Exploration is one of Genshin Impact’s shining virtues thanks to its immaculate presentation and worldbuilding. But there are times when the amount of questing/exploring starts to become tiresome especially for players who’ve been here since day one. Today I want to pose the question of if Genshin Impact has TOO much exploration
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I would say no but I am the guy who 100 percented botw and skyrim
i think mihoyo should add option to play the past but without the event rewards(only quest rewards). that way new players can experience and enjoy those quests as well
It should be noted you can avoid the problem by co-oping with a player who has the area/boss unlocked
Please let us skip the dialogue. Many of the time gated events feel like shonen filler. You have to do it or get left behind. It's less interesting than the archon storyline. I came back after 8 months last year and had to do all of the Chasm and lots of Sumeru before I could participate in the patch events and progress the Nahida I pulled (The reason I came back). I had a Nahida for a few weeks before I could fight her weekly boss. I still have heaps of story content I haven't had the time to progress through, but you gotta complete lots of it if you want to do patch events.
I think that there is one big misconception that people have in gacha games when it comes to the topics of "feeling behind" and "catching up" : those games are usually not super difficult to the point where you would actually get locked out of the content if you logged out for a week. The comparison to some grindy MMO is completely lost because those games do, indeed, release new dungeons that ask for the player to have better gear, but the endgame in gacha games is more or less static because they don't want people that rolled for old characters to feel like their characters are no longer competent.
If you miss 3 months of farm in any gacha game, the catch-up point is not the 3-month equivalent of the stuff that you have lost because you don't need to be this efficient or to have the most recent characters to complete everything that those games have to offer. In some cases you do (such as Max Risk runs in Arknight's Contingency Contract) but in this specific example, there is no rewards to be gained from it, so players who don't have the best of the best or most recent characters never miss out on the rewards of the event, because the rewards stop at a point where the difficulty is reasonable.
When you are a new player, sure, your first 3 months are super important because you are starting from zero. If you play for a week then quit for 3 months and come back, your account will have close to nothing and that will feel really bad. But if you are a veteran who already has a wide variety of characters, most of which leveled up and geared, missing 3 months worth of grind just means you might have missed some completely unnecessary character that maybe was cool and all but that you didn't need.
Sure, in terms of total potential of primogems earned in the lifetime of your account, you will have less than some other player, but thinking along those lines of "oh no, I'm behind" is just so toxic. Speaking for myself, I play the game when I want to play the game and I take long breaks when the dailies start feeling like chores. It is that simple. My account obviously has less total rolls than someone that has never quit, but that didn't stop me from getting my favorite characters. When I hear that they are coming back, I log in, do the quests that I skipped out on, explore the regions I was behind on, and that combined with events is usually enough to get the character I want.
2:07 not me at AR16 going to Sumeru 😂😂
tbf I am an exploration player but I disagree with a lot of this video. One particular note though, Golden Wolflord isn't locked behind the Tsurumi Island questline. Once you've gotten access to Inazuma you can just use the waverider to get there. The statue of the seven and the island with the Golden Wolflord are the only parts of the island that don't have any fog on them. Thunder Manifestation being locked behind a quest is still a good point but at least that quest isn't too long since it's got a lot less dialogue, more puzzles
The issue I have with genshin's exploration is that the massive side quests in Sumeru have been a really cool way to do exploration, but having them be completely unvoiced makes it so much harder to get through. Obviously not every quest needs to be voiced but when they're multiple hours long ones like those it's such a shame 🙁 at least have the important moments of the quests be voiced
I care about progression, but I stopped for a year and contiued the game from inazuma… and yes,I got nahida who is still sitting around, and no. I can use her and the other characters just fine. If you are pressured about restrictions, you might be checking too much social media.
If events require players to go to a specific location on the map to start a challenge or quest, then they should allow players to teleport to those locations even if they have not unlocked the Statue of the Seven or Teleport Waypoints. Remove the chests and exploration in those locations and add a "Paimon barrier" if players go too far from the event location.
I fucking despise dialogue in this game. I stopped caring about everything that has to do with lore, simply because the dialogue is so bloated and tells me nothing 99.99% of the time.
As someone who quit in 1.5 and came back in 3.3 I can attest to some of the issues, like events, character progression being locked behind zones etc. And I had Mondstadt and Liyue 100% finished. For someone completely new I can see this being overwhelming to the point they will just not bother.
In regards to exploration itself, I'm a big fan, but I really like how the density of chests and puzzles was toned down a lot in Inazuma and Sumeru. Mondstadt and Liyue was just too much imo.
I love the exploration in genshin, right now I have all regions 100% (even the new one 😅)
But I can agree that progression in some sense shouldn't be behind exploration. And that the finite resources do have me feeling like I can't do much more even though I want to.
