Now then, this is something I'm straight up expecting backlash, unless I explain myself: Open Corners. You can say it's not a big deal for how the screens look, but I feel that's not the issue I'm trying to address. Unless you set a rule that I'm not particularly a fan of, if you're in the corners, you can't do anything whatsoever with your items, which can very easily be used to keep a player to be stuck. Yes, there's a rule for this, but it's a rule that I don't use, since I'm not that big a fan of it.
Plus I think it just looks awkward.
people who think that quest design can be boiled down to rigid "do-this don't-do-this" rules
I'm thinking I'm partially guilty of this, though in a way, I feel I'm not. When there's something I considering bad quest design, I refer to it as something that is generally frowned upon, instead of bad. My reasoning for doing this is, well, if you can take something that's considered bad design, and think of a creative way to fix that, well, you're good to go.
Edited by Nexas, 25 November 2014 - 12:10 AM.