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Games where big environments were detriments

Alphahawk

Member
So I just bought No Man's Sky and one of the biggest issues so far for me is that there's no quick travel-sometimes you are traveling like 9 mins on foot with very little to do, so this made me think of other games with detrimentilly large enviornments.

The best example is probably Fuel-the devs kinda realized that the open game world was too huge to travel comfortably so they made everything selectible from a menu from the start, which kinda negates the point of even having an open world in the first place.

What are some other examples?
 

adamsapple

Or is it just one of Phil's balls in my throat?
Dragon Age Inquisition. The fucking Hinterlands.

It's not a matter of not being able to fast travel, it's just that there's way too many small fetch quests that keep people occupied, a lot of people spent HOURS and HOURS there without even leaving to another zone, which ultimately ended up souring the experience for a lot of people.
 

Zornack

Member
Dragon Age: Inquisition

Especially that one damn desert map in the lateish game. Was bored of the game, got to that map and quit.
 

Y2Kev

TLG Fan Caretaker Est. 2009
Dragon Age: Inquisition. Just big open expansive nothingness. I am pretty sure Mass Effect is going to be bad based on this! But think of all the focus testing.
 
D

Deleted member 752119

Unconfirmed Member
Metal Gear Solid V.

So much wasted time getting to mission areas. The mission areas were great, but there was no need for it to be open world vs just having big mission areas with multiple approaches.
 

Bessy67

Member
Dragon Age: Inquisition

Especially that one damn desert map in the lateish game. Was bored of the game, got to that map and quit.
Yeah Hissing Wastes were pretty needlessly huge and sparse which was a shame because it had some of the best loot and most interesting lore of any section of the game.
 

roxaloxa

Member
Final Fantasy 13's Gran Pulse. You spend 50 hours begging for an open area instead of a hallway and then it's actually worse somehow when you finally get it.
 

jediyoshi

Member
Dragon Age Inquisition. The fucking Hinterlands.

It's not a matter of not being able to fast travel, it's just that there's way too many small fetch quests that keep people occupied, a lot of people spent HOURS and HOURS there without even leaving to another zone, which ultimately ended up souring the experience for a lot of people.

Funny how they over compensated for Dragon Age 2's copy paste design by making more world than anyone cared for.
 

sn00zer

Member
I'd be hard pressed to say any game where large environments did it a favor. Across the board, smaller, but denser environments are my preferred game type.
 

Elandyll

Banned
Love DAI, but, yeah...

That and the inane Power mechanic were to me the only major drawbacks you have to plan your play sessions around.
 

jonjonaug

Member
A few of Banjo-Tooie's levels were way bigger than they had any need to be. Terrydactyland in particular is the worst.

Regarding Dragon Age: Inquisition, other than the Hinterlands and the Storm Coast I think the rest of the areas were well designed. I even liked the Hissing Wastes. It had vast and empty expanses, but I feel like the map made good use of that empty space by using it to have large landmarks visible from a long distance and a few fun events chaining the area together (Blackwall's story about being stranded in the desert and meeting the wandering Chantrywoman come to mind).
 
Dragon Age Inquisition. The fucking Hinterlands.

It's not a matter of not being able to fast travel, it's just that there's way too many small fetch quests that keep people occupied, a lot of people spent HOURS and HOURS there without even leaving to another zone, which ultimately ended up souring the experience for a lot of people.
There is fast travel.

Anyway, MGSV.
 

GamerJM

Banned
I'd be hard pressed to say any game where large environments did it a favor. Across the board, smaller, but denser environments are my preferred game type.

This is pretty much my opinion, with the Wind Waker being the only exception to it.
 

epmode

Member
Dragon Age Inquisition. The fucking Hinterlands.

It's not a matter of not being able to fast travel, it's just that there's way too many small fetch quests that keep people occupied, a lot of people spent HOURS and HOURS there without even leaving to another zone, which ultimately ended up souring the experience for a lot of people.

The entire game is a slog, not just the Hinterlands.
 

Alphahawk

Member
This is pretty much my opinion, with the Wind Waker being the only exception to it.

Actually, come to mention it, I would also mention Windwaker as a game where the enviornment was too big. Sailing to all those little islands got tiring quicklunch especially since you had to play a song just to change directions.
 

HeeHo

Member
Final Fantasy 13's Gran Pulse. You spend 50 hours begging for an open area instead of a hallway and then it's actually worse somehow when you finally get it.

Ha, good answer. In hindsight, even though I was excited by Gran Pulse, it seems very, very boring now.

I don't think MGSV is a good answer for this. Nothing is very far away and there are plenty of transportation options. The only annoying thing about the open design was when the helicopter had to take you back to the mission select screen, when in reality, you may have just wanted the chopper to take you to the next available mission.
 

