OPEN WORLD FATIGUE
I think they're fun and overhated by spergs
I enjoyed Elden Ring and GTA San Andreas and SkyrimAll other open world games are trash
concept amazing, but its never been done well. in the end youre just clearing objectives like a job esp with fast travel. one of the worst gaming trends imo esp shown with games like ff 15, elden ring etc. which wouldve been better without the open world. youth loves it though, so i doubt its going anywhere. fuck far cry and ubisoft for making this the norm i guess
Depends on the sense of progression. The open world zeldas were pretty bad about this. If you don't care about any of the items you're getting, every task becomes a chore
Forcing the devs to build all level design "to scale" leads to unsatisfying and short piecemeal level design with far too long distances in between.The best demonstration is the OoT remake which now looks superficially like a BotW Open World but it's segmented exactly like the original between load screens, and the interior dungeon design is not built to scale with the outside map, which ends up providing a larger sense of scale, better lighting inside dungeons and much more densely packed level design.Breath of the Wild actually faked open world in the Divine Beasts and it had load screens into Shrines, but TotK had seamless Main Dungeons, and they're just as small and basic as the BotW ones. Part of it is also laziness and part of it is technical limitation, but a lot of it is design inflation, where because it has to literally fit as part of the rest of the world, and you have to seamlessly walk from end to end, you end up with something much more short-form and generic when you reach the actual level design worth a damn.And all Open World games have this problem. When everything is level design, built to scale, then all has to be incredibly watered down and inflated level design, that just isn't nearly as iconic or as memorable as it was when it was segmented and curated with each screen of the game being its own place.So Open World is just literally inferior to linear or ordinary adventure games. It's a mistake to try and make everything realistically connect with itself and a waste of everybody's time, frankly.
>>747635174If you're not flinging yourself with momentum based movement mechanics, then it's just worthless padding for when the devs didn't want to make actual levels or their content would look ridiculously shit when arranged on a level select menu. It adds as much as interactive loading screens and interactive cutscenes where you can walk around while scripted shit is happening.If you wanted open vistas then we had a tool for that, it was called skyboxes.
>>747635174It will finally die with gta6 RIP
>>747635174It's good if the game utilizes the open world aspect by giving side activities in its world. Like how SA has shit tons of side activities/missions. That says many games do it wrong. Infact maybe GTA and RDR did it the best. The Undergound era NFS games are good but you can skip the open world part there.
>>747635338Open World games literally used to be more amazing in the past, than they became with 7th gen and Oblivion and Skyrim, and BotW is honestly just Ubisoft boilerplate design in a different coat of paint. It's better than Ubisoft's rigid maps, and it's cool to have a really polished Open World game with a bit more immediate gameplay to the traversal, but that's even glorifying it. Having to sluggishly climb every other minute gets tiresome. It's satisfying to manage stamina and immerse yourself in scaling a risky cliff, but it's not fun at all to keep doing it at the overly realistic pace of climbing for the rest of the game, and Revali's Gale almost feels like a cheat code.I feel like even as an Open World traversal game, BotW is pretty overrated. After a short time you've literally seen all there is to find in the game on a technical level, and the rest is just a matter of convincing yourself that you're still exploring just because the terrain design is different here and there. Ultimately it's just one giant terrain-map where you climb when things become too vertical, and the "Zelda" element to Shrines and Z-targeted fights feels undercooked.
It's a shame that BotW has had it's reputation tarnished by what it inspired.My first playthrough of BotW was amazing. I still think it is a great game, even though I will never play it again due to burn out.The first year or two of the game's life cycle, people were unironically declaring it in the top 3 "of all time" greatest games. Now it's the butt of many jokes, seems to be praised by nobody and gets blamed for ruining the Zelda franchise and the industry more broadly.
>>747636796>gets blamed for ruining the Zelda franchise and the industry more broadly.It already did the first week of release and IGN's Nintendo podcast had to dodge and pretend any time they took reader questions that were critical in this way, just so Jose Otero could shill the game and land his job at NoA.
