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Is this ever going to be solved
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>>730892870
Yeah, Breath of the Wild solved it. It doesn't work like the bottom pic.
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>>730892965
Not only does BotW work exactly like the bottom pic, in early versions it didn't and Nintendo revised the game until it did
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>>730893153
what changes between maps? Is that water in the middle?
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>>730892870
What about RDR2?
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>>730893265
It's an activity heat map, players used to stick to a couple of roads until Nintendo revised the map to send everyone to cover every inch of the map
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>>730893153
It does not. It has nothing to offer for people that sweep the map like that, they would just see the same content over and over. People go to the middle of the map and finish their journey when they see enough, like the pic on the top left. It has a big map to fit multiple lines from different players, but a single player wasn't supposed to do all of them. You can also see this when the reward from getting all koroks or whatever was a piece of shit.
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Oh look it's the retard crying about how games don't meet his impossible standards, don't forget to whine about how the actual game isn't the concept art
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yeah
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>>730893723
Bethesdabros, are we cooked?
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>>730893596
I think I'll trust the game devs data over a random anon's baseless claims
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Play lord of the rings online and you can do that
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>>730892870
Literally just make it a visual novel
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>>730892870
>I wanted a movie trilogy but with only the Frodo parts
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>>730894061
the game devs data which has nothing to do with the post you're replying to? read, nigger.
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>>730894131
This lol
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>>730892870
only if you play lotro, the game has like 1000+ hours of playtime and im not even talking about doing the same dungeons and raids 3000 fucking times
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>>730894131
This. Open world does give OP what he wanted. He's just butthurt that he gets lost in areas with nothing to do.
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>>730894225
NTA but you're retarded
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>>730892870
AI will fix it
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>>730895085
I accept your concession.
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>>730892870
It's simple, just make a well-crafted linear game that looks open and any time you run up against the boundaries of the world, destroy the universe. This way the only timelines that survive are the ones in which you play through the entire game still believing that it's open world.
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>>730893365
>players used to stick to a couple of roads until Nintendo revised the map to send everyone to cover every inch of the map
I don't see it. Why am I supposed to think that everybody is doing the same thing, instead of players being scattered randomly across the map in similar proportions? It seems what they didn't want is players doing the same things, that's why the heat in the first pic is stuck on some roads, while in the latter attention seems to be divided uniformly across the map. That's more how it actually plays, because there's no goal or reward that makes you want to walk every inch of the map.
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>>730895146
retard
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>>730892870
No, this will not be solved, and everyone who posts this image is low iq. It's pretty obvious why this will never happen
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>>730892870
What exactly are you asking for? A linear game with a vast open world that you can't explore?
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>>730892870
>>730893153
wait i rember you, are you that retard who was trying to argue botw was a linear game or some shit?
>>
the fundamental problem of "open world" is meta obligation to go everywhere. in real life if you're in a hotel with 100 rooms you don't care about the 99 rooms that aren't the one you're renting. in a game though you're probably thinking "the devs wouldn't have spent the time making all these rooms and not put anything in them" so you end up going through them one at a time looking for the one that has a dead body or a suitcase full of money or something in it. even if you have fun when you find the rooms with interesting stuff in them, you're not having fun mindlessly going through all the mundane ones. open world fags will say "you don't have to fully explore the map," but that's basically turning your game experience into a lottery. if you just choose a few places to explore at random and ignore the rest of the map there's no guarantee that you'll find the content that you're most interested in. there's an equal chance that you only discover the shitty filler parts of the map and your experience with the game ends up sucking.

>>730898880
the kind of people who are obsessed with huge open worlds are normies with high impulsiveness but low attention span. they want to be able to run off in any direction on a whim, but will quickly become bored and return to the main path. the fact that there's a huge map gives them the "wow I can go anywhere" vibe, even though they don't actually intend to spend 200 hours fully exploring it.
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>>730900153
what if we had AI that generates the areas such as hotel rooms. The devs originally lay out the majority of the skeleton, and then you as the player know that there is no guarantee any individual room will have anything interesting at all, but there is a small chance the AI hallucinated somehting interesting
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You can't. The open world game design philosophy and the traditional adventure story telling format just don't work together.

