
""I get there is a debate about that, whether that fits with that world or not, whether some people want it, some people don't," Hamaguchi said via a translator. "I think as a game, there is definitely a need for that kind of thing in a lot of ways. I think obviously different developers experiment, try different things about what works best, what fits best, the right way of doing that in their game.""
""The need to guide players around from a gameplay perspective and show them what can be done, what they need to do, there are definitely times where that is needed," Hamaguchi told GamesRadar. "So I think obviously there is more of a debate about how it's done, what level and what works. And there'll still be people who say, 'No, that doesn't fit at all. We don't like that.' That's fine, but I think there is definitely a need there, and it's something that is definitely worth looking at.""
Naoki Hamaguchi argues that environmental guidance in games is necessary to help players navigate and understand objectives. He acknowledges debate about whether guidance methods, like yellow paint, fit a game's world or player preferences. Different developers experiment with varied guidance styles to find what fits each game best. Hamaguchi warns that lack of effective guidance can lead to player frustration and early quitting. He notes that the Uncharted series popularized visible environmental guidance, and that franchises such as Tomb Raider and Watch Dogs adopted similar approaches. He views the debate as ongoing but sees clear need for thoughtful guidance design.
Read at GameSpot
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