I can't emphasize strongly enough how much I appreciate you guys taking the time and bother to reply. Thanks. Also, Kudos, the open world is looking smashing!
On topic, I was under the impression the WItcher Senses were a manifestation of Geralt's heightened visual and auditory acuity, in which case there would be no reason for the ledge to be highlighted. Navigation is one of the inherent challenges the player faces in Open World games and thus it is also the source of great satisfaction. Take away the challenge and you'll take away the satisfaction.
Let the player stare at the screen for a minute or so, if need be. Trust the player. He will figure it out.
Agreed. Very much.
Highlighting interaction points severely thins the exploration and takes away much of the
satisfaction in finding something.
Coincidentally, I had a chat with a friend recently about TW1. She was in chapter 2, and was having a hard time figuring out what to do. That's actually something I liked about it. I remember opening the journal, reading the quests, and tried to figure out how to progress with the investigation. I loved it, because at some point it wasn't as simple as "Go to X, talk to Y, hf gg." It wasn't so clear, and it made you actually think. How many games made me consider my next course of action like that?
I know this isn't identical. Environments and people to talk to are different. Still, the principle is the same - the game doesn't hold your hands. Or, at least, the previous ones didn't. It treated you like an adult. I mean no offense, and I realize the intentions are good (preventing frustration of being stuck), but I'd prefer the game to challenge me in exploration as well as combat.
So far I wrote about the satisfaction.There's also an aspect of incentive. When the primary interaction points are highlighted, I have less reason to explore the area around that ledge. Sure, maybe there's the possibility of finding a chest and some good loot, but it immediately narrows down my expectations. I know that in this area, there is just one ledge. So when I explore for the potential epic sword in hiding, I do so with a reduced sense of mystery, since I know that I won't find
another ledge (otherwise I would've noticed it highlighted). It makes an Open World a bit more Closed.