>>747635174my favourite kind of game as i like exploring and adventuring. while people like having rewards and goals, for me it's just cool seeing new places
>>747635174Main menu. Oh, you want to start the mission? Instead of just accessing it through a menu. You just have your character act as a pointer and walk over to the NPC
>>747635174Not an unanimous group.Most modern "open world" titles count as the typical "Ubislop", that are practically linear, story-driven garbage, with shittons of empty landmass and time wasting distractions. The world itself seldom plays any important role, and many areas and features are road-blocked from the player until they "progress" far enough.This is why Breath Of The Wild was such a breath of fresh air, unironically: it's a truly open-ended game, with practically nothing being mandatory after the Great Plateau tutorial section. Not only that, but the game's world is filled with cool interactive systems, from basic physics sims to elemental interactions, that provide shittons of emergent gameplay features to play around with.BotW really felt closer to something like STALKER than Assassin's Creed. Former being another good example of the world being a sort-of "main character" of its own, with the game following a very un-patronizing, open and unpredictable design.
Open World doesn't work in more traditional games because of their level of abstraction.Nintendo, for example, wanted Zelda BOTW to feel like an immersive experience. And at first, when the player is still inexperienced, it seems like they succeeded.When you're lurking in the bushes to hunt wild boar, or diving into the river to catch fish, or building a makeshift fire with wood you just gathered to warm up in the cold, all of this evokes that sense of "experience", but it only takes a few hours to start understanding all the rules and abstractions behind the "system", and then it all comes crashing down, and you finally realize that you're just performing repetitive braindead tasks to remove obstacles to gameplay that might as well not exist.The only way to sustain that sense of experience for a long time is by creating a sophisticated simulation, but at that point, it stops being fun for the overwhelming majority of consumers as well…
>>747635174They can be good but they rarely are. I don´t like bloat or menial tasks just for the sake of having more content and i don´t like everything to be marked on a map or be a quest. I understand devs program all these things and don´t want them to go to waste but it felt more organic when some things where just there mentioned in what looked like casual dialogues and you only found it if you were actually paying attention. And the side quest only feel relevant when they have some effect on the perceived world, flesh a character and further it´s development or provide actual meaningful rewards. I feel most devs kept focusing on making the worlds bigger and more populated thinking that provided more immersion but mostly forgot to make most sidequests actually be part of the world. I´d rather have a well written far shorter story driven movie game over a convoluted unfocused open world.
>>747636796Open world fatigue hadn't set in yet, people were mostly just tired of games being handholdy shit and weren't pointing their fingers squarely at the culprit.>>747637439It is only open in the sense that you can stop playing it at any time.The game has a forced tutorial, 5 mandatory bosses, a semi-fixed boss order and optional linear story missions with one solution if you want to fight 4 of the 5 story bosses out of order.It feels open ended, because there's barely any content in the game to be inserted into a structure and the game doesn't care enough about its filler content to make them anything more than physics puzzles and fights with the tiny quantity of enemy types that the game actually has.The game has fun emergent systems, but the means with which you play with those systems is the weakest Link (pun intended), because the UI and character controls range from N64 water temple tier to just mediocre and there's nothing to use those systems on other than physics puzzles, because the scripted quests only accept one solution.
>>747638062>When you're lurking in the bushes to hunt wild boar, or diving into the river to catch fish, or building a makeshift fire with wood you just gathered to warm up in the cold, all of this evokes that sense of "experience", but it only takes a few hours to start understanding all the rules and abstractions behind the "system", and then it all comes crashing down, and you finally realize that you're just performing repetitive braindead tasks to remove obstacles to gameplay that might as well not exist.The thing you need to realize, is that Nintendo have proven this all works fantastically well, given you actually have limited resources at any given point and actually need to scavenge the local environment for any given thing you need. That's what Eventide Island shows so well. They just fucked up by letting you horde ridiculous amounts of food.
>>747635174There's very few good ones.With bad open world games, the devs tend to be afraid that players become instantly bored of traversal so they let the player skip the open world parts by letting them fast travel to key locations. They're also afraid that the player becomes lost so they throw markers and compasses on the screen to make sure the troglodyte (player) knows where to go.
>>747635174They're fun if you have cars, maybe even if you have horses but I'm not sure about that. They're definitely fun if you can fly, swing like Spider-Man or do parkour.They're very immersive but immersion is not always worth it if gameplay is often just going from point A to point B like in RPGs. Dragon's Dogma and and Gothic 1 have incredible open worlds that feel alive as much as any GTA but they're still not good games.
kind of played out at this point.Far too few of them actually take their open world nature into consideration when designing gameplay. Open world games should have traversal quests and fun scavenger hunts. If your mission objectives are just to go to a location, kill everything in the location, and leave, then give me a level select and stop wasting my time.