Best you can do is cut down on the side content bloat to keep the player focused, remove fast travel to make travel meaningful, and add in actual towns along the player's path instead of a home base they teleport to handle literally everything.
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>>730900153
I liked new vegas, it took quite a few number of playthroughs for me to see it all
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>>730892965
>BotW isn't like the bottom pic
It literally comes with a timelapse feature tracking everywhere you go on the map and for most players it looks exactly like the thing in OP.
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>>730900361
>>
>Ronan
????
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>>730900843
change right text to
>constantly PUSHED forwards, never ALLOWED to return
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>>730892870
If you ask me, it already was.
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Open world games should either have no fucking stakes at all, so you don't feel stupid for not doing the URGENT QUEST MY CHILD IS BEING RAPED four days after you accepted it, or the "open" parts should be closed until you deal with the urgent quests- lock you in.

For that matter you can do the damn main quest first and not open up the world to all the faffing about until it is resolved in a way that lets it make sense that you'd stay and fuck around after it's done. Save the princess, go back and fuck her now and then between the dungeon dives.
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>>730900436
Honestly, New Vegas is probably the closest a game has ever gotten to it. Especially making your way to the city for the first time.
And yet that's actually one of the major complaints people have with the game, from those who wander off the recommended route and get killed.
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>>730901113
Something about this world map looks rather peculiar.
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>>730901383
>And yet that's actually one of the major complaints people have with the game, from those who wander off the recommended route and get killed.
I feel like this is "new toy" syndrome or "grass is greener" syndrome

People only want that freedom for the sake of having that freedom, even if it ruins the experience for them, for example a movie only looks good due to the directors carefully curated shots and angles, but people would absolutely ask for the ability to control the camera in a movie if they could, even if choosing worse spots and angles resulted in a worse movie
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>>730893153
Retard take. They made it so it's still feels like linear adventure, but everyone's line is different.

If you ran 100 players through ideally recreated lotr campaign, each of them would choose slightly different route due to ripple effect of making different small decisions.
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>>730901306
>the "open" parts should be closed until you deal with the urgent quests
>lock you in.
>do the damn main quest first and not open up the world to all the faffing about until it is resolved in a way that lets it make sense that you'd stay and fuck around after it's done
The Dragon Quest Builders games do all of these in different parts of the story.
During the story there's segments where you're locked from visiting previous areas until finishing the current chapter, and in 2 every segment of story you do unlocks more features and area to the open sandbox world you have.
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>>730901749
what's a nonlinear game to you then
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>>730893832
based
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>>730901749
I'm struggling to think of any game where the content is more vacuumized than BOTW's shrines.
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>>730900153
>meta obligation
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>>730900361
>pic
So why does GTA San Andreas feel like a huge journey around the San Andreas state?
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Lord of the Rings Online gives you what you want.
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>>730892870
play lotro you can walk a long ass distance
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>>730901113
Adolf's world map?
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>>730902327
Because it guides you from LS to SF to LV and discourages you from skipping ahead or going back
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>>730894325
>>730894484
Not true, open world games have you running circles around the map just doing the main quest.
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>>730892870
Stop playing Final Fantasy XV
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>>730900843
>beat open world game
>can only load prior to final boss

what game
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Really thinking about it, the strengths of an open world don't really shine in a situation where there's a linear a-to-b main story.
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>>730894131
>replaying games
got memory problems?
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>>730893153
You know you can go straight to Hyrule Castle right? You can also go straight to the 4 corners where the Divine beasts are, if you want to consider that the main quest. The game does not force you to cover the entire map. It's your fault for wanting to get every korok turd and shrine. You would have had a point if the game made you complete 100 shrines before you could defeat Ganon, but it doesn't.

So yes, BotW is exact what OP wanted.

