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De_Narm, do games w The Witcher 4 has entered full-scale production, CD Projekt has confirmed

Just in time for me to actually play Witcher 3, I’m starting this weekend. I wasn’t big on Witcher 2 and just never got around to 3 until now.

NocturnalMorning,

Oh you’re in for a treat. The side quests in Witcher 3 are legendary. I love everything about that game.

De_Narm,

I sure hope so, I got quite burned on the last big budget game I’ve played years after the hype. God of War 2018 felt like a culmination of every wrong with gaming at that time (outside of mtx) and AAA games only got worse from there.

currycourier,

Out of curiosity, what didn’t you like about God of War 2018?

De_Narm,

I went into detail here. In short, nothing was actually engaging. Combat, puzzles and traversal all felt shallow.

Buddahriffic,

Does it also include those cutscenes where you have to press a button that pops up on the screen or you have to start the cutscene over again?

I hate those because:

  1. Every console has a different layout for basically the same buttons.
  2. I like cut scenes being little breaks where you just watch and soak it in. At least assuming the character doesn’t make choices I hate or suddenly surrenders because a few enemies point weapons at them (after probably having fought more of those enemies actually using their weapons instead of just threatening it).
  3. If I’ve seen a cutscene already, I’d rather skip it and get back to the good gameplay. Maybe the interaction was intended to reduce that “go away cutscene, you’re boring, I want to get back to the fun stuff” but I don’t find it accomplishes that at all.
  4. It’s not good gameplay. Even if I don’t end up panicking and hitting a wrong button or missing it because I’m not ready to think about where the X button is on this particular controller, it’s not rewarding at all to succeed, other than the “yay, I don’t have to repeat this stupid shit anymore”.
  5. And I especially hate ones that prompt mashing buttons as fast as you can or rotating a stick as fast as you can (and this applies outside of cutscenes, too). I don’t find anything interesting about testing the physical limits of my thumbs and wearing down the buttons or sticks involved faster in the process.
De_Narm,

Do you mean quick time events (QTEs)? The game has at least one cutscene I remember where you’re prompted to activate an ability to change the outcome, however, I think that’s it. The games usually doesn’t have them.

Although, it does commit an entirely different sin in terms of unskippable cutscenes: There are several ‘immersive’ cutscenes with you suddenly walking at a snail’s pace or climbing slowly around while the cutscene plays out.

NocturnalMorning,

I will say, i didn’t think the main story was that strong. But the huge amount of amazing side quests more than made up for it.

darkkite, (edited )

if you’re on pc. get the friendly ui mod and try to hide the mini map and use 3d maps marker instead. immersion is so much better

stevedice,

This. I spent 84% of my first playthrough looking at the minimap.

Berny23,
@Berny23@lemmy.sdf.org avatar

It is still my favorite game ever, regarding story, world-building, characters, music, graphics, quests and overall gameplay.

But it’s a bit weak on combat mechanics, there I prefer Elden Ring and Dark Souls 3.

kingblaaak, do games w The Witcher 4 has entered full-scale production, CD Projekt has confirmed

so more gwent distractions i hope

storcholus,

I hope they don’t change the Gwent gameplay. The mobile version sucked

TheColonel, do games w The Witcher 4 has entered full-scale production, CD Projekt has confirmed

Developers on suicide watch.

net00, do games w The Witcher 4 has entered full-scale production, CD Projekt has confirmed

I’ll just wait for the Witcher 4 patch 2.0, which will release after 3 years from the original release date and will actually contain the advertised game.

HowManyNimons,

…and be $15 on gog.com

epicsninja,

If only that was what Cyberpunk actually got.

x00z, do games w The Witcher 4 has entered full-scale production, CD Projekt has confirmed
@x00z@lemmy.world avatar

“Production” in software development means it’s available to end users.

At first I didn’t understand they meant development.

tburkhol,

Ditto. Was surprised to hear it that far along, with absolutely no prior leaks/hype, except maybe they learned from CP2077.

