• jacksilver@lemmy.world
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    12 days ago

    I think the real issue is the large, typically procedurally generated, open worlds that feel empty. Even BOTW lacks a lot of substance to the world they built (villages feel smaller and less important, little/no ovwrworld secrets, etc.). I think games like God of War did a good job of openish worlds with some exploration, but still crafted.

    • a lil bee 🐝@lemmy.world
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      12 days ago

      There’s nuance in it, for certain, but there is a large contingent of people who play games that find most open worlds boring. I love a big open world, even a lot of the procedurally-generated ones are fine with me when it’s done correctly (looking at you, Starfield 😒). There are myriad options in between there, where it sounds like you might fall as well.

      The key is, as you say, making the world in such a way that it drives the core gameplay loop. This is such a bizarre example, but I just played Animal Well recently and I think it’s actually a fantastic example of this. Every area of this large map that you retread over and over again has hidden, intentional elements that clearly drive at the core gameplay loop of “discover secrets everywhere”. It’s also a 7 year passion project not likely to be replicated. I do think though that the lessons can be learned and applied on less intense projects.

      Sit down, consider your loop. Why is the player here, having fun with your game? Is it to discover secrets? Hide secrets everywhere. Is it to drive around in a souped up car? Add more space and interesting driving conditions. Is it to kill big enemies? Add huge roaming bosses. I think after that focus is determined, then you should shrink it as much as possible while still fitting into your design constraints.

      This is all layman’s conjecture though.