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Final Fantasy XIV: A Realm Reborn

Final Fantasy XIV: A Realm Reborn 

General Discussion  » An interesting read on usability (from Gamasutra.com)

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61 posts found
  Seffren

Novice Member

Joined: 2/25/09
Posts: 790

It's ok.

9/15/10 6:41:34 AM#21
Originally posted by geldonyetich
Originally posted by Gdemami
You better not venture into business sphere if you think that forcing your customers into something is a way how to make money.

True, I'd rather make good games than sell out, and this is something that would confuse a buisinessman like (from what I've heard of him) Bobby Kotick.

Originally posted by Seffren
Why do you insist that making an interface hard to handle is equal to letting people use their brains, that it requires more intellect? (Makes you hardcore).

I can say about myself I posess a sufficient amount of intelect, but when I go to a website and the menu structure is fubar, and it takes me to long to figure out where the information is located that I need, then I'm out.

Does that make me an idiot? Does that make me intellectually retarded? No, it doesn't. It tells us that with the latest evolutions in technology, the generations of user interfaces of websites that got better, faster and more intuitive, we got used to a specific manner of getting to the info fast. Spending to much time on a website figuring out how it works to get to the info, is a bad thing, it is something of the past. Now we want to direct or time and attention to the info itself, or getting to other info asap.

We want the info to be hardcore ... not the interface to get to it!

Why re-invent the wheel? Make the wheel better yes, but don't start with a Square ;) again.

It would probably help if you'd actually start by replying to the messages you quoted instead of the ones you imagined you read.   If nothing else, it'd make me feel my efforts replying feel worth it.

I didn't write the interface was "hard to handle," I wrote that the game is "very hard" referring to the balance of fighting monsters and whatnot.  Granted, the Interface is hard to handle, it has some GUI lag, but I'm not supporting that here and hope they eliminate it soon.  Rather, I support the idea that the interface can be different.

Then you go off on a big tangent about how you're pleanty smart and so you don't need to learn how to use an new interface.  Does not compute, but hey, I can't argue with it'd be be nice if you could get what you want without having to learn anything new.  At most, I could perhaps argue that there is an advantage to setting the bar of entry at people who are willing to invest effort into the game rather than expect it to entertain them without giving anything back.

Originally posted by Mellow44
Originally posted by Seffren
Originally posted by Mellow44
Originally posted by Seffren
Originally posted by geldonyetich

Oh, it wasn't me who said it.  It was the people who do this shit for a living.

Copy the interface, you copy the way the game is played.  Copy the way the game is played, you're copying a significant amount of the gameplay.  The GUI is inseperable from the greater bulk of the gameplay.  You're basically aspiring to be a WoW killer. 

After so many good games have tried and failed, it's been determined this just doesn't work: if people want to play WoW, they'll play WoW.  Final Fantasy XIV has a better chance at succeeding because it's different from WoW than it does because of its similarities.

You just made me cry.

Tears of joy or tears of sadness?

Tears of pain really ... Geldon's last post made me run my head into the wall.

Yeah that guy has no clue and he wants to become a game developer...  god help us all.

So, lets see what you two gave me to work with over the past few messages:

  • You must be shitting me.  Hey everyone WAR bombed because it copied the interface from WoW geldonyetich said so it must be true.
  • You just made me cry.
  • Tears of joy or tears of sadness?
  • Tears of pain really ... Geldon's last post made me run my head into the wall.
  • Yeah that guy has no clue and he wants to become a game developer...  god help us all.

Well, that's... very nice.  Listen, clearly you two are really fine, upstanding gentlemen, and I can tell you really hit it off, so I'm going to.. work the other side of the room... for a bit.  You guys have fun.

Laterz.

  remyburke

Advanced Member

Joined: 7/03/04
Posts: 3009

I liked MMOs better when gamers didn't play them, and just geeks did.

9/15/10 6:48:55 AM#22
Originally posted by Mellow44

Square Enix should have copied World of Warcrafts user interface because it's the best there is but nooo they had to do it their own way and it's gonna hurt the sales of Final Fantasy XIV because of it.

WoW is a solid game, but the UI is hands down the worst I've ever used. It's the ONLY MMO out of the 20 or so I've played over the past 13 years where I downloaded a UI addon. FFXIV's is garbage, but don't ask them to swap crap for crap.

