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So if you regret a choice because it makes the game too hard, you wouldn't loose all your progress. But you can't cheese the game by turning options on and off at will.
It also works in reverse. If a game is too easy, then you shouldn't be possible to up the difficulty?
"Sounds a bit restrictive" Restriction is an essential component of game design.
If I'm lost and I can't "cheat" to see my position then I'm going to make a mental effort, I'm going to spend time on it and it might be a bit painful but once I find my way back then I'll have that feeling of accomplishment, all the fun logic of a game is based on this principle.
If the game allows me to bypass this difficulty then it doesn't work anymore.
Even if I don't activate being visible on the map, if I'm lost, when I find my way back, instead of this feeling of accomplishment, I'll think "great, I lost 15 minutes for nothing, I should have just checked quickly where I was by reactivating the option".
It's not because it's everywhere that it's a good thing.
What do you think of my example with Zelda?
Would you like the game to offer you to bypass the dungeon and get the reward directly?
I don't quite understand why you are asking me this.
it seems to be a not too bad compromise
I think your Zelda example is taking the difficulty level from say an 8 to a 0, and no, I wouldn't like to bypass the dungeon. Showing your location on a map takes the difficulty from an 8 to a 6, or maybe from an 8 to a 7.5 (After 80+ hours in 2.0, I know pretty much where I am in the maps, but the location icon is just a friendly reminder for me with no significant change in difficulty.... I could turn it off but simply choose not to)
As far as my ironman comment... some people love to play that way, so there is more consequence to death. But not everyone. So my ironman comment is like you with a "no location icon" comment. I don't usually play ironman, but just because I don't, doesn't mean the feature should be eliminated.
If you are not interested in this aspect of the gameplay then you should just start a game with this option activated. Same thing for ironman.
So you don't like the fact that the game can propose you to bypass a dungeon? but it's the same logic, you just have to say "no I want to do the dungeon", you have the choice but once you defeat the boss and get the artifact, you'll know that the game has proposed you to get this artifact from the beginning and so all your efforts were useless.
No matter how disproportionate the example is, the fact is that just having that choice is disturbing.
It's important to understand that the pleasures we experience in a game are artificial and created by psychological tricks based on the feeling of accomplishment, of merit and reward for the effort, all this is fragile and must be brought in a subtle way in the game design.
Being able to change this setting at any time in the options is like having a button directly on the map that I just have to activate to see my position.
Yes I have the choice not to do it but I also have the choice to do it and that changes everything.
You have to be constrained by the rules of the game to enjoy overcoming them, if I can change that constraint at any time then it no longer exists.
For example, in my current run I'm refusing to buy any weapons, and only use what I find in the Zone. I might upgrade them, but that's it.
Hell, in my opinion, single player means anything goes.
Don't constantly fight the temptation to change the settings. Give in.
This is your prerogative, it's single player. Stop driving yourself nuts.
Realise though, that if you 'cheese' the game you probably will have to keep doing this until you memorise everything. If you stay the course, you will end up learning how to get yourself found again, which will serve you much better in the long run. But in the end, you still end up memorising everything. The challenge can be it's own reward, and the soft skills and problem solving translate to other things.
As long as we're having fun.
The maps in 2.0 are smaller, so you explore them quicker. I wish there was an option to remove my memory of the game, so that I could get the experience fresh again - but that is outside the scope of development. I'm sure someone is working on the 'forget this' button. Maybe they already perfected it and I just don't remember.
PS if you're lost, the big round ball floating in the zone is 'north' on the map. Also, you can drop things in the zone and they will stay there - so you can leave markers to help you navigate. Flashlights are good for this. And if you're really lost, run into the fog until you find something you recognise (like the way out). This can eat time though, so watch the tide.
How does what I say prevent people from playing the way they want?
Yes, it does affect my enjoyment of the game, and I've been explaining this since the beginning in various forms, giving comparative examples and explaining the psychological mechanisms.
If you don't read what I write or if you don't try to understand what I'm saying and to raise the debate on the basis of my arguments, there is no need to answer me again.
You are missing the point.
You don't understand what I am describing.
I don't complain about getting lost and I don't ask for help.
Actually, I like the feeling of getting lost, of not knowing the map yet, of observing my environment, of understanding it and of making comparisons with the map, but for it to be enjoyable it has to be a necessity, just as we like to rack our brains to solve a puzzle in a Zelda dungeon to get the satisfaction of dominating the rules of the game imposed on us.
If there's a little "show your location" button on the map that I just have to press to see where I am, then that means I don't have to bother finding my way around.
I don't know how to explain it differently, this game design concept seems so basic and simple, but it seems that nobody understands me.
Basically, you're saying that there shouldn't be a way to make things (slightly) easier because it is too much of a temptation for you, and this "breaks the immersion". Your complaint doesn't nerf the game in any significant way... it only makes one tiny aspect of the game - finding out where you are - better for some if they CHOOSE to use the feature. If it's too tempting for you , then that's on you, not the game designer.
Don't like the location pointer? Fine. turn it off.
Want the location pointer on? Fine. Turn it on.
The pointer presence/absence doesn't spoil anything for me. And it certainly doesn't mean that the choice can't be in the game - as part of the game design concept. it doesn't make your first encounter with a Spawn any less freaky. Or take away from how to get through an anomaly field. Or make an armoured mimic any less annoying when all have is a wimpy PM with FMJ. Or make you walk faster when overweight. That's why your Zelda example from earlier is unconvincing at best.
Oh, and don't forget to keep any mini-map off in any game that has them ;).
I never said anything about imerssion but whatever.
I never said it was a big deal and the game is really great, I just find this aspect a shame because it breaks part of my enjoyment of the game.
You say that as if I want to stop them from doing it but did I ever say that I didn't want some people to be able to use this feature? If people want to see their position on the map then they do it when they create their game.
the debate is going nowhere because you seem to see it only in terms of immersion and roleplay when I've been talking about gameplay since the beginning.
it's maybe a very small part of the gameplay but still a part for me.
And gamplay is not necessarily related to the fear of dying and the difficulty of an enemy like the examples you have chosen.
If we talk about loot for example it's a part of the gameplay.
Imagine if there was a "get 20,000$" button, every time you hit that button you get that amount.
So you don't have to look for loot anymore, you can buy everything if you push the button.
That would be a part of the gameplay ruined and I could give you the same examples to tell you that it doesn't matter "it doesn't make your first encounter with a Spawn any less freaky..."
and I could give you the same arguments "you don't want the $20,000? well then just don't push the button"