Eventually sorted out they mean ‘production’ in the movie sense, not the product sense. And I suppose that’s fair, given how much modern ARPGs incorporate voice & physical acting, foley work, motion capture, etc

Damage, do games w The Witcher 4 has entered full-scale production, CD Projekt has confirmed

Pshh, UE5 when the FreeDoom engine exists

FelixCress, do games w The Witcher 4 has entered full-scale production, CD Projekt has confirmed

Fantastic news. I loved Witcher 3, we will see how good 4 is.

thingsiplay, do gaming w PS5 Pro owners complain that some Pro-enhanced games look worse [VGC]

Digital Foundry did an analysis. It’s a mixed bag, some games may look better, some worse. The core problem seems to be the new upscaling technology PSSR from Sony (for haters its pronounced like “pisser”, oh I see in your other comment you are already aware of this lol).

Imagine paying a premium price of 800 Euros and then getting this. Fanboys will defend it no matter what, just like Apple fans defend if they purchase crap.

DdCno1,

Every acronym should be run past a bunch of ten year olds. No idea how they thought this was a good idea, but then again, they greenlit Concord at about the same time.

kalr, do games w Yakuza creator Nagoshi says the era of game size being most important is coming to an end

I’m burnt out on open world games. Some are good with dense rich areas that are interesting and make you want to explore but most these days are just bland, overly large and filled with generic quests.

Games need to stop being open world for the stake of being open world. I think for a lot of games, having multiple open-ended areas can work much better.

AceFuzzLord,

Definitely one of the reasons I absolutely love the original Borderlands. Large world, but broken into a lot smaller chunks/maps. More games doing stuff like that would be absolutely perfect.

thatKamGuy,

I’ve been mulling over this the past few years, having finally kicked the WoW habit in the second year of Shadowlands (approaching ~3 years now)…

…but how often are quests/missions/objectives etc. just a combination of go to x, collect x of y, kill x of y? At a certain point, all of these become generic - right?

kalr,

Yep pretty much. All games boil down to what you mentioned above but the execution can vastly differ. I guess the low end is the Ubisoft approach where everything is just a generic world and its go climb this tower/ capture this outpost etc and the high end is the Rockstar approach where it might be drive there, do this but things could be different in between that keeps it engaging. I guess it feels more like a living world.

Pilferjinx,

A building out rather than filling in approach?

kalr,

Yeah I guess so. Less like a look here’s a world that I designed, how do we fill it approach and more like a what story do we want to tell and what does the world look like kind of approach if that makes sense.

Aceticon,

There’s a whole different angle to game fun which is exploring game mechanics and the complexity that emerges from their combinations and interaction with the game space and the behaviour of independent game entities.

For example (and highly simplified), in Terraria the player has to balance the location of resources, their search and extraction of them, the actual movement, location and needs of the game monsters and NPCs, and their own progression up the “research ladder” (only in Terraria the “research ladder” is implicit and based on which resources have you managed to get your hands on and what have you built with them).

Whilst some of the fun in that game is in exploring a procedurally generated world, the drive to do so and the main fun in the game is to solve the complex problems that emerge from the interaction of those things: you explore to find resources that let you make equipment that allows you to explore more dangerous or harder to reach places to find more complex resources to make more complex equipment and so on and meanwhile the more advanced equipment also lets you do no stuff (IMHO, just merelly “shovel +1 level” equipment improvements are nowhere as satisfying as getting access to new kinds of stuff that let you do new stuff).

Examine games like for example Factorio, Minecraft or Rimworld and you find the same kind of global game loop: do stuff to get stuff to be able do more difficult stuff to get more advanced stuff and so on and all the while the complexity of your choices increases because the combination of options you have goes up as, often, also does the complexity of the World you now have de facto access to.

The AAA world however went down the path of story-like games which have one core linear story (the main quest) and then a bunch of mini-stories (side quests) and were game progression comes from advancing the core story and gaining levels (which themselves are generally just the mathematical result of doing stuff and advancing the core store and doing side stories) that let you do the same things only better and maybe a few news things, ultimatelly to help story progression. Stories “officially” drive the player’s exploration (though some players also self driven to just explore just because of liking to explore) and it seems to be impossible to get good stories working well in procedurally generated worlds (as No Man’s Sky has proven, IMHO). There is often some amount of the same mechanics as I describe above for open world indie games, but they’re not the core of the game and what drives the player.

