• Final Fantasy XV's open world might be bigger than Just Cause 2, MGSV, Morrowind, GTAV and Witcher 3
    50 replies, posted
Like we've all said, a big world is meaningless if there's barely anything in it and you can't add to it yourself. I'd rather have a good deal of meaningful content in a single mansion, than have a theme park spread out across the entirety of Space Belgium.
I don't give a shit about how big an openworld game is unless its filled to the brim with interesting shit like Witcher 3
[QUOTE=froztshock;48631633]As I understand it, the demo was generally well received by those fans who downloaded it. Though the area playable in that might've been something akin to a "vertical slice", so there's no telling if the actual game will have the same content density.[/QUOTE] It's not only a vertical slice, but while the demo did get an update tweak to see if people preferred some slightly faster and less clunky combat with some more explanation, it's supposedly still not only a small sample of the final product, but also [i]very[/i] outdated compared to the real deal.
[QUOTE=Durrsly;48633357][URL="http://www.dfworkshop.net/"]Daggerfall Unity[/URL] It's more of a remaster than a remake, but it allows it to run on modern systems.[/QUOTE]You know that amateur porn video of that black dude who just yells full volume on orgasm? That man is my spirit animal right now. Thanks for letting me know about this!
I can't help but feel Just Cause 2 did it right with open world. It was legitimately massive and you could take the time to enjoy the sights (what few there were anyway.) I think they have the "open" part down, now they need to work on the "world" part.
[QUOTE=Te Great Skeeve;48631064]There's a map on arma 3 that is 1400km2[/QUOTE] Yeah but well over half of it is empty Australian desert.
[QUOTE=Taepodong-2;48634909]Yeah but well over half of it is empty Australian desert.[/QUOTE] It's not Australian desert until there's a million and one things out there trying to kill you every 50 meters.
I won't deny that they could make something really good, but they've still shown so little of the game even though there is a DEMO out there. I'm going to wait for some more gameplay footage.
But will the world have a lot of shit to do in it? Having a huge world doesn't matter if there's nothing to do in most of it.
[QUOTE=Solo Wing;48634175]I can't help but feel Just Cause 2 did it right with open world. It was legitimately massive and you could take the time to enjoy the sights (what few there were anyway.) I think they have the "open" part down, now they need to work on the "world" part.[/QUOTE] I found JC 2 was still a bit too big and there was a lot of nothing
big empty spaces can be great if they express something, or are made to evoke some kind of feelings the plains of west elizabeth come to mind
[QUOTE=carcarcargo;48635784]I found JC 2 was still a bit too big and there was a lot of nothing[/QUOTE] The only real issue I had with JC2's map was the lack of diversity in the design of locations. Every non-plot essential military base, village and city was exactly the same, with little variation.
[QUOTE=POLOPOZOZO;48636197]big empty spaces can be great if they express something, or are made to evoke some kind of feelings the plains of west elizabeth come to mind[/QUOTE] Or Shadow of Collosus that game had nothing til you reached the boss areas and it was beautiful!
[QUOTE=Agent Fedora;48630826]Yeah it's same deal with playtime, quality over quantity. Games like GTA have shown that even an average-sized map can make a player feel tiny with clever design[/QUOTE] I'm absolutely amazed every time i look at the scale of the Vice City and GTA3 maps Are pointlessly gigantic maps going to be the new "omg so realistic graphics"? Why cant they just focus on AI?
The game is meant to be a road trip. It'd be a pretty shit road trip if the map was the size of Vice City. The vast majority of it will be empty but pretty vistas because you're going to drive past most of it.
How's that compare to Xenoblade X? Isn't that game supposed to have a game world the size of [i]Japan?[/i]
Quality will always beat quantity. Open Worlds need to become more detailed and cluttered instead of trying to be as huge as possible.
For me, an open world only needs to be bigger if your method of transversing the world is actually fun. Forget every other part of the game. If getting around isn't fun, why would you add more getting around? Makes no sense. Gta accomplished this and that's why each open world in each gta game feels like the perfect size. It's actually fun to move around in gta, in fact that's like the main meat of the game, piloting the various vehicles. Kerbal space program, a game about flying airplanes and space ships, needs multiple whole worlds to transverse, because that is the meat of the gameplay. But a regular old rpg just doesn't need it. I don't need a huge open world in an rpg if it's just going to be some procedural heightmap dotted with repetitive vegetation and a few set pieces here and there. Give me a small, self-contained world that actually has some diverse content in it, like morrowind, any day.
This is the same reason I'm a little scared for Zelda U (and any game like that). They promised big open environments and I hope they deliver in it's content cause having it empty would be such a waste. I remember Mr. Aonuma, the director, that he was interested in leaving roaming boss-like creatures in the field, something he picked when he was an supervisor for Hyrule Warriors, a game where giant bosses appear on the field and walk around wrecking the battlefield. Not only would it be a challenge for the player to test his abilities but a way to give the world a dangerous feeling to it. Would be cool. More on the topic, I don't mind if there are areas in open worlds games that are supposed to be near empty of life (arid deserts, gloomy graveyards, death plains, burned grounds, etc) but when there's greenery, I hope to see a place brimming with life, even if not everything you see can be interacted with, just knowing they took time to give it life is a nice touch. I think big environments have to be impressive to look, from the start to the end of the adventure. FFXV, from the little I saw, is really pretty looking, both the country side and the city's architecture. Xenoblade Chronicles is another game that is pretty big but damn it does a fine job showing you all of what you journey through, since at some point in the game, you end up high enough that you can see where you started. Shadow of the Colossus is empty of life aside from the main hero, his horse, some little creatures and the giants themselves. However, visually, it catches the eye and keeps you wondering what giant beast hides over that gorge, behind that mountain or in the depths of that lake. That is and should be an big open world game main attraction: an appealing view and scenery. One that you won't get bored of looking after 30 minutes and along the journey, opens up to new, amazing views as you grow during your adventure and drives one to keep walking forward to find more.
Good luck filling it with quality content.
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