For the characters an idea that I and my newer player friends have was that you could trade with your friends for (boss) materials. They have to be of equal value ofcourse but it would allow for newer player to still level up the characters they wished for even when they're not yet there in the story. And for older players to for example ask for boss materials of bosses they don't like fighting in return. The player still would have to find the materials to trade but it wouldn't be locked behind exploration or AR because you can trade the materials for the ones you need.
I think adding a 'skip dialogue' button could be nice for many players, I personally love reading/hearing all the dialogue. But many of my friends just skip through them and then ask me for a short summary of the story as they don't want to sit through hours of dialogue. (This does lead to some funny moments where they tell me a quest is short and I spend hours on it cause I don't skip the dialogue and they did 😂)
And one thing I feel like every player wants is a chance to do lore events again. Have a way to go through those lore-filled events again if they missed them or even if they had done them. These events rarely come back and if they do it's usually a continuation. But there is so much lore and interesting things locked behind those events. It would also help newer players that don't want spoilers to not feel forced to do those events right that moment.
I'm alright with them locking just new gameplay events like windtrace, boatracing, etc. behind exploration or story as those keep coming back so you know you get to try them out next time. But those lore events don't come back while they could be central to the story and have weapons only obtainable there. So I hope they might do something like that.
Okay I'll end my rant here XD I really loved the video thank you for making it!
I quit GI because it is so tedious it start to feel like a job =_=
This. Gameplay and resources gated behind exploration, unskippable dialogs and utterly irritating resin system are the reasons i've quit the game. This game is just not meant to be played, only watched and worked on to get… even more things to watch and work on. That's it
Also, if they care that much for their story, why is there no dialog archive so you can reread the things you don't remember?
More recently I find disagreeing with your videos more and more….
To me the exploration is the best part of the game. The hours-long sessions I get to have when tackling a new area are always great. It’s incredible that they’ve managed to continue giving me “wow” moments after all this time. I might not ever be able to explore Liyue for the first time again… but I got Inazuma and Sumeru, and there’s more to come.
FOMO is a psychological condition that can only be overcome by the individual experiencing it. I get that someone who is predisposed to FOMO might experience anxiety from Genshin's gated progression, but that is at least partially their choice. The game does not require you to max out all your units the moment you pull them. There is no penalty for shelving your sparkly new Shogun and progressing at your own pace until you can use her. The game has a 10 year plan; EOS is nowhere near the horizon. Take your time.
This is Genshin's original sin as a gacha game. Good weapons are always in the banner, so the only incentive to open chests is a little primo and boost AR, and once the AR reaches 60, the player has less motivation. Although miHoYo added furniture blueprints to the treasure chest, it didn't help much.
For newbies, although Sumeru is friendlier than Inazuma, improving their talent still depends on weekly bosses, and the materials they drop are reset every week, and if they miss it, they lose the week's progress, but they have to complete the main story to unlock, which will put a lot of pressure on newcomers. When newcomers think about how they will complete the main story and obtain material that week, it is difficult to have leisure to experience the plot, especially when the content is more empty and the performance technique is more rigid. In other words, there is a conflict between the plot experience and the cultivation of characters
As someone who loved exploring the first three regions, I don't know if it's just that I've gotten a little burnt out after playing for over a year, but there is just way too much exploration in Sumeru. And the problem with it isn't that it's THERE, it's that a lot of the exploration was tied to extremely long and tedious world quests. (I'm looking at you, underground desert storyline.) You couldn't even GET underground without doing this storyline for the most part, and half the teleport points (and scarab beetle resources) were underground. Making it super unrewarding to go walk out into the desert without doing that questline. I hate that new bosses are tied behind the Archon quest, because that's 2-3 hours of story just to stay current with bosses. And while I love seeing lore and my favorite characters, most of the event stories are just pure fluff that really could use a skip button.
I feel like the biggest problem isn't really exploration, it's just how annoying the progression system is. I mean ig that what is the video is abt so..
I personally play Genshin mostly for the lore, but the exploration would be my 2nd most important thing. I really like that while new stories get released, they always have something to do with the new area released (even world quests). It just makes it feel like its more connected and it makes sense for a playthrough of someone who's been playing for 2 years. However I do understand that many people don't care that much about lore that isn't the archon quest, and that they want to skip it. And I feel a big part of that is NOT that the stories themselves are bad, but that the people go into them feeling ''forced to'' in order to progress, and don't pay much attention because they didn't willingly want to get involved in the story to begin with. Skip buttons should exist, and you should be able to get materials for all characters even if you're in the prologue, from a market or something.
There is two things which aren't objectively bad things and are probably liked by many people, that ended up making my personnal experience with the game much worst :
– exploration getting more complex with puzzle and quest dependency everywhere since Inazuma, I liked the simplicity of the first two region ( and to this day this is why I still don't have the inazuma teapot… )
– the story getting more and more talk heavy ( at least it feels that way ? ) with the game not allowing me to skip said dialogues while I need to get them done to get access to some of the content
Open world games have become most popular genre in last 5 years ?!?!
