How do you make open world games fun?

How do you make open world games fun?

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By making them. It's like grinding games, you either like the genre or you don't.

Lots of shit to do.

Mods

Make them interactive and consistent.

Make the player feel like the world is a living creature such that it makes him doubt at times that he can really change anything. Dwarf fortress is really fucking good at this.

Playing in a sandbox alone can get boring. Surprise multiplayer a-la dark souls, either across the world or in under select conditions enhances the experience by forcing you to put your fucking disgusting and degenerate autism against real people like the fully functioning member of society you wish you could be.

Also whats a sandbox if you can't make a sandcastle. Base-building is a must, but in accordance with the first point, NPCs need to be able to do it too and just as well, if not better.

Also, unless you want your game to die and be utterly and completely forgotten in six months, you need mods. Even if your game is the awesome be-all-end-all that your corporate masters wish it was, if you don't have mods sooner or later the general market will have moved on to the next flashy thing that catches their eye. Mods keep the infusion of fresh ideas for free coming.

Did you like Dragon's Dogma?

This. It's why San Andreas is more playable than GTA 4, years later. Recent Elder Scrolls games do this FUCKING WRONG.

OPEN WORLD ISN'T A FUCKING GENRE, RETARD

by being nintendo

never played it. I played Dark Souls and wasn't interested it. I assume they're both similar games

Wait til Nintendo gets it right then take lots of notes.

nah meng, after a short intro its literally openworld not branching areas like Dark Souls.

MUH OPEN WORLD ROGUELIKE CINEMATIC AND SOULSLIKE EGGSPEERIENCE

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That cool skyrim game was so good that it's getting released twice. Should just takes notes on that game.

That third image looks like she's ready for Nintendo to give it to her right.

Oh youngins

Fuck you Japan.

Remove the main quest line.

It feels like something that detracts from what people enjoy about open-world games anyways. It's like in MMO's where quest mills are just annoying filler, or in modern Bethesda games where the writing is dogshit. Instead of diverting resources to forcing some "woah so epic" storyline, they could just use the effort to fine-tune the open-world.

i find most games are like being thrown to the lions, into the maze, the ring, the haunted house, battlefield, etc
but when it comes to open world/sandbox games, you gotta make your own fun.
i usually like setting up base and exploring, but beyond that i can't commit.

Good game play, tons of varied things to do and interactivity with the world.

i bet you do Myers Briggs tests in your free time, faggot.

You don't lock key features of the game behind pointless story missions. The main reason why people like open-world games is because they have the freedom to run around and do what they want instead of being pushed along from instance to instance by some schmucks trying to tell a usually-mediocre story that you have a hard time investing your self into. Forcing players to complete half the story before they can do something trivial that they would want to do from the beginning is a fucking sin.

What shitty rpgs is this about in the second image?

You need to maintain a balance of content to world size. Making a huge open world with nothing in it or very lackluster content is one way to fuck up (see the Mafia games and the more recent GTAs). Likewise the open world has to be actually open and consistent, not a series of connected corridors and rooms. The first Fable is an example of a "closed" open world, where the entire world is basically an interior with cliffs instead of walls and a skybox instead of a ceiling. A lot of people give them shit but Bethedsta's RPGs typically have very well designed open worlds. You can explore freely in any direction and actually run into new stuff. Maybe the quests and characters you encounter aren't very good, but the open world does its job.

Final fantasy during the playstation era from the sound of it

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make travelling fun
like Euro Truck Sim

then, no matter how shit the other bits are, it's still fun to run around and explore the open world

Mafia isn't actually open world. I mean, yes, there is a city, but the city is a backdrop for the missions, not a gameplay element in on itself like in GTA games.

That being said, I'd love if someone actually did a good "gangster era" GTA clone, but with the end game consisting of managing your criminal empire. There should be a point in the story where the player goes from everyone's errand boy to running his own gang, opening up establishments, recruiting various specialists et al, while the open world exploration becomes more of a leisure activity.

But the story never gets good in those.

Relatively, user. Relatively.

The Mafia games are open world, just very bad ones, since you can explore the city between missions but there's literally nothing to do.

Just make it fun to ignore any missions and explore the world - i.e. give the player a ton of things to see, secrets to find, and just generally allow them to dick around doing nothing. I spent a ton of time in GTA 4 just fucking around with the physics system and exploring the city, to the point I could probably draw you a map of the liberty city right now even though I haven't played it in about a year.

I have a better question:
WHAT IS THE BEST ALTERNATIVE TO INVISIBLE WALLS AND/OR KILL ZONES?

VISIBLE walls? And endless procedurally generated ocean or desert? Mountains? Guarding the edges with poison swamps or some other kind of pseudo-kill zone that slowly drains your health making it impossible to go past a certain point?

I feel the main quest/story should maybe open up interiors that are previously inaccessible to prevent fatigue with the world. These interiors should probably take a bit of time too.

