>you are a game designer. >your game has an island. >the island is accessible from the start

>you are a game designer
>your game has an island
>the island is accessible from the start
>the players know about the island
>however you only want players to step foot on the island in the late game

How do you stop the players from getting to the island early on without breaking their immersion?

Decades of playing vidya have at least equipped you to deal with this, right?

Thalidomide Vintage Ad Shirt $22.14

Nothing Ever Happens Shirt $21.68

Thalidomide Vintage Ad Shirt $22.14

  1. 2 weeks ago
    Anonymous

    Force field around the island

    • 2 weeks ago
      Anonymous

      Require arcane knowledge that is only given way later on, in order to reach it, such as obscure game mechanics only explained way later into the game.

      umm character can't swim and doesn't get boat until later in game lol

      Too far to swim. Boat unlocked later

      Every time you come near the island a bunch of mermaids pop out of the water and offer to suck you off as long as you don't go to the island which gives you a really fricking hot sex scene before sending you back. If you turn them down they call you a gay and instakill you for being gay. To reach the island you must meet with the mermaid queen late in the game. It turns out that her husband, the mermaid king, had grown old and feeble and killed himself in shame due to having a bad case of ED so she longs for a man who can make her ahegao. Impressed by your ability to frick her brains out and make her squirt like a fire hose she grants you passage to the island

      you can't swim
      you can find a faucet later at the game
      turning it closed dries up the lake

      >the island is accessible from the start

      • 2 weeks ago
        Anonymous

        >arbitrary gate keeping
        Put a literal gate on it or just warn the player there's deadly monsters or something. Stop being obtuse.

        • 2 weeks ago
          Anonymous

          OP said
          >the island is accessible from the start

      • 2 weeks ago
        Anonymous

        yeah and?
        you're free to use the obscure arcane game mechanics to "sequence break" your way over there any time, you just don't know it yet.

      • 2 weeks ago
        Anonymous

        >How do you make the island unaccessible without making it unaccessible?

  2. 2 weeks ago
    Anonymous

    Require arcane knowledge that is only given way later on, in order to reach it, such as obscure game mechanics only explained way later into the game.

  3. 2 weeks ago
    Anonymous

    umm character can't swim and doesn't get boat until later in game lol

    • 2 weeks ago
      Anonymous

      Too far to swim. Boat unlocked later

      And how do you communicate to the player to stop wasting their time trying to get there before they can?

      • 2 weeks ago
        Anonymous

        If water is impassable the player will get the message after they drown or get stuck.

      • 2 weeks ago
        Anonymous

        By having their swimming meter run out not even 1/8th of the way to the island, if the meter runs out fast enough they'll immediately know not to waste their time and turn back for the time being.

        • 2 weeks ago
          Anonymous

          Also, my personal nitpick, the character should look like they don't know how to swim. I'm sick of chinkslop making the character having the swimming form of an Olympic swimmer, only to drown to death after swimming for 5 seconds.

      • 2 weeks ago
        Anonymous
        • 2 weeks ago
          Anonymous

          First good post ITT

        • 2 weeks ago
          Anonymous

          >island is accessible from the start

        • 2 weeks ago
          Anonymous

          that's worse, if you play it as a kid you get the Curse of Vorehomosexualry perk (unremovable) when you reach level 14

      • 2 weeks ago
        Anonymous

        Just use the world of warcraft method, after some point the water is so deep that it starts damaging you, call it fatigue or whatever, or just say that ocean currents are pulling you back.

        • 2 weeks ago
          Anonymous

          Just to fix you - in WoW, especially after engineering had been added, there were a gliders, that allow you to reach some unreachable normally spaces - secret medusa mount quest had some of this places (far islands, including one at the moment unpopulated by demons, but populated by a certain orc npc for this hidden quest) in Legion is built around that. Not to mention, that some locations are intentionally hidden at thel swim length, that just nearly draws your fatigue, but not all of it, leaving a small bit. That is not to mention swimming mounts, warlock's swimming speed up and other various things.

      • 2 weeks ago
        Anonymous

        Why do you want players to not waste any time? If you aren't gonna gate it somehow, make it inconvenient for the player to be/go there.

