Editor's note: I don't like the hand-holding described by Michael any more than he does, which is why I was pleasantly surprised with From Software's Demon's Souls. But I also feel that many games have adopted map markers to simply aid gamers in the logistics of navigating 3D worlds, which Michael alludes to himself. Is there a way to strike a balance between the two? -Rob
Back in 2002, eight long years after the release of Super Metroid, I finally had an opportunity to continue the exploits of Samus Aran with two new games -- Metroid Fusion and Metroid Prime.
I was excited, especially for Fusion, because games like Super Metroid and The Legend of Zelda: A Link to the Past are of my favorite genre, the action-adventure.
You start in a place that begs to be explored. You fight enemies and gather items to progress further, and then you explore more areas where you fight more enemies and gather more items. This, along with solid controls and an interesting underlying plot, are key components to the formula for great gaming.
Most important of all is the exploration component. These are considered action and adventure games, correct?
But after playing a little of each, I found out that I -- along with the rest of the gaming community -- had somehow dropped a few IQ points. None of us realized our lessened brain power at the time, but thankfully game developers had an eye for such deterioration.
To my horror, the developers of Fusion had dropped the adventure half of the genre. A map is one thing, but when the game says, "Hey, good job! You got this item, so now go here," I'm disturbed.
This removes the most important part of the formula -- exploration. Sure, they're not telling you the location of every item and secret. But if the game is going to point the player to the next area every time, why even bother having a giant map to explore? Why not just ape Super Mario Bros. and have Worlds 1-1, 1-2, and so on.Â
This trend has continued through the Prime series with the (thankfully optional) hint system. Even the Zelda series has turned from action-adventure to just action. If Shadow Complex, one of the best downloadable titles last year, didn't hold the player's hand so much, I'd have given it game-of-the-year honors.
Although plenty of hidden items are still found through exploration, this does not encourage players -- especially those new to the genre -- to snoop around for things that might not be in plain sight. The most enjoyable parts of these Metroidvania games are when you'd accidentally stumble upon something while trying to progress further.
An easy solution is available -- make these hand-holding hints optional, as Prime did seven years ago.
A furor on the Internet erupted over the Super Guide system (introduced in New Super Mario Bros. Wii), but was the commotion really necessary? The feature is optional; in fact, the assistance is only available after you've died on one level eight times. This is not a title with much exploration, and the Super Guide doesn't dive into that portion of the game, anyway.
Meanwhile, an entire genre is being hijacked by titles with "go here next" signs all over their maps. Am I saying that games shouldn't have minimaps with arrows and icons? No. I couldn't imagine The Elder Scrolls 4: Oblivion, Assassin's Creed, or Grand Theft Auto without them. Exploration is not the focus here.
But when exploration is a central component of the game's design, like the action-adventure genre, I'd rather not be told exactly where to go.
Until then, my suggestion is to do what I do -- go everywhere except where the map points you.












