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Trying to do this on my Zelda: Breath of the Wild master mode replay. Turned on the "Pro" HUD, which deactivates the map and requires more geography and landmar
by mch82 9y ago
Trying to do this on my Zelda: Breath of the Wild master mode replay. Turned on the "Pro" HUD, which deactivates the map and requires more geography and landmark based navigation... surprisingly fun.
- izzydata 9y agoThat reminds me of the game Firewatch where they gave you a compass and a paper-like map and you had to use landmarks that you recognized on the map and in the environment to get around. I'd like to see more large scale adventure games like this.
- setr 9y agoMy experience with this kind of thing (like turning off quest markers in oblivion/skyrim) is that the game has been designed with quest markers in mind, and by turning them off the navigation systems stop making much sense. ie the map lacks "natural" markers, and because quest markers exist large view distance isnt very nexessary (and thus non-optimized) so the only larger objects to use can't be seen from a far distance, and the map is just generally designed without interconnectivity or even proper consistency, because the connections are through the markers. Games depending on such GPS systems tend to be significantly hampered by its removal (which makes sense), and thus such basic removal is rarely a sufficient fix. The only reason I'd imagine BotW might work fine is that Nintendo has made open(ish) world games before, and as far as I can remember, have never made much use of such systems. More likely than not, the game was designed without markers, and markers added after the fact; which is clearly untrue of most other modern open-world games