>>747635174Meh
>>747638581taking this into consideration, the perfect open world game would be a hiking/rock climbing/rough weather condition traversal sim, mixed with Pokemon.Climbing a mountain or taking a boat out into the stormy ocean to catch a rare creature. That would be awesome. And there needs to be no quest markers, and your mobility has to be pretty limited by defualt. You have to be under actual danger of falling to your death, drowning, or freezing at any moment.
Nothin' against 'em, but they're pretty rough when the gameplay sucks. Pic related>>747635174
I love them, they're really good once you know how to make your own fun and especially once you realize games aren't made to be sucked dry of all their content. I'm perfectly okay going through an open world game without seeing everything, I play it organically and knowing that the world is so vast I won't see everything truly helps when it comes to feeling immersedThe one issue is that it's harder for an open world game to convey the same sense of scale as a more linear game that uses pre rendered backgrounds like early MH games or that make you travel everywhere like Deus Ex HR
>>747635174some are cool but a lot of good games get ruined for being open world, like elden ring
>>747638331>It is only open in the sense that you can stop playing it at any time.Lemme guess, you learned this "ebinn may may" from some Youtuber, and now you just HAD TO post it?>The game has a forced tutorial, 5 mandatory bossesNone of the bosses sans Ganon are mandatory. You can literally skip all the story shit.And you are not ever prevented from going anywhere, doing things your own way, after leaving the Plateau.>because the UI and character controls range from N64 water temple tier to just mediocreThat's literally a word soup with zero substance.>there's nothing to use those systems on other than physics puzzles,And traversal. And combat. And many other things.clearly BotW still filters zero-IQ Skyrim kids to this day. Love to see it!
>>747641571>journos love Nintendo games!!lmao
>>747636796/v/ isn't everybody.
>>747635174botw is fun for maybe 2 or 3 hours of exploration, like any mindless tower climbing ubislopi could accept the death of zelda if it was just that series, but literally everything has to follow in lockstep
>>747635174They peaked with Far Cry 3.
>>747635174Open world games are overhated on /v/. Sometimes it's fun to turn your brain off and run around the map killing things and raiding dungeons. That's what made Breath of the Wild such a hit. It's not my favorite Zelda and I'm still mixed on it but it was the perfect game for a handheld like the Switch.
>>747635174Open world ironically limits what the devs can do because they have to run under the constraint that a player can reach any part of the game with any combination of abilities so every challenge needs to be completable with the abilities you start the game with.This can be remedied by giving you all your abilities at the start of the game, but then you lose out on any sense of progression.
>>747635174It peaked with Breath of the Wild, nothing else comes close.
>>747635174The only open world game I've enjoyed is Noita.
>>747644781>it peaked with Terraria and Minecraftftfy
>>747635174I hate grinding
They're fun if they don't have indieslop mechanics like crafting and procedural generation and poor optimization
>>747635174Most games with an open world would be better off without. The reason is most obvious in the worse ones, like Pokemon, but present to some extent in almost any open world game: nearly everything you can do in the open world is a bubble of "content" designed to be approached anytime from any angle. And that standardizes the content itself into being less fun.
They're fun if they don't have AAAslop mechanics like rehashing thousands of koroks and shrines and trash mobs.
>>747635174open world doesn't actually mean what the industry and the casuals think it does. Implying freedom, not grass and trees.An entire open world could be a penthouse floor of a skycraper with IRL levels of freedom, including, but not limited to jumping off and killing yourself. Which also justifies the limit of a small world map like that.What we get is empty shit full of censorship and 3 things you can do in the game. Utter shit. An open world has to be packed to the brim with shit to do. The closest the industry came without AI, whatsoever, were the first Yakuza games.
>>747635174That's not an open world game. According to Nintendo it's an open air adventure.
>>747646420Orthogonal terms.
>>747635229I get this, but unironically. If I play an open world game, I can't play another for at least a year.
I like them. Seems most of /v/ doesn’t. The best open world game ever is Aria of Sorrow
>>747635174botw and totk are the only good ones
Id rather play a well made 20 hour game than run around a huge open world doing the same 5 sidequests 50 times each
>>747649743But what if the main game is unfun? Investors do not want to pour millions of dollars into a game that might flop. Open world and collectibles guarantee that at least the lowest common denominator will play it.
>>747649743>wind waker reaction imagekek
>>747635174Low IQ low effort for retarded zoomniggers and casuals.Next question. Everything about open world design creams shitty concept for niggers.From Farcry 3 to Zelda tiktok , all of them are trash.
