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Forums - Gaming - 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
onionberry said:
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"  

Not every sidequest. For example I'm stumped on having to offer Farosh's scale after finding a hidden shrine. No hint, no one to ask. Usually it's around the area yet nothing. There are a lot of fetch quests too, yet those are just filler anyway. And I still have no clue how to find memories after 80 hours, stumbled on 2 so far.



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Robert_Downey_Jr. said:
Mummelmann said:
This is how games used to do it, until the 7th gen and the "broader audience" started becoming the priority. Regenerating health, collectibles, silly trophies and achievements showed up at pretty much the same time, it's almost as if gaming in general has been diluted by the Xbox and PS brand throughout more than a decade. But that can't be right, they'z 'ardcoar!

what?  First of all don't lump PS and Xbox together.  Second of all Sony has had games like Resistance 3 and GoW which got rid of health packs and 2 weapon limits and such.  Also also what do collectibles and trophies have to do with difficulty?  If anything trophies have made me challenge myself more!  Hell Sony even published Demon's Souls which kicked off the hardest modern gaming blockbuster (and also published bloodborne)

There are always exceptions, but the 7th gen really kicked off the casual hardcore gaming scene for real. Collectibles, trophies and achievements have very little value from a game design perspective are often used as padding in games with poor writing, slouchy pacing or lacking core content.

One of my all time favorite action movies is from the early 2000's (Bourne Identity), but this is also around the time when almost all action movies started to want to become "smart", foregoing a lot of action, so despite the exception, it still marks the beginning of trends I don't really appreciate.



I disagree. There is a quality of life in knowing where to go. If everything is open, it will be incredibly difficult to return to the game after a break and it's nothing more than a waste of time. Quite honestly... most will just look it up in a guide.



Robert_Downey_Jr. said:
onionberry said:

just like the witcher 3, large circles and when you're there everything is obvious, you don't have to think what to do, just use your "witcher senses". This is not bad, it's the basic and normal formula for open worlds, a genre that I love. But more games should try stuff like breath of the wild or maybe something new where you feel like you're part of the world and not doing a video game quest.

well you're either describing the section of the map or showing it.  I don't see much difference there.  They don't highlight stuff in Horizon too much as I had to search a fair amount for some collectibles.  Are the villages and landmarks labeled in Zelda

I described pretty detailed how it works. Why do you make still these assumptions?



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Platina said:
I'm fine with that to an extent, but if it does get a bit annoying if you have a lot of vague quests where you just need to randomly waste time trying to find it :/

Actually the quests in Zelda give you pretty good hints, just not a marker on the map.



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SvennoJ said:
onionberry said:

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"

Not every sidequest. For example I'm stumped on having to offer Farosh's scale after finding a hidden shrine. No hint, no one to ask. Usually it's around the area yet nothing. There are a lot of fetch quests too, yet those are just filler anyway. And I still have no clue how to find memories after 80 hours, stumbled on 2 so far.

For memories: This guy that turns up practically everythere where are beds and creates paintings, he can tell you about the photos saved on your device. You can approach him and he tells you something about that photo, where it is. Still not easy to make out the location, but radically reduces the search-area.



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SvennoJ said:
onionberry said:

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"  

Not every sidequest. For example I'm stumped on having to offer Farosh's scale after finding a hidden shrine. No hint, no one to ask. Usually it's around the area yet nothing. There are a lot of fetch quests too, yet those are just filler anyway. And I still have no clue how to find memories after 80 hours, stumbled on 2 so far.

When you do piece it together you'll probably appreciate that they didn't tell you outright. It becomes clear what to do when you come across something obvious in the same general region.

 

When I was looking for memories I would look at features in the pictures and guess the general region of hyrule that the picture likely was taken place in. For example, one of the pictures has hyrule castle and a certain flying object, which tells you the angle it was taken and the general direction. The next time I was in that vicinity I used my map and walking around to guess where it is add based on the angle. Hunting memories was fun, because it felt natural, as if I were trying to find a location based on a picture using landmarks, but in real life. Some of the memories gave very few clues, but there are NPC's which lead you in the right direction for those ones, usually after you finished a different side-quest. 

 

Don't want to spoil anything more than that.



pokoko said:
Both Skyrim and Fallout 4 had quests that would show a region but when you got there, the markers would disappear and you'd have to search on your own. Some of the Cappy quests in Nuka World were so frustrating that I had to look for videos.

Skyrim had quests that were started by picking up an object but with no location given. I had to look one of them up because having that item in my inventory was driving me crazy. I remember a quest where you could buy an item from a trader, though they had no idea where it was used, but you could also hear a rumor that showed you the location of the dungeon--you just had to put the two clues together yourself.

Both games also had many unmarked quests, where nothing shows up in your quest-log at all. You just stumble over them. I like those a lot, though I'm sure someone is going to tell me that Breath of the Wild invented them.

Games that mix the elements make the most sense. MOST quests should tell you where to go because, otherwise, it's kind of silly for quest-givers not to know the details of their problem.

That's not what I'm talking about, on both fallout 4 and skyrim if you speak to the right person that person is going to tell you where you need to go. Yeah a lot of time happened to me too, I found an Item and I didn't know what to do until later on the game where some npc told me "hey, do you have this stuff, or do you know that you can find that other stuff at some camp" instantly saying that my mission was completed cause I had the item already. It's the structure when you already have the mission in the mission menu. On Fallout 4 I know I have to go to Diamond city, but I don't need to know the exact location, just tell me it's south east and looks like baseball park, I don't wanna get lost I wanna try and find the place by myself without a gps telling me the exact location.

On breath of the wild you have the location of the main quests from the beginning, when you acquire the map of a new region it tells you the names of the zones inside those regions, there's where you go to explore to find side quests and the npc gives you a hint or a location near the quest and then you need to figure out what to do when you're there. Not just go and find the item at this place or kill the monster at this place, you need to solve how to get there even when they tell you the location. That adds a sense of discovery and you feel like you're doing more than just a quest for video game points.



potato_hamster said:
onionberry said:

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.

Well, when you're just excluding every other example of similar systems because its not exactly like Breath of the Wild it becomes much easier to make it sound more special than it actually is. There have been dozens of games dating back to the 80's where side quests involve talking to someone and then trying to figure out how to do what they're asking for with no further clues all on your own. As many have said, a step by step guide through every single quest is a relatively new phenomena in video games.

that's why the title says "open world should try this" I'm saying that OPEN WORLDS should try this. I'm not saying that breath of the wild invented this, but the hand holding on modern open worlds is a fact.



Nem said:

I disagree. There is a quality of life in knowing where to go. If everything is open, it will be incredibly difficult to return to the game after a break and it's nothing more than a waste of time. Quite honestly... most will just look it up in a guide.

that's the thing, you know where to go because you have a map but you need to explore or find out how to do stuff by yourself and not thanks to a gps.