Less car navigation like features! This includes no detailed maps you can see every cave, city, town or hamlet, everything got a name, no step- or distance counters, no X or huge red circles marking the goal, no line marking the path from x->y, no mini-map cluttering the UI, none of this nonsense - just stop! That's not QOL features but a for dummies version of modern appliances turned game 'features' ...
Use mini-maps glued to the top, left, right or bottom of the UI, one eye will always be glued to this visual 'QOL grudge.' You can walk by the most beautiful scenery to miss a particularly beautiful plant or interesting looking building. flower growing by the wayside, goes unnoticed. As long as players are able to get from here to there without getting lost, whatever for-dummies features it takes, they are going to be implemented. It's very much the same with very detailed maps. Clicking on a quest to mark it as active, usually the place to travel to will also be marked on the map and mini-map. In some cases there is also a huge circle around one's goal and a path to follow or whatever else UI-designers come up with.
Using car-navigation style UI elements, very detailed maps, mini-maps, fast-travel, what game designers and developers take away interest in exploration and discovery off the beaten paths. Why leave the marked road to maybe discover that hut in the woods when both the woods are set-items, mostly empty and lifeless? Better stay on the road to get to the place you have to go to solve a quest instead! All that's missing is a pop-up telling players: You have arrived at your destination. Please turn off the engine now.
What game developers seem to forget or ignore is the fact that a game is a visual medium.They put so much time into the smallest details, a crack in a vase, shattered glass in a hut deep in the woods, yet they totally ignore that fact when it comes to path-finding, maps/mapping. Why don't they use visual cues to allow players to figure out where they are and which direction they have to go? The growth of moss, birds landing in tress, clouds, direction of light/shadows, the sun and moon, certain plants or fungi, flowers turning their heads depending on time of day, the flow of bodies of waters. There are myriads of intelligent ways to do this! It would facilitate exploration, to experience this sense of wonder looking at a particularly well done landscape feature, a plant or natural cave. Exploration for the sake of exploration without expectation to find some enemy to kill.
Maps don't have to be super-detailed. A drawing of landscape features will eventually evoke interest. Maybe this is where a player has to travel to find a quest? Maybe there is something hidden there, a treasure or something else entirely? When it's just another place on a map showing even the remotest cave, every place got a name, information about its size and inhabitants, the only reason to visit is to find the sword of godlike awesomeness. If it's just a beautiful cave located in a remote region difficult to go to, it ends up being considered a waste of time.
A map should facilitate exploration not hamper it! One should be allowed to mark places and take notes. Two essential QOL features sorely missing in most modern RPG. It would be awesome to be able to also draw on it, color in rivers, put that X where the spot is or the circle around the general area one has to go to. Adding landscape features or places automatically is a nice QOL feature as long as it's the place, an outline and a name if there is one. If the place doesn't have a name it would allow players to add their own for it.
Some designers and developers go out of their way, short asking me Would you like to learn more about the history or people living in this wonderful mountain-resort town? to tell me all there is to know about it. This can be considered flavor-text and it can be quite nice. Looking at it from a QOL-perspective or, rather its opposite, it's a huge waste of time and potential to incite interest.
After days of travel through wilderness fighting for your live, braving storms and beasts, you finally arrive in the kingdom of Roldilar. Here you will find the most precious armor and weapons created in all of Faerûn crafted by the famous dwarven master smiths having settled there in the 2nd century DR.
In the distance you behold farms and fields surrounding Granlora, a city known in this region for its famous watchmakers, wine and other specialties. You will find a visit to Hylda's worth your time and you should not miss a visit to the well renowned hot spring resort to rest for a day or two!
When there are famous watchmakers, weapon or armor smiths, hot springs, why is there a need to tell the whole history of a place and other artificial information? Why can't players find out about all that by visiting a library, by exploring a place once they get there?
NOT wasting a player's time is a QOL feature in any game. Mind my time, designers and developers! Show, don't tell. We are way past text-adventures where flavor text was the only way to convey a sense of direction, knowledge and whatever else is deemed necessary to become able to finish the game. Forget the time we are living in, where information is at our fingertips, car navigation systems are a common feature of our daily lives, intelligent maps etc.
When you are about to develop an RPG set in the middle ages, you will not find detailed maps, fast-travel like you would in a SCI-FI tv series and other such things. Yet you implement them because you consider them QOL-features which your players can't do without. Forget it! Think and come up with something different, real QOL features adding and not detracting from your game and what it has to offer.
Post edited June 20, 2021 by Mori_Yuki