fight (the rays coming out the "bonfires"). Elden Ring uses the same system of HUD settings as Dark Souls, but in a game like Elden Ring with much more robust mechanics and more UI on the screen it is just not enough anymore. From Software has not realised that so far. I hope this issue will be fixed in Armored Core VI: Fires of Rubicon.
Well no kidding, It's an open world. In Dark Souls 1-3 if you lost your souls you basically just follow the mostly linear path back to where you dropped your souls. In ER they could be anywhere because the game didn't always drop your souls where you died.
Look, we get it, you're super hardcore. I bet you play blindfolded with your hands tied behind your back operating the controller with only your mouth. :P
Admittedly the minimap and UI should be togglable - I guess we will find out in a few weeks.
No, I'm not super hardcore. I think games should be much more adjustable in terms of visual clues etc because sometimes you may get lost and you need such help but being constantly handheld if you don't want to be isn't good as well.
Being deep down in the Underdark, this is the first this strucks me bad as well. Like, you're given a quest to look for someone who's disappeared, and the location immediately pops up on your map (edit: to be fair, it's the general area, not the exact spot, but since it is a small area, you'll spot him immediately). First, that doesn't make any sense. If that dude is lost, he's LOST. Second, it takes away the mystery and ambiguity (also of the place), making everything smaller than it is and hurting the work the level designers put in.
Thirdly, it's not even necessary. It's not like BG3 has these huge sprawling maps you're guaranteed to get lost in. If you take a peek around (and keep your object highlight key pushed), stuff will find you sooner than you will find it. Like any contemporary game, this ain't no Thief, a game that dumps you into underground caves and crypts that are maze-like on the very purpose of making you feel lost and alien.
I still remember watching the making of documentaryy of Original Sin. How Larian staff (rightfully) argued that it would be stupid to have say DOS1's murder mystery quest, and then all the "helping hands" doing the detective work for you. They voiced their personal frustration at all the other games that do this too. This is a direct quote: "Do these people thing I'm stupid?" And they're completely right. It's been my biggest bugbear in gaming for a very long time. What's happened?
I understand this to be optional who prefer that to be in. But whenever possible, any of this *should* be optional. And it could be -- I haven't found a SINGLE quest in this so far that needs any of this.
NOT having a minimap is now considered super hard core?? Oh have times changed lol. Larian is hard headed with their UI. Maybe if someone internally said, "hey, you know , for immersion you can hide the worldmap in WOW!" someone maybe might notice???? Since the people designing this game basically bases all the systems on WOW and are around that same age/generation, so that might work "oh, so if WOW does it for like over a decade, maybe we should , eh"???
I mean COMMON. WTF is going on with the UI and game OPTIONS team?
Last edited by Count Turnipsome; 07/11/2309:45 AM.
It just reminded me of the bowl of goat's milk that old Winthrop used to put outside his door every evening for the dust demons. He said the dust demons could never resist goat's milk, and that they would always drink themselves into a stupor and then be too tired to enter his room..
NOT having a minimap is now considered super hard core?? Oh have times changed lol.
Apparently, yes. Not even playtesters frequently can cope anymore. https://www.pcgamer.com/dishonored-clues-hints/ (Big thorn in my side in an otherwise great game, in which all the markers ARE optional, since they even added an NPC spoiling the mission objective, no detective work much required whatsoever).
That's not becaues of people being "dumber". It's because of years of conditioning. Games like Horizon Forbidden West or God Of War even go this far, they have the characters solving puzzles by talking as soon as you get there... apparently, there's starting to be some backlash now though. Plus the aforementioned Elden Ring and even Zelda showing that excessive handholding is no requirement to reach players. Which is a good thing, if you ask me.
I mean, I hardly ever play games on the hardest difficulty or anything. However, if things solve themselves and you're just following the red dotted lines in between cutscenes or plot points, that's just boring. Might as well watch a Netflix show. Thing is, BG3 so far hasn't struck me as that bad though. In a couple instances, like when I was simply tasked to go find an NPC to talk to in a settlement, I embraced that some. It's just a convenience thing as I didn't need to walk the entire place (and there's usually no visual cues or dialogue to guide you here).
However, I can't imagine a decent DUngeon Master coming up with a quest like that: THERE'S A PERSON THAT GOT LOST DEEP DOWN IN THE UNDERDARK SOMEPLACE. And then guiding players right to the guy... why even have a quest like that in the game then?
PS: Speaking about conditioning: I hardly get lost navigating places, even cities I've never been to. And I attribute most of that to having grown up on the likes of Eye Of The Beholder, Might & Magic et all -- and I learned to navigate their mazes of same, same looking corridors without manually drawing maps myself, but by memory!