  4. 2 weeks ago
    Anonymous

    Too far to swim. Boat unlocked later

  5. 2 weeks ago
    Anonymous

    Put high level enemies as a deterrent
    Change the contents of the island in the late game
    Put more rewarding stuff outside the island, drawing their attention elsewhere
    Put barriers inside the island that require progress to overcome (like they need to get a special key to explore the entirety of the island)

    None of these solutions are perfect because not wanting the player to access something you give access to is a bit of a contradiction. There's always going to be someone going against the flow

    • 2 weeks ago
      Anonymous

      That was easy

  6. 2 weeks ago
    Anonymous

    The island is full of shit that requires certain items, like maybe it's a zelda-like, you have hookshot posts, hammer stakes and all sorts of crap indicating it's a late-game area blocking access to various parts of it, if you come here at the start of the game you just can't get past the first screen and leave.

  7. 2 weeks ago
    Anonymous

    The island is unremarkable at first. Relevant gameplay elements only appear on the island in late game. It's 2024, game worlds don't need to be boring and static anymore.

  8. 2 weeks ago
    Anonymous

    Just don't allow what you want the island to do for the player in the early game, or just allow a demo that gives basic/small rewards for players that get there early.

  9. 2 weeks ago
    Anonymous

    Why would I let it be accessible from the start if I never wanted them to access it at the start?

    • 2 weeks ago
      Anonymous

      Immersion

  10. 2 weeks ago
    Anonymous

    Keep knowledge on how to reach the island for the player to find out on their own, like the Quantom moon in Outer Wilds

    • 2 weeks ago
      Anonymous

      This is the fun approach.
      The one problem being that many morons will just look it up instead of figuring it out themselves.

  11. 2 weeks ago
    Anonymous

    The player can access the island but they can only reach a locked gate. The exterior and engraved flavor text appears interesting enough to stick in the player's mind.

  12. 2 weeks ago
    Anonymous

    Every time you come near the island a bunch of mermaids pop out of the water and offer to suck you off as long as you don't go to the island which gives you a really fricking hot sex scene before sending you back. If you turn them down they call you a gay and instakill you for being gay. To reach the island you must meet with the mermaid queen late in the game. It turns out that her husband, the mermaid king, had grown old and feeble and killed himself in shame due to having a bad case of ED so she longs for a man who can make her ahegao. Impressed by your ability to frick her brains out and make her squirt like a fire hose she grants you passage to the island

    • 2 weeks ago
      Anonymous

      you can laugh but wasn't this basically what the Rhine Maidens were for in Wagner's Ring. Their existence is a huge distraction from the Rheingelt which is the real treasure.

    • 2 weeks ago
      Anonymous

      She has a cloaca anon

      • 2 weeks ago
        Anonymous

        That just makes it better

  13. 2 weeks ago
    Anonymous

    >Only the shoreline is accessible
    >Any paths further into the island are guarded by sheer cliffs which require special gear you don't get until later
    Take it or leave it

  14. 2 weeks ago
    Anonymous

    Water is infected with a monstrous spirit called the brine that will slowly rip you to shreds whenever you attempt swimming.

    • 2 weeks ago
      Anonymous

      HEROBRINE

  15. 2 weeks ago
    Anonymous

    They have to mine enough dirt blocks to make a bridge

  16. 2 weeks ago
    Anonymous

    Sea Serpent boss gating it

  17. 2 weeks ago
    Anonymous

    Put an npc on the continental side's shore who starts a conversation when the player gets close to the boat and tells the player that they're not allowed to go to the island at the moment. The player is free to ignore the npcäs words and go to the island but most people will now choose to avoid the island until they're told that they can go there now.

  18. 2 weeks ago
    Anonymous

    Have the Navi-like companion say early on that going to the island is cringe and bluepilled.

  19. 2 weeks ago
    Anonymous

    high level enemies
    if they players overcome that then let them go there early
    frick it

  20. 2 weeks ago
    Anonymous

    >has to be accessible
    >but don't let people set foot in it either until a specified time
    the island is sunken but you can still wander around the highest point (such as an altar)
    the island is raised when you reach a certain point in the story and players have to get back to the altar, but now the island is a multi-layered dungeon you have to get through to reach the altar again

    • 2 weeks ago
      Anonymous

      OoT already did this

      • 2 weeks ago
        Anonymous

        >Decades of playing vidya have at least equipped you to deal with this, right?

