Well yeah, the quest could have very simple instructions, but the actual map is designed so achieving the goal requires strategic decision making. I guess the hard is making it so the player self selects the difficulty that is the most fun for them.
Which I think is honestly a lot of players' fault. Like yeah if you play an RPG, avoid all the sidequests and just go straight to max level as fast as you can, it's pretty freaking hard for the game designer to make the right guardrails to force you to actually enjoy the game lmao.
Well yeah, the quest could have very simple instructions, but the actual map is designed so achieving the goal requires strategic decision making. I guess the hard is making it so the player self selects the difficulty that is the most fun for them.
Which I think is honestly a lot of players' fault. Like yeah if you play an RPG, avoid all the sidequests and just go straight to max level as fast as you can, it's pretty freaking hard for the game designer to make the right guardrails to force you to actually enjoy the game lmao.