
""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," Naoki Hamaguchi told Gamesradar in a recent interview. "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. 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."
Modern games sometimes use bright yellow paint or other conspicuous markers to indicate climbable ledges and guide player movement. Final Fantasy VII Rebirth applied such markers extensively, prompting debate over whether the approach is lazy or effective. Naoki Hamaguchi acknowledged disagreement but asserted that clear guidance is often necessary for gameplay and that developers experiment to find the best method. Playtesting revealed players frequently become lost without obvious cues, making obvious markers preferable to leaving players stuck and frustrated. Other games also use visible markers, such as Ghost of Yotei marking climbing ledges with conspicuous spots.
Read at Kotaku
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