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Post by colfoley on Apr 23, 2017 1:49:06 GMT
So, there has been a lot of discussion over the last couple of days over Open World games and whether or not BioWare does them well. Now, as some people who know and read my posts I find this terminology for both Mass Effect Andromeda and Dragon Age Inquisition. I still use the term from time to time out of force of habbit and that there is no other alternative...well, I want an alternative. I want to find a name that we can use to define games like DA I, ME A, and other previous BioWare games like DA O, and even games like Kingdoms of Amalur, that actually fits those games rather then the silly 'open world'.
I rather like the term 'hub based game' but feel we can do better.
Open Worlds game also has some slight appeal to me but I think that could be confusing.
What say you BSN?
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Post by SofNascimento on Apr 23, 2017 1:56:42 GMT
'Badly done open world' is a precise term, if a bit long.
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Post by colfoley on Apr 23, 2017 1:58:26 GMT
'Badly done open world' is a precise term, if a bit long. Uses open world though and since they aren't open world games, kind of inaccurate.
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Post by FeralEwok on Apr 23, 2017 2:07:56 GMT
Open legs?
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Post by SofNascimento on Apr 23, 2017 2:10:39 GMT
'Badly done open world' is a precise term, if a bit long. Uses open world though and since they aren't open world games, kind of inaccurate. Sure they are. They are only segmented. So segmented open world?
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Post by timebean on Apr 23, 2017 2:17:09 GMT
Quest marker games? Unfurled world games? Fetch landscapes? Open path games? Ugg...these suck.
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Post by zipzap2000 on Apr 23, 2017 2:18:02 GMT
Semi open legs with hub locations.
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Post by RoboticWater on Apr 23, 2017 2:45:54 GMT
A new term would be splitting hairs. No matter how it's structured, Andromeda just feels like an open world. It's big, often aimless, and full of padding. It has lots of bugs, progression meters, and resource collection. It couldn't possibly be called a "hub-based game," because that's what the older BioWare games were, and Andromeda definitely doesn't feel like an older BioWare game. Bottom line: it doesn't matter that the hubs aren't connected, Andromeda is straight up an open world game.
What does it benefit discussion if we replace open world with some long winded, but technically more correct term? When I say "BioWare should drop the open world structure," I think you know precisely what I mean, so in context, I've used the term perfectly. Term defining is, frankly, a weasel argument. If you responded to "BioWare should drop the open world structure," with "But Andromeda isn't an open world," I think you're deliberately halting the conversation to avoid engaging with the crux of the matter.
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Post by Cypher on Apr 23, 2017 3:09:48 GMT
There's no need for a new term because open world is apt. You get dropped into a zone and can go in any which location you choose when you choose; that's open world. Andromeda and Inquisition just have more than one location in comparison. Not a bad thing or a good thing.
What people get confused with is when conflating open world games with sandbox games, like GTA, Saints Row, and in some cases, Skyrim, where things are instanced beyond random enemy spawns.
You can run off and play tennis in GTA and you can stand back and watch guards randomly fight enemy goons in Skyrim without any sort of intervention on your part. This is on top of whatever sidequests and fetch quests these games have, all of which serve to make the big open areas far more engaging.
Ditching open world design would just mean you'd have small linear or branching zones with the same exact issues, or you could come up with a branching sandbox, which is how Hitman games are traditionally designed.
Open worlds won't benefit RPGs until more of them adopt sandbox gameplay like GTA and Saints Row. There's no reason why Kett and Resistance couldn't randomly spawn on any given planet and fight each other, or why there couldn't have been random outpost defense, colonist rescuing to ease the repetition in the fetch quests.
Not to mention, more mini-games in general. Quasar should've come back, along with those arcade games from the Citadel DLC.