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  terroni

Novice Member

Joined: 4/03/10
Posts: 941

9/15/10 6:49:41 AM#23

I think a lot of the frustration with FFXIV UI isn't strictly it's design but it's unresponsiveness. I think I understood the interface, but just found it slow and overly tedious (menu depths).

How many posts were to the effect "I told it to cast and it didn't", so the user knew what they were doing. The game didn't respond as expected though (due to lag?)

I found Darkfall's interface infuriating, but I understood it. Equip sword, prepare to attack, attack. (FFXIV streamlined it..if you aren't switching jobs)

Another thing is understanding the Why. Sure I know how to repair a piece of equipment. But, why do I have to do 6 or so commands to do it(multiplied by amount of equipment to repair)

Drop the next-gen marketing and people will argue if the game itself has merit.

  ProfRed

Apprentice Member

Joined: 10/29/03
Posts: 3557

9/15/10 6:50:24 AM#24

I went to Full Sail and I have coded a few interfaces.  There are some very old and unchanging design philosophies around interface design that will always hold true.  The basis is keep the interface as shallow and minimal as possible.  The thing is you guys are comparing a Console + PC game where they did not adjust the UI for the PC.  Plain and simple, no deep reasoning or philosophy.  We don't know why other than them claiming keeping the experience uniform on all platforms.

It should be obvious why a UI that works for consoles will be cumbersome for those on PC using a keyboard/mouse combo.  The menus in a console have to be nested with one entry point branching out into a tree where with a PC every menu can be reduced to being 1 action deep with an entry point for each mapped to a key.

The only thing SE can do if they want a uniform experience and an unaltered UI is to provide a keymapping portion inside their FFXIV Config external application and allow a number of mapping shortcuts to individual menu items.  This may be what happens.

SE knows how to make solid UI's for Console games and the Console is for the most part limited to a controller.  This is their lowest common denominator.  They have provided a way to play with keyboard and mouse within this UI, but I am sure it is not out there for them to think that many PC users especially in their country use a controller.  It is a good UI for a console MMO, but the PC GUI will never be as good as a game designed purely for PC.

  Clubmaster22

Novice Member

Joined: 9/04/10
Posts: 282

9/15/10 7:35:53 AM#25

It's a valid point saying that MMOs should be different than wow to be sucessfull. Every company and their mother tried to backwards-engineer the wow formular and EVERYONE failed miserably, because backwardsengineering isn't as simple as it seems. I completely agree with that.

However, IF it's different it better be at least as good, if not better than wow in it's own way. FF XIVs is way worse to a degree that you'll begin to question the professionality of the Designers involved. Sure FF XIV is "different" but that doesn't matter as long as it is so bad.

On a second note: "easyness" in Interface design doesn't mean "dumb" or "for the retarded". The opposite is true. Everone can come up with clunky and complicated menues and Interfacestructure in minutes but it takes a talented professional to design an easy to use Interface which gets the same jobs done. It's like mathmatics: The simpler the formular, the more elegant the equation. The most groundbreaking formulars in mathmatics and physics are extremely simple in design. That doesn't mean that they are simple to achieve, the opposite is true, it's just the endresult which is simple, meaning it is elegant. Same thing with interface design.

  Gdemami

Elite Member

Joined: 9/23/08
Posts: 6923

9/15/10 8:46:45 AM#26


Originally posted by geldonyetich

True, I'd rather make good games than sell out, and this is something that would confuse a buisinessman like (from what I've heard of him) Bobby Kotick.

Good game = high sales

Just my 2 cents...

  Clubmaster22

Novice Member

Joined: 9/04/10
Posts: 282

9/15/10 9:01:29 AM#27
Originally posted by Gdemami
Good game = high sales

Exactly.

We're dealing with an industry here not art. There is no "independent" vs. "mainstream" fight going on. There's nothing but mainstream and EVERYONE aspires to cater to the massmarket, especially Square. They just forgot how to do it. Thinking Square makes games for a little "elite"-customer crowd is completely dilusional. They just don't know how to make good games anymore and this trend did not start with FF XIV.

  MMO.Maverick

Inquisitor

Joined: 3/05/10
Posts: 7792

The middle road is the place to be!

9/15/10 9:16:19 AM#28
Originally posted by Clubmaster22
 They just don't know how to make good games anymore and this trend did not start with FF XIV.