  21. 2 weeks ago
    Anonymous

    Shouldn't do these for free Ganker but I'm feeling kind
    Obviously threats that can't be overcome
    Naval blockade, storms, big fricking sharks
    There has to be a thematic reason why, invisible walls and other gimmicks are BULLSHIT

  22. 2 weeks ago
    Anonymous

    island is useless until you unlock the ability to build a farm on the island late game

  23. 2 weeks ago
    Anonymous

    >Island is covered in a magical poisonous mist that will quickly deplete your health. You can access the island pretty normally, but nearby NPCs will warn you of this.
    >You can also get information that the mist is being sustained by a sub-boss type enemy that's out in the open near the center of the island.
    >As you're approaching the late game, the main questline will provide you with a piece of equipment that makes you immune to environmental hazard for a certain amount of time.
    >You can attempt to rid of the sub-boss after acquiring this item for a theoretically sufficient challenge at your current progression.
    >Playing a bit further into the late game will unlock an optional side quest that will allow you to upgrade the equipment to make you permanently immune to the hazard, removing the time-component of the fight and making it into a more basic encounter at this higher progression.

    The poison mist should look purple, ethereal, and pretty though, to make it look more captivating and unnatural.
    You'd already be blatantly losing health if you enter the are unprotected, so I don't see why you'd need to add any ugly visual deterrents to make the player actively hate being in the environment.

  24. 2 weeks ago
    Anonymous

    ennemies way too strong, that either require some late-game items or peak skill to be defeated

  25. 2 weeks ago
    Anonymous

    Strong currents that stop you from just swimming there

  26. 2 weeks ago
    Anonymous

    scare them off with the ambient music

  27. 2 weeks ago
    Anonymous

    this is a map from Wii Party of all games lol
    I like what BOTW did. You can access the endgame "island" right away, and even do the final boss, but it's unreasonably hard and you have to fight every other main boss in the game when you go do it. Obviously won't work for every game but still an idea

  28. 2 weeks ago
    Anonymous

    Surround the Island with reefs, storms and dangerous creatures and don't explain to the player how to navigate each of them until later in the game, maybe even with an NPC nearby hinting that the information is somewhere else in the world, ensuring that the average player will give up on reaching it until they have that information while those who've already played the game or who have the dedication to brute force it can still get through early.

  29. 2 weeks ago
    Anonymous

    island has guard tower
    get shot when getting to close to island
    player later gets a tool or sequence to destroy guard tower

  30. 2 weeks ago
    Anonymous

    It's invisible until you are able to see it.

  31. 2 weeks ago
    Anonymous

    Put an invulnerable legendary monster that can only be defeated after the player goes through some convoluted side quest vaguely explained through lore books scattered across map. There they'll gind a bonus dungeon that's necessary for the true ending

  32. 2 weeks ago
    Anonymous

    mount / vehicle progression.

    • 2 weeks ago
      Anonymous

      >can you mak-
      What are you trying to make, anon?

      • 2 weeks ago
        Anonymous

        Gay sex with hats on

  33. 2 weeks ago
    Anonymous

    Stepping into the island disables achievements.
    You get a warning before starting the game

  34. 2 weeks ago
    Anonymous

    you can't swim
    you can find a faucet later at the game
    turning it closed dries up the lake

  35. 2 weeks ago
    Anonymous

    You have always some time sensitive main quest whenever you have a chance to visit the island.
    The moment you are near the island the time should be running out.

  36. 2 weeks ago
    Anonymous

    Have the island be cursed with an invisible mist that both poisons the player and causes item degradation until a point in the story they find or receive some kind of protection against the it.

  37. 2 weeks ago
    Anonymous

    >the island is accessible from the start
    >however you only want players to step foot on the island in the late game
    Well, first of all i will drink special antischizo drugs and, after they'll kick in, will assert the requirements for this island again.
    After realizing, that OP is a homosexual and also is a typical client/manager, i will place nigh-inavoidable guys with magical baseball bats, that chase and bonk any player, who is close enough to the island, back to the lake shore. This guys will not chase player if he will have a special amulet, obtainable only in late game.
    This guys could be, technically, avoided, if you would perfectly trace their patrol ways and trace that one course (that would be zigzagging and must has turns in perfect spots only) when certain two bonkguys will be too far from each other to reach the character in time (still will be nearly reaching him just as he steps on the island and will even play bonk sound half a second before he steps on the island to scare him). Depending if the intention would be to hide a secret event/ending or to properly forbid the player to do anything on the island, place a magic armor guard near the grear gate, that will ask for that amulet, optionally giving a hint where that amulet is through some "lost diary of a enraged brave skillfull swimmer".

