Wyrdness said:
Nope sorry I stand by my view it's misleading as a whole, the's a difference between segmented and open world and MGS is the former, read the post properly as well I'm not talking about fast travel in fact fast travelling was not even mentioned I'm talking about the connectiveity between areas and MGSV has non of that, not even in the same ballpark, comparing entering a town or dungeon for a narrative is an argument that holds no ground in this regard as well. A number of reviews even said what I'm telling you now in that it's not open world but segmented plus the developer also said the game would tie up the full story guess what it didn't, under the logic you're employing here games like FFXII are open world because you roam around in some of the segments.
Exploration is far from encouraged because the is little reward other than kidnapping soldiers and the one off blueprint, DD is also placed right in the pth of where you're meant to go with in the first few missions, I've got the game as well as many other open world games and MGSV is not even close to them in the aspects you're trying to argue, the game's whole structure is more anti open world than anything which is why many MGS fans don't hold the game up in as high regard as it adds nothing to the series and is essentially MGS3 lite with the portable games' structure. Most of what else you're saying doesn't even need to be addressed because they're mission specific and not happening out in the world unlike in actual open world games.
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Well, likewise, my other argument of Maryland and Washington still stands: you can't move between them both seamlessly, because they're not connected. That doesn't stop Fallout 3 from being open-world, just like MGSV doesn't stop being open-world because the same applies to Afghanistan and Africa. And what exactly doesn't compare about being in a narrowed area doing a story-related mission (MGSV) while being on a closed, small dungeon doing a story-related quest (Skyrim)? If you're going to disregard the argument like that at least explain why, otherwise accept it like it is. The narrative progression of both games work in that regard, so why is that wrong that MGSV narrows their story-related mission to a specific area? Especially when then all side content isn't barried behind any narrow space, just specific places you have to be on the world map.
Could you source that number of reviews that didn't say it is not open world?
Broken promises from the developer isn't nothing new. Almost every company does it; you don't disregard what's already in the game (i.e.: the open world aspect) for something that wasn't but was supposed to be there (i.e.: Big Boss evil story arc). Heck, you're the one that disregarded my previous comment because it tied with the narrative of the games and you said it holds no ground, but now you're saying we gotta disregard what content the game has (again, the open world aspect) because the designers didn't fullfill their narrative promise.c
Here's Wikipedia's sourced resume of what constitutes Open World, which will allow us to give some kind of criteria when discussing this thing. Feel free to disagree with it giving your own criteria or another sourced definition:
"Open world, free roam, or free play is an alternative term for video games where a player can move freely through a virtual world and is given considerable freedom in regards to how or when to approach particular objectives, as opposed to other computer games that have a more linear structure to its gameplay.[1][2] Open world and free-roaming suggest the absence of invisible walls, and loading screens that are common in linear level designs. Generally, open world games still enforce many restrictions in the game environment, either because of absolute technical limitations (such as graphics) or in-game limitations (such as locked areas) imposed by a game's linearity"
Then there's this paragraph on Design:
"A major design challenge is to balance the freedom of an open world with the structure of a dramatic storyline.[9] Since players may perform actions that the game designer did not expect,[10] the game's writers must find creative ways to impose a storyline on the player without interfering with their freedom.[11] As such, games with open worlds will sometimes break the game's story into a series of missions, or have a much simpler storyline altogether."
Metal Gear Solid V definitively fits this criteria. I haven't played FF XII, but if its gameplay structure in concordance with the world it inhabits fits this criteria, then it's open world as well, why not?
Fans don't hold MGSV in high regard because of what you pointed out earlier, the broken narrative promises, not because the open-world aspect in itself. There were plenty of room to create an engaging narrative structure, but players find themselves forced to listen to cassettes or enjoy ten-second cutscenes that clearly didn't add anything at all. Codec was absent. Then all confluents to the fact that you just want to be done with it, and the world is nothing but an annoyance at that point. Besides, you keep mentioning MGS3 but the gameplay system is stripped-off MGS4, not MGS3. There's the Peace Walker structure system all over it as well, but unlike Peace Walker, The Phantom Pain does possess a world of its own, open-ended (Peace Walker was stuck strung with connected areas, but there was never a specific or static world to visit). People fell in love with the gameplay and the oportunities the open-world gave, and while you insist on disregarding exploration, when it clearly did wonders for a lot of people throughout those first twenty hours. Especially when you wanted to take Snake on missions with powerful gear, but you had to take cautious in how many resources would it take to bring good equipment with you, as your GMP could cross the red line sooner than one could think. There's also the animal hunting which I didn't mention, although it could have been far more deep than it was.
I mean, I support the idea that MGSV's open-world is lackuster, but you only realize it when you've invested time into it and your team becomes powerful. Which is what I'm saying Anouma will have to take into consideration, otherwise Breath of the Wild's landscape will be nothing more than something you want to get across to get to the point.