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orochi02, do games w For those of you who enjoy open-world games, how big of a world is too big?

Morrowind

RightHandOfIkaros,

Morrowind was exactly the perfect size for its content.

I would argue Daggerfalls map is unnecessarily large for the content it offers. At least Morrowinds NPCs have regional variation. In Daggerfall every innkeeper is exactly the same NPC. Its a technical marvel of its time, but by current standards is rather shallow.

orochi02,

Yea i think I mixed it up

edgemaster72, do games w For those of you who enjoy open-world games, how big of a world is too big?
@edgemaster72@lemmy.world avatar

To summarize this thread: It’s not the size of the map, it’s how you use it

YiddishMcSquidish,

Hey it’s a totally average sized map! Some would even say it’s too much!

Zorque,

It has pools in it!

threelonmusketeers, do esa w Sentinel-1D launch thread!

Separation of Sentinel-1D confirmed!

classic, do games w For those of you who enjoy open-world games, how big of a world is too big?

More than bigger, I want more accessible interior spaces. Like cyberpunk, but you can go into other people's living spaces

KammicRelief,

Yes, this. Even if some of it is procedurally generated, how fun would it be to go in ANY door in cp77??

Postmortal_Pop,

First mod I put in fallout puts mor interiors into city buildings. Frankly I’d be happy of 70% were recycled but 100% were accessible.

frongt,

Everything except the story bits would be procedurally generated. And it would probably get pretty boring having like three interior types repeated over and over.

threelonmusketeers, do esa w Sentinel-1D launch thread!

Second stage engine cutoff confirmed.

ICCrawler, (edited ) do games w For those of you who enjoy open-world games, how big of a world is too big?

Nothing much new to say, just reiteration. A big or huge or gigantic map is fine, so long as it’s populated by meaningful content.

Really wish Forspoken had been more populated. It’s a huge world, and combat/abilty wise it’s a great pure-mage action game, which I really really loved about it, that’s not a very common thing. But my god, the world is so empty despite being so big, and most side objectives are just collectothons. There’s some more difficult endgame content, but no real reason to grind up for it.

threelonmusketeers, do esa w Sentinel-1D launch thread!

Shutdown and separation of the LLPM first stage and ignition of the ULPM second stage confirmed.

threelonmusketeers, do esa w Sentinel-1D launch thread!

Fairing separation confirmed.

threelonmusketeers, do esa w Sentinel-1D launch thread!

Side booster separation confirmed.

threelonmusketeers, do esa w Sentinel-1D launch thread!

Décollage!

Red_October, do games w For those of you who enjoy open-world games, how big of a world is too big?

It's not a question of the world being too big or too small, it's the density of interesting things. A giant world with very little worth doing doesn't accomplish much, but similarly a small world where you're absolutely tripping over things that feel like you shouldn't skip them will also feel claustrophobic.

Additionally, the traversal system can help a LOT here. Even a world that has a lot of wide open dead space can feel good if the process of crossing that space is itself fun. Dune: Awakening comes to mind here, where there are large spans of open desert that you need to cross, but ripping across the dunes on my sandbike was so much fun I didn't mind the dead ground.

Phil_in_here,

Do you remember LoZ Wind Waker? Maybe it’s the nostalgia goggles, but ripping through the open water just felt good. I don’t even think it was particularly mechanically fun. Maybe it was just the music.

burntbacon,

The music and the bright colors in that cel shading style were great. They also did a really good job with the seagulls and the barrels and the silhouettes in the distance as you were sailing. Maybe it was just the contrast with all of the ‘dark’ games at the time. It was a gigantic mood swing from majora’s mask. The music really helped sell it.

I think wind waker is good example of how to handle ‘open world’ without letting on that you’re controlling the experience. I don’t think any of the official ‘next steps’ ever had you sailing more than three squares away. The teleport was right when the world ‘opened up’ to you doing whatever you felt like, and the easily grasped concept of one square=one island with some interaction made sure there was no loss of focus on the developers or players. Obviously the main islands had more to do than the ones with just a platform/reef, but it worked.

cmhe, (edited ) do games w For those of you who enjoy open-world games, how big of a world is too big?

It is too big when the density of reasons to go there and explore becomes to little.

Personally, I don’t really care for games that have huge maps just to pass through while traveling around. There needs to be a reason in the story for every place to be there.

Every village, town or city needs to be filled with quests and stories, and the space between them as well to a lesser extend. They serve as immersive distractions. They need to be alive.

