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Several months ago, there was a flare-up of discourse on the handholding of PlayStation Studios' "cinematic" games (example). Many players agreed that it has become annoying, though developers argue that it's needed to "keep up the pace" rather than stick on one part of the story.
Personally, seeing a lot of things be bashed as "handholding", I'm feeling that it's becoming something of an "anti-buzzword". So I have some questions as to what things should and shouldn't be considered "handholding".
Personally, seeing a lot of things be bashed as "handholding", I'm feeling that it's becoming something of an "anti-buzzword". So I have some questions as to what things should and shouldn't be considered "handholding".
- Is just the simple of act of telling the player where to go a form of handholding? I hear from time to time that Zero Mission's navigating Chozo Statues are handholding (example), but I find that definition of "handholding" to be questionable because it counts times when the player knows where to go when the engagement comes from how they get there.
- If just telling the player where to go is handholding, are all story-driven games handholdy? It's right there in the name: "story-driven", as the story drives the game, and most if not all of them involve getting to a point where you meet with someone who tells you where to go next. Now, I love games that actively encourage figuring out what's happening and where to go like EarthBound, but dismissing all story-driven games as handholdy doesn't sit right with me.
- If a hint system is optional, is it automatically not handholding? Most agree that hint systems should be opt-in so that the player can hear them on their own time, but if optionality stops a hint from being handholding, by this logic, Fi's infamous "look up through the vents" moment in the Sandship wouldn't be handholding.
- If handholding can be optional, are quest markers in the average modern open world game handholding? I personally would think so, given that much has been said about how quest markers force engagement with the map as opposed to engagement with the world and diminishing the feeling of discovery, plus the additional problem of the average open world game's design being tied to them. That said, I don't see many people call quest markers "handholding", likely due to the general idea that such is exclusive to linear games and linear stories in exploration-based games.