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Hi, this is Mark Brown with Game Maker's Toolkit,
a series on video game design.
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The first thing I did when I emerged from
Vault 111 in Fallout 4 was deactivate the
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main quest. And whenever someone gives me
a mission...
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BLAKE ABERNATHY: Those raiders that killed Mary, they took her locket too. If you could get it back, it'd mean a lot to us...
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I deactivate that too.
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I'm doing this, slightly mad thing, because
I had just been playing The Witcher 3, and
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felt that the game's helpful, hand-hand-holding
quest information - like the commands on the
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side of the screen, the marker on the mini-map,
and the magic GPS trail to my next location
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- was kind of... spoiling the experience.
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Like, take this chap with the funny hairdo.
He's giving me some directions to my next
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quest point and he says...
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BOWL CUT BLOKE: Know the small
pond near the village? Path leads off from
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it. Follow that 'til you come across a lone
rock. Walk around that and into the woods,
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find the old cart, you're there.
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Okay, got it. Pond, Boulder, Cart. I'm on
it. But as soon as we leave the conversation,
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a dotted line appears on my mini-map. So
I follow it. I end up here, and I guess I have to find
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GERALT: a large stone near the pond
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ah, god damn
it Geralt! I was about to say that.
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The quests in this game are often exciting
and funny and thoughtful, but getting to them
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just has you blindly stumbling from waypoint
to waypoint, not fully taking in this incredible
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world that CD Projekt Red has established.
It's so hard to be truly immersed in a world
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like this when you spend most of your time
operating in this artificial video game layer,
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that sits on top of everything else.
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Games with nonlinear levels and big open worlds
didn't use to be like this. It's hard to believe
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there was once a time before floating arrows
and mini-maps but go back and play Deus Ex
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and when Paul Denton says he has map for you,
he just means you now have an aerial photo
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in your notes, and you'll have to figure out
where you are, where your objective is, and
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where to go by observing and investigating.
Similarly, the maps in the original Thief
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were incomplete sketches, covered in doodles
and notes.
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And then there's Morrowind. You've got a map
but it only shows you places you've been so
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if you need to get somewhere new you need
to ask someone for directions, or consult
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your journal, or look at a signpost. You actually
have to be a part of the world, and become
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immersed in the landscape. Instead of simply
following a trail of breadcrumbs you make
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your own way through Vvardenfell, and often
end up finding secrets and surprises along the way.
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A few games are still carrying that torch.
Science-based survival sim Miasmata, for example,
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offers you a map, which is pieced together
from places you've been and scraps of paper
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you find, but it refuses to show you your current
position unless you get to a good vantage point
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and triangulate your location by pointing
to two, known structures. Or weenies, if you
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watched the previous episode. Again, simply
moving through the world requires skill and
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determination, and there's a huge sense of
reward when you reach your destination.
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But okay. Those are arcane retro games and
high concept indies. What about modern triple-A
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open worlders, that feel the need to offer
dynamically updated maps and helpful hints
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in the name of accessibility?
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Well, how about more optional quests that
shun such navigational aids, and encourage
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devoted players to really engage with the
world? Like the treasure maps you find in
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games like Red Dead Redemption, Skyrim, and
Assassin's Creed Black Flag.
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The idea with these is that you get a scrap
of paper which directs you to some hidden
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booty. The map might have a crude drawing
of some landmass or a rock or a tree, and
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that's about it. You then need to scour the
landscape and find the real-world equivalent
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of this drawing. You're left to figure it
out yourself with no hints, no map markers,
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no hand-holding.
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They're fun because they encourage you to
really study and explore the game's world.
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And they also have a nice byproduct in that
they delay the gratification of getting a
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reward. Like finding keys, to open lockers
in Yakuza, or hitting goddess stones to unlock
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goddess chests in Skyward Sword, putting an
extra step in before finding a reward makes
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it all the more sweeter.
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Anyway. I always cherished these scraps of
paper in games because they give me a chance
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to slow down, take in the environment, and
figure things out for myself.
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The other way to encourage proper exploration
is with small scavenger hunts, that don't
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actually count as quests. Sometimes they're
called hidden quests or unlisted quests by
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the fans.
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One of my most memorable moments in Fallout
3 took place in the Anchorage memorial museum.
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I hacked into this computer, and found a note
about a hidden stash, behind a busted storage
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door near the service entrance. I just needed
to find a floor safe in the clinic.
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Which is this room. How do I know it's the
clinic? Well it says clinic on the door which
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is a pretty big giveaway but also there's
an operating table and x-rays on the wall
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and a changing screen and a scalpel in the
locker. You can see how playing in this fashion
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encourages you to read the world in a very
different, but more organic way.
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Anyway. Inside the safe is a component, which
lets me open the door. And behind that door
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is some goodies, a key, and a note pointing
me to a refrigerator. Which I find and open
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to get my prize: a big load of bottle caps
and... A recipe for mirelurk cakes?
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Well, turns out the recipe is just an Easter
egg. An inside joke at Bethesda. But I didn't
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care. The real reward was the chance to engage
my brain, to study the surroundings, and to
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follow clues instead of bread crumbs.
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So that's why I'm wandering the wasteland
in Fallout 4 without waypoints and quest markers.
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I want to be lead by my own curiosity, and
not by a compass. I want to find interesting
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notes and follow scavenger hunts, but using
my own powers of investigation. I want to
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see some interesting building over the horizon,
and just go see what fun treasures or stories
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can be found inside.
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And when I find a note that says...
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SHELTER GUARD: Found the mayor in the tub last night. Locked the door before the missus found him
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I want to find the right room by finding a sign like
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this, instead of just following a waypoint.
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I'm not exactly making much meaningful progress
in the game, mind you. I've been playing Fallout 4 for
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around 10 hours and finished exactly two quests.
The game simply isn't designed to be played
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this way - like how you can also turn off
all the quest helpers in The Witcher 3 but then
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some guy will say...
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MILAN NORAN: The patrol has been lost, somewhere along the south shore of Lake Wyndemere
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and you soon realise there are no signposts
and no place names on your map and you can't
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ask for directions. So you try and find it
yourself and you end up in a bandit camp and you
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run away and oh god is that a bear? This has
gone very wrong indeed.
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But I am having fun. Perhaps in an ideal world,
games like this would be perfectly playable
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without map markers, but you could turn them
on if you get really lost, or you just want
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to make some fast progress. But, for now,
at least, it'd be cool to see a few more optional
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missions in games that don't show up on your
map or your quest log, and let you take a
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moment to really soak the world in. To get
around through observation and investigation,
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and not blind subservience to that little
dotted line.
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Hi guys, it's Mark here. Thank you so much
for watching the episode. If you enjoyed it
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please leave a comment, like the videos subscribe
to the channel, or consider pitching in via
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Patreon. This month my supporters not only
helped fund the episode, but helped with suggestions
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and ideas for this very episode. If you want
to get involved and literally make the show
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happen, then please head over to Patreon.com.