  38. 2 weeks ago
    Anonymous

    Going to the island early you'll get the bad ending and the game tells you this directly.

    • 2 weeks ago
      Anonymous

      If you go to the island early you grow island tumors and everyone treats you horribly because you went to the island despite the fact you weren't supposed to this early in the game. The tumors have grass and palm trees and stuff on them and everyone knows why they're there and so they'll railroad you into the bad ending. If you don't enter the island they'll disinfect it in the third act and finally be allowed to enter the island without it giving you the tumors.

  39. 2 weeks ago
    Anonymous

    Lots of NGMIs ITT forgetting to make it abundantly clear to the player that the endeavor is a lost cause before they even attempt it, if the only way to learn something in the game is failure then the game designer failed too

    • 2 weeks ago
      Anonymous

      But then it'd be imperative to know whats on the island that's so important on the island that the developer (us) wants to hide it from the player until late game.

      Is it a final boss? Do the zelda thing.
      Is it a cool item? just lock it
      I don't think it's possible to avoid the player getting to the island without making it either really inconvinient to the point of frustration or not worth it.

      Maybe have a thousand other islands just like that one like planets in no mans sky and until they tell you which one is it you can go.
      I guess Daggerfall also did that.

  40. 2 weeks ago
    Anonymous

    Shipwrecks and high level mobs around the island but you can run past them only to dock and be met by some sort of guardian forcing them into a late game fight.

  41. 2 weeks ago
    Anonymous

    Have the character say "I have no reason to be here" out loud and forcibly turn around

    • 2 weeks ago
      Anonymous

      >without breaking their immersion
      >player's character literally disobey the players

      I wish you were a troll, you are probably honestly stupid.

  42. 2 weeks ago
    Anonymous

    It depends on the context of the game of course. Don't just force the island in there without consideration first.

    If we reference OP's image:

    >Leveled island
    >Might need flying or some kind of flight transport?
    >Could use some kind of waterfall climbing mechanic like pokemon uses to omitt those levels until late. If it makes sense within the context of the setting

    In general tho? If we assume that it isn't leveled, let's work approach it from various perspectives.

    >Inhabited? If so by what?
    >Is the water bed around it hostile? If so by what?
    >Barrier? Kind of shit excuse imo. But could be explained

    Can you even swim, traverse it by boat, or fly? Can you even get there, despite it being "accessible". Like based Miyazaki level design for example often infers areas that are "accessible", but you only get the access by virtue of metroidvania-esque mechanics of progression. There's alot to work with. Don't force an excuse. It can easily make natural sense if it's not just shoehorned into it by default. I mean OP's post kind of tries to force that scenario, but if you're a game designer you can't approach it like that.

  43. 2 weeks ago
    Anonymous

    The island is populated by a rapist that is removed by a late game story event.

  44. 2 weeks ago
    Anonymous

    Am I hard preventing them from progressing or am I just dissuading them from going there early?

    If I want to flat out prevent them, gate it with a tool that lets you actually progress up on to the island, give it sheer cliffs outside a small beach.
    If I want to just make it difficult or dissuade but not prevent, add hazards and have advanced gameplay to get there and up and on to the island. Stuff like enemies on the shore or around the island, puzzles (Reef that you need to carefully navigate) or otherwise harsh conditions (Brutal waves, freezing temperatures, boiling temperatures, you have very little time until you get more health/durability/shielding, but if you know exactly how to navigate it, you can get there)

  45. 2 weeks ago
    Anonymous

    >Character gets to the part of the island that's accessible
    >It's a small island piece separated from the rest
    >Couple construction worker NPCs in the area
    >Player talks to them
    >"Sorry, pal. Some unexpected winds tore the old bridge down. It'll take a while to fix up later."
    >Player leaves island
    >Doesn't think about it for a while
    >Late game the island is important to the story
    >One of the NPCs tells the player to go there
    >Player goes there with a bunch of new traversal methods and can hop and run around the island all he wants

  46. 2 weeks ago
    Anonymous

    enemies that one shot you without specific magic/armor/e-girl team character. you run a service in the background to make sure CE or other apps aren't running, if they are then corrupt their save file.

