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I hate figuring out a game's pattern, that's the moment the game stops being an experience and becomes a chore for me

How come no one figured out a way to constantly keep players guessing on what to expect ahead
>zero games where you start out in linear levels, go into an open world, then finish in linear levels
>zero games where there are multiple open worlds but the game only tells you about one
>zero games with true MMO handmade size with regions that vary from small to ones that will take days to finish
>etc
>>
>>743321067
For the it's the other way around, the moment the game becomes a chore for me I figure out the pattern.
>>
>>743321067
the best games are always full open map
>>
There was one 3rd person shooter from a number of years ago that did this to me. I think it was Ashen something. I noticed a pattern to the level before I even reached the first boss and uninstalled shortly after I beat him.
>>
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>>743321067
>I hate figuring out a game's pattern
Not your or the game's fault, you're just autistic
It happens
>>
>>743321067
Deltarune chapter 3 is what happens when a developer takes this mentality too seriously. The zelda boards suck shit and will remain a blight on the pacing when all chapters are out.
>>
>>743321067
>zero games where you start out in linear levels, go into an open world, then finish in linear levels
Every Final Fantasy game
>>
>>743321067
Wouldn't FFXIII fit the first description?
>>
>>743321067
>zero games where you start out in linear levels, go into an open world, then finish in linear levels
Stellar Blade
>>
>>743322534
Not that kind of open world
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>>743321067
Today we’re mad at…consistent game design.
>>
>>743321067
>>zero games where you start out in linear levels, go into an open world, then finish in linear levels
MGSV: The Phantom Pain.
>>
>>743321067
You're just old and have played too many games.
>>
>>743321067
>zero games where you start out in linear levels, go into an open world, then finish in linear levels
Isn't that like almost every open world game though?
>first hour is spent in tutorial land before the open world opens up
>the next twenty hours are spent dicking about the open world
>the last two hours are a linear cinematic final mission that starts with the game telling you that you won't be able to back to the open world until after the ending
>>
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>>743321067
Go play Noita, report back once you've 100%'d it.
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>>743325076
The problem is that they're advertised as open world games so you know what to expect
>>
>>743322416
What about Punch-Out segments in ch2 and platforming segments in ch5?
>>
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>>743321067
Semi-open is the best
>>
>>743321067
>zero games where you start out in linear levels, go into an open world, then finish in linear levels
Witcher 2, Stalker
>>
>>743327072
i mean i guess all bethesda games too in this regard.
>start in linear dungeon
>exit to open world full of linear dungeons
>>
>>743321067
>zero games where you start out in linear levels, go into an open world, then finish in linear levels
Metro Exodus
>>
>>743321067
I feel you, two gameplay loops (like 2 gym leaders in Pokemon) and I'm done
>>
>>743321067
>>zero games where you start out in linear levels, go into an open world, then finish in linear levels
FFXIII
>>
>>743321067
>zero games where there are multiple open worlds but the game only tells you about one
Thats kinda the entire schtick of Castlevania games starting with SotN.
>>
Old JRPGs are the only games that feel like adventures to me because they always experimented with the format in the weirdest ways, it always annoys me when people call an open world game an adventure because they feel like afternoons at an amusement park in comparison
>>
>>743331310
I think a key part of 'adventure' is the fact that the world is dangerous and difficult to explore, which is rarely if ever the case in open world games.
>>
>>743331462
NTA, but I'd also say that making it being worth exploring is a big factor as well. most open worlds don't have any reason to really explore the world, while a good JRPG will hide treasure or some side quest in a random corner of the map.
>>
People actually prefer the structured approach, it's like the autism surrounding being able to 100% every game on the first playthrough
>>
what about a level select screen
>>
>>743321067
>zero games where you start out in linear levels, go into an open world, then finish in linear levels
Final Fantasy XIII
>zero games where there are multiple open worlds but the game only tells you about one
Dragon's Dogma 2
>zero games with true MMO handmade size with regions that vary from small to ones that will take days to finish
Dark Souls 2
>>
>>743321067
>zero games where you start out in linear levels, go into an open world, then finish in linear levels
Darksiders 2
>zero games where there are multiple open worlds but the game only tells you about one
Darksiders 2
>zero games with true MMO handmade size with regions that vary from small to ones that will take days to finish
Darksiders 2
>>
>>743321067
>only watched boss baby
>see second movie
>damn this movie gives off real boss baby vibes
inexperienced gamer issue
>>
>>743325614
Those were kino and short enough to not be a chore
>>
I feel like people don't understand what open world means
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>>743321067
For me its Hub World
A safe space for every race (that I eventually annihilate)
>>
>>743339450
I think the main opinion of open world is that it's "banjo kazooie for neurotypicals" but in my experience they've demoted anything that lets you move in a circle to "it's open world".
>>
i don't want games that rely on player input to progress
i want CGI movies played from steam that are rendered in real-time by my PC's GPU
>>
>>743321067
Player Agency is what kills bad games. To answer your question, it is: Novelty. This has to do with good map design, encounter design, terrain design. It would also help if there was resource management, and to top it all off survival mechanics.
>>
>>743325614
The punch out segments only happen twice and they don't displace the usual gameplay.

The platforming is better than the zelda minigame but not by much.
>>
Semi open
>game starts linear and then branches out
>further areas loop back to inaccessible areas in the early areas
>hidden paths lead to later game areas earlier
>everything is interconnected
>there is a clear "intended" progression path you can choose to ignore at any time
>final area can be accessed irregardless of overall map completion
>exploration of optional areas leads to a secret final, final area
I will never get tired of this formula



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