 Sorry, but that's a very subjective opinion, and one I disagree with.

FFXII was a very good game, and FFXIII had great gameplay in it, but they made the wrong design choice with it by limiting your freedom more than you had in FFXII.

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  Itchy01

Novice Member

Joined: 8/30/10
Posts: 107

9/15/10 9:18:58 AM#29

Btw thanks for posting this Ikkei it was good to get a peak at the social end of game design. It helps to understand the process a little bit better.

For the UI I guess we'll see what happens, for myself its playable but I can understand the frustration that others would have with it though and it probably will effect people who are logging in for the first time.... guess I can take it upon myself to try to be helpful to them when possible.

 

good game = high sales...... not always theres alot more to sales than the quality of product offered, it also depends on what's considered high sales as its going to vary depending on the company involved.

 

 

 

 

  Cernan

Novice Member

Joined: 10/13/06
Posts: 350

9/15/10 9:36:36 AM#30

Nice link OP.  I definitely believe in more simplistic user interfaces.

@geldonyetich - Not sure how you misread Seffren's post.  This thread is about UIs and making them easy to pick up by all audiences.  In your post you talk about going to class and how the class discusses dumbing down the UI, so that the first thing someone sees on the screen is what they should click.  Then you talk about how dumbing it down is assuming everyone is idiots and games no longer provide a challange or make you think.

No where did you emphasize actual gameplay elements, only the UI which this thread is about.  Seffren simply made an analogy with a website.  It's not the UI that should be difficult.  That part should be dumbed down.  It should be as simple as possible.  Don't make me think about the UI.  I shouldn't have to click through 10 menus to get something done.  The meat and potatoes should be the gameplay, the puzzles, the quests, etc.  Make all of those things difficult, require brain power to solve. 

 

I thought Seffren's post made complete sense and I understood what he got from reading your post.

 

  crazynanny

Apprentice Member

Joined: 9/03/10
Posts: 175

9/15/10 9:55:04 AM#31

@geldonyetich

So, You do claim that pressing buttons on intreface is intelectually demanding task(monkeys must be geniuses then)? Woah, the next thing we'll hear from You will be that smashing wall with Your head is more hardcore and well thought then going with dumb easy mode around it. Please stop and just think what You wrote. FF XIV UI is bad, clunky and unfriendly. As simple as that. Making such poor excuses is simply fanboyism.

  VikingGamer

Hard Core Member

Joined: 7/08/10
Posts: 1253

The strong are sometimes wrong but the weak are never free.

9/15/10 10:15:04 AM#32

So far I am enjoying the game and think that it is pretty impressive and will do well.

With that said, there is much that can and should be done to improve the interface. The game should be hard not the game controls.

The controls are learnable but not intuitive to someone who is not used to console games. Their core market is fine but they do need a very detailed, run you though it, tutorial for people who have never played with controls like this. Perhaps a completely separate, one time tutorial pre-game. To go along with this they need to have a default setting for the controller. Someone new to the game should not have to set up a controller from nothing with no direction given at all. A person who has never played a game like this let alone this particular game will not know what the purpose of the mappings are. How do you know where to place "change view" if you have absolutely no context for what "change view" does? Also, possibly consider offering a package that has a controller in it that is known to work right out of the box.

As for keyboard controls, it is fine that they have used a controller equivalent setup. Though again, they need a very detailed tutorial for those who have never played a similar game. However, there are a number of things they could add to take advantage of the keyboard and mouse without breaking the rest of the control interface. First, context menus for npcs, objects and UI elements. Second, some kind of mouse movement such as "click to move to." Third, keyboard shortcuts to certain menu items. Understand that these changes would be added to the existing interface not so much a change to what is already there. Those using a controller can still get to all these things though extra button clicks and scrolling around with the menu stick/dpad. The interface would still not be ideal for those coming from most other mmos but it would help considerably.

The last big problem I see is the slow reaction time to button clicks. Switching active/passive mode and casting spells are two big examples. It seems to take an awfully long time for your character to react to the request. This is not a mouse issue, the controller takes just as long. This may however by a design issue. They may want it to take longer so as to slow combat down. Still I would like to see longer cooldown times take care of that rather than what strikes you as sluggish response time. When I hit active mode I want my pugilist to grab those knuckles NOW! Not spending two extraordinarily slow seconds trying to remember where he put them, as if he has more than one set of hips.

