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File: Level design.jpg (43 KB, 558x450)
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>''Why nowadays is every AAA game bloated open worlds or multiplayer services? What happen to the good ol' days of linear narrative based single player games?'' >/v/ in the good ol' days:
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>>738438546
right is perfectly optimized. left is arbitrary and random
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>>738438546
the average /v/ user is an 89IQ mutt from Nicaragua who grew up playing ultralinear cinematic trash on their PS3 and are terrified of open spaces or player choice.
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>>738438546
Yes I remember how shitty FF13 was.
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One on the right is still too complicated for zoomers.
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>>738438886
An open world can be completely linear, it's just an interactive mission select.
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>>738439461
>if i make the map super complicated it will somehow improve my ACTION game
unc design
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>>738438546
>left is actually tiny
>right is actually huge and atmospheric
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>>738438546
Left is not open world or games-as-a-service. It actually gives the player more to do than the right because there aren't 5 cutscenes just to walk down a hallway. It also has the player figuring out where the fuck to go, but there's not tons of depth and challenge to that.
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>>738438546
left is not open world.
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>>738438546
You'd really try to argue that games like Thief, Crysis, and System Shock are not linear narrative based singleplayer games?
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>>738439683
>>738439990
>>738440134
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>>738439538
Now wonder Gen Z doesn't own homes. They'll get lost in them



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