The story itself shouldn't be some SAVE THE WORLD AS SOON AS YOU CAN MAN and then your character decides to dick around saving cats in trees or stealing some petty change. Two ways around that, make the end of the world imminent unless you reach a certain point or simply don't write a THE WORLD IS GOING TO END NEXT WEEK, HURRY UP stipulation to the story.

Just make invisible walls, that have texture saying "There's no game past this point" if you approach it. It would look nice for the screenshots, and the players wouldn't be able to bitch about not being able to go there.

An alternative ending where the PC goes "fuck this shit, i'm leaving".
Once the player goes far enough past the boundary they get a popup asking if they want to abandon the region to it's fate, pick 'yes' -> roll credits.

Depends on the game. I would like a wrapping map, where when you go off on side you are on the other. Basically a real globe.

Bam, here you go.
No game achieved it yet.

Sea monsters.

The more games that I play that are open world the less fun I have in them. Witcher 3 is probably considered to be a decent open world game seeing as how there's so much fucking shit to do, but it's getting harder and harder to play it. I don't think it's really possible to make them fun unless the setting is interesting enough. Most games don't get it right.

Sea monster sucks, it doesn't make sense to make them invincible after a certain point of the game.

Mountains and infinite sea are still the best option for me.

Also open world are usually way more fun than corridor oriented games, I don't see why people here tend to hate it.

i bet you're one of those ppl that defend Dark Souls grinding system.

Because corridors tend to be better designed than open worlds in terms of gameplay

Compare a dark messiah level to a skirim's dungeon

How are you gonna fight an ancient sea monster that grabs you and pulls you into the depths?

1 - Grinding in dark souls is optional. As long as you explore every nook and cranny once and kill every enemy once you get enough shit to upgrade yourself and your gear of choise to the appropriate level. You only need to grind if you want to MAX EVERYTHING.

2 - Grinding is a broad term. If gameplay is good, and you enjoy killing shit for hours is it grinding? Mechanically it is, but you only call grinding something you don't like. Good combat and varied situations make grinding fun.
Why do you think monhun is so popular?

Way to stack the deck, considering the amount of "effort" Bethesda puts in every aspect of their game.

Both have advantages. A more linear level design lets the developers be very exact in how they set up encounters, pacing, level design, items, etc. Open world on the other hand has the advantage of unpredictability. You never know what's around the next corner, or the next hill, and can stumble your way into all manner of interesting, unscripted encounters.

By making Twenty Thousand Leagues Under the See: The Game.

Where's this game should I be seeing user?

There is none, but just imagine how fun it would be to design your own submarine, crew it, and explore the undersea world, all with a 19th century "sci-fi" vibe.

Battle krakens, go out in your diving suit, find Atlantis, explore wild islands full of nigger cannibals, attack ships in the middle of the ocean for loot and crew…

I call that double standards.

Holy shit you are fucking casual.

A free-fire zone where you get nuked to oblivion.

By actually having things in them and not just wide empty spaces. That may work on normalfags who think it gives them "geek cred" or whatever, but most of us actually like doing things other than holding forward.

do you have brain damage?

He's right though.
Open world is a feature, not a genre.
Or what, Skyrim and GTA are of the same genre now?

nobody ever implied it was a genre

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Just make something that lets people enjoy two or more mechanics that weren't intended to work together at first. On GTA 4, for example, if it weren't those faggots calling me all the time, my time between missions would be just to push someone, make him get mad at me and try to punch me, so I'll run, make this guy punch a police officer, by staying near one, and watch him getting arrested.

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oh right

The player needs a reason to go to lots of different places on the map and establish their role within the world. A good example of this is Morrowind, where there are many different factions that you can join and spend your time interacting with, and many of these factions are mutually exclusive. When you start a new game, you might have very different goals for one character than you would on another, like your goal might be to become the leader of X faction and acquire a certain couple items that would properly suit the build, and do any sidequests you come across that interest you. This sounds obvious, but the vast majority of open world games do not have this. In most of them, there is one questline with little to no focus on alternate factions and you just go from point A to point B on the main quest, only occasionally stopping to do a side quest. Those games waste their open world because while you can technically go anywhere you want, there isn't any real reason to do so.

Also there needs to be no quest markers and minimap, so that the player actually has to learn the environment and follow directions given by NPCs. In open worlds with quest markers you can just stare at the glowy arrow and hold W for 10 minutes, which makes the open world pointless because they might as well just spare the effort and make everything instanced levels that you teleport to.

