Game Designers' Note

Macro Guidance

Landmark

Experience guidance

Numeric guidance

Areas with monsters of different levels

Interest-based guidance

E.g. The Crush House / Paper Mario's hamster wheel: use boring gameplay to guide players to core experience

Signposting

Simpler signs are clearer

Vantage points

Prospect and Refuge

Hint NPCs

Ask what players plan to do and offer a variety of answers

Quest Log

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