Warlock: Dungeons & Dragons will abandon pointers - developers want players to find their own way

NewsИсточник: Invoke Studios

An overly intrusive navigation system dulls curiosity.

The developers of Warlock: Dungeons & Dragons have decided to abandon the familiar system of pointers that mark the direction to the next objective on the map or screen. Invoke Studios believes that constant hints can deprive players of a sense of exploration and turn a journey through an open world into a mechanical following of a marker.

In an interview with IGN, Invoke Studios General Manager Dominic Guay said that the team wants to make players interact more attentively with the surrounding world and figure things out for themselves. According to him, places and events found during the journey should be perceived as a result of the player's own actions, and not as another point to which a pointer led them.

We wanted players to interact with the world, figure things out for themselves, and feel that what they found was the result of their actions, not blindly following a pointer.
Dominic Guay, Invoke Studios.

The developers have already encountered the opposite approach in other open-world games. According to Guay, an overly intrusive navigation system gradually accustoms players to simply follow a marker, which diminishes curiosity and the desire to explore the environment independently. This is precisely the effect Invoke Studios wants to avoid in Warlock: Dungeons & Dragons.

Instead of traditional pointers, Warlock will offer a "Mystery" system. It will gradually introduce players to small stories that can be discovered in various ways while exploring the world. For example, a new mystery might begin after talking to characters in a settlement or accidentally finding an unknown area.

At the same time, some "Mysteries" will have multiple entry points, and the way they are discovered can affect further progression. As an example, Guay cited a situation where a player first encounters a suspicious event outside a settlement and only then goes there. In such a case, they will know that something is wrong with the place and will be able to perceive what is happening differently compared to a player who first learns about the mystery directly within the settlement.

The "Mysteries" themselves will vary in scale. Some will be quite simple and straightforward, while others will require deeper interaction with the world and additional exploration.

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