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Soleron said:

If game words get bigger and production values get higher but budgets are the same, that means lower content density.

In the MGSV trailer and in the Zelda trailers they actually had to timeskip the boring travel between content areas. What's the point of a bigger game world if it means more time spent not playing?

Indeed, bigger worlds filled with empty space where there's nothing to do in between relatively small areas where gaming actually happens is pointless. Like the real world mostly filled with boring empty space with nothing to do. Why do I want that replicated in a game?

Better to give the illusion of hugeness than actual hugeness.



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