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MEMORYC_RRUPTED | 1 year ago

I really enjoyed it when ConcernedApe added a journal to stardew valley: per villager it keeps track of which gifts they enjoyed. Practically it's not all that different than looking that information up on a wiki, but the fact that it is in game and integrated made the experience way more pleasant. You still have to try out a ton of items, but at least you don't have to remember which ones worked for who.

It's the same thing with open world quest markers. Nowadays, a lot of open world games give the player the option to remove quest markers outright. It's great to have that choice. But compared to, for example Morrowind, it often turns out to be an exercise in frustration, because the quests and the world haven't been designed with that in mind ("Go south from Vivec and turn left at the third tree", followed by an internal dialogue about if you should count a stump as a tree and a four hour detour is one of my best memories).

There's also this middle ground: in Ghost of Tsushima you can summon the wind as a compass to guide you to your next quest marker. Mechanically it's the exact same thing as an arrow, or line to guide you. But the fact that it's so well integrated, and thematically fitting into the game, makes my brain experience it totally differently. Not needing it would be even better, but the way they implemented it is at least pleasant.

I wish more games had a journal to keep track of things :). Why do I need notepad open, or a wiki open when playing satisfactory? If I make the effort to calculate the exact amount of iron ore I need to perfectly match my iron rod production, it'd be great if I could keep track of that in game.

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