How well did Skyward Sword sell?In Zeldas case I guess it doesnt matter. The game is going to sell gangbusters no matter what. Could be a turd in a box, it is still going to sell.
definitely agree with this also big open worlds are just overwhelming how much side content does one need in a game? i'd rather have some side content in a smaller world while mostly following the main story.The problem isn’t filling the open world with content, it’s the fact that they choose to go open world to begin with. They don’t need to. There are an infinite number of games throughout gaming history that are amazing and beloved without having an open world. Not every game needs one. Most connect RPGs with open worlds, but they don’t need it either. Chrono Trigger, the original FF titles, Suikoden wild arms, etc. I think devs think they need to do it because everyone else does and you don’t.
If you have the budget and great ambitions for one, then go for it. If you know you don’t have the manpower, time, or budget to make it a world worth exploring then scrap the damn open world and make a smaller world lush with content and equipment and stories and people will love it just fine.
The problem is so many want to be followers not leaders. Step out of the line and stand out with your own unique style, don’t just go open world because everyone else is.
Play the first two Gothic games OP. They were made by a team of 25 people and they are probably the best designed open world games ever.
Everything in those world's is placed by hand with extreme care to always reward your exploration.
Enemies and monsters don't respawn after you kill them so you always feel like you're really progressing.
The problem isn’t filling the open world with content, it’s the fact that they choose to go open world to begin with. They don’t need to. There are an infinite number of games throughout gaming history that are amazing and beloved without having an open world. Not every game needs one. Most connect RPGs with open worlds, but they don’t need it either. Chrono Trigger, the original FF titles, Suikoden wild arms, etc. I think devs think they need to do it because everyone else does and you don’t.
If you have the budget and great ambitions for one, then go for it. If you know you don’t have the manpower, time, or budget to make it a world worth exploring then scrap the damn open world and make a smaller world lush with content and equipment and stories and people will love it just fine.
The problem is so many want to be followers not leaders. Step out of the line and stand out with your own unique style, don’t just go open world because everyone else is.
For some reason, there are plenty of games that are scared of 'letting the world happen'. I don't think I've seen many games where a lot of the events are attached to primarily time (as well as conditions) rather than just gameplay conditions. That you can't keep on creating missable contant is obvious, but I'm sure many games would profit artistically if they'd let their game worlds breathe for a second rather than making everything directly dependent on the player.
Yup.Rdr 2 is the most fleshed out world with tons of unique encounters and places. But it took thousands of people, a huge amount of time and an enormous budget.
So that's your answer
Give me focus/linear style games over open air (lol Nintendo) driven software. Somehow the pendulum swung to "games must be open world to be worth its price" for unknown reasons.The problem isn’t filling the open world with content, it’s the fact that they choose to go open world to begin with. They don’t need to. There are an infinite number of games throughout gaming history that are amazing and beloved without having an open world. Not every game needs one. Most connect RPGs with open worlds, but they don’t need it either. Chrono Trigger, the original FF titles, Suikoden wild arms, etc. I think devs think they need to do it because everyone else does and you don’t.
If you have the budget and great ambitions for one, then go for it. If you know you don’t have the manpower, time, or budget to make it a world worth exploring then scrap the damn open world and make a smaller world lush with content and equipment and stories and people will love it just fine.
The problem is so many want to be followers not leaders. Step out of the line and stand out with your own unique style, don’t just go open world because everyone else is.
Let's take Zelda BotW as an example. The overworld is great with all the freedom in the world to explore. No compliants there.
But why does it have so much copy and paste design? I am thinking about the shrines and the stables. When you explore you want to discover unique places and secrets that makes you go Aha!
The shrines have too many bosses that are the same, but worst of all is the rewards. A heart piece or stamina meter. It gets old after 10+ shrines. Then we have the korok seeds. 900 of them? It seems nintendo themselves were desperate to fill up their world of something. But is just useless padding.
You get all cool gadgets within the first hour of the game and thats it.
Botw's Hyrule is vast and fun to explore, the problem is meaningful rewards and unique content. If you are doing an open world game, try to find out different ways to reward the player.
Botw is just one example. Take Final Fantasy XV as another example. That game suffer from the same problem. Copy paste gas stations, lots of empty space with nothing.
Let's take Zelda BotW as an example. The overworld is great with all the freedom in the world to explore. No compliants there.
But why does it have so much copy and paste design? I am thinking about the shrines and the stables. When you explore you want to discover unique places and secrets that makes you go Aha!
The shrines have too many bosses that are the same, but worst of all is the rewards. A heart piece or stamina meter. It gets old after 10+ shrines. Then we have the korok seeds. 900 of them? It seems nintendo themselves were desperate to fill up their world of something. But is just useless padding.
You get all cool gadgets within the first hour of the game and thats it.
Botw's Hyrule is vast and fun to explore, the problem is meaningful rewards and unique content. If you are doing an open world game, try to find out different ways to reward the player.
Botw is just one example. Take Final Fantasy XV as another example. That game suffer from the same problem. Copy paste gas stations, lots of empty space with nothing.
Get Blender, Maya or Max, and model and texture a single chair, table or bookshelf that is production quality.Let's take Zelda BotW as an example. The overworld is great with all the freedom in the world to explore. No compliants there.
But why does it have so much copy and paste design? I am thinking about the shrines and the stables. When you explore you want to discover unique places and secrets that makes you go Aha!
The shrines have too many bosses that are the same, but worst of all is the rewards. A heart piece or stamina meter. It gets old after 10+ shrines. Then we have the korok seeds. 900 of them? It seems nintendo themselves were desperate to fill up their world of something. But is just useless padding.
You get all cool gadgets within the first hour of the game and thats it.
Botw's Hyrule is vast and fun to explore, the problem is meaningful rewards and unique content. If you are doing an open world game, try to find out different ways to reward the player.
Botw is just one example. Take Final Fantasy XV as another example. That game suffer from the same problem. Copy paste gas stations, lots of empty space with nothing.
Because the real world is not filled with unique an meaningful content.
Because some gamers want freedom to do what they want and not be funneled down a path.Somehow the pendulum swung to "games must be open world to be worth its price" for unknown reasons.
Basically Shadow if the Colossus and Xenoblade games.think the point of some open world games is to give a peaceful, meditative experience of walking around, taking in the scenery with appropriate music
I think open worlds need to totally forget about "rewarding the player" The thing you did should have been fun and my reward should have been doing it. Best reward would be some fun dialouge or a pointer to the next fun thing to do.
I don't think open worlds need to be heavy in content unless you are forcing the player to explore them. They need to be a nice backdrop so that the player doesn't hit invisible walls on the way to your destination.
I think the best flow is this.
You give the player clear goals with fun unique gameplay, Getting to that gameplay should be fun enough but doesn't need to be the highlight of the game. You have things in the background that are fun enough to make the player change course. Basically things should feel natural and you should be free but doing absolutely everything doesn't need to feel good.
For me Botw nailed this, I didn't play it thinking I HAD to get every shrine or do every puzzle. I just do it when it's fun, on the way to things that look clearly important/fun.