What you want makes no sense. You want the game to be open, but you're too autistic to stop yourself from going off-track. So you blame the game for it? Sounds like you need a linear game.
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>>730892870
Skyrim solved it 15 years ago
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>>730905936
lol
lmao
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>>730905936
It didn't
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>>730905936
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>>730905236
You fundamentally don't understand the OP image
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>>730892870
Here you go OP
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>>730906686
You really can't refute anything I said so you're just gonna say I'm "fundamentally" wrong and leave it at that? Great thread. I'm starting to doubt you even played BotW.
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>>730904529
What are the strengths of an open world? From a player perspective, I mean. Obviously only having to make a quarter of a game and padding the rest out with empty space is great if you're a dev.
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>>730892870
Elden Ring
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>>730907112
I will write out the very obvious messages of the OP image and how BOTW directly contradicts them, if you continue pretending you're stupid and don't understand what's being said after that, I will stop replying to you

>the "what I wanted" map presents a huge rectangular continent spanning vast varied regions and cultures
>the BOTW map is a tiny square that somehow contains both the "comfy" start city and the dangerous endgame next to each other like the bottom pic

>the "what I wanted" map has you start on one end and have to figure out how to reach the other end
>BOTW starts you 5 minutes of walking away from the endgame area like the bottom pic

>the "what I wanted" map has you figure out the most efficient way to cross the continent as a goal
>BOTW is designed to send you to scour every corner of the tiny square directly surrounding the endgame location like the bottom pic

>the "what I wanted" map has you making constant forward progress towards your goal never looking back
>BOTW has you going back and forth across the same areas multiple times like the bottom pic

BOTW is literally anti-journey, the video game and plays more like a theme park where the players are encouraged to try all the rides multiple times
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>>730892870
>>730900361
thats just traditional crpgs, bg3 is a good example of an open but still linear "act" structure
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>>730904775
I sure do, the problem is I can't afford any more of it!
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>>730907675
linear games are literally a consecutive series of theme park rides where you're not allowed to get off
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>>730900153
>the kind of people who are obsessed with huge open worlds are normies with high impulsiveness but low attention span. they want to be able to run off in any direction on a whim, but will quickly become bored and return to the main path.
This is me and I'm happy to be that way.
Being able to break from whatever the game is trying to railroad me towards to fuck around exploring all the side content or areas I'm not supposed to be in yet makes open world games way more fun than linear games.
There's nothing I hate more than feeling like I'm obligated to do something in a game. Linear games give you that feeling constantly.
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>>730908006
And that's illustrated in the top right map in the OP image
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>>730893153
Well yeah, there's a little line thing once you finish the game that shows your whole journey and running around in circles.
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>>730907367
From a player perspective its that I don't feel constrained for forced to do something. I have another choice to engage with other content at any given moment.
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>>730908046
>>Being able to break from whatever the game is trying to railroad me towards to fuck around exploring all the side content or areas I'm not supposed to be in yet makes open world games way more fun than linear games.
You have ADHD
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>>730908197
No.
I am good at focusing on doing one thing for a long time.
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>>730892870
The solution is one that most people wouldn't like, and it's a time limit.
>Game is an open world, players start on the left side of the map (A), have to get to the right side (Z)
>Intro gets the point across that you have X days to get from A to Z, but its up to the player to figure out how
>Also emphasize that along the path, the player needs to get stronger, that as they are they cannot win
>Make the time limit something that the player cannot do everything along their path
All of a sudden you can't afford to check every house in the town, or look in every nook and cranny for content. You're on a time limit, so you HAVE to keep moving, never spending too much time in one place.
Of course a game like this would immediately have people pissing and moaning about how they needed to look up a guide to find the optimum path.
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>>730908290
so dead rising
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>>730892870
elden ring is closer to top left than the other 2
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>>730900281
These AI brained retards who don't understand how things work are starting to annoy me
>What if the black box did the thing AND did whacky things sometimes haha
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>>730900843
Kingdoms of Amalur?
Baldur's gate 3?
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>>730908332
Yeah, except make it so you can't do everything even if you've chosen an optimum path and you have to go from the left of the map to the right of the map. Can't save everyone, can't do every quest, ect.
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>>730908290
Fallout 1, but people hated it.
Pathologic 2/3, but the map is small.
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Pokemon (the old ones)
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>>730892870
i dont get it. so you want a giant open world but you dont actually want to go anywhere in it but you want to be allowed to?
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>>730908483
Like I said, most people wouldn't like it. Which in fairness, probably means it's good design. The mass appeal is terrible for games, especially innovative ones.
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Pseudo-open worlds are the closest you can get, something like STALKER SoC.
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>>730905936
retards always use this image to make the worst posts on the site
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>>730908607
Define/elaborate on this, I have the game in my Steam account but dropped it not even past the first firefight. But I'll make an effort if you tell me what it means.
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World of Warcraft is an open world game.
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>every tile represents an in-game area (pic not to scale)
>when you move to another tile, time advances (for both you and your enemies)
>enemies may possess tiles - when you advance time, they may move to capture tiles, forcing you to take a different path or engage in combat
>tiles may possess different resources, enemies, factions, companions, quest objectives, bosses etc.
>you cannot return to a previous tile

