plutoknight
Member
I think I'm quickly becoming a fan of the open playground instead of the open world.
This seems super weird, but, well, FFXV made me like this, too -- I almost wish the game was a series of smallerish, "open" areas instead of a big open world. It would've made the 2nd half of that game a little less obvious, and I think the pacing would have benefitted from it. You can see they tried that with how the land opens up, but I think it ultimately failed.
Actually, this is how I see modern MMOs handle their quest design -- WoW and FFXIV do this to varying degrees. You take a big open area, divide it into, say, 4 chunks, give each chunk a purpose, and have the story progress inside of those chunks. The "open" world gets smaller, but it's more focused.
FFXIII's Archilyte Steppe is a good example of this, too, I think.
But, I think there's a lot of benefit to thinking small in open world games nowadays. The scale and "content" don't do much for us, anymore -- there needs to be a meaning behind it all.
This seems super weird, but, well, FFXV made me like this, too -- I almost wish the game was a series of smallerish, "open" areas instead of a big open world. It would've made the 2nd half of that game a little less obvious, and I think the pacing would have benefitted from it. You can see they tried that with how the land opens up, but I think it ultimately failed.
Actually, this is how I see modern MMOs handle their quest design -- WoW and FFXIV do this to varying degrees. You take a big open area, divide it into, say, 4 chunks, give each chunk a purpose, and have the story progress inside of those chunks. The "open" world gets smaller, but it's more focused.
FFXIII's Archilyte Steppe is a good example of this, too, I think.
But, I think there's a lot of benefit to thinking small in open world games nowadays. The scale and "content" don't do much for us, anymore -- there needs to be a meaning behind it all.