Dude … it became popular with WOW back in 2004 and gta 3 in 2001 ahhaha
To add onto the point of the game being story tied comes in where you hit with "The quest location/ character is currently involved in other quest." this really gets to me I'm sure most people set aside time to play the quest but then to have it locked behind another quest 🤦🏾♂️ really kills the flow and interest
Even if you quick start event, you still have to sit through 1h dialogue which is meaningless btw, like this lantern rite or that sumeru pokemon event which is kind of off putting considering you log in to do event's activity whatever it may be. Which also goes for pulling new and future characters too long it takes to level/gear them up and to not use them anymore and by that time it reaches point of "why do it at all?" thus the interest and joy of getting new character vanishes, haven't pulled in Loooooooooong time since OG golden apple islands event and to be honest the way questing is structured the way resources are so limited i don't plan to pull for long time, more they are releasing this exploration locking several hour (not voiced) world quest my interest in characters vanishes. Every time i get interested about character i go to Dori that i got from event and she is like 50lvl and remember: "oh right this is how it feels to still farm for character, not interested anymore". and it seems they CRANKED UP exploration locked behind world quests to 100, its not even 1 quest it is chain of quests. Remember it is supposed to be game not chore to go through.
Pre-watch comment:
Exploration is the only end game content really anyone has any interest in. The 2nd end game content being spiral abyss. And since the game always has a lack of content, I thought of a pretty good endgame addition, at least rewards wise and how meta and casual players can enjoy it. It's the dungeon mone people keep asking hoyoverse to add.
I think they should. Make it where you can easily do the dungeon mode by changing the difficulty where even someone just starting with a basick under leveled and underbuilt team can play it and win. And make it where you can make it difficult to a point where even meta whales struggle. But for the rewards, it will be like spiral abyss in where you just do a set of dungeon floors and each floor you can get 60 primogems and you can do it with friends where you can also get 60 primogems.
The only difference is that there will be 60 resin and 100 purple exp mats that come with it but if you work with a team or have a lower difficulty then you will get less resin and exp mats. And there will be 4 or 5 floors. In the 1st-3rd floors there will be normal enemies from any region and and it will be the weakest normal enemies from any region to the strongest normal enemies in the region. The 4th floor will have the boss of any region. And the 5th floor will have the weekly boss of any region.
And I will clarify that, there should only be one region of enemies in the dungeon phase and it will be changed to a new phase monthly or every 2-3 months since there aren't that many weekly bosses in the game.
And you can choose to make the dungeon have buffs but I'd you do then you will loose rewards. You don't lose any amount of primogems no matter what you do to make it easy for you. Also the max cap of rewards in each chamber in the dungeon will be 60 primogems, 100 purple exp mats, and 60 resin and it you put a buff on or just make the dungeon easier for you then you lose 10 exp mats and 5 resin but no primogems are lost no matter what.
But basically I think they need to make it easy to the point casual players can do it and let them be able to claim the maximum about primogems no matter how easy it is for them and for them to put in rewards for players that care more about meta forcing them to fight stronger enemies and giving more point to pulling for characters than just because you like them. Sorry for the loose explanation, I was thinking of new additions as I typed.
I’ve been wanting to skip the dialogue since day one, every now and then I’ll listen to it though cuz I imagine I’m watching an anime, but even then it’s not very anime like because the character poses and movements are all stuff and the same.
A different topic direction then what this video took…Inazuma was the best designed for 100% exploration completion.
Each island has distinct borders (because it's an island) giving you a clear indication of what space you need to explore. Most islands had some sort of quest that requires you to explore the island in sections making it easier to move almost in a grid like manner leading to a more complete exploration.
In turn it was also more interesting to me. Each island had a personaliy and characterization that made it unique while still flowing well with the overall Inazuma theme. While you can pick out landmarks in each of the other regions there are also places where you can glance around and not be able to immediately say which section of that region it belongs to. You will always know when you are on say Watatsumi island versus Tsurumi.
In comparison I still have not 100% completed Liyue as I need to spend time figuring out what little nooks and crannies I didn't finish. I have actively used compasses (treasure and occuli) to get me pointed in the right direction since it was so easy to miss sections of the map. Sumeru does a bit better at this as the quest lines takes you to more sections and the desert has ruins that act very similar to the island format – clearly defined spaces to explore.
With Fontaine being a water oriented country I hope we see more of the distincter sectioning of area with some of the more flow that Sumeru has given.
Hot take: Genshin's exploration is kinda boring now. The verbose dialog, 50%+ of it being Paimon screaming about something inane (sorta exaggerating sorta not), some of it that I just don't care about, etc is a huge problem. The other problem is that, while there are a lot of beautiful things to see, it's cluttered with weak af enemies that are just in my way, mats I have to be searching guide routes to, and chests with a penny worth of primogems. Exploring isn't useless, but it's no fun or rewarding anymore.