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File: 1788335186685725.jpg (1.4 MB, 2040x2092)
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How do you make a Red Dead Redemption with left?
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>>746701407
>Red Dead Redemption
that's difficult
maybe bandit and indian camps inside massive canyons instead of open desert? with map design similar to New Vegas' Honest Hearts
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Uh, red dead revolver?
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>muddy corridor simulator
>good game design
When I started using /v/, muddy corridors were considered a bad consequence of console constraints which negatively impacted gameplay. It was even demonstrated in an image just like yours, except a PS3 installment of god of war was the subject of criticism and some other game was the subject of praise.
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>>746701732
branching "corridors" (in the sense that it's not endlessly vast open space) are the better choice.
the open world slop we get nowadays just has you walk 2 minutes into one direction with basically nothing happening to pick up some irrelevant shit in a boring location, and then you walk back for 2 minutes (where once again, nothing happens) to hand it in.
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>>746701407
There was this little game called Red Dead Revolver on the PS2
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>>746701732
That's the way it goes. /v/iggers will just hate whatever the current thing is and praise whatever came before.
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>>746701732
corridor simulator was not a bad consequence of console constraints, it's just bad game design.
Or in FF13's case, the game being made for a story rather than the other way around.
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>>746701407
This is one of the most retarded infographics I've ever seen. Corridor based open world is an oxymoron. There are plenty of corridor designed soulslikes and you know what they all have in common? Everyone universally agrees their level design is the weakest element. In fact DS1 is praised for its elements that go against corridor design.



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