So here's an article I found interesting: https://www.rockpapershotgun.com/how-the-checklist-conquered-the-open-world-from-morrowind-to-skyrim
The gist of the article (for the lazy who don't want to read anything
long, although if that is who you are then what the hell are you doing reading one of MY posts? 😉 is that open worlds have become too large
and too cluttered with repetitive tasks to be enjoyable anymore.
Which, you know, is something I've been bitching about for years, so
it's nice to see somebody else say it too. 😉
The article in question singles out Bethesda games (and not
undeservedly so) but I think the real torchbearer for the problem is
Ubisoft. So much so that they were roundly castigated for it after
"FarCry 3" released, and promised to change things up with "FarCry 4".
'No more tower climbing,' they promised, as if that was the entirety
of the problem.
On 06/07/2024 01:16, Spalls Hurgenson wrote:
So here's an article I found interesting:
https://www.rockpapershotgun.com/how-the-checklist-conquered-the-open-world-from-morrowind-to-skyrim
The gist of the article (for the lazy who don't want to read anything
long, although if that is who you are then what the hell are you doing
reading one of MY posts? 😉 is that open worlds have become too large
and too cluttered with repetitive tasks to be enjoyable anymore.
Which, you know, is something I've been bitching about for years, so
it's nice to see somebody else say it too. 😉
The article in question singles out Bethesda games (and not
undeservedly so) but I think the real torchbearer for the problem is
Ubisoft. So much so that they were roundly castigated for it after
"FarCry 3" released, and promised to change things up with "FarCry 4".
'No more tower climbing,' they promised, as if that was the entirety
of the problem.
<snip>
Oh I agree, it's not that open worlds are intrinsically a problem but
instead devs jut can't afford to fill them with interesting content so
you get lots of cookie cutter locations/quests. I still remember playing Oblivion and enjoying the dungeon locations until I realised there there
is literally no story but instead it's kill everything and grab the
loot. FO:4 seemed to make a habit of that also.
Open worlds I have enjoyed are FO:3/NV and Skyrim. They had a large
enough map that exploration was enjoyable and enough hand craft content
that you didn't think, oh it's this again.
Where I think it's gone really wrong is with FPSes that have been turned
into open worlds. I play a shooter to shoot things not wander about
aimlessly collecting baubles to make a set.
Well, I think Firewatch is a openworld and I've heard a ton of good
things about its story (and its on sale rn!)
On 06/07/2024 14:50, candycanearter07 wrote:
Well, I think Firewatch is a openworld and I've heard a ton of good
things about its story (and its on sale rn!)
As Spalls has already said yes it's technically an openworld but the
story is very much driven by going from A to B means you can then go
from B to C. So the openworld is really limited in navigating between different story points and to me it did the feeling of out hiking very
well especially as you navigate using a map and compass that is
displayed as though you're holding them.
The story is pretty good although there is one section that really feels
out of place. The real draw for me is the conversations between the two characters. It manages to pull off that rare feat of you actually care
about your dialogue options beyond which one advances the plot.
Overall I'd recommend it although there isn't much replay value in it
because each play thorough is effectively the same.
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