rainking187
Member
Just Cause 2. It took so long to get anywhere that I ended up getting bored and quitting the game.
How else is a man going to listen to all his cassette tapes with DD riding shotgun?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'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.
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)
I like GTA VI'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.
You know that there is fast travel in the game?
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.
Killzone Shadow Fall
The levels were too wide open. Doom did the objective-based FPS gameplay right.
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.
Witcher 3.
There really was no need for all these huge areas with lots question marks that usually contained junk(especially on Skelliger).
Killzone Shadow Fall
The levels were too wide open. Doom did the objective-based FPS gameplay right.
Dragon Age: Inquisition
Especially that one damn desert map in the lateish game. Was bored of the game, got to that map and quit.
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.
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.
How else is a man going to listen to all his cassette tapes with DD riding shotgun?
I don't think it was the environments that were DA:I's problem, but the reasons for being in them. When 95% of the content had very little (and at times nothing at all) to do with the main story, that becomes a huge problem and leads to players getting bored.
Witcher 3.
There really was no need for all these huge areas with lots question marks that usually contained junk(especially on Skelliger).
Funny how they over compensated for Dragon Age 2's copy paste design by making more world than anyone cared for.
Darksiders 2 has a relatively large size and it serves nearly no purpose at all.
The open ocean is inherently more adventurous than a field you can see all the way across anyway. Sailing for a few minutes into uncharted waters, the island silhouette popping in on the horizon that made you go "WTF is that?", that's why Wind Waker works better.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.
Most of them to be honest.
Size is easily one of the most dull and boring ways to design and sell your games. Not many things get me less excited for a game than a dev using the "Our new game is X times bigger than our previous one" argument.
It's also funny how it's allways aassociated with exploration when in fact most open world games have terrible exploration which 90% of the time comes down to following the waypoint or GPS on your mini map.
Meanwhile smaller and more carefully designed environments offer more fun and rewarding exploration. Discovering all the secrets and things to find in an area in the souls franchise is just so much better than walking through large chunks of nothing to find the 20th nearly identical cave in Skyrim, exploring and gaining acces to every location in the hub world of Deus Ex Mankind divided is way more fun than running towards icons on the map in Assassins Creed syndicate.
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.
Weird answer, but I found Mario Kart 64 tracks were too wide and open. I think they were pushing for the 4 players in a room sorta feel but never found it even remotely hard.
If GTA V's goal was to simulate how boring it is to drive upstate for a chore, mission accomplished