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never understood the hate BOTW and open world games get
"ah nooo things arent neatly structured in a straight line, where could i possibly go? i dont have an aryan spirit so i cant just see a mountain and try to climb it i have to be told exactly where to go and what to do aaa someone tell me what to think aaa please save me reddit"
@suquili i was actually looking for that pic because its so incredibly wrong. the pic of the left has challenges of varying difficulties and you decide what to tackle, from goblin nest to legendary dragon. the complexity increases generally with distance from spawn and other things, like if you're gonna go in desert you might want stuff for that, same with fierce lava mountain or frozen biome. and if you ever get bored or the challenge is too great you go do something else. or if its too little you can challenge yourself. theres nothing cucking you. the pic on the right has a fixed difficulty and challenges that a redditor decided you were going to do the T like his little puppet, no thinking outside the box, with tons of backtracking and if the challenge is too hard or too dull you're shit out of luck. "go to the cavern of buttfire link, grab the flame of glombom to walk back to the sage in the temple of tralala" it makes me want ot kms
@smugumin @suquili >the pic of the left has challenges of varying difficulties and you decide what to tackle

This part is actually a problem, mainly because so many developers are adverse to any form of real challenge. Instead of handling things by making later game shit beat your ass if not well prepared, most games just use a cheap level system that doesn't have synergy well with the open world. This leads to either nothing being able to be done in a high level area, or the areas scaling directly to you.

This also leads to situations that, while it is the player's fault, many end up blaming the devs for. Getting high level or rarity shit early from a high level zone, dipping out, then cheesing everything. If equipment is one of the only metrics of power, then this can get especially bad (which is a common complaint for BoTW and ToTK).

Honestly the solution to these problems is very simple, but it's one that scares developers and turns away quite a few players. Just make everyone have equally high lethality. Make the areas distinct and interesting while making them all dangerous no matter what you've got. Let the player find solutions to problems rather than making the solution "just grind." Then again, that's me talking from the angle of a guy who likes when guns function as guns even in an RPG. I want bullets to be almost always lethal, whether hitting me or an enemy.

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