Videogame designers must constantly grapple with how much guidance a player requires. There is rarely a one-size-fits-all solution, since everyone’s needs are different. By and large, the time-poor player would tend to prefer a bit more assistance; those with more leisure time to spare, by contrast, are probably a little more relaxed about getting stuck or lost. Either way, what can be thrilling for one might well be exasperating for another.