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>the "big thing always visible in the center of the open world game" is hailed as genius design
>it actually ruins all sense of distance and progress

What are some other common game design misconceptions
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explain how it actually ruins all sense of distance and progress
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>>744611531
Feeling distance and progress on a journey requires new horizons and brand new regions that feel impossibly far from where you started that would discourage you from turning back before you arrive at your destination, when you have a big tower in the middle of the playable map that's visible regardless of where you are, you never feel like you made it far since you always have something that grounds you to where you started from.
>>
these retard emulated all these games with view distance cranked up
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agree, i always hate it. makes the world feel so tiny.
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>>744613071
counter argument: to get a sense of distance you need a point of reference, seeing the big huge tower shrink into a tiny point in the distance shows how far you've traveled
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>>744614185
OP is white, logic will break him
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>>744614185
You're just repeating my argument back at me except at a much smaller scale
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>>744614303
what?
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>>744610579
Shadow of the Erdtree did this better with "big things at different points on the horizon you can go to"
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>>744611531
FPBP

>>744613071
You couldn't be more wrong. First and foremost, all "worlds" are finite. There is no infinite horizon - it always loops back to where you started if you walk far enough in one direction.
The Ivory Tower in Oblivion hardly counts as an "impossible far goal" since you go to the Imperial City almost immediately in the main quest. It's far from simply the end goal of the main quest. Oblivion's grand quest is all about hopping into the Daedric realm anyway - you can't see the tower in there.
I don't know the middle game and can't comment.
The Erdtree is your final goal, so it at least fits your description's requirement of a journey, and the first half of the game is spent slowly inching your way toward it, and once you reach it you learn you have to go beyond it before looping back to it. The journey always feels like there is a meaning to the distance between you and the tree.
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>>744613071
>another episode of armchair game design expert on /v/ poorly explaining how [well implemented and lauded game mechanic] is [terrible game design actually]
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>>744610579
Imagine hating central hubs, couldn't be me lmao fucking retard
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>>744614693
Nigga learn to read
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>>744610579
Open world = More to do
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>>744610579
>"This cool thing you like sucks actually!"
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>>744610579
hyrule castle is in the northen central area. its no in the center of the map. and its not visible from everywhere.
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>>744614784
>nooo I like this because my favorite eceleb told me to like it stop challenging my opinions that I get from my ecelebs nooo!
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>>744610579
The misconception that open worlds are good
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>>744610579
really just the imperial city does that, cyrodil is supposed to be the size of a country. being reminded that the game world is like the size of a small town at every moment is daft
hyrule has a more cartoon-y vibe, so the land being a microcosm is fine
the lands between doesn't really have a set size. all the big things in that game are genuinely big, so i'm not sure what you're trying to say.
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>>744611531
Because OP is a tech and art illiterate monkey who makes grand sweeping statements about things he doesn't understand while pretending to be an expert on game design.
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>>744610579
I disagree. Having a point of reference helps tell how far you've come, and if done right eventually reaching it is a spectacle moment. It's only an issue if the journey isn't that long and you're be better off hiding it.
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>>744610579
Elden Ring actually gave you that sense of scale of going to the ertree

the other ones actually ruin your distance and progress because you have an ease of access to those areas
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>>744616338
>an eceleb told me to like the GOTY that sold 30 million copies and the other GOTY that also sold 30 million copies
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>>744616338
You can accuse anyone of being influenced by ecelebs and it means nothing because there's multiple for every opinion. An eceleb told you listening to ecelebs is bad.
>>744617405
Sales numbers don't mean much. FIFA sells a gorillion every year.
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>>744610579
What the hell Guy de Maupassant is doing on /v/?
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>>744617604
>Sales numbers don't mean much. FIFA sells a gorillion every year.
I'm not making an appeal to popularity. I'm simply saying it's obvious that many people have naturally, independently come to the conclusion that they like ER and BOTW. They aren't games that are only touted by ecelebs. Imagine saying "did an eceleb tell you to buy FIFA"? Obviously not
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>>744613071
>Feeling distance and progress on a journey requires new horizons and brand new regions
Have you tried not moving backwards while facing the centre all the time?
You could, you know, turn around.
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>>744617812
All sense of distance and progress RUINED in Paris.
What were they thinking!?
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>>744616979
>>744618303
Having a point of reference limits how far you can feel you've come
>you're in Paris under the Eiffel tower
>you walk for an hour, you're still in central Paris, the Eiffel tower is somewhat smaller
>you walk for another hour, you're on the outskirts of Paris, the Eiffel tower is very small
>you walk for another hour, you're just out of Paris, the Eiffel tower is disappearing behind the buildings
>you walked for three hours, you're still in the same city, you can still see the same tower in the center

Compare that to
>you're in the Sahara desert
>even with the fastest travel methods like airplanes you're 5+ hours away from seeing the Eiffel tower, it's impossibly far away on foot
>regions like South America or Southeast Asia are an order of magnitude further away than that and there are entire Sahara-sized regions between you and the Eiffel tower

Every game with a central tower that's always visible feels like you're still in Paris and like you never really went anywhere, meanwhile games that try to weave you through the regions manage to replicate the feeling of traversing impossibly huge distances, San Andreas is tiny but the fact you can't see all of it and you're led through it on a zigzag path makes it feel like a huge journey, whereas Cyrodiil is supposed to be a whole country but it feels like five castles in a valley
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>>744614973
Fromslop = Nothing fun to do
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The amount of faggots in this thread who think "this open world has one large building you can see at all times" is immersive world design is beyond belief.

Do you not know that video games are supposed to stimulate your brain?

Do you not know that when you get to a new area, it's fine to see a NEW landmark, it's fun to see landmark A and landmark B and think 'if I travelled a little further I could see landmark C over there', and build the representation of this giant, amazing land in your head, and not have the same damned castle be your 'point of reference' throughout an entire continent?

I bet you are the kind of people who turn on auto-rotate on Google Maps.
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>>744616575
is there some japanese or korean term for this? they have terms like "Second year middle school syndrome", but do they have "first day in design 101 with dunning kruger" shortened into a catchy four syllable word?
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>>744610579
>>744611531
>>744616575
Bingo boys



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