Thread #734131079
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They're called "open world games" but in actuality it’s "empty world games". Vast areas of nothingness where you can enjoy the view for a true cinematic experience™, and optionally follow the obvious on-screen arrows/markers to your target if you maybe feel like playing. Players nowadays are ADHD-ridden and don't have the time nor patience to go exploring and finding shit, and they'll quit at the first game over screen or whenever they hit a roadblock.

Back in the day I could tolerate these types of games, it was a small niche and occasionally it was alright to play some sandbox game. But now everything has to be open world for no other reason than to justify you buying the newest PSwhatever. And it all looks the fucking same.
Fuck open world. Fuck it up its ass.

>inb4 seething zoomers come to defend the openworld slop because that’s the only type of gameplay they know since birth
I don’t care, suck my benis.
+Showing all 37 replies.
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>>734131079
go outside once in your life you inbred shut-in, thats how it be.
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Where have you been the past 5-10 years? This is one of the most debated topics in gaming at the moment.
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I don't like it either. It started with AC/farcry making it super popular, now it's every second game doing it. Elden ring may be a solid game, but open world and fast travel made it more of an assassin's creed than a souls game. Alot of people enjoy working off checklists, cause that what these open world games really are.
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>>734131079
That's exactly why BotW was better since it had none of the quest marker shit and the game was about exploring on your own. People who hate on it really don't get it, people who claim it's like a Ubisoft game are either idiots or lying, because the entire feel is the complete opposite of your regular open world slop about chasing quest markers.
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>>734131157
ywnbaw
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nobody cares unc shut up aint readin all that fr
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>>734131489
>tendie cope
lmao
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>>734131545
They didn't teach you how to read at school yet?
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>>734131645
@grok why is unc having a melty
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>>734131079
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>>734131079
I hate it when the main quest is forcing a sense of urgency but you're in a open world setting
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>>734132871
Me too. Fallout 4 comes to mind
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>>734131079
Programmable shaders offer so many interesting things to do, instead they are used to generate a world in 10 minutes with layered sine waves so that your project doesn't get shut down for not making any progress in a year.
>>734131489
BotW was the exact same directionless shit with low-effort copypasta everywhere.
It had barely any content worth doing and there was no real exploration to be had, because you knew you were going to encounter the same spread of copypasted shrines and koroks on randomly generated terrain in basically every direction.
If the game's content is completely homogeneous, then despite being "open", the experience is completely linear.
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>>734131079
yeah
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>>734131079
>God of War
>Last of Us
These aren't even open world.
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it's grassy open worlds that suck

notice how everyone only complain about cyberpunk 2077 npcs rather than the level design of night city.
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Linearslop is boring too, but lacks any feeling of whimsy or excitement because its corridor, corridor, corridor
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>>734133463
First of all, the shrines in botw had alot of variety. Exploration doesn't have to be complicated to be rewarding.
I was agreeing with you in the OP but now you seem disingenuous so fuck you
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Most frequent complaint of games between 2008-2016: too linear

You fags demand change then spit upon the changes you asked for
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>>734131079
truly
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I love open world games. AMA.
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>>734136058
I never agreed with people who complained about games being linear and think how shitty open world games are was evident long before we made them and found out.
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>>734131079
I think open world sucks
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>>734135632
Linear games are great that's why they remained the default for the longest time. With a linear game you can ensure great pacing and flow. Story beats can be represented with corresponding levels like chapters in a book.
>>734136058
Somehow the industry still hasn't grasped that being an RPG (or a survival game, but those are basically just hardcore RPGs) is a requirement for an open world game. Once the novelty of the setting and game mechanics has worn off, the player is going to wonder why they should be motivated to complete the next bit of content. In a linear game, this is straightforward: to continue the story and beat the game. In an open world game where most of the content is tangential if at all related to the main story, you need some alternative way for the player to feel like they're making progress. Open world games come down to the strength of their progression and roleplaying systems.
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>>734131489
If you think quest markers are a primary problem with open world, you missed the point.
The quest markers are a symptom of the fact that being able to go everywhere at all times fucking destroys game design. Breath of the Wild doesn't fix the fact that you can go everywhere at all times or any of the problems that emerge from such. Almost everything you encounter while exploring is interchangeable. Any enemy camp will give you roughly the same rewards and gameplay as any other. The layout of the camp only significantly alters the gameplay for the first five hours or so when your weapon stash is still questionable and enemy HP is still low enough that physics kills are efficient. Any shrine will give you the exact same reward as any other and none of them will build on a mechanic or interaction you saw in another. If you're lucky shrines in an area will all share a "theme" like using electricity or fire.
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>>734131645
stop replying to obvious bait
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>>734131079
Based. Structure and tight design triumphs over vast fields of nothing any day. Exploring isn't even fun in open world games because they're just big fields that were probably procedurally generated and all you get is often copy-pasted crafting materials or something. As opposed to a real exploration game like Metroid or Souls where there's an actual purpose to going outside mandatory areas.
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>>734131079
Open world games are the best, at least in theory. There a are a lot of bad open world games, but the reason they're bad isn't the fact that they're open games, but mostly because the gameplay is shit, or most commonly because the games are woke.
And large swathes of traversable land without "content" everywhere is fine. It's important if you want a sense of scale. That said, I wish more open world games would have more emergent gameplay, focus more on an actual living world (where characters, armies, bandits and caravans are persistent), and allow the player character to actually do something with the world, interact with it and use the land to his advantage. That would make the open world far more interesting, and would give the open spaces more purpose, like setting up ambushes, staying away from cities where guards or enemy armies might hang around, using the terrain to your advantage during a battle or simply having to travel while avoiding enemy patrols or particularly dangerous creatures.
There's so much unused potential in open world games, but until they start focusing on living, persistent worlds with persistent NPCs and enemies, they're going to feel like a big amusement park instead of a real world.
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>>734131079
Open world games are the worst shit ever.
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>>734138206
Linear games are often shit. They were usually a result of limited technology, and even back in the days of the C64, the NES and DOS gaming, they were constantly playing with the open world formula, whether it was the illusion of an open world, or an actual open world. Most of the revolutionary and beloved RPGs from the 90s were also open world to varying degrees.
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>>734139851
The Guardian Legend on NES is an open world game set in a world ship. I haven't played anything else that has done what it did. I don't know why someone hasn't taken that game's whole concept and made a game like Elden Ring out of it.
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>>734131489
the issue with Botw is that once you finish the plateau you've experienced basically 90% of what the optional content of the world has to offer
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>>734131079
play Halo Infinite

It kicks ass
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>>734131079
>Vast areas of nothingness
I find open world games boring because it's actually the opposite, lol. Everywhere you go there's an enemy to kill, a cave to explore, a chest to find, a quest to complete... It's tiring and I don't understand what's so good about it compared to a proper LEVEL like in older games. It surely tickles my autistic desire to collect useless shit and level-up but it's a shallow motivation. That's why I liked and finished BotW but dropped TotK — it's the same autistic mushroom collecting if you think about it.
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>>734139013
Even emergent gameplay can only sustain itself if there's new things to discover and experiment with: i.e. a progression system.
>>734139851
There are reasons to play video games beyond "muh simulation"
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>open world games suck because they don't put content every 5m
wrong
SotC was completely empty. It's the expectation that you have to look behind every rock because of fomo that kills open world.
It's why content is copy and pasted everywhere to make up for the fact that devs don't have control over where the player moves next.
The novelty has worn off and devs don't know what to make except enemy camps and ubisoft towers.
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>>734136058
It's almost like making games for retards is the problem

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