And yeah, if your game is story driven and you can’t procedurally generate the game space with good stories, you’re going to hit limits in the size of the thing, either on the size of the game space that has to be handcrafted to work well with the stories or in the amount of stories being insufficient for the game space leading to lots of boring game space that feels empty like it’s just filler.

warmaster, do games w Yakuza creator Nagoshi says the era of game size being most important is coming to an end

What’s the appeal of Yakuza? Is it a modern day Shenmue?

wrekone,

I wish

Iloveyurianime,

Idk i think its random bullshittery if my memory serves me right

Zozano,
@Zozano@lemy.lol avatar

It’s bizarre, there are a ton of mini-games, combat is sometimes fun, storyline is yakuza melo-drama, dripping in themes around loyalty, honor and sacrifice.

It has a little bit of something for everyone.

hopefull_cottonball,

9/10

Aceticon, do games w Yakuza creator Nagoshi says the era of game size being most important is coming to an end

There are quite a lot of ways of making an open world game with infinite replayability without requiring massive maps, but they’re not in the style AAA gaming has been going for in the past decade, they’re more things like Oxygen Not Included, Factorio, Minecraft or Battle Brothers were the game space is procedurally generated, the fun is in conquering the challenges of a map, and once you exhaust it you stop yet end up coming back months later and try a new game with a new map, from scratch, because it’s again fun and there’s no “I know this map” to spoil it.

The handmade game spaces with custom made “adventures” do manage to have better experiences than those games that rely on procedural generation and naturally emerging situations for providing gamers with experiences, but they’re mainly once of and rely on sheer size to remain entertaining for long.

aliser, do games w Yakuza creator Nagoshi says the era of game size being most important is coming to an end

no fun in empty open world

rottingleaf,

They say people had fun in Daggerfall.

hal_5700X, do games w Yakuza creator Nagoshi says the era of game size being most important is coming to an end

I don’t get why open worlds have to be so big. 95% of the time, they have next to nothing in them.

Maalus,

To be able to say “our map is 100x100km!” The only games where it is worth it to have a huge map like that, is army simulators and RTS. Anything else could probably be better off with polish in some other place, rather than a huge map.

andrew_bidlaw,
@andrew_bidlaw@sh.itjust.works avatar

One of the notorious examples in PS3 gen era that’s now can’t be purchased at all. It’s a derpy offroad racing game in what looks like a procedurally generated world emptier than ash deserts in Morrowind.

en.m.wikipedia.org/wiki/Fuel_(video_game)

Big_Boss_77,

Maybe you can explain this to me… I’ve heard this countless times over the years, but I can’t figure out how it’s measured?

Is it based on if MC is taking average human strides? It seems like a ridiculous metric.

Maalus,

Games / game engines use units which correspond to size IRL. It’s needed to keep scale consistent. The characters are usually around 1.8m tall for instance

SharkAttak,
@SharkAttak@kbin.melroy.org avatar

Well they gotta have the right balance, otherwise they'd end up be "open small town" instead of "open world"

mercano, do games w Yakuza creator Nagoshi says the era of game size being most important is coming to an end
@mercano@lemmy.world avatar

Yakuza maps have never been particularly huge. Even in the most recent game, the new map is maybe on the scale of GTA III or Vice City. Still, they manage to pack 15-20 minigames into each game’s word map, some of which involve driving or riding around the map, plus the inevitable scavenger hunts and hidden collectibles.

Crafter72,

The key is the “density”, activities and (player) engagements. I find it funny RGG is probably one of developers that can get away reusing assets so much that even can be traced back to ps2 assets on their newer games.

SharkAttak, do games w Yakuza creator Nagoshi says the era of game size being most important is coming to an end
@SharkAttak@kbin.melroy.org avatar

Honestly I don't know if game map size has ever been THAT important, or a deal-breaker..

Trainguyrom,

Too big of a map ultimately becomes a deal breaker for me because it will inevitably have too much empty space and get too boring and time consuming to play through.

Smaller more refined maps are better than larger maps where the team can’t sufficiently justify every single corner and make sure every inch truly is fully designed and makes sense.

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