this would work with a LotR style adventure; you would start in Hobbiton and must end your adventure in Mordor, whilst constantly being pursued. This path would be linear and yet can still be traveled many different ways on different playthroughs.
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>>730907675
Basically you want all the biomes/towns stacked in a row instead of a square. I can see how that discourages traveling backwards and has a slightly different feel. But what you want is essentially the same as being linear. I'll concede that traditional linear games tend to be disruptive with barriers, checkpoints, and cutscenes. So perhaps your way would be a little different.

>BOTW is designed to send you to scour every corner of the tiny square directly surrounding the endgame location like the bottom pic
>BOTW has you going back and forth across the same areas multiple times like the bottom pic
The way you phrase this (as well as depict it in the OP) is a bit misleading because you sound like BotW FORCES you to scour everything, back and forth multiple times. It doesn't. It's very clear where the divine beasts are. The only deceit is by the player who believes games are filled with things to do in every spot like an easter egg hunt with a piece of candy every 5 feet away.

Anyways I finally understand what you are saying.
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>>730909910
bottom is like STALKER
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>>730908580
I want the ability to go anywhere, but not have to go everywhere. There's this obsession in game design to fill every inch of the world with "content", which turns open world games into a chore where you feel forced to comb over every space out of FOMO. Turning what should be an organic adventure through a world, into checking off a grid to make sure you saw everything.