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Post by Cyan_Griffonclaw on Apr 23, 2017 3:29:35 GMT
There's no need for a new term because open world is apt. You get dropped into a zone and can go in any which location you choose when you choose; that's open world. Andromeda and Inquisition just have more than one location in comparison. Not a bad thing or a good thing. What people get confused with is when conflating open world games with sandbox games, like GTA, Saints Row, and in some cases, Skyrim, where things are instanced beyond random enemy spawns. You can run off and play tennis in GTA and you can stand back and watch guards randomly fight enemy goons in Skyrim without any sort of intervention on your part. This is on top of whatever sidequests and fetch quests these games have, all of which serve to make the big open areas far more engaging. Ditching open world design would just mean you'd have small linear or branching zones with the same exact issues, or you could come up with a branching sandbox, which is how Hitman games are traditionally designed. Open worlds won't benefit RPGs until more of them adopt sandbox gameplay like GTA and Saints Row. There's no reason why Kett and Resistance couldn't randomly spawn on any given planet and fight each other, or why there couldn't have been random outpost defense, colonist rescuing to ease the repetition in the fetch quests. Not to mention, more mini-games in general. Quasar should've come back, along with those arcade games from the Citadel DLC. The OP was looking for a neutral answer and this is it. I agree. Inquisition and Andromeda are really big open worlds like Skyrim, Far Cry 3 & 4, Fallout 3, 4 and New Vegas. However, why does GTA and Saints' Row considered Sandbox? They're kind of the same to me.
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Post by kino on Apr 23, 2017 3:33:46 GMT
BioWare refers to them as "zones", a far more accurate term than "open world". These aren't open worlds. They're not meant to be. They're meant to be free ranging zones with a border.
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Post by Obsidian Gryphon on Apr 23, 2017 3:44:54 GMT
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Post by Cyan_Griffonclaw on Apr 23, 2017 3:50:07 GMT
BioWare refers to them as "zones", a far more accurate term than "open world". These aren't open worlds. They're not meant to be. They're meant to be free ranging zones with a border. Excellent, thank you. So, small zones that are linked to the big zone, is considered open-world with borders (big and small).
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Post by colfoley on Apr 23, 2017 3:56:21 GMT
BioWare refers to them as "zones", a far more accurate term than "open world". These aren't open worlds. They're not meant to be. They're meant to be free ranging zones with a border. open zone(s) game sounds kewl.
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Post by Deleted on Apr 23, 2017 4:55:58 GMT
I think open world works for both DA:I and Andromeda, since for the most part the majority of the gameplay takes place in open world environments. The difference between Bioware's attempts at open world and the game that kicked off Bioware's open world trend (Skyrim), is that the latter is a sandbox game. Mass Effect and Dragon Age games have thankfully never been sand boxes.
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Post by kino on Apr 23, 2017 5:14:18 GMT
BioWare refers to them as "zones", a far more accurate term than "open world". These aren't open worlds. They're not meant to be. They're meant to be free ranging zones with a border. Excellent, thank you. So, small zones that are linked to the big zone, is considered open-world with borders (big and small). Yes, well, I'm just repeating what I saw in a DAI interview a couple of years ago.
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Post by VanSinn on Apr 23, 2017 5:28:15 GMT
Those calling ME:A an Open World game, and then saying that it's a bad open world game, are either being disingenuous, or are missing the point of what ME:A actually is.
It's not open world/sandbox. To me, those terms are interchangeable. You're plonked down in an area with only the one big border, and except for DLC or whatnot, everything in the game happens in that one large zone. There are generally day/night cycles, and other elements that attempt to create a more living world. Bethesda is generally regarded as the "best" developer in this genre.
ME:A is NOT an open world/sandbox. It skips the day/night cycle 'cause this type of game doesn't need it, really. If given the choice, would you explore a radioactive wasteland at night? For me, the answer is hell no. The areas aren't large enough for this to be a necessity. Given the nomad, there'd always be time to get to some sort of shelter or whatnot before night fell, and we'd be off again in the morning.
ME:A is a large zone/hub game. Instead of having 10-20 planets we could land on and do side content with, and have a main quest on one of 'em (with some side content there too) we have fewer, larger areas to explore and have side content on. The set piece fights (the Kett bases on Voeld and Eos, rescuing the Moshae on Voeld, etc) are fairly linear shooting gallery areas much like the OT. GETTING to those areas requires the Nomad instead of flying to a new planet and landing, then BOOM you're in a corridor shooter. Both approaches lead you to the same set-piece, linear shooting gallery, but the journey is different.