Is that some sort of ironic picture or something? It looks like something you would see in a LOL thread..

by making the worlds smaller and putting more fun shit to do in them. a lot of AAA devs are competing to have the BIGGEST FUCKING WORLD EVER 600 MILLION TIMES THE SIZE OF SKYRIM but that just makes the game a chore where you spend more time traveling than anything else.

and since they made their fucking overworlds bigger than reality as we know it, they can't properly plan out cities and dungeons so you get some weak ass copy pasted areas to explore with the same enemy types everywhere.

the overworld in yakuza games are like 5x10 city blocks and has more shit to do in it than any of these fucking giant worlds

Why does Michael Shannon look so cool?

by adding in a bunch of medium sized different enviornments, instead of one really big one

Now apologize to me

I'm seeing a lot of people in this thread say stuff like "make there stuff to do" and "introduce consistency!"

Everyone's brought up good points, but I feel like we're overlooking the most important aspect to a good open world game: the game world doing things independent of the player. When your game world is just a bunch of missions and minigames and collectables, it just feels… artificial. Underutilized.

If you're playing an open world game, then sometimes things should happen to you that are beyond your control. A really easy hypothetical to ask is: what if TES games actually had merchants along trade routes bringing goods from city to city, which influences the economy regardless of what you do? What if bandits attack these merchants while you're on the other side of the map or balls deep in a dungeon? Logically they would grow stronger due to the influx in resources.

The more you make your open world game feel more like a WORLD and less OPEN, the more fun the player will have just fucking around on their own doing things that the developer could never even think of.

There still isn't a single world bigger and more congested than Daggerfall's one.

Sauce? Reverse search is giving me nothing.

Muddled World Orchestra II

ad alot of interacting with the environment, enemies to fight in areas, and not alot of ways to travel quickly. as soon as you get quick area to area access the size of the map seems less daunting, you don't interact with stuff as much, and every side thing just feels more like a small annoyance than a challenging road block.

-By making them truly open, the main quest is optional.
-Full of shit to do, like mini-games, characters, items.
-Large map that has above and is not empty maybe a desert to play around in vehicles or shit

This, or just add a infinite number of creatures that are almost impossible to kill and can easily rape the player.

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Yeah, because that'll work.

You make them about hardcore fucking with everything that moves.

I already written about it in another thread. The key to good OW game is to nail character progression. This faggot is wrong, grinding xp for unlocks is a sign of bad OW, you should make direct rewards for being good at side activities like in gta/saints row1,2.
Second, limit player as little as possible in playstyles, even in main storyline. GTA5 shit it's bad by making grade system from TBOGT main focus, so missions designed as linear as it could get, so to negate an RNG factor, while also not letting player to be OP - for example game won't let you just take a rocket launcher to blow up Lazlo car, instead you are forced to chase him in a boring ass chase sequence.

This thread is relevant to my interests, have a bump

By making a game that is an open world not a sandbox

what the fuck you talkin about son

Geography or a reason tied into the plot is best. Gothic did this by having a literal forcefield around the area. Anything but easily-fordable barriers or an invisible wall.

Good question.

MGSV what was wrong?

Everywhere needs a distinct and non repeating construction. Everywhere neess to feel and be substancial.

MGSV could use some tesselation as was present in Dragon Age II.

You need tk be able to enjoy the landscape without doing anything in it. It needs to look ery impressive. Complex, and varied. See into the horizon, thkngs fading out with heat haze, or glare, reduce wireframe imperceptively, no pop in or out.

Should be able to see something interestng in the distance and get to it, go inside everything ir climb up.

No base. Once you are out you stay there, no fast travel. Need to survive from the land as well, no resupply. Become aware of precious resources and look after your equipment.

Time passing by saving, long days, as long as played. Night time in special cases, woken from sleep by threat, dream etc, next save ja morning on next load or use system time, resume from night if playing an hour later, several hours later and day again.

Long quests, with no saving. Get prepared to venture in. A lot of play outside of heavy progression areas. Death returns to title at least, play to explore and be cautious, respect what is there, appreciate what is. Small hazzards that would be nothing if death didn't matter become serious tasks to tkme perfectly and act only when sure.

A horse or veichle to cover large distances that remain large. A lot of on foot navigation to appreciate the difference in speed.

Scale, camera should look up in 3rd person. Very tall structures. And small passageways like cracks in walls. Wide passageways too.

No explanation. Perhaps the most important part of all. Everything is what itself. What it was hinted at never determine. Everythjng was great an still is.

No stupid designs. Nothing made planned, made in the moment to suit the game. What is there, give it company.

Bullet drop to showcase distance an require skill.

Mood music, blending in with environmental sounds and user actions ev Hoofbeats.

Nothing stands out more than anything else, the whole scene taken into being. Everhthing ja part of somethibg great, see some apex of that in the distance perhaps, only reachable at the end by then accepting it is just a part of the background and you shouldn't be there. Or not. I prefer not, have the story in all things. Final confrontation with need, somethjng beeds to be done based on time, rush to do it.

Risks extreme by then and no allowances for hesitation. All in and no chance, do a much as you can do because you care.