Again. Overall I am having fun with the game and would, despite the difficult interface, recommend people take the time to learn it for the sake of playing a great game and experiencing a beautiful world.

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  Kaijin2k3

Advanced Member

Joined: 5/28/08
Posts: 549

9/15/10 1:30:20 PM#33

I enjoy the game but I fully agree with the article. For the record, I found the UI easy to use once I got used to it. But in there is the problem. I should never have had to "get used to it," it should have been a seamless process.

I've played almost all the FF games (but not FF11 because I couldn't get used to the controls back when I tried it) so I'm accustomed to the idea of a menu driven UI. But IMO, FF14 takes the menu idea too far and has too many redundancies. For example, there's no need for your Inventory menu and the one where you're actually able to equip something to be seperate. They should be together or at least have a more seamless connection to each other (tor example, allowing an "Equip" option on gear in the Inventory screen that just takes you straight to the equipping menu and equipping that item, and so forth).

There's more, but the only other one I'd like to mention are the excessive amounts of comfirmation boxes. There are simply too much. To cast a spell, I shouldn't have to reselect a target after I all ready targetted what I want to cast it on. After selecting my materials and recipe, i shouldn't have to then reconfirm the recipe. When i successfully finish a craft, I shouldn't have to confirm the finish (on a side note, there should be a method to queue [x] quantity of a specific craft instead of having to reselect the materials over again). And so forth. One should never force the player to mash the "OK" button just to be able to do what he wants to.

The UI is just a mediator between the player and the game. It should just be there to easily allow the player to do what he choose to do: whether move, equip something, equip a skill or just emote. Forcing to players to "think" about how to go about doing that means that the UI has failed; it should do that specific thinking for them, which then frees to them to focus on the actual gameplay, the actual lore and quests, or whatever is happening.

  geldonyetich

Apprentice Member

Joined: 1/15/07
Posts: 1377

9/15/10 2:24:07 PM#34
Originally posted by Gdemami


Originally posted by geldonyetich

True, I'd rather make good games than sell out, and this is something that would confuse a buisinessman like (from what I've heard of him) Bobby Kotick.


Good game = high sales

Just my 2 cents...

By your logic, then, Maple Story (100 million players) > World of  Warcraft (13 million players).

Also, you'd be saying Final Fantasy XI console-like interface > EverQuest point-and-click (the game WoW is based off of) interface.  Because, after all, it did retain more subscribers.

The thing is, I can find lots of examples of games which are quite good and had poor sales (Psychonauts, Beyond  Good & Evil), and other examples of games that had great sales and weren't all that good (Deer Hunter, You Don't Know Jack).  I mean, if quality had that much to do with popularity, why do we have boy bands?

This whole "good game = high sales" thing is just a first assumption that don't pan out under closer observation.   Sorry, the world isn't that fair, when it comes ot sales, the general public is apparently more susceptable to hype, and true connoisseurs of gamers are a comparatively rare creature. 

The idea that a GUI must be easy in order to be fun is another example of a first assumption that doesn't pan out under closer observation.  I got that a lot on this thread.  Im just going to say this: if a really easy GUI is all it took for a game to be fun, lemme tell ya, you'd be having a blast with the wizards in your spreadsheet programs right now.

Let me put down an easier-to-follow idea: In all things in life, there's a certain matter of moderation.  Too much usability can actually be a bad thing.   Believe it or not, Square-Enix seems to know what they're doing with Final Fantasy XIV.  The lack of an auction house or NPCs with floaty exclaimation points over their heads were deliberate design choices.  They're doing things differently from WoW because, if you want WoW, you've already got it.  They're also doing thigns differently because this game isn't being designed as a  succession WoW, it's being designed as a supplement of FFXIV. 

Conversely, you could argue that too little of a thing is a problem too, but the trouble is that I could see how adding even slightly more usuability to FFXIV could come at a cost of a greater gameplay concept.  For example, they want you to have to wander to find your NPCs, they want you to do without zone chat, they want you to do a lot of walking, because this makes for a more immersive virtual world.  If you want me to sacrifice some of that immersiveness so it's easier for you to play, as someone who'd rather appreciate a more immersive game, I'm going to urge you apply yourself more.