  47. 2 weeks ago
    Anonymous

    You have to pay a ferryman an exorbitant price to take you to the island. Later on you'll get your own boat or you do the ferryman a favour so he lets you ride for free. Technically there's nothing stopping you from grinding low level enemies to get the 10,000 gold or whatever but it would take hours and hours of monotonous farming

    • 2 weeks ago
      Anonymous

      Am I hard preventing them from progressing or am I just dissuading them from going there early?

      If I want to flat out prevent them, gate it with a tool that lets you actually progress up on to the island, give it sheer cliffs outside a small beach.
      If I want to just make it difficult or dissuade but not prevent, add hazards and have advanced gameplay to get there and up and on to the island. Stuff like enemies on the shore or around the island, puzzles (Reef that you need to carefully navigate) or otherwise harsh conditions (Brutal waves, freezing temperatures, boiling temperatures, you have very little time until you get more health/durability/shielding, but if you know exactly how to navigate it, you can get there)

      >the island is accessible from the start
      >however you only want players to step foot on the island in the late game
      Well, first of all i will drink special antischizo drugs and, after they'll kick in, will assert the requirements for this island again.
      After realizing, that OP is a homosexual and also is a typical client/manager, i will place nigh-inavoidable guys with magical baseball bats, that chase and bonk any player, who is close enough to the island, back to the lake shore. This guys will not chase player if he will have a special amulet, obtainable only in late game.
      This guys could be, technically, avoided, if you would perfectly trace their patrol ways and trace that one course (that would be zigzagging and must has turns in perfect spots only) when certain two bonkguys will be too far from each other to reach the character in time (still will be nearly reaching him just as he steps on the island and will even play bonk sound half a second before he steps on the island to scare him). Depending if the intention would be to hide a secret event/ending or to properly forbid the player to do anything on the island, place a magic armor guard near the grear gate, that will ask for that amulet, optionally giving a hint where that amulet is through some "lost diary of a enraged brave skillfull swimmer".

      Surround the Island with reefs, storms and dangerous creatures and don't explain to the player how to navigate each of them until later in the game, maybe even with an NPC nearby hinting that the information is somewhere else in the world, ensuring that the average player will give up on reaching it until they have that information while those who've already played the game or who have the dedication to brute force it can still get through early.

      >Island is covered in a magical poisonous mist that will quickly deplete your health. You can access the island pretty normally, but nearby NPCs will warn you of this.
      >You can also get information that the mist is being sustained by a sub-boss type enemy that's out in the open near the center of the island.
      >As you're approaching the late game, the main questline will provide you with a piece of equipment that makes you immune to environmental hazard for a certain amount of time.
      >You can attempt to rid of the sub-boss after acquiring this item for a theoretically sufficient challenge at your current progression.
      >Playing a bit further into the late game will unlock an optional side quest that will allow you to upgrade the equipment to make you permanently immune to the hazard, removing the time-component of the fight and making it into a more basic encounter at this higher progression.

      The poison mist should look purple, ethereal, and pretty though, to make it look more captivating and unnatural.
      You'd already be blatantly losing health if you enter the are unprotected, so I don't see why you'd need to add any ugly visual deterrents to make the player actively hate being in the environment.

      This are all a goid solutions. One might add some small (slightly better weapon, amulet of +1 to defence) permanent reward for those, who put efforts and has succeeded.

    • 2 weeks ago
      Anonymous

      I like these ones. Especially when they have special dialogue if you actually pay the gate price.
      >Holy shit!
      On the other hand there’s a special place in hell for devs who set up something like that, but it won’t let you actually buy it. Spineless devs.

  48. 2 weeks ago
    Anonymous

    Make strong enemies patrol the island with boats and flying vehicles, and put similarly strong enemies inside the island.
    There can be weaker enemies in other more easily accessible areas. You could even have an NPC tell player that they should go elsewhere first, because they are not ready yet to take on the Evil Island.
    If some player still stubbornly decides to try and access the island, who am I to stop them?

