What does X do that the first didn't for the open world (beyond Mech traversal obviously)?
First game had a good sense of scale but there was often fuck all to do but kill some monsters and loot some miscellaneous random items on the ground.
Sure, Sunset Overdrive's is well designed in that it's fun to traverse but there's ultimately nothing to do it in but collect balloons and toilet paper. That's not what I think of when I think "great open world design". Great open world design keeps me invested in the world naturally, not by facilitating cheap collectathons.
Also I got to say I loved Sunset Overdrive but it's not a good example of a open world game. There isn't anything to do really once you've finished the main story. I tried playing side quest but all of those were extremely boring. Most of them I played went just like this: bad joke, go to this place and do this thing, end side quest with bad joke. Don't get me wrong the game is fun but man are the missions samey.
I guess he meant more the level design of the open world, with lots of different ways to get to the same place and each has different things along the way.That's really it, except in X there's only one town/city/hub area.
Most open world exists only for immersion, they don't complement the gameplay in any ways. The only freedom I get in those games are which side missions should I pick first. core gameplay have been very limiting in all open world games.
GTA V features the most impressive contemporary open world to date with an astounding amount of detail and variety, but I was extremely disappointed in terms of structured side content. Beyond wandering around sightseeing, there is very little to do. Side activities are mostly mundane novelties like tennis, golf, etc. Collectibles, which used to result in meaningful unlockables in earlier games, are now pointless.
Admiring the details of the world and just causing havoc aren't enough for me. Give me compelling things to do.
I feel most open world games don't utilize the open worldness of a open world. They follow a strict linear structure. GTA, AC, far cry, witcher 3 all of them
This is how most missions work in GTA or in other open world games
Blow up this truck or kill this monster
Looks like you didn't
Restart and do it all over again.
MGS 5 is the only game that I can think of that utilizes the open area of an open world game, there are not many fail states, there are other ways to deal with your mistakes.
Most open world exists only for immersion, they don't complement the gameplay in any way. The only freedom I get in those games are which side missions should I pick first. core gameplay have been very limiting in all open world games.
I feel most open world games don't utilize the open worldness of a open world. They follow a strict linear structure. GTA, AC, far cry, witcher 3 all of them
This is how most missions work in GTA or in other open world games
Blow up this truck or kill this monster
Looks like you didn't
Restart and do it all over again.
MGS 5 is the only game that I can think of that utilizes the open area of an open world game, there are not many fail states, there are other ways to deal with your mistakes.
Most open world exists only for immersion, they don't complement the gameplay in any way. The only freedom I get in those games are which side missions should I pick first. core gameplay have been very limiting in all open world games.
I am going to have to buy a Wii U aren't I? I keep fighting off the urge, but there really is great games on the system.
In my opinion MGSV has one of the most useless open worlds out there. It literally adds nothing. They could accomplish exactly what you said by making each base a smaller map. Connecting everything on the over world map did nothing but ruin immersion for me.
I think, along with other notable examples like Dying Light and Dark Souls/Bloodborne that more open world titles really should look into what these games settled in their open world design and apply it to theirs. It won't fix the issue with tedious quests sure, but at least we can reach a point where open world level design can be as engaging as linear level design.
In my opinion MGSV has one of the most useless open worlds out there. It literally adds nothing. They could accomplish exactly what you said by making each base a smaller map. Connecting everything on the over world map did nothing but ruin immersion for me.
I simply said that The Witcher 3's open world is dull. It's boring. The game did little to convince me to continue exploring it's world. It's a fucking snore.
They could accomplish exactly what you said by making each base a smaller map.
In my opinion MGSV has one of the most useless open worlds out there. It literally adds nothing.
it's not often one can precisely pinpoint the time at which an opinion was disregarded.
What? No, I never said I preferred that.
I simply said that The Witcher 3's open world is dull. It's boring. The game did little to convince me to continue exploring it's world. It's a fucking snore.
What does X do that the first didn't for the open world (beyond Mech traversal obviously)?
First game had a good sense of scale but there was often fuck all to do but kill some monsters and loot some miscellaneous random items on the ground.
Initially, I wasn't impressed at all about how XenoX looked and played from the videos and had ultimately written it off for getting Mario Tennis instead.
What about it did you find dull? I found it endlessly fascinating. So often you'd come across something whereby you could derive a narrative merely from the setting. You'd stumble upon a beach with a lot of scuttled ships and think 'Hmm... either a reef here or piracy' and then look around and find a note from some dude captured by pirates, and no matter what you were doing you'd be interrupted by the pure interest of your new discovery.
This applied most when I went out to the island in the middle of the lake at the very start of the game. When a quest brought me right back there it was fascinating to see the differences between what had happened out there and what I had imagined had happened.
I'm trying to keep a media blackout going, but the dribs and drabs I've read of Xenoblade Chronicles X impressions make it sound as though it's going to get a more positive reception than anticipated. Nothing was more rewarding than the experience bonuses you would get in the original Xenoblade Chronicles just for exploring the world.
Why fight the urge to play some of the best games of this generation? If you can afford it then do it. It is a great system.
However, what most people miss, is that "one city" in X is basically half a continent in size and is packed with people and places. It's more like 5 cities in one.Kinda stopped reading at that "The Witcher 3 is dull" part. Don't get me wrong--the overly realistic medieval look is boring all hell aesthetically, but you can see the work that went into crafting it and the actual monsters look cool, as well as the writing being A+-tier.
Xenoblade comparatively runs the risk of being a beautiful game with weak writing and that's worrisome. PLUS there's only one city and that's always disgusting.