>>466212872>Please explain to me how?
Game Design 101:
Take Koroks for example. Koroks work so much better than similar ideas in other open world games.
Take Spider-Man on PS4 for example, which I'm currently playing. You have Peter's backpacks to find, essentially this game's idea of the korok content - a little easter egg hunt which provides you with credit to updgrade your stats and shit.
As is typical with most open world games, finding these backpacks is a chore. It involves nothing. They are lit up on your map and you just push your character there and press a button when you get there. That's it. Its NOTHING.
Nintendo, on the otherhand, understand game design far better than most. They gamify the concept. You aren't told where the koroks are. *YOU* find them all on your own. They aren't lit up on the map. Finding them is usually a subtle psychological test because your brain is programmed to question things which seem odd or out of place. So natural curiosity will pull you towards them
- your focus is always on the visible world in front of you rather than constantly looking at your minimap - and when you get there will find some puzzle to do. Simple as fuck puzzles yes, but at least its SOMETHING rather than NOTHING.
Straight away Nintendo takes this tired and loathsome open world trope and turns it on its head, makes it engaging and rewarding and ultimately tied to the core gameplay concept - exploration.
Its subtle shit like this which puts Nintendo head and shoulders above every other developer on the planet - an understanding of what makes video games video *GAMES*. And its the kind difference that uneducated plebs cannot wrap their heads around because they don't understand the craft of designing games.