I have talked myself into a dilemma and perhaps I'm just thinking about it too much or trying to cater to everyone at once, but here it is:
In my mission, I have an objective set to reach a certain location. However, there is a locked door before that location. Rather than set other objectives to guide the player to unlock this door, I have used invisible objects and dialogs as a puzzle of sorts in order to trigger this door's release. The dialogs offer hints and direction through the use of green mission text, but there are no official objective directions that show up in the little side-mission-window below the mini-map.
Is this expecting too much of players? I don't want to hold their hand through this "puzzle". Will not having each piece be an official objective cause players to not be able to figure it out? The player will be required to read the dialog in order to know where to go next and what to do, so those that just click-through the dialogs will be lost rather quickly. But like I said earlier, the dialogs give pretty clear directions on where to go and what to do next through the green mission text; there just won't be any "reminder" directions that show up in the side-mission-window.
Is this a bad idea? Will I run into reviews from players who click through the dialog and then have to drop the mission because they don't know what to do next? Even if I state in the mission description that it is a requirement to read the dialogs carefully?
I really like the idea I have developed because I think it adds a lot of exploration and that sense of not knowing what lies ahead. The player knows they have to reach this certain point, but they aren't given a giant neon sign that tells them how to do it. The first direction is more of a hint but once they find that first Invisible Object (which is actually over an NPC), the dialogs provide pretty clear directions on what to do.