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Forums - Gaming Discussion - Open worlds should try this.

 

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Yes, I agree. 36 36.36%
 
No, I don't have time for that. 23 23.23%
 
Both options would be cool. 40 40.40%
 
Total:99

I know that every open world is different and not every game should be like other game just for the sake of it, that being said, after Breath of the wild I feel like open worlds should follow one apect of this game. This game has side quests and main quests like any other open world, the diference is that it treats you like an inteligent person. The normal open world formula is "hey,  there's this sidequest, go there and deal with the problem" Breath of the wild adds (or removes) something from that formula, the handholding.

when there's a side quest the npc tells you what he wants, but not the exact location, there's not a marker telling you "go there and do this" instead, you need to figure out where's the location and what you need to do after finding the location. This game has dungeons and puzzle, but the side quests feel like a form of puzzle. This adds something to the experience because you feel like you're doing something and adventuring and not just doing a video game quest.

Overall, just forget the markers, give me a hint and I'll do the rest.



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The Arkham games do this to some extent with Riddler Trophies.

But I agree, the sidequests and Shrine quests in BotW do a great job of sparking your curiosity without providing an obvious waypoint. You have to explore a little or solve a riddle to move forward. It's not just moving from point A to point B.



I some what agree that games should hold hands less, but is common place now, and certain gamers cannot live without it, between complaining about checkpoints being far apart or not knowing where the something simple is.

People have lost the sense of adventure or sense of difficulty for something simple as go to B from A cutscene. 



 

This is a really great point. I've been wanting to talk about how BotW changes so much for the good of Zelda and there are some subtle things like this that mustn't be overlooked or taken for granted. The Kass riddles are a mixed bag of "obvious" and "hmm..." moments, which is a good thing. When an NPC mentions a location, my curiosity is sparked instantly, especially if I haven't been there. Even if I have though, I want to go back to check it out. No need for a marker, waypoint, or partner character to guide me.



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I like knowing where I should go. At least tell me the general facility. Otherwise I'll just look it up online. Not a fan of aimlessly wandering for hours.



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Robert_Downey_Jr. said:
I like knowing where I should go. At least tell me the general facility. Otherwise I'll just look it up online. Not a fan of aimlessly wandering for hours.

breath of the wild does that, every side quest has a hint or a location, but not the exact location. "you should go to this town or this region, there's something there" "she likes this specific flower" or "there's a statue with creepy eyes"  



So, like other games need to do what many other games already do (including Breath of the Wild). It's just that you haven't played them.



Robert_Downey_Jr. said:
I like knowing where I should go. At least tell me the general facility. Otherwise I'll just look it up online. Not a fan of aimlessly wandering for hours.

One example: a little bird (well these bird-people in Zelda) told me a story of it's grandfather, sitting under that tree there (pointed to a tree on a mountaintop) and saw a giant white bird to the northwest. The grandfather flew after the bird and discovered something interesting in it's belly. So I climbed up to the tree on the hilltop, discovered the bird, flew there and discovered the thing in the belly. This was really, really fun. The only thing marked for this quest was the questgiver, so you could find it again and ask again so to get whown anew the tree as the starting point.

How would that solved classical? A marker to the tree. Then I go there a cutscene that shows the bird (in the real game was no cutscene, I was on my own to discover the bird) and a new marker shows up. And if I fly there a new cutscene showing me the interesting and a new marker for that position. How it is solved in Zelda is actually a lot more fun.

But each for his own.



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BraLoD said:
Welcome to Dark Souls.

It doesn't hold hands on any possible way.
It actually tries to screw you around every corner, lol.

Dark Souls is more like a modern castlevania with rpg elements, and yeah it doesn't hold your hand I agree with that. But every place feels like a level, not part of a big open world map.



potato_hamster said:
So, like other games need to do what many other games already do (including Breath of the Wild). It's just that you haven't played them.

which games, cause I've been playing open world games, that's all I play. from fallout 3 to Horizon every game I've played has markers with exact locations. So again, mention open world games that handle side quests like this. I'm not saying that zelda is the only one, cause maybe it's not, but you said "many" and now I wanna play those "many" games.