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Post by chronotigger65 on Dec 15, 2014 16:17:30 GMT -5
Open world games are more common these days and many are quite big. But as the game systems get more powerful the game worlds get bigger too I suppose. (I haven't really played many games of this type.) But are they getting too big? What games have you played that are far too large to deal with and/or with way too many things to do?
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Post by Dee Liteyears on Dec 15, 2014 16:35:48 GMT -5
Dunno,I don't really mind the size of a game world, as long as it's interesting enough and exploration pays off accordingly. It's more the overall design that matters to me
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Post by mainpatr on Dec 15, 2014 16:44:51 GMT -5
This one right here. Just Cause 2 7 Story missions, followed by 50 or so side missions,with 6 different types of collectibles
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Post by Weasel on Dec 15, 2014 16:47:50 GMT -5
The biggest (hah) problem with a huge open world is that there often aren't enough things to do in it, or enough things to keep the world interesting. Minecraft, being a procedurally generated world, tries to keep things spiced up with the different biomes, random structures, villages, ravines, and the like, but ultimately, they amount to just pretty scenery. Skyrim and Fallout 3 feel as if they, too, were generated from an algorithm that also happened to dot random NPCs and houses everywhere from prefabs, so there is not an awful lot going on between the more hand-made cities on which the games place their focus. That's even a problem with my personal favorite, Just Cause 2; there are only so many different configurations of enemy bases around Panau, and really, once you've seen one communications outpost, you've seen them all.
I miss the "smaller" worlds from the PS2 generation that felt more like every single bit of them was touched by a map designer's hands, and less like a computer gave them a template to work from and an occasional sign or voice-acted NPC placed around once in a while.
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Post by TheChosen on Dec 15, 2014 17:41:33 GMT -5
Daggerfall. Everyone praises how big Daggerfall is and how its superior to sequels because its the 10 times the size of Britain or whatever, but in reality most of the map is just barren wasteland. It was all machine-generated. Same goes to dungeons and cities.
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Post by 🧀Son of Suzy Creamcheese🧀 on Dec 15, 2014 17:49:55 GMT -5
The Wind Waker. I kind of fear for Zelda Wii U falling into the same traps as most 3D Zeldas. Especially after they spiced up the overworld in Skyward Sword. Add exploration a la Link to the Past to that one and you're golden.
The fact that you have to get around on a horse to even get somewhere quick enough tells me the interesting things will be too spread out, let alone major areas.
But for now: The Wind Waker.
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Post by Terrifying on Dec 15, 2014 18:50:12 GMT -5
I love open world games. To me there isn't such a thing as a "too big world". Nobody forces you to "explore every single corner, or to attain every item, do every side-quest, talk to every NPC". That's the beauty;like in real-life it's all optional. It doesn't mean I will not try to get as much as possible out of such a game and try to do and attain the aforementioned things if the game's really worth it, like TES IV: Oblivion for instance. What I do find objectionable are collectibles in open-world games (see GTA series).
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Post by silvastarripper on Dec 16, 2014 2:13:23 GMT -5
Daggerfall. Everyone praises how big Daggerfall is and how its superior to sequels because its the 10 times the size of Britain or whatever, but in reality most of the map is just barren wasteland. It was all machine-generated. Same goes to dungeons and cities. I can attest to this. I just recently finished my first playthrough of Daggerfall. The world is ridiculously huge filled with little villages that have maybe a tavern or two with like 10 houses and also has "dungeons" that are just crypts and tombs with around 8 doorways or so to explore.
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Post by JDarkside on Dec 16, 2014 7:31:05 GMT -5
It's like none of you are aware that Sonic Boom exists.
The sin is not making a world too big, it's making it too empty for its size, and boy oh boy, Sonic Boom has that problem in spades.
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Post by strizzuth on Dec 16, 2014 10:29:46 GMT -5
Daggerfall. Everyone praises how big Daggerfall is and how its superior to sequels because its the 10 times the size of Britain or whatever, but in reality most of the map is just barren wasteland. It was all machine-generated. Same goes to dungeons and cities. Don't forget how some of the random dungeons couldn't even be completed because the procedural generation would make areas inaccessible.
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Post by TheChosen on Dec 16, 2014 12:22:42 GMT -5
Daggerfall. Everyone praises how big Daggerfall is and how its superior to sequels because its the 10 times the size of Britain or whatever, but in reality most of the map is just barren wasteland. It was all machine-generated. Same goes to dungeons and cities. Don't forget how some of the random dungeons couldn't even be completed because the procedural generation would make areas inaccessible. This is true! My first ever Daggerfall game came to a halt when I found myself in this huge dungeon room from which I got to via a hole in a ceiling. The only way out is to swim through the lower-levels, which is impossible since there's too much water and I cant climb back to the hole since its in the middle of the room.
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Post by 🧀Son of Suzy Creamcheese🧀 on Dec 16, 2014 12:31:57 GMT -5
It's like none of you are aware that Sonic Boom exists. The sin is not making a world too big, it's making it too empty for its size, and boy oh boy, Sonic Boom has that problem in spades. I think that has more to do with nobody playing that game. I find that there are pretty much no big worlds that have enough things in it to justify the size.
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Post by Feynman on Dec 16, 2014 16:25:38 GMT -5
Don't forget how some of the random dungeons couldn't even be completed because the procedural generation would make areas inaccessible. This is true! My first ever Daggerfall game came to a halt when I found myself in this huge dungeon room from which I got to via a hole in a ceiling. The only way out is to swim through the lower-levels, which is impossible since there's too much water and I cant climb back to the hole since its in the middle of the room. It gets even worse: there are... I think two or three different bugs that can actually make the main quest impossible to complete.
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Post by Gentlegamer on Dec 16, 2014 17:50:32 GMT -5
Daggerfall has a double problem: too big, and too random.
Skyrim is probably too big and too reliant on fast travel. If you're trying to role-play and explore, you are constantly given a quest that requires you to walk all the way across the world... and back. The developers clearly expect the player to fast travel. Whereas in Morrowind, where fast travel was limited, quests were often much more local and reasonable for the player to walk to locations and objectives.
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Post by thoothan on Dec 16, 2014 18:16:27 GMT -5
Morrowind has a great fast travel system. Boats and Silt Striders, and the mages in the guild. There's also a few teleportation chambers but iirc I never used them. You can also place a single mark to recall to. Enough to alleviate the size of the world, while still having you walk tons of places, and very immersive and logical.
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