Register Lost Password?  Cookie?
  The time now is 08:22 AM GMT -6.  
Banshee Network
 
Quick Links
 
 
GameBanshee Swag
Site Features
Submit News
News Archives
Join Our Staff
Forums
Community Blogs
Reviews
Previews
Interviews
Editorials
About GB
Advertise With Us!
Advertisement
 
Go Back   GameBanshee Forums > Forum Categories > News & Feedback > GameBanshee News

Reply
GameBanshee Forums  
LinkBack Thread Tools Rate Thread Display Modes
  #1 (permalink)  
Old 07-01-2008, 07:36 AM
GameBanshee News's Avatar
News ID
 
Join Date: Nov 2002
Posts: 25,276
Post Fable 2's Bread Crumb Trail: Too Much Hand-Holding?

Unified Ammo has kicked up a short article that offers some reasons why Lionhead Studios' proposed "bread crumb trail" feature in Fable 2 constitutes way too much hand-holding for an RPG.
...in ye olde days circa Ultima V (i.e. 1988), games were objects of investigation, players had to explore and experiment to discover the rules of the virtual world. Indeed, players were allowed to make mistakes, to not achieve something, to get lost, and even die, horribly and repeatedly. Today, heavy focus testing has given us game experiences streamlined to maximise the fun output. Why should a player settle for only getting a portion of the fun when – through some subtle signposting and a choreographed sequence – the designer can ensure each player gets 100% of their fun allocation.

...

Now I haven’t played Fable 2 – and neither have the forum posters currently objecting to the bread crumb feature - so I can only speculate on its effectiveness as a navigation tool. Clearly, Peter’s design goal is to make his game more accessible and inviting to the inexperienced gamer. He doesn’t want to scare off novice players who feel intimidated by an open world of exploration or – perhaps worse – become bored when they get lost on the way to some quest’s specific objective. And in a sense, the trail of bread crumbs is – at least, conceptually – more immersive than a colour-coded minimap in the corner of the screen; the player is focused on the actual environment rather than a more distanced layer of representation.

But at the same time it is a contrivance that breaks immersion and runs contrary to the game world’s internal logic. Ultimately, it’s a way for the designer to tell the player who strays from the trail: “Stop, you’re doing it wrong!”

Thanks, RPGWatch.
Reply With Quote
Reply


Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is On
Trackbacks are On
Pingbacks are On
Refbacks are On

Forum Jump


 
      Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Friendly URLs by vBSEO 3.2.0
© 2000-2008 GameBanshee.com