People are going into this thinking ME:A is supposed to be like Skyrim or Fallout 4, as open world/sandbox games. It's not. It's just an expanded version of ME1, but with fewer, larger planets to explore.
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Post by Serza on Apr 23, 2017 10:47:32 GMT
Yes. Semi open legs with hub locations. I dunno, I heard you can only get semi-deep with those.
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Post by Space Cowboy on Apr 23, 2017 10:51:31 GMT
Single player MMO? I'll let myself out.
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Post by cotheer on Apr 23, 2017 10:59:58 GMT
Bioware game?
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Post by Pearl on Apr 23, 2017 11:30:32 GMT
Why do we need an alternative? It's an open-world game just like Inquisition was before it. And it's all semantics anyway; deciding to change the words you use to describe the game isn't going to change people's perception of it.
Or, to put it more eloquently, "same shit, different pile"
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Post by SofNascimento on Apr 23, 2017 13:26:15 GMT
What does it benefit discussion if we replace open world with some long winded, but technically more correct term? When I say "BioWare should drop the open world structure," I think you know precisely what I mean, so in context, I've used the term perfectly. Term defining is, frankly, a weasel argument. If you responded to "BioWare should drop the open world structure," with "But Andromeda isn't an open world," I think you're deliberately halting the conversation to avoid engaging with the crux of the matter. I don't think that's the only reason, but it does happen a lot.
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Post by SofNascimento on Apr 23, 2017 13:34:25 GMT
It's not open world/sandbox. To me, those terms are interchangeable. You're plonked down in an area with only the one big border, and except for DLC or whatnot, everything in the game happens in that one large zone. There are generally day/night cycles, and other elements that attempt to create a more living world. Bethesda is generally regarded as the "best" developer in this genre. It is. And the day/night cycle is a graet evidence of that. Ask how many people think MEA should have one. How many people thought the planets were static and how many people want a day/night cycle for the possible next game. It was an classic element from open world games that was missing in Andromeda, and so it hurted the game. A hub oriented game is something like Rise of the Tomb Rider, or KoTOR. In short, the size of MEA areas is what make it open world, regardless if they are one huge area or 4 or 5 big ones. But that's really just a detail, whatever one calls MEA it won't change its nature. And more importantly, it won't change that does it badly.
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Post by ShadowAngel on Apr 23, 2017 13:44:56 GMT
It's open world esq, not a full on open world game. If it were you wouldn't have to unlock parts of a quest line to open up more of the game, open world guv s you complete access to everything from the start and doesn't require you to play along with the main plot. To many restrictions for inquisition and Andromeda to be open world and at least bioware acknowledges that.
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Post by VanSinn on Apr 23, 2017 14:20:52 GMT
It's not open world/sandbox. To me, those terms are interchangeable. You're plonked down in an area with only the one big border, and except for DLC or whatnot, everything in the game happens in that one large zone. There are generally day/night cycles, and other elements that attempt to create a more living world. Bethesda is generally regarded as the "best" developer in this genre. It is. And the day/night cycle is a graet evidence of that. Ask how many people think MEA should have one. How many people thought the planets were static and how many people want a day/night cycle for the possible next game. It was an classic element from open world games that was missing in Andromeda, and so it hurted the game. A hub oriented game is something like Rise of the Tomb Rider, or KoTOR. In short, the size of MEA areas is what make it open world, regardless if they are one huge area or 4 or 5 big ones. But that's really just a detail, whatever one calls MEA it won't change its nature. And more importantly, it won't change that does it badly. The problem comes with perception. Calling ME:A an open world game (which it isn't) comes with a whole list of preconceptions about what an open world/sandbox is. They look to Fallout and Skyrim and see things that ME:A doesn't have, then call ME:A a bad open world game 'cause it doesn't have those things. It's quite literally ME1 with fewer but larger maps. Did anyone consider ME1 open world or sandbox? No. Bioware didn't develop ME:A as a sandbox either, they specifically said it WASN'T one. It's a hub/zone game, like all Bioware games before, including DA:I. Just because the maps are larger doesn't mean it's supposed to fill the same niche as Bethesda games. That's the problem with calling ME:A an open world. It just isn't one.
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