  49. 2 weeks ago
    Anonymous

    The island is beset by a perpetual magical storm. If you have any metal on you at all (including your inventory) you’ll get targeted by constant lightning strikes. It’s possible to explore in relative safety by leaving all metal items behind, but that leaves you vulnerable to enemies and unable to interact with many things (you have to leave metal tools behind too).
    Later on you get a method to dispel the storm for good, which will require you to brave the island but with something that lets you temporarily ward yourself from the lightning.

  50. 2 weeks ago
    Anonymous

    It's simple: motivation. To be more precise, in our case, the lack of motivation.
    Let's take australia IRL for example. It has a bunch of deadly creatures, and an almost inhospitable desert in the middle. It's clearly the "endgame" zone of our planet and it's definitely accessible. Why don't (You) go there RIGHT NOW?
    Because you don't want to. You technically decide every time you wake up that you will not go to that island. Why? Maybe the plane ride is too expensive, maybe the trip is too difficult to plan, maybe you can't understand the accent of the locals, maybe the animals are too dangerous, maybe you would miss your home or your favorite restaurant, maybe you don't know why you SHOULD go there in the first place or perhaps all of the above.

    Let's put this into vidya perspective. The player CHOOSES not to go there because (including but not limited to):
    >Flying mounts or Travel service to the island is way too expensive
    >It's not easy to get to the island (very specific routes have to be taken)
    >The NPCs speak a different language the player character can't understand at all (which needs to be unlocked/learned)
    >Way too high level monsters and enemies would likely instakill most players
    >It's an unfamiliar land, you don't know where you could buy items or where the friendly towns are, and you can't access your home inventory from there
    But most importantly
    >There isn't a story or other reason that would require you to go there
    Likely you decide because all or most of the above is true for the player.

    So what you need most of all? A reason to go there. When you reach Level X, you get into an enticing story where the bad guy is located on the island, threatening to destroy your kingdom all the way from there. So what do you do? You now have a reason to go there.
    It's blatantly simple how to design such an island but many game developers are literally moronic.

    Also Wii Party is an amazing game

    • 2 weeks ago
      Anonymous

      >A reason to go there.
      I like exploring. Many old games reward exploration with easter eggs, true endings, hidden useful items, additional events and lore and other stuff. Seeing a) clearly a specific area b) that someone clearly doesn't want me to go into c) hidden by seemingly impassable barriers (which, as i had learned from many old games, might be actually a hidden passage with quite a high chance), that is d) standing out that much and clearly have something on it just by the look of it (or is so deserted that there MUST be something) will magnet me to this island just like that. And, after secret in secret in Dark Souls' big tree in blightown and various other examples of empty thing in one place indicating other non-empty thing of the same persuasion in other, this island will be my first and foremost target to explore immediately.

      • 2 weeks ago
        Anonymous

        Right. Exploration is the lifeblood of open world games after all but I might not have been clear enough on my post.
        Choice doesn't necessarily mean that "you don't want to go there" but rather "you don't want to go there YET". Likely because the area you are in right now is much more enticing to explore. You have a story, a few landmarks, some wandering NPCs or whatever that diverts your attention from that island to where ever you are right now.
        So now you have
        >a place you want to explore (the island, far away)
        vs.
        >a place you want to explore (where you are right now)
        Obviously you don't need to make a large trip to find interesting stuff to explore in your current vicinity, so why would you go to that island? Once you exhaust all the things that are interesting to you, you slowly go towards the island but you might get distracted by another zone, another landmark, another group of characters. Maybe you find a broken down wagon of friendly NPCs which will get attacked by bandits so you save them (or join the bandits idk) and get involved in a grand story that's exclusive to that zone you're in. The game has to make you want to explore the zone you find yourself in.

        In a well designed game, you only go to that far away island if you either exhausted your exploration/story where you are or when everything is so damn boring that the only thing that's left that would enthrall you is that island far away. If that makes sense.
        So a game that doesn't grab your attention significantly before you actually arrive at the island has failed in game design.

        • 2 weeks ago
          Anonymous

          Some players just have that urge, anon. They see the thing that's furthest from them and doesn't give them immediately apparent access to useful loot, they realize that the game design is like that for a reason, and then that makes them WANT to do it, because maybe they'll do something the developer didn't expect.
          Of course, the modern "fix" for this is to never depend on the world to gate anything, and to use solely story triggers to keep the most important stuff locked up.

