@Dark: Exploration does not mean spamming the trigger button at every square. That is called masochism and also a WASTE OF MY fricking TIME.
If you don't want visual cues in your game, fine. But teach the paleyr what TYPES of items will yield results.
Yeah, I did say that I somewhat agreed with you at the start of my post
Having rules that explains what types of items you can interact with is of course vital. Like I said, use the same look on all the item chests, gold piles always looking the same etc, etc.
But I find it a bit difficult, since I have a hard time coming up with something that will feel neutral. If I highlight every interactable item, then what's the point of having secrets at all, and how would the player be glad or surprised when they found something hidden if everything is already marked out for them? On the other hand, if you don't come up with a rule and teach the player very early on what he can interract with, then we have another problem. I'm sure I'm having this problem because I'm a noob, and have low experience as it is. But I'm not sure how else I would go around this problem since highlighting EVERYTHING is a no-no for me.
The things you are saying about hinting with dialouges is actually very true, but then I guess you have to make it clear that It's a particular item that you are looking for, or else you would have to click on every object once again.
I'm not trying to say that you are wrong in your statement Indrah, after all you have tons and tons of more experience than me. I'm just saying that displaying every single item for the player takes out every urge of exploration, and that just kills it for me.
I forgot to say that I'm now using a 3 tiles proximity for when the indicators appears (for the main objects), which sort of follows the exploration rule but also splits up the optional items from the key ones. But like I said, I'm a noob at this and It's tough to make a neutral approach on this in my opinion.
On the other hand you can't make everyone happy.
Oh, and I surely didn't think you sounded like an elitist or replied to your post because I think your opionion smells

(It doesn't).
Even the msot old FFs do this. You can sometimes find stuff in pots, closets, barrels, clocks, etc. But explorign beds or flwers will never do antyhing. it could be handled BETTER but it's still something.
Excactly. But didn't you find that out by interacting with those objects and figure it out yourself? When you find an item in a object more frequently than another, then you sort of understands which one you should look out for (just like the clocks in FF VI for example that usually holds an elixir). If you interact with a bed and 0 out of 5 times nothing happens, and you instead interact with a barrel and 2 or 3/5 times you get loot. Then you would think that you would understand pretty soon what kind of objects you should look for.
@Dark_Metamorphosis I have to agree with Indrah completely on this one. If you don't want to 'hold the player's hand' by putting indicators above loot that can be missed that's fine (I like it best that way) but then having these indicators on the quest-related stuff just looks bad.
You have a point here. But in my opinion, using indicators when you are in a specific proximity of the item is still something that I think would contribute to the exploration overall. I have seen it in other games, and It's more or less the way I enjoy it (And I try to think about stuff that I enjoy when making my game (Even though they might not be the best for everyone, in fact it might be totally the opposite xD). I have also had occasions in games where I have ran pass the item for the main objective since It doesn't give any hints as to where it is.
I have also had people playing my game having trouble finding some of the main items when I couldn't use the animated sparkle like I wanted to. This was a big factor to why my game broke the rule before I fixed this. I had animated sparks for interactable objects that was a part of the main objective, while the items you could pick up wasn't (since I couldn't use a event, on a event). I also hated the fact that the player could see the sparkle too easy and already at the other side of the game window. I don't think that main objective loot would go under the same rule, since they are not optional. You need these in order to continue, so why not make them a bit more obvious than the optional loot but still keep a portion of exploring in there anyway.
I don't know, maybe it does piss off players on each side but all I can say is that I find this very challenging (And for me It's how I enjoy it the most, so maybe I'm the only 'middle ground' player out there). I still think that a bit of hand-holding is necessary, at least when it comes to the main plot but for the optional stuff I believe that's a completely different story.
Maybe I just have to set my own opinions aside and think of the big picture instead, but It's still tough to balance it, it really is. Might be because I'm still a noob but I'm really struggling with deciding how I should work this out (And It's not the only system that bothers me xd).
Sorry for my rambling