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Kaunisto said:

I don't like there to be too much contrast between open world and dungeons, for dungeons to be linear platformer labyrinths. Rather there should be realistic buildings/living spaces that can be extensive (factory/hospital/castle) but are still relatively quick to navigate around.

There should also be balance in the open world area. It's a matter of taste should there be one central hub from which you get everywhere practically or a circular structure of three or more smaller centers.
Too often you have relatively small area (of connected places) where is also most of the interesting stuff and majority of the world is fringes where there are only places you have to visit for one mission or minimal generic buildings/dungeons you don't have real reason to visit.

Yeah I understand this feeling. I feel like the most common issue with open world games is that they take place 90% outside, and there's no insides at all. I think the buildings in tlou2 are dungeons in the sense I mean too, even though they aren't labyrinthine. I think it's fine if the dungeons are simple or realistic. I just think there should be a good balance of them! As long as there's a good balance, I think an open world can feel good.

Wman1996 said:

Quite simply, devs make too large of maps sometimes mostly in the overworld (like you said) and don't fill it with enough to do or enough atmosphere.
There even those who think BOTW and TOTK are too empty and bland despite most people not thinking so.

Yeah I love both BotW and TotK, but my biggest issues with them are their underworlds balance and quality. I think the town underworlds (buildings) are amazing, but I really don't like the shrines, and there aren't enough large dungeons of good quality to balance out the scale of the world. I think having so many shrines was a really bad choice for both. I do think TotK is a huge improvement, though.