          • 2 weeks ago
            Anonymous

            >Some players just have that urge, anon. They see the thing that's furthest from them and doesn't give them immediately apparent access to useful loot
            Yeah I'm kinda one of those players but that's why I say that a game is ill designed if it doesn't distract these players with more appealing stuff in the zone they are now. It's not the fault of the player but the game. Sure, some players could still beeline towards that landmark. Usually very autistic players. You likely can't do anything about that expect try your best to make appealing quests, buildings or people in your local area and hope for the best.
            Let's take skyrim for example. You see the big mountain in the distance so you wan to go there. You slowly approach the mountain but you're likely to get attacked on the way and your attention will wander off. Hopefully towards one of the many caves on the way which holds puzzles or small quests (like the ghost girl for example).
            I think a gated open world is not truly open. You have to let the players decide for themselves. Devs don't need to be the control freaks as they usually are.
            >b-but if the player doesn't go this way they might miss out on quests and content
            (I'm paraphrasing of course. I don't remember which studio said this and during which interview but it made my blood boil)
            and that's a good thing! Open world should be about choice. Missing things is the obvious consequence no matter where you go. It's okay to miss things. If a player wants to go to beeline to that island, maybe they should. If you restrict it with an invisible wall, is the game truly open world?

            • 2 weeks ago
              Anonymous

              >b-but if the player doesn't go this way they might miss out on quests and content
              This has been replaced entirely by its much more sinister cousin:
              >we didn't want the player to miss out on anything REALLY important, so the area you can actually explore mostly has the same sort of small rewards repeated indefinitely!
              and because of it we now live in a nightmare hellscape where open world is antithetical to player growth and unique things to find

        • 2 weeks ago
          Anonymous

          Some players just have that urge, anon. They see the thing that's furthest from them and doesn't give them immediately apparent access to useful loot, they realize that the game design is like that for a reason, and then that makes them WANT to do it, because maybe they'll do something the developer didn't expect.
          Of course, the modern "fix" for this is to never depend on the world to gate anything, and to use solely story triggers to keep the most important stuff locked up.

          You can only dissuade player from going there if you manage to make it look unimportant

  51. 2 weeks ago
    Anonymous

    level 60 monsters roam there

  52. 2 weeks ago
    Anonymous

    Player can't swim and no one in player's culture can figure out boats.

    The island's name? Madagascar

  53. 2 weeks ago
    Anonymous

    >island is protected by unrealistic level/boss
    what's the point anyway, you want to restrict access to it.

  54. 2 weeks ago
    Anonymous

    Put 3 bells with symbols on them at the island, only unlocking it once you've found a card telling you which ones to ring somewhere in the main game.

  55. 2 weeks ago
    Anonymous

    You use multiple layers. First, the soft guides:
    >The game world is designed in a way that points you away from it
    >The story doesn't go there
    >The NPCs don't put much emphasis on the island
    Until the lategame, of course. Then what I think works best is a hard limit that is technically achievable, but so high that players will in practice realize they're better off spending their time pursuing normal progression.
    >Enemies are generally at an advantage due to your lack of upgrades/gear/levels/etc.
    >Route there has an unreasonable resource requirement that is reduced later in the game
    And finally the nuclear option:
    >The island is technically accessible at all times but only "activates" and turns into its proper lategame form when you reach the lategame, with some game-specific explanation like "the bad guy took it over"

  56. 2 weeks ago
    Anonymous

    crocodile infested waters all around

  57. 2 weeks ago
    Anonymous

    there really isn't anything complicated about it, just appeal to curiosity and make it relevant within the player's journey

  58. 2 weeks ago
    Anonymous

    those green texts are annoying to read can you type normally ? thx

  59. 2 weeks ago
    Anonymous

    It’s shark week and the beaches are closed.

  60. 2 weeks ago
    Anonymous

    this guy is pissing on the island and doesn't finish until late in the game

  61. 2 weeks ago
    Anonymous

    Is there a aaa game developer here?

    • 2 weeks ago
      Anonymous

      yeah

      • 2 weeks ago
        Anonymous

        Can you tell why there are no true next gen graphic games for consoles? I was hoping for a lot more, like amazing graphics than ever before.
        Do you think taht will change with PS5Pro / next XboX?

        And I read a in a news to AI and game development, an AI can create games in 5-10 years itself (possibly also people being laid off...?) How do you see that?