BOTW was brought up earlier, and I don't want to reopen that debate about whether or not it's like the example in the OP, but I think it does a couple things really well. For one, it makes traversal of the world in itself a fun activity, so that just getting from point A to B is engaging and doesn't make the world feel empty/boring just because it doesn't have some scripted encounter or item to discover every 5 feet. I think that's something that open world games should lean into.
The other thing is koroks. If you're going to have collectibles in a game like that, I don't think you should be forced to feel like you need to collect all of them. Hence, the reward for collecting all the koroks being pretty much meaningless - because you're not expected to collect all of them. But there are enough distributed around the map that no matter what route a player takes, they will still collect enough to give them some meaningful upgrades. This breaks up exploration by giving you something to collect and engage with, without making it a FOMO task that you feel forced to 100%, so it doesn't break the natural flow of exploration. Of course, people complained about it because they've been conditioned to expect rewards for being completionist. But I think for open world games to get to the point that OP wants, they need to break that conditioning. Completionism and exploration don't actually mesh well. It turns exploration from something organic into a chore.
>>
My problem with open world games is a lack of consequence or danger. It feels all very theme park-ish and safe. Take BOTW and TOTK for example. Are you ever at risk of permanently losing a settlement, or having NPCs die because you didn't protect them in time? One moment that stuck out to me was when some NPCs were being attacked by bokoblins near a bridge, and I saved them. But then I went back to that area and the same exact event played out. This time I let them fend for themselves, and it felt like nothing mattered. The game won't allow permanent consequences.
>>
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>>730909910
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>>730910585
That's one thing I think Bethesda and other WRPGs do better than japanese ones, being able to let no-name mcfuckgee die by ignoring them or just flat out killing them on purpose is fun, even if you get like minor loot or something, that's why people kill the guy who wins the lottery in New Vegas all the time.
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>>730910220
Your point about the koroks doesn't make sense. They shouldn't have a reward behind them because you hate completionists? Then why even have them in the game? All you're doing is just making pointless busywork. When you don't give koroks any secondary function, then they become active eyesores when you stop caring about upgrading your inventory, so now the world has a bunch of dead weight making it worse.
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>>730910585
shit like this is why I wish the current hardware situation happened about 15 years earlier.
Imagine making games with 360/ps3 era graphics today, It would allow for more budget fleshing the GAMEPLAY IN MY FUCKING video GAME out.
Won't matter now though
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>>730903490
New Vegas for one
Mass Effect 3
I think Watch Dogs 2 did something similar
Does Baldurs Gate 3 count?
Far Cry 5 ends with a nuclear holocaust so it has that issue too
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>>730903490
Almost all the Zelda games.
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>>730910220
The problem isn't that Koroks exist, the problem is that Koroks are all that exist. Outside of shrines that contain unique clothes (of which there are a small handful of sets that provide an effect that can't be covered by the cooking system) there's literally fucking nothing in the world. You have this massive open world, but the exploration in BotW is the most pointless its been in the history of Zelda games.
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>>730908601
>Which in fairness, probably means it's good design.

No anon, it means it's good for people looking for a very specific experience. Not being mainstream doesnt make it good, nor does looking for mass appeal make it bad.
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>>730910910
Watch Dogs 2 continues after the end.
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>>730892870
Here is my idea for this: a series of mini-open worlds on an A to B path. Sort of similar to open levels like Deus Ex but larger but not too large. Each area has a main objective to complete and once you leave an area you cannot return.
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>>730912748
Baldur's Gate 3
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>>730892870
>>
>>730905936
Ever since someone on /lit/ questioned why his plaid shirt has a zipper that only goes down to his chest I haven't looked at it the same way.
>>
Give Tamriel rebuilt a few more years
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>>730908290
I gave up on Majora's Mask because of the time limit even though it lets you rewind. I think a strict timer would give a lot of people problems.
>skip sidequests to save time
>end up skipping everything
or
>get lost
>X time wasted getting there, X time wasted getting back
It works in, e.g., old Prince of Persia games, where you have X minutes to successfully conquer a single dungeon, but I think it's counterproductive for any game with an emphasis on exploration. Immersion takes time. You can't just say, "play multiple times to see everything", either, because a lot of people won't want to replay, especially with a lot of cutscenes or a momentous ending.

Frodo had no time limit to destroy the Ring; it was just "ASAP before Sauron can muster his forces or works out what you're doing". IMO the solution is to ensure that each route, sidequest, etc., integrates dynamically into the main quest, based on your overall progress & the state of the rest of the world. Think of the Hobbits meeting Tom Bombadil on the way to Bree, or the breaking of the Fellowship, or Frodo & Sam following Gollum from the Black Gate. Avoid idle casual pursuits (fishing, collecting bugs etc), and MMO busywork like collecting pelts, (both a big ask because idle pursuits and busywork are what a lot of casuals play for,) and give the player's character a realistic incentive for each diversion from their primary goal, (also a big ask as it depends on writers, character artists and composer all working together to make you care enough about the Mayor of Shitsville to help rescue his daughter in a way that rings true to any prior traits your character has been given,) and you can have freedom of exploration without sacrificing urgency.