  Kaijin2k3

Advanced Member

Joined: 5/28/08
Posts: 549

9/15/10 3:02:56 PM#35
Originally posted by geldonyetich
Originally posted by Gdemami


Originally posted by geldonyetich

True, I'd rather make good games than sell out, and this is something that would confuse a buisinessman like (from what I've heard of him) Bobby Kotick.


Good game = high sales

Just my 2 cents...

By your logic, then, Maple Story (100 million players) > World of  Warcraft (13 million players).

Also, you'd be saying Final Fantasy XI console-like interface > EverQuest point-and-click (the game WoW is based off of) interface.  Because, after all, it did retain more subscribers.

The thing is, I can find lots of examples of games which are quite good and had poor sales (Psychonauts, Beyond  Good & Evil), and other examples of games that had great sales and weren't all that good (Deer Hunter, You Don't Know Jack).  I mean, if quality had that much to do with popularity, why do we have boy bands?

This whole "good game = high sales" thing is just a first assumption that don't pan out under closer observation.   Sorry, the world isn't that fair, when it comes ot sales, the general public is apparently more susceptable to hype, and true connoisseurs of gamers are a comparatively rare creature. 

The idea that a GUI must be easy in order to be fun is another example of a first assumption that doesn't pan out under closer observation.  I got that a lot on this thread.  Im just going to say this: if a really easy GUI is all it took for a game to be fun, lemme tell ya, you'd be having a blast with the wizards in your spreadsheet programs right now.

Let me put down an easier-to-follow idea: In all things in life, there's a certain matter of moderation.  Too much usability can actually be a bad thing.   Believe it or not, Square-Enix seems to know what they're doing with Final Fantasy XIV.  The lack of an auction house or NPCs with floaty exclaimation points over their heads were deliberate design choices.  They're doing things differently from WoW because, if you want WoW, you've already got it.  They're also doing thigns differently because this game isn't being designed as a  succession WoW, it's being designed as a supplement of FFXIV. 

Conversely, you could argue that too little of a thing is a problem too, but the trouble is that I could see how adding even slightly more usuability to FFXIV could come at a cost of a greater gameplay concept.  For example, they want you to have to wander to find your NPCs, they want you to do without zone chat, they want you to do a lot of walking, because this makes for a more immersive virtual world.  If you want me to sacrifice some of that immersiveness so it's easier for you to play, as someone who'd rather appreciate a more immersive game, I'm going to urge you apply yourself more.

 ... A good UI will not make a game fun. It will not be a game's life saver. It's nothing but the translator and mediator; a mechanism to allow a player to interact with the game. Make it difficulty and tedious, and it is now tedious to interact with the game.

While a good UI may even go unnoticed (in some casees, this is a good thing), a bad, overbloated and reduntant UI can and will destroy a gameplay experience. Is the UI in FF14 so bad that it will crush it? For me? No. For a good chunk of users, no. For another good chunk of users, yes.

This stuff is explained in tons of articles at your fingertips by googling, in addition to the dev centric gamasutra. There are textbooks and classes, lectures and presentations given. Again, I'm sure you can find them all by simply googling.

But you said you all ready had a textbook and had a class, and yet still stick to the mentality that an overly complicated and redudant UI is a good, and rewarding experience?

Then at this point, I bid you a good day and pull back from this subject, as there is no point in adding anything more.

  geldonyetich

Apprentice Member

Joined: 1/15/07
Posts: 1377

9/15/10 3:09:52 PM#36
Originally posted by Kaijin2k3

This stuff is explained in tons of articles at your fingertips by googling, in addition to the dev centric gamasutra. There are textbooks and classes, lectures and presentations given. Again, I'm sure you can find them all by simply googling.

But you said you all ready had a textbook and had a class, and yet still stick to the mentality that an overly complicated and redudant UI is a good, and rewarding experience?

That is correct, because I prefer a deeper answer than the easy one I was given.   Making something easy to use is good advice for most software, but I believe games operate under a different set of rules in many respects.  Now, maybe the idea of rejecting the simple, easy answer would cause your brow to furrow in disapproval, but I'd say you just haven't looked far enough ahead.

There's a lot of lousy, easy-to-use games out there.  You could say, "A good UI will not make a game fun. It will not be a game's life saver. It's nothing but the translator and mediator; a mechanism to allow a player to interact with the game"  Well, of course, that's the easy answer.  I would counter with, "what if the GUI made the game too easy to play, and this sabotaged the flow by not giving the user enough satisfaction with things to do?" 

