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Ubisoft towers are conceptually a good game design element. Just because they were invented by Ubisoft doesn't make them bad in principle. There are good and bad ways of implementing them, just like everything else.
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Every games being the same is lame. Surprises are part of entertainment. Sometimes you have to be different just of the sake of being different.
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>>737640354
>w-when N-Nintendo does it, i-it's.... good...
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>>737641026
Raped and obsessed.
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>>737641026
in this case, yeah. At least some of the towers in BotW were locked behind a climbing challenge/stamina check or had enemies places around it you'd probably have to kill to climb in peace. They at least did something to gate some of them.
I think an even better version of this would be to have minibosses you have to defeat (or similar challenges) to get info that puts icons on your minimap, which you'd have to do multiple times per region. Giving all the info for simply going to a location is lame and makes the gamer way more likely to just run between icons instead of actually explore.
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>>737640354
They were already a terrible aspect of the first Assassin's Creed. Even reviews of the game called it "repetitive" having to go from area to area and find the tower and climb it.

It's not some revolution that needs to be in every other game, in the way it's become. That's why people hate it. It's a mediocre solution to a design that isn't even that good to begin with (having a large map with "regions" full of activities on it)

The only reason it's popular is because for game studios it's a way to distribute content design across very large teams. You know you have 7 types of activities, and you define a design pattern for each one (like Obstacle Course, Capture The Flag, Catch the Bird, Clear the Enemy Encampment) and then you can turn that into mindless quota-work for 50 employees where onboarding new employees and contractors is safe to do without misunderstanding of a director or team lead wanting something.

You just close your eyes and let anonymous employees create content for your game, and then you have "100" blips on the map. There you go.



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