cormack12
Gold Member
A lot has been made of this, and the concepts have been iterated on from other titles, but also some show innovation and improvement. I feel GoT really doesn't make the player do things just because it's expected. I've made a list of a few of the area's where they have made choices/design to suit the game/player rather than the world or realism so everyone can weigh in. Some examples:
Shrines - when you spend 5/10 mins working out how to get to the top, you can just press a single button to respawn at the bottom rather than have to retrace all your steps. Other games sometimes have an 'exit', while others make you climb all the way down. Here you just press a button and you're back at the bottom.
Clipping - The game isn't shy about using clipping, allowing you to clip through trees so you don't get 'stuck' or dismounted in forests while larger trees/shrubs are still obstructive
Fast Travel - is actually fast, not a 15-20 second loading screen
Animation/stair kinematics - animation seems to be much more 'skatey' but is responsive and fast. Sometimes it may look like you are walking up ramps in WoW rather than stone staircases but it works rather than a slow step by step animation. Kinematics does exits on hills and slopes in the wild.
Looting - Can be done from horseback or ground with one single button depress. No animation or walking over it, if it's in range just press a button and it's in your inventory
Quests - largely you'll finsih a quest on exit of the location and the quest marker jumps to the next area - no need to tail NPCs. Quests can also be paused and resumed mid way through. There are some exceptions to this
The guiding wind - really cleaned up the HUD and let you take in the world knowing you were on the general path, I felt this helped you come across things more natural as the waypoint wasn't along roads. You could just ride off in a general direction and evetnually arrive or stumble across something.
Honestly, they all sound small but when you add them up together they probably shave a good 4-5+ hours out the game if you were backtracking, looting, picking your way through thickets or being barriered off, tailing or waiting for NPC's who dno't walk at the right pace etc.
I felt the tedious nature of an open world was largely removed (could have done with a few less camps/forts though), and the needs of the player were put before the expanse of the world. Thoughts?
Shrines - when you spend 5/10 mins working out how to get to the top, you can just press a single button to respawn at the bottom rather than have to retrace all your steps. Other games sometimes have an 'exit', while others make you climb all the way down. Here you just press a button and you're back at the bottom.
Clipping - The game isn't shy about using clipping, allowing you to clip through trees so you don't get 'stuck' or dismounted in forests while larger trees/shrubs are still obstructive
Fast Travel - is actually fast, not a 15-20 second loading screen
Animation/stair kinematics - animation seems to be much more 'skatey' but is responsive and fast. Sometimes it may look like you are walking up ramps in WoW rather than stone staircases but it works rather than a slow step by step animation. Kinematics does exits on hills and slopes in the wild.
Looting - Can be done from horseback or ground with one single button depress. No animation or walking over it, if it's in range just press a button and it's in your inventory
Quests - largely you'll finsih a quest on exit of the location and the quest marker jumps to the next area - no need to tail NPCs. Quests can also be paused and resumed mid way through. There are some exceptions to this
The guiding wind - really cleaned up the HUD and let you take in the world knowing you were on the general path, I felt this helped you come across things more natural as the waypoint wasn't along roads. You could just ride off in a general direction and evetnually arrive or stumble across something.
Honestly, they all sound small but when you add them up together they probably shave a good 4-5+ hours out the game if you were backtracking, looting, picking your way through thickets or being barriered off, tailing or waiting for NPC's who dno't walk at the right pace etc.
I felt the tedious nature of an open world was largely removed (could have done with a few less camps/forts though), and the needs of the player were put before the expanse of the world. Thoughts?