Although analogies often get me in trouble, I can think of many little examples that would support the idea that games require some level of difficulty to be entertaining.  Ridiculously, why don't puzzles arrive in a box with the pieces already assembled and glued together, since that'd make things a lot easier for the user?  Not ridiculously, Deus Ex 2 removed the idea of having multiple kinds of ammos in exchange for single unified ammo type, but this turned out to be a step in the wrong direction because it so happened players liked the idea of having multiple kinds of ammos.  As pertains to the context of FFXIV, I included several perfectly viable examples as to why Square-Enix did some the things that people complain about throughout this thread, including at the bottom of that giant quote block you skimmed before typing.

  dankid

Apprentice Member

Joined: 9/25/09
Posts: 52

9/15/10 3:41:09 PM#37
Originally posted by VikingGamer

 The game should be hard not the game controls.

That pretty much sums up what sucks about this game.  Its a GREAT game, in concept, but with poor execution.  Games SHOULD be challenging, but is should require skill, not mental fortitude.  There should be some strategy or timing in battle, maybe challenge the games intellect and ingenuity a bit.  But most games, including this one, fail here.  They either add the "grind" to make the game harder, or they withold information and make things overly complicated and unfunctional.  All it does is frustrates the majority of buyers, while MAYBE pleasing a few "hardcore" gamers. 

 

What these games need to realize is that they NEED to appeal to their majority audience, while still targeting most of the population.  This is one thing WOW has actually done pretty well, but not perfectly obviously. 

 

And isn't that how they were hyping this game up initially.  Weren't they saying that it would be catered to both hardcore gamers and casual gamers.  Im a casual gamer, and so far the only thing this game has that im interested in is the FF name and graphics. 

 

 

  Gdemami

Elite Member

Joined: 9/23/08
Posts: 6923

9/15/10 4:59:02 PM#38


Originally posted by geldonyetich

By your logic, then, Maple Story (100 million players) > World of  Warcraft (13 million players).

Also, you'd be saying Final Fantasy XI console-like interface > EverQuest point-and-click (the game WoW is based off of) interface. Because, after all, it did retain more subscribers.
The thing is, I can find lots of examples of games which are quite good and had poor sales (Psychonauts, Beyond Good & Evil), and other examples of games that had great sales and weren't all that good (Deer Hunter, You Don't Know Jack). I mean, if quality had that much to do with popularity, why do we have boy bands?


I am not going to tell people what is 'good', I let that up to each one consideration and wallet.

You might think Maple Story is a bad game, fair enough but your opinion seems a bit insignificant compared to 100M crowd thinking otherwise. And if I am a game developer, those 100M are by far more interesting audience.

  geldonyetich

Apprentice Member

Joined: 1/15/07
Posts: 1377

9/15/10 5:55:42 PM#39
Originally posted by Gdemami

I am not going to tell people what is 'good', I let that up to each one consideration and wallet.

You might think Maple Story is a bad game, fair enough but your opinion seems a bit insignificant compared to 100M crowd thinking otherwise. And if I am a [sellout], those 100M are by far more interesting audience.

Fixed that for you.

Perhaps being a core gamer introduces a certain element of bias for some reason.

  Clubmaster22

Novice Member

Joined: 9/04/10
Posts: 282

9/15/10 6:31:50 PM#40
Originally posted by geldonyetich
Conversely, you could argue that too little of a thing is a problem too, but the trouble is that I could see how adding even slightly more usuability to FFXIV could come at a cost of a greater gameplay concept.  For example, they want you to have to wander to find your NPCs, they want you to do without zone chat, they want you to do a lot of walking, because this makes for a more immersive virtual world.  If you want me to sacrifice some of that immersiveness so it's easier for you to play, as someone who'd rather appreciate a more immersive game, I'm going to urge you apply yourself more.

I really don't know how feeling alone (no chat) while wandering aimlessly (you don't know where the hell you're going because everything of interest is either hidden - important NPCs - or not reachable, due to being only a shape on the horizon which turns out to be just decoration when you try to approach it) through bland enviroments (copy&paste, very little variety in terms of landscape, no landmarks to speak of) is immersive. The game feels empty, soulless, autistic and devoid of life: that's the opposite of immersive.

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