BraLoD said:
Goodnightmoon said:
Really? Either you are not understanding me at all or you don't understand what the Op is talking about.
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So I've re-read the OP, and apparently what he writes about is: quests locking you from entering/leaving some place, which isn't a natural wall in the game world, as those places are accessible, it's just a "better not get there yet" event; some buggy places, maybe exactly because of the complex shape of the map near some of those events/borders; a place, which we shows in the map, that he can't cross directly to the other side, but that places has a mountain that uses the exact complex shape of the map as the border, it's blacked inside, which means it's outside of the game borders, and dependant on the map shape.
Still can't see the different, except for Zelda not having story events/reasons to prevent Link to going to some place too soon. The invisible walls are still the same.
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You can't see the difference between a map with invisible walls inside and a map with not a single invisible wall outside the very edge of the world? Ok then
And the bold part is actually a huge difference that shows how much better designed as an open world one of them is.