It can even be as simple as an item progression puzzle. Going back to Zelda, the Bottom of the Well in OOT is a great example.
>Learn Song of Storms as adult -> teach it to the same guy as child -> well drains -> enter well dungeon -> find Lens of Truth
>>
Dungeon Siege is exactly what you're looking for. It's one seamless walk from start to finish.
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>>730909153
>convince me to play a game I already own
learn to experience life for yourself
>>
>>730900361
>>730892870
Literally Atelier Yumia

You can go back but there's never a reason to aside from doing quests you missed
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>>730902668
Botw just tells you to go beat the 4 main dungeons and to beat Ganon, there is no circling around unless you want to
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>>730901113
>what if we just took europe but ever so slightly tweaked it
japanese creativity truly knows no bounds
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>the anti-open world autist is still at it after all these years
holy fuck, lmao
>>
>>730900843
>every jrpg
>>
Hot take: open world will never be satisfying because game developers don't do 1:1 or anything approaching 1:1. Imagine a game where you can explore every road in, say, Texas, even the backroads. American Truck Simulator is the closest thing and it's practically a theme park version of the state.
>>
Wouldn't this be precisely JRPGs with world maps?
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>>730908919
>>730914235
The context of the image is that it's a painting of a man who stood up in a public meeting about mandatory schooling to speak against it. His point was that the children were needed for the farms and if they were sent to school, everyone would starve.
>>
>>730914421
Continued

Fundamentally, games are a commercial product first and anything else second, which hampers any attempt to sacrifice gamey fun features in the name of "adventure". A solution to THIS problem is also an alternative solution to the main problem: present the world and its affairs with enough ambiguity for the player to concoct their own linear storyline in their head. To blog a bit, I decided to end my playthrough of BOTW at 200 hours, because that's when the map feature in >>730900635 starts to overwrite itself. The process of finishing the Master Sword trials DLC, blowing all my cash on ancient gear from Akkala, stabling my horse, then blitzkrieging Hyrule Castle through the front door on the dirtbike with all the arrows and potions I'd been hoarding, was more satisfying than the buildup to a final dungeon/battle in any linear adventure game I've played. It's the only time a game has ever made me feel like Chow Yun-fat. Give the player the blocks and he can build a scenario perfectly suited to his own tastes without the need for an overwrought narrative conclusion.
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>>730892870
FFXIII solved it more than a decade ago but the world wasn't ready.
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>>730915160
BOTWfags keep exposing themselves as people that never played an open world game prior to BOTW
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>>730915380
How did I do that?
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>>730892870
Not really.

I think every reply saying "it's been solved in game X" miss the point on a fundamental level. You don't want vast expanses of wilderness to explore. What you want is to go from points A to B over some vast distance, but also be faced with choices and freedom, as well as real consequences, based on which route you rate. If you encounter a mountain range, will you try to go over it, go through some haunted mines, or maybe even try to go around them entirely?

At its best moments, Death Stranding does this, but it's on a significantly smaller scale than this picture implies you want. It's pretty unrealistic to expect an entire world to be programmed with the intention of having players skip like 90% of the it. GenAI might solve this. A pen an paper RPG can solve this also.
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>>730909646
I like this idea, but that would end up being more of a strategy game than anything else. It could be a pretty good mixed/genre game though
>>
>>730915074
FP32 is really limiting
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"pure" open world is aids

