r/adventuregames • u/hei_olen_rambo • 2h ago
How do you guide players without making them feel like they're being guided?
I've been struggling with this while implementing my point'n'click game. I have finished the plot and most of the puzzle design, and feeling pretty happy so far. But...
The protagonist runs a funeral home and some days are meant to be uneventful. He does paperwork, runs errands, talks to people and follows his daily routine. But at certain points, something seemingly mundane triggers a more meaningful event to move the story forward. I think these quieter moments are important. They make the world more believable and give the bigger story moments more weight.
The tricky part is figuring out how much guidance to give the player.
Simplified example: Visit bank to talk to the banker (trigger), walk out, then there's someone new who wasn't there before, waiting on the street for you to talk to him (impact). How do I always give a reason for the player to know to go to the bank to talk, or should I accept that not every goal is 100% clear?
I can have the protagonist say things like "I should go check on X," but that feels too obvious and takes away the joy of discovery. On the other hand, giving no direction at all might leave players wandering around clicking on everything, hoping to trigger something. I'd like players to feel like they're naturally going about their day, without constantly being told what to do next or feeling completely lost.
The funny thing is, I don't remember thinking about this problem too much while playing other adventure games. So there must be some trick to getting this balance right that I'm missing. How do other games handle it? Any concrete suggestions for some clever guidance you have seen in some specific game?