        • 2 weeks ago
          Anonymous

          Money

  62. 2 weeks ago
    Anonymous

    Is that the fricking wii party island

  63. 2 weeks ago
    Anonymous

    The monsters on the island will beat the shit out of low level characters

    EZ

  64. 2 weeks ago
    Anonymous

    it's miles away and there's no fast travel

  65. 2 weeks ago
    Anonymous

    >player is politely asked to not set foot on the island until late game

    >player is reminded that while technically possible, doing so without a gated-boat/airship will take forever

    >player is offered a reward as long as he do not set foot on the island

    >player is told that said reward involve remaining alive

    >player is informed that it is in his and his friends best interest for him to not get close of the island

    >player is suddenly called back for an urgent mission involving his friends getting into accidents, with a timer that led to a game over

    >player is explained that he would not reach the island but a decoy-island

    >player is told reaching the decoy-island that the island never existed and was propaganda from enemies

    >player is told reaching the island that the island never existed and was propaganda from enemies

    >player is having hallucination, he is surrounded by strange people and told that he shouldn't be here, he is encouraged to follow the men in white with the syringes.

    >player is shown the result of his action, why it was not in his best interest, player shortly regret his choice.

    • 2 weeks ago
      Anonymous

      >Talos principle
      Remember anon, it is forbidden to climb the tower.

  66. 2 weeks ago
    Anonymous

    make it look like a 2D sprite from the coast so they assume it's part of the skybox

  67. 2 weeks ago
    Anonymous

    the island would be the last standing formation of rock in a big lake with ruins atop it and the shores of said lake would be littered with smaller ruins, with one of the bigger sites being the main hub. you can always see the ruins atop the island from. the entire game takes place in a large woodland region with plenty of resources, many of which are meteorite fragments that offer strong ore
    >back to the island
    there was once a large stone bridge connecting the mainland to the island, but it has long since fallen into disrepair and into the lake, so one of your options is to rebuild the bridge. You're not given any reason for why you should, it's just an option and none of the characters know anything about the island.
    the bridge-building would undergo several phases throughout the game if you invest into it, with the first step being to demolish the foundation because it's crumbling, then later on you construct a new foundation. of course, you can't do this without help so you need to assemble as many helpful people as you can, either through offering your help to them or hiring them.
    everytime you advance a step, you'll get a cutscene where your character does something like wipe the sweat off his brow alongside the other workers who then look with pride at the bridge and then gaze towards the island with curious longing
    eventually you'll reach the island, using whatever methods you chose to take.
    what is on the island?
    that's for (You) to find out

  68. 2 weeks ago
    Anonymous

    The island's inhabitants refuse to talk to you. One guy in the village is an interpreter who tells you that outsiders are not welcome here. After asking him about this, he eventually tells you that only by saving the island from destruction can an outsider be accepted. Since there is nothing threatening on the island the player leaves and comes back when the world is saved.

  69. 2 weeks ago
    Anonymous

    if you want to dangle a carrot, let the players bite it.
    if you want it to be a late game carrot, then have the carrot bite back.

  70. 2 weeks ago
    Anonymous

    Put a climbable wall, but don't use the yellow paint.

  71. 2 weeks ago
    Anonymous

    You let them do it, designing the island such that they will likely get raped by enemies/hazards if they go in too early. After all, BOTW lets you walk into Hyrule Castle at any time.

  72. 2 weeks ago
    Anonymous

    Make the island appear as uninteresting/make other stuff urgent or intriguing until I want them to go there. Having NPCs tell the player not to go there or that it's dangerous would actually push plenty of players to go there instead.

  73. 2 weeks ago
    Anonymous

    >the island is accessible from the start
    >How do you stop the players from getting to the island early on

    • 2 weeks ago
      Anonymous

      THERE ARE DEATHCLAWS HERE!!!!! TAKE THE LONG WAY!
      >player bypasses it with every stealth boy and terrain exploit he can find.

    • 2 weeks ago
      Anonymous

      Ngmi

  74. 2 weeks ago
    Anonymous

    There's a sea monster in the water that will skullfrick you unless you are extremely skilled/ have the item that makes the fight more reasonable

  75. 2 weeks ago
    Anonymous

    the bridge is broken but with some careful movement you're able to get across only to find enemies way stronger than you're capable of defeating. One obtainable chest will net you some decent money

Your email address will not be published. Required fields are marked *