See, I thought of doing that too, but the idea of an intrusive HUD showering you with all kinds of info in a game set in a dystopic cyberpunk society felt more immersive. Also, I don't think the mini-map was as universally useful in CP77 as it was in Witcher 3. CDPR did a better job with that in CP77.Demonic Fate wrote: β September 20th, 2025, 09:34Cyberpunk also got a lot better after I used the Limited HUD mod to hide all HUD elements except when in scanner mode.logincrash wrote: β September 20th, 2025, 08:41I remember playing Witcher 3 and having to turn off the mini-map because that's literally the only thing I would stare at when doing investigation quests. I would turn on the detective vision or whatever it was called and then follow the dotted line on the map.Xenich wrote: β September 19th, 2025, 17:57Mini-map/Map location points.
Was playing Dying Light 1 and noticed there is a marker for everything the player is supposed to go to/do/etc... Pretty much standard console slop design to have "Follow the bouncing ball" for everything. Thing is, this works against basic game play a lot of the time. That is, in a game where exploration is a component of play, and in the case of DL, picking up random components, happening across various trigger vents, etc... having everything mapped out with a bouncy ball is counter to natural and evolved play.
Granted, in such games you need good directions so the player can find the location through a journal, hints, or whatever... but... this process is the bread and butter of exploration play and the mini-map/"go here and do this" concept is murder on natural evolving play and why a lot of these games turn into mind numbing "task running" because people essentially just "follow the bouncing ball" like dumb animals to their next objective.
As opposed to have to think, consider, reason, pay attention to details, etc... to figure things out. What's that? I am supposed to go to my room 194 in the complex? Where might that be? Oh... did I look at the walls in the building that pointed out what floor I am on? What about the rooms I walked by, did I pay attention to that? Oh Noes!!!!!! what to do!
It is a simple thing, subtle and honestly... mundane in its design principal, but having people have to think about logistics in play is a great tool to slow the player, develop content exploration naturally, and increase a more natural feel of play in the game.
Or not... here is your bouncy ball idiot... chase it... bored yet?
As soon as I turned off the mini-map, I started to actually explore the surroundings. Made for a much more pleasant experience.
Honestly, as much **** as Oblivion, 3D Fallouts, etc. get for their quest markers, having a compass instead of a mini-map was a very good decision. It gently nudged you towards nearby points of interest but still required you to pay attention to the environment to get to them.