The map is too big if it cannot be filled with enough stuff to explore and experience. And I don’t mean climbing yet another tower, or doing yet another variation of the same puzzle.

TBH, I am not much of a sandbox game player and the JC 2 and 3 maps looked nice, but didn’t really invite me to stay and explore a single area for a while, because the areas didn’t have much depth. I prefer a much higher density of things to do. Each village should have a couple of hours of content, exploring it and the neighboring area. And larger towns or cities even more.

I want to minimize the ‘just cruising through’ parts of maps.

Cyberpunk as well had too much dead space when it comes to stuff to do in many parts of the city. Some parts of course act as just the background for other parts, which is fine. But other parts where beautifully handcrafted and interesting, but there is not much to interact with or people to talk to there.

To me it is important to have enough content and depth that the player learns to get to know their way around a place, and gets to know characters and develop relationship with each place.

IWW4, do games w For those of you who enjoy open-world games, how big of a world is too big?

It is all about the amount of content. If you are just wandering around with nothing work doing than to hell with that.

PlzGivHugs, do games w For those of you who enjoy open-world games, how big of a world is too big?

Basically, how much of the world is interesting/fun.

For example, Fallout 3 doesn’t do a great job of this, as much of the world is baren with no story or gameplay. Half of the world feels like it could be cut out without much loss. The Yakuza games on the other hand, have smaller worlds but they feel massive and fun because there’s always something to do moments away.

The work-around is to make travel fun, so the “empty-space” is just more gameplay. The Just Cause games are the perfect example of this. All the movement mechanics are quick and satisfying, from the grapple and parachute, to the driving, to the OP wingsuit.

winety,

For example, Fallout 3 doesn’t do a great job of this, as much of the world is baren with no story or gameplay. Half of the world feels like it could be cut out without much loss. The Yakuza games on the other hand, have smaller worlds but they feel massive and fun because there’s always something to do moments away.

On the other hand, the world of Fallout 4 feels very cramped; you can’t go 5 meters without encouraging something. Bethesda’s games are interesting in this aspect – the worlds of different games are built similarly, but they differ in some small parameters (as in the density of Fallout 4), so they’re ripe for comparison.

Personally, I feel there were two peaks in Bethesda’s worlds – Morrowind and Skyrim. Both for different reasons.

Postmortal_Pop,

As a Morrowind enjoyer, I find Skyrim to be too shallow. There’s 7 weapons in the game, 7 spells, and nothing really to do.

winety,

I was mostly only thinking about Skyrim’s world. Skyrim as a whole has many flaws.

Postmortal_Pop,

Yeah, looking at it in a strictly dungeon distribution lens it’s actually pretty solid, and I find it feels a little crowded when you mod in more locations. I guess world distribution is the one thing they actually got right.

winety,

I’d be broader and talk about points of interest instead of dungeons, but yeah. This, the art design of the world, and the music. Those are the strongest points of Skyrim.

Flamekebab,
@Flamekebab@piefed.social avatar

I would argue that Fallout 3’s map is ridiculously tiny.

PlzGivHugs,

It has been a little while since I last played it, but I found that scale-wise, it felt small (I’m guessing this is what you mean) with major locations too close together, but content-wise, it felt sparse, empty and ultimately pretty boring.

Flamekebab,
@Flamekebab@piefed.social avatar

A wasteland that one can throw a stone across doesn’t feel like much of a wasteland to me. I don’t want realism, just big enough that I can suspend my disbelief. I want to get immersed but a “town” with six people isn’t a godsdamned town.

NuXCOM_90Percent, do games w For those of you who enjoy open-world games, how big of a world is too big?

Big enough that I lose interest or notice the padding.

A lot of it boils down to execution. The more urban areas of a Sleeping Dogs or the TW3 map with the Bloody Baron (not the viking map) feel geuinely massive enough though both are on the smaller end. Whereas something like GTA5’s San Andreas actively pissed me off because so much of the game was just driving to and from set pieces on the interstate.

That said: I actively don’t care about completion unless I really love the game. So if something was 40000km^2… I might never leave the two square kilomters the actual game takes place in and not care about the rest.

As for Just Cause 2 and 3? Neither felt overly large but both were broken down into regions and I mostly just played those whenever I felt like over the course of a month or two. So it really was closer to “levels” than anything else.

Contrast that with a Far Cry 2 which is downright tiny and… I’ll never have the patience to drive past even one outpost ever again.

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