And that field is boring as hell. Games aren't real life.
So your solution is to just cram that field full of enemies, chests, entrances, and pick-ups?
And that field is boring as hell. Games aren't real life.
Getting lost isn't fun. It's never been fun. It only seems fun in retrospect if you ever find your way out. But if you get lost and stay lost? Yeah, you won't be having fun.
That's BOTW's solution, given that there is pointless moblin location #23 every few steps with irrelevant trash loot like bow +1.So your solution is to just cram that field full of enemies, chests, entrances, and pick-ups?
Ugh, yeah... when I saw the map filled with icons it was such a hype-killer.That's BOTW's solution, given that there is pointless moblin location #23 every few steps with irrelevant trash loot like bow +1.
So your solution is to just cram that field full of enemies, chests, entrances, and pick-ups?
That first quote in the OP definitely reminds me of MGSV and my problems with its overworld.
Ugh, yeah... when I saw the map filled with icons it was such a hype-killer.
Really?
And yet, completely true.
Open areas without activities or distractions is a fine design decision, I just hope managing stamina doesn't become too much of a chore while sprinting around.
Or maybe make the field smaller and have more wildlife?
So are open world haters gonna finally embrace this open world game?
You all need to go outside more often and see how the rural world is. This planet is full of all sorts of environments including large open areas.
I don't see anyone complaining about their being monsters dancing around campfires, waiting to ambush you all over the place when in the real world there are none.
And that field is boring as hell. Games aren't real life.
Or maybe make the field smaller and have more wildlife?
Yes, really. They weren't "tough" tough, but they were relentless. Even though they had no real AI to speak off, Moblins are constantly launching spears and arrow. Octorocks were shooting objects in all directions. Zoras jumped out and shot fireballs while you're trying to fight on land. Those Centaur things were really tough to kill. The enemies weren't intelligent, but they attacked anywhere and everywhere. If you're not careful, you get hit.
Zelda 2's enemies were the same. Those damn boomerang enemies were a pain. Things charged at you and chased you.
So you want a small world instead? Does that not defeat the purpose of having a vast world?
Being vast for vastness' sake isn't a good thing.
So are open world haters gonna finally embrace this open world game?
I'll just imagine that MGSV doesn't exist.
So you want a small world instead? Does that not defeat the purpose of having a vast world?
Neither are movies, pictures, etc. They are all representative, but it's how they are presented in the medium and your own personal response to it that means anything in the end. Lots of people like meandering around even in open world video games. What if walking through that field triggered an ambush from some enemies? What if there is hidden treasure in there, or a hole you could fall into to find a shrine? It just takes an iota of imagination and you're really just being obtuse.
Didn't say that but rather trying to balance size with things to do, so that the game keeps feel like there's always something going on. Xenoblade X from what I've seen did a much better job of that than BotW. Just having a large overworld doesn't mean jack.
If you're having pitfalls or hidden treasure everywhere then it's obviously not a barren field is it? However they should be carefully of avoing many of the issues with Wind Waker where there's not much going on at times when you're transversing from point A to B.
That's BOTW's solution, given that there is pointless moblin location #23 every few steps with irrelevant trash loot like bow +1.
Sure it's okay if there's a pocket of emptiness or two.
But when the majority of the over word is made up of pockets of emptiness then we have a problem.
I hope it at least tells us what dungeons we have completed. There's a fine line between getting lost and frustrated.
Cramming every square inch of a supposedly open world game with items/enemies/rewards so the player is forever getting brief but instant gratification nonstop is also not a good thing.
I think the important thing with the open world is not that there is something in every nook and cranny, but that there are always things you can see in the distance or close to you that you want to go towards. Then you give the player a goal, and prevent that feeling of "what's the point of this place, there's nothing here" which you don't want to have. It's important that it's not too empty, but I think you get a more rewarding experience if not every piece of exploration you do means you'll find something. If you see a waterfall you want the player to think "I wonder if there's something behind that waterfall?", which only becomes a valid question if you sometimes find something behind it.
If you're having pitfalls or hidden treasure everywhere then it's obviously not a barren field is it? However they should be carefully of avoing many of the issues with Wind Waker where there's not much going on at times when you're transversing from point A to B.
This hasn't changed. The AI is generally good enough to hit you, even in modern zelda games.
What has changed is enemies doing a quarter heart of damage. :^)
exploration is its own reward.Pockets of emptiness and getting lost are fine, but some of those area's that seem empty/desolated should have something really special/awesome that's not easy to find. Something that may also require you to solve a really challenging/cryptic puzzle amongst ruins in the middle of nowhere. You solve the puzzle and boom an entrance rises out of the ground.
The feeling of reward and exploration will be very satisfying then.
YES. I hate when players complain they always want more density and hate open spaces. But the atmosphere of an open world shines best when you get lost in the environment and scenery.
You can have both
I wish the world map was all black when you first start the game and it gets opened up as you move across the map. you have no idea whats a head of you.
damn top page post!
That first quote in the OP definitely reminds me of MGSV and my problems with its overworld.
exploration is its own reward.