alihou
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Neverwinter Nights
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alihou
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October 2016
alihou
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Neverwinter Nights
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Post by alihou on May 29, 2017 3:33:40 GMT
Open world isn't the problem, what we most fear is that the maps are barebones and uninspired. There's a solution to this, but it requires some creativity. I feel like a lot of the problem from big maps is the "OMG my journal has so much stuff" and they ultimately feel unimportant. There's also an annoyance with too much content (bear with me). What Bioware can do to remedy this is to reduce the number of sidequests, but making them longer and more memorable. Focus on 5-10 narratively driven sidequests per map, that are well thought out and forces the player to traverse the landscape to complete the objectives. These are branched narratives, that have layers and development with characters. I think these experiences are more memorable for the player. I'm sick of meaningless and uninspired questing, especially with how Bioware has lately handled this in their "open world" games.
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dragontartare
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August 2016
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by dragontartare on May 29, 2017 4:30:43 GMT
Open world isn't the problem, what we most fear is that the maps are barebones and uninspired. There's a solution to this, but it requires some creativity. I feel like a lot of the problem from big maps is the "OMG my journal has so much stuff" and they ultimately feel unimportant. There's also an annoyance with too much content (bear with me). What Bioware can do to remedy this is to reduce the number of sidequests, but making them longer and more memorable. Focus on 5-10 narratively driven sidequests per map, that are well thought out and forces the player to traverse the landscape to complete the objectives. These are branched narratives, that have layers and development with characters. I think these experiences are more memorable for the player. I'm sick of meaningless and uninspired questing, especially with how Bioware has lately handled this in their "open world" games. I would agree with this, and add that I don't want these side quests sending me all over the place, back and forth from one map, to a hub, to an entirely different map that I must now uncover from fog of war in order to reach one NPC that I will have a single dialogue with, and then get sent back to the hub, etc. ad nauseam. Please. I can understand running around like that for a major quest, but not for side content.
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alihou
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Neverwinter Nights
Posts: 257 Likes: 460
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1790
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Oct 18, 2021 23:46:30 GMT
460
alihou
257
Oct 13, 2016 19:08:08 GMT
October 2016
alihou
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Neverwinter Nights
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Post by alihou on May 29, 2017 6:51:05 GMT
Open world isn't the problem, what we most fear is that the maps are barebones and uninspired. There's a solution to this, but it requires some creativity. I feel like a lot of the problem from big maps is the "OMG my journal has so much stuff" and they ultimately feel unimportant. There's also an annoyance with too much content (bear with me). What Bioware can do to remedy this is to reduce the number of sidequests, but making them longer and more memorable. Focus on 5-10 narratively driven sidequests per map, that are well thought out and forces the player to traverse the landscape to complete the objectives. These are branched narratives, that have layers and development with characters. I think these experiences are more memorable for the player. I'm sick of meaningless and uninspired questing, especially with how Bioware has lately handled this in their "open world" games. I would agree with this, and add that I don't want these side quests sending me all over the place, back and forth from one map, to a hub, to an entirely different map that I must now uncover from fog of war in order to reach one NPC that I will have a single dialogue with, and then get sent back to the hub, etc. ad nauseam. Please. I can understand running around like that for a major quest, but not for side content. I agree with this, I want them to be memorable. Problem is generally quest givers have 0 character development with sidequests and me as a player questions "why the hell am I risking my life for you?". There is no investment into the story of that quest giver, I know nothing but the bare details of my objective. I feel if they limit the quantity and produce a handful of really engaging sidequests per map, open world games can be successful. The funny thing is, I don't think it'd cost devs any more. Sadly, a lot of time, money, and work goes into the 100 more or less fetch quests that annoyingly pad RPG games.
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Post by Deleted on May 29, 2017 7:06:01 GMT
Don't do open world. Ever again. Not going to happen, unfornately. Seems to be a requirement these days. I want them to find the middle ground, if its even possible. Both Baldur's Gate had huge open zones, but they worked for some reason, why don't the modern games?
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Ponendus
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
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August 2016
ponendus
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
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Post by Ponendus on May 29, 2017 9:41:56 GMT
Don't do open world. Ever again. Not going to happen, unfornately. Seems to be a requirement these days. I want them to find the middle ground, if its even possible. Both Baldur's Gate had huge open zones, but they worked for some reason, why don't the modern games? DAO had somewhat 'open zones' and it was fine (albeit had 'invisible walls' etc). The reason is the 'story per square mile' argument. DAO had a story, and the environments were crafted to serve the story. Bioware for reasons unknown to anyone appear to just be creating massive environments and then scrambling about to justify their existence by inserting story here and there. It's totally contrary to their own ideals, but they do it anyway *shrugs* Really, what purpose do these open worlds serve for Bioware? I get open worlds are fun sometimes (I love Skyrim) but those games already exist, why are we trying to be more like them? If I want Skyrim I'll play, you know, that. Give me back Dragon Age and its complete focus on story and character please.
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