Find places in the open world where no lead points to the next goal
In a world with no quest arrows, a player can stand in a corner of the map and truly have no idea where the story continues. Here is how to measure, for every place, how far the nearest clue is, and list the corners that need a signpost, a rumour or a stranger.
Why this works
Without markers, guidance lives in the places themselves. The useful number is how far you must walk from anywhere to reach the nearest hint, and it is found by looking outward from all the hints at once, not from one.
When not to use it
Skip it when being lost is wanted, such as a game of exploring an unknown land with no help at all. There, the aim is to get the player to find things alone, and a map of hints is fine to leave out.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 29 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Find places in the open world where no lead points to the next goal" (read_entry player-never-learns-where-to-go) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP