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What’s better: Setting unit waypoints or receiving waypoints yourself?Vote now!
Vote now!

Setting unit waypoints
Look, mate, I’m begging you: don’t saunter towards the machinegun nest. Don’t walk up to the machinegun nest and don’t take the route past their base. And don’t enter that maze which is clearly a trap. And don’t cross that border because it’ll cause trouble. And don’t… just… hang on, let me drop a few waypoints to guide you.
It’s great. That’s all. It’s great. Whether I’m simply shift-clicking points in order or dragging out routes, this is all I want. Perfect. Easy. Love it.
Receiving waypoints yourself
Go here. Go there. Do that. This thing is here. It… can be a lot. It can be patronising. It can be loathsome. But it can be great.
Video games are simple simulations of very specific things. It’s rare to have anywhere near as much freedom and agency as you would in the real world. They are built from constraints, and what they do within that is what’s interesting. But it can be confusing. Most games largely follow their genres because these are so familiar to most players that you can slip right in without thinking. You don’t need to discover what a game even as you start playing (which: I will say, I do adore having to figure out what a game is). But there are quirks. There are odd bits. Sometimes, when a game is largely built from familiar pieces but throws in one or two new ones without properly flagging or explaining them. One-off objectives, or barriers the game usually wouldn’t let me past, or walls I couldn’t usually climb, or backtracking in a game which has always been pushing forwards, or… this is often more frustrating than surprising or delightful. So sure, throw me some waypoints.
Also, sometimes it’s nice to not get lost because I wasn’t paying attention.