- Sep 3, 2018
- Reaction score
- First Language
- Primarily Uses
I think “I don’t want to go there” roadblocks is good. Because it “expands” the game while allowing you to do less work. For example it’s realistically impossible to make a huge world where you can just go everywhere. However you can imply the rest of the world is there and thereby giving you the mental illusion there is more to the world.While playing Octopath Traveler, I quickly noticed these signs that just appear in the pathway and cause the PC to think "I shouldn't go this way right now" (or something to that effect). Before playing the game, I had thought that would be bad design, but I actually just laughed at it and basically forgot about it in play. I think I actually like it the more I think about it. There's still plenty of dungeons for the player to explore in this open world game, and I don't think there's any treasure hidden in these blocked off dungeons that's "required" or heavily wanted that you can't get an equivalent somewhere else.
In a strictly linear game I could see it being bad, and I think I'd prefer an in-game reason for it of some kind. But it also doesn't feel out of place, since the characters are part of it by acknowledging they don't want to go there. What are your thoughts? What are your thoughts on how to implement roadblocks?