>"It's 200 hours bro.">play it>17 hour campaign and 183 hours delivering baskets full of fruit and repairing roofs to collect all 1,000 Glimmering Gloibles
>>747635174terrible for gamesopen world games are always filled with an ocean of pointless filler content scattered through out the world to justify the open world design choice. A small sandbox or hand crafted level is a thousand times better.Of course there's always exceptions to the rule, but for most games, it's a crutch for devs.Hey, at least you get to see pretty vistas and 'immersive' yourself...until you get tired and use fast travel to get to the next copypasted filler content in a different part of the map
>>747652554>the reward is a big pile of poop that says "you wasted your time" because the devs hate video games and just want to make subversive propaganda
>>747636330No, it will only spawn more shitty copycats, because gta6 will make money regardless of how boring the game is
>>747642138>literal Ubislop 1.5>peakchoose one.
>>747641640That game must really have shit controls.Easiest way to fake "difficulty".
>>747635174Rather have a smaller open world with depth than a larger one with nothing but collectibles.
Open World are just corridor game with a really large corridors and more enemies & items in it.
>>747635174The overwhelming majority of them miss the point completely and very often have almost no interesting to simply MOVEElden Ring is the biggest example of this I can think of. Mashing the gallop button for hours on end is abysmal dogshit game design.
>>747636330GTA 6 is going to break sales records, retard. It doesn't matter what you or I think about it.You're talking about the Coca-Cola of video games. You are out of your fucking mind if you think disaster is on the table.
>>747638331>Open World is the real culprit, not bad game developmentYou autistic faggots need to fuck off.Open world is objectively the best way to design a game and the real issue is that everyone is a notalent hackfraud that can't come even remotely close to the good games within the genre.You people are insufferable. You're fucking wrong. Period.
>>747655849Maybe you should give examples of open worlds that don't litter the map with trash mobs and useless filler.
>>747653427There's a contingent of zoomers who are all starting to pretend Far Cry 3 was a masterpiece because of some YouTuber and it's beyond retarded. The industry is doomed with people this stupid as the consumer.
The only good open world game EVER was Deadly Premonition. And that's because the open world is actually the size of a tiny bumfuck town. Similarly, the only good part of Cyberpunk was the very first section when only the local neighborhood is available, before the """open world""" opens up.
>>747655401You're a retarded ape
>>747635174GTA SA is the peak of open world design, feels big but it really isn't.EVERY game after has failed to capture the scope and tightness of that open worldTruly a masterpiece that not even japs can replicate.
Open-World should have corridor-based plot.If you stray too long from the objective, you get an organically justified reason to lose the game.
>>747655849>Open world is objectively the best way to design a gameEvery game?
I want game design. Make something that's challenging, a level, a combat encounter and give me limited tools to solve it. Not this "go anywhere, do whatever you want" bullshit
>>747655639someone doesn't remember that Coke almost fucking died as a brand because they changed the recipie once
I HATE THE OPEN WORLDI HATE THE OPEN WORLDI HATE THE OPEN WORLD
playing TOTK without teleporting was fun
>>747656820you need level designers for that doe, why hire more when you can hire less
>>747639340>make your funAKA do the game designer's job for them?Your game is a great example of all the problems with open world, you have a lot to do, but nothing that is actually interesting and deep enough, tons of fetch quests and inane minigames.And having more "stuff" than the player can see just means waste of dev resources, bloated budgets, crunching, there are still serious bugs in that game.
>>747635174Mercenaries killed them for me. Havent played too many since. Assassins creed (but only the first city. Couldnt play iy anymore after that) Gta4, botw, oblivion and skyrim, death stranding..... i think that's it
>>747657943Oh, witcher 3, too. Gotta that one again. Try some different things
>>747635174I love them. Growing up on OoT/MM, Banjo Tooie and GTA taught me to love virtual worlds I can just be in and do what I want.
>>747658236oot, mm and banjo are not open world.
I love open-world games, but only when they aren't built around constant fast travel. Skyrim is a good example, it has a lot of random elements that can make travelling back and forth somewhat different, like random encounters or dragons. On the other hand, I detest open-world games where the only interesting things that happen are hand placed set pieces, like in New Vegas and Elden Ring. The same damn bandit ambush on the same road all the time and once you clear you never have to worry about being ambushed again, or it continuously repeats itself.