interconnected world like the first half of dark souls 1 is peak
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The best way of doing open world is to limit your access to it and gradually open it up as you progress. Like you could access 50% of the world at first and maybe 70% if you risk running around dangerous areas, the rest would be locked behind progression
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>>730915409
He believes BOTW is like an Ubisoft game because he has never played BOTW, so he assumes it's like Horizon or Ghost of Tsushima probably.
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>>730915409
>It's the only time a game has ever made me feel like Chow Yun-fat.
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>>730916217
I don't understand. You sound crazy and dangerous -- and I've seen allegations that you're a stupid idiot who's never played BOTW
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>>730892870
It's already solved because if you were given an area the size of the first picture, you will naturally engage with it like the third picture. You are to blame.
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>>730906623
>>730906629
>>730906656
>>730908919
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just cause 2 and 3 are the few games that feel like the first one
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>>730916464
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>>730915771
Most games literally do this already and on of the first things players do is try and sequence break, or complain about it because the area they want to access is progression locked.
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>>730894131
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>>730910785
>They shouldn't have a reward behind them because you hate completionists?
No.
The point is that there are enough of them, and they are distributed evenly enough, that no matter what route you take through the game, you should encounter enough of them to a) provide some interactive engagement while traversing the world and b) acquire meaningful upgrades (in bag space etc), but you will never feel forced to deviate from the path you desire to acquire all of them. It rewards exploration without making complete exploration mandatory. It's the opposite of pointless busywork. And I don't "hate" completionists, I just think completionism is antithetical to open world game design, because it's the kind of attitude that leads to scouring over every inch of the map which creates the scenario OP is trying to avoid. Ironically, I think in games like BOTW, it's largely a player created issue, and not a developer one, because people feel compelled to go after every single korok (or insert collectible here) out of FOMO, instead of just allowing themselves to go on an organic journey through the world. The koroks are plentiful and meaningful to reward organic journeying, but not so important that you ever need to break from the path you've chosen.
>>730911076
To my other point, I never really felt this way because I found the exploration in and of itself fun. BOTW made it fun just to move around and traverse the world. So I never felt like the world was empty because just getting from point A to B was rewarding. I knew I had to go to x location to progress the story, and I could pick a direction to go to get there, and have fun on the way, just moving through the world, and not needing constant forced engagement to make me feel like traveling was worthwhile. Because the travel itself was worthwhile. And I think that's what a lot of open world games are missing and why people feel like they need a constant drip feed of ""content"".
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>>730917070

>The point is that there are enough of them, and they are distributed evenly enough, that no matter what route you take through the game, you should encounter enough of them to a) provide some interactive engagement while traversing the world and b) acquire meaningful upgrades (in bag space etc),
That just screams casualization. The player should never feel like they shouldn't have to go out of their way to get upgrades. If they don't want to search up and low for koroks, then they don't get the upgrades. Simple as. This just reeks of making the world feel like a theme park, where you're terrified of them feeling left out, so you just give them extra, unnecessary items so they feel safe and comfy. There's no survival aspect.

This is why I think weapons shouldn't respawn either. If you're gonna go gung ho on weapon durability, then punish people who don't manage their weapons by making them lost forever. No regenerating after a blood moon. Stop coddling the audience.
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>>730892870
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>>730906724
>>730914131
>>730917282
your point?
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>>730892870
I prefer open world games. Sorry, faggot =)
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Dark Souls 1 had the best game world and I've never seen it in another game since, not even from later Fromsoft games.
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>>730917329
that is what he wanted
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>>730917685
how was i supposed to infer that?
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>>730917712
by reading the thread topic and seeing "Here you go OP"
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>>730917774
>seeing "Here you go OP"
huh, where do you see that?
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>>730917834
in the first reply here: >>730917329
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I like linear games and I am tired of pretending open world or pseudo open world games aren't absolute fucking ass.
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>>730917858
ohh i guess the (OP) on his quote and the OP in his reply blurred into one OP and i didnt see that. good catch
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>>730892870
the only game like top left is TES Daggerfall.
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>>730892870
How is top not every JRPG?
>start in MC's village
>go to next town
>go to next dungeon
>eventually end up at final boss's castle or whatever
>but it still has a world map and you can go to random ass towns to do sidequests if you want
Almost any classic Final Fantasy is exactly this.

>>730900361
Classic Final Fantasy also fulfills all of these criteria.
>story provides an explicit reason to go to the next location at all times
>reason gets more compelling and urgent as the threat of the villain increases
>multiple points of no return, you can't just go back to the safety of your hometown at any time
>this usually lasts until far into the game when you get the airship
>solves the traversal time problem by making the world map not to scale and letting you move through it faster than you can through towns and dungeons
>so you don't feel like you're wandering for hours doing nothing but the world still feels large like you didn't just warp to the next location
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>>730892870
gothic solved it 25 years ago



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