@yi_orange: @cornbredx: @corruptedevil:
Since you called him out on that Bastion thing, In Cold Blood did the same thing way back on the PS1. The story was told in flashback and if you died, he'd say something along the lines of "No, it couldn't have happened that way..."
If anybody has some earlier examples of that idea, I'd love to hear them!
With regards to the idea of spending time looking at a minimap and ignoring a lovingly crafted open world etc, one thing that does sort of stick out in my mind is GTAIII. The map was kind of a pain, but nobody knew any better at the time etc. But one of the side effects of that, where I'm actually reading a map and working out where to go, rather than following a GPS or signals to turn that are augmented to the gameworld or whatever, I actually learned a lot more about my surroundings. I feel like every time a game comes up with some innovative new way to guide me to my destinations, I learn the layout of their cities less and less. As much as the lack of guidance systems in GTAIII could be a hassle, the familiarity of the city that I gained better helped me to connect with the world they were trying to immerse me in. I know my way around the maps of games like Saints Row: The Third and Sleeping Dogs because I played them a hell of a lot, but I think the way I learned in GTAIII was a bit more organic, starting from the areas around my crib and expanding out from there.
I think it's worth being aware of the ways in which streamlining games can detach you from them. I think the Assassin's Creed games are an example of this, when your input in regards to the traversal is kept to a minimum and you have a situation where pressing one button will execute a complex series of actions, like some crazy leap off a rooftop to land on a guy and execute him. I don't really feel like I actually did that. They make it as simple as possible to do something like that in order to try and make it so anybody can play and feel like a badass, but I don't because I don't feel like I actually had anything to do with it. It ends up feeling more like "Press B to watch animation".
Another good example is the way that the Elder Scrolls games have changed from Morrowind through to Skyrim. I really loved that Morrowind required you to actually parse information in order to proceed. You'd have a quest to go to Caius Cosades house and all you knew was that it was in Balmora, on the west bank of the river, second house on the opposite end to the thieves guild or whatever it might be. By Skyrim, everything was just waymarkers on your map and compass and that's fine, because I imagine plenty of people just want to be told where to go, rather than have to read their journal and interpret the surrounding land and all that. But the problem was that when they streamlined it this way, they switched solely to doing it that way. You can't turn off the quest markers because there is no information of that sort in your journal to rely on.
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