Yiazmat

Member
Xenoblade 1. It was amazing for the first 10 hours but after the honeymoon phase ended the environments just became a chore to get through. And it seemed to me that the areas were getting bigger and bigger. (I never actually finished it)
 

DedValve

Banned
Alien isolation really suffers from having Sevastopol being so big whereas I thought if it was the size of the Spencer mansion and have more backtracking a little been way more entertaining it still A great game though . Also Batman Arkham night and Arkham city was way too big and not nearly as interesting as asylum .
 

spliced

Member
For me most of them.

The big boring runway that is Ash Lake in Dark Souls.
Tedious sailing of Wind Waker.
The endless marathon of Morrowind.

I think big environments provide a more impactful spectacle, but for gameplay they're usually a negative.
 

hoggert

Member
Lospass Island in Flower, Sun and Rain.

I understand that was the point of the game: running this way and that along a never ending road just for the sake of it. Hell, the game breaks the fourth wall constantly, and even mocks you for putting up with the huge ass island and the shitty fetch quests. Shame since all the meta-ness just felt like the designers rubbing it in and making you question your life choices by playing earlier p & c (or command based) titles.
 

Myriadis

Member
As much as I love Tales Of Zestiria, most maps feel like they are made for the quickest running speed which you have to slowly build up through battles and eavesdropping on conversations. Bad design choice there.

Metal Gear Solid V.

So much wasted time getting to mission areas. The mission areas were great, but there was no need for it to be open world vs just having big mission areas with multiple approaches.

I can see that if we would have way more diversive mission areas then, but otherwise no.
Seeing the open area and always restricting you to a area is a fairly big fun breaker for me. Especially since you can always go to the ACC instantly with the main menu.
 
MGSV since the open world was kind of empty and the fast travel wasn't good.
Twilight Princess didn't do much with its world either.
I imagine a lot of games aren't made better due to their big world
 

Calabi

Member
Witcher 3.

There really was no need for all these huge areas with lots question marks that usually contained junk(especially on Skelliger).
 

LotusHD

Banned
Imo every game that wants to be open world or w/e needs a really fast method of transportation, and I'm not talking fast travel.
 

ibyea

Banned
Legend of Zelda: Twilight Princess. Which I hate to say because the horse battles were great, but other than that I am hard pressed to think of the benefits, since all it did was make travel time longer.
 

Stiler

Member
Dragon's Dogma (Original release).

Large open world where you had to constantly travel back and fourth to towns, there was no mode of faster travel (IE mounts) and the only mode of fast travel was limited and something you got much later in the game.
 
Devil May Cry 2
Kingdom Hearts: DDD

Huge ass repetitive and boring looking environments. The size and lack of interaction makes them feel even more lifeless.
 

Oblivion

Fetishing muscular manly men in skintight hosery
Legend of Zelda: Twilight Princess. Which I hate to say because the horse battles were great, but other than that I am hard pressed to think of the benefits, since all it did was make travel time longer.

This.

Before the game came out, I was dying to have Hyrule Field be as massive as possible. But upon playing it, there was really no upside to having such huge, sprawling land. It was the game that made me realize that bigger doesn't always mean better.

Wind Waker suffered for similar reasons, but at least the sea appeared way more fun to traverse.
 

RPGam3r

Member
Outside of NMS I don't think I'll agree with anyone here. I like open worlds and love the direction for most games. I love the scale, the grandeur, the travel etc.
 

Dizzy

Banned
GTA IV and a lot of other open world games.

I want to play a mission but have to drive across the boring city again for 10 minutes just to start it. I finished the mission and want to save the game, now I have to drive another 10 minutes just to reach the safehouse. I want to stock up on bodyarmour and ammo before the next mission, another 10 minute drive. Repeat this throughout the game.


They tried to fix this a bit later in the expansions, being able to save anywhere and call for ammo etc

But I don't get why you can't just call someone on the phone to start a mission like in Saint's Row, but then at least have the damn game teleport you to where the mission starts rather than forcing you to drive there. I just want to progress the story, driving from A to B everytime gets old after you've done it in the previous 100 open world games you played.
 
The God damn Divison.

I know you can fast travel, but other than that It's so much walking in a barren city. I know the city is supposed to be barren and stuff, but the lack of things to do other than kill a small group to then move on really, really drained me.

It was just...empty
 

Raonak

Banned
DMC2 - bigger environments just made the flat geometery more apparent and the extra space was usually empty.

MGSV - the open space served no purpose besides an easy getaway.
 
Phantom Pain. Ground Zeroes was better.

Destiny and The Division as well. Everything in between objective locations had no purpose.

Wind Waker. Doesn't help that any exploration you do is likely to result in more rupees. Rupees are a terrible reward.
 

120v

Member
i know i'm in the minority with this one but... witcher 3

never been overwhelmed by a game world's size before but this took the cake. wouldn't call it a "detriment" per se but once those quest markers added up, hoo boy
 
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