Dear Game Developers,
You want players to experience changes in the game world, so you restrict fast travel mechanics. Meanwhile, players crave more convenience.
This reflects a conflict between designers and players, but there are better solutions:
- Add More Guided Exploration Quests:
- After clearing a grassland area, players could search for items left behind by retreating hunters.
- Help children in the Holy City find lost pets.
- After a major event (e.g., a shattered gate), have players calm panicked NPCs by listening to their stories.
- Gate Main Story Progress Behind Optional Exploration:
Require players to complete specific exploration-focused side quests to unlock critical story milestones. - Introduce “Safe Zone” Fast Travel:
Design safe rooms in each region and allow unrestricted fast travel within these secured areas.
I understand your intent to highlight environmental storytelling through map changes. However, forcing rigid playstyles risks frustrating players. Most players tolerate combat challenges (your game already excels here) but lose motivation when mechanics feel overly restrictive.
A quest-driven approach achieves your goals while respecting player agency. Guided tasks naturally expose players to evolving environments and hidden narrative layers, creating a win-win: your vision is realized, player enjoyment grows, and the world feels deeper through organic discovery.
游戏开发者,你好
“你们希望玩家能感受地图的变化,所以你们限制住了传送,而玩家又希望能够拥有更多的便利”
这是设计者和玩家之间的矛盾,其实你们有更好的解决办法
1.增加更多的任务,比如完成草地区域后,草地的猎人撤离时遗失了物品,需要我们去找回,比如圣城的小孩子的动物不见了,玩家去帮忙找动物,比如大门破碎后,恐惧蔓延,玩家需要去倾听各种各样的声音
2.主线任务需要完成某些探索支线才能解锁
3.增加各区域安全屋,开放安全大区域传送
我理解你们想要玩家感受地图变化的想法,但是你们不应该强制玩家按照你们的想法玩游戏,对于大部分玩家来说,如果战斗系统很丰富(当前的游戏满足),战斗上的困难其实并没有影响玩游戏的热情,反而是游戏的种种限制会极大的影响游戏热情
如果是以任务引导为驱动,这样子你们的想法得到了实现,玩家的诉求也得到了满足。并且因为任务的引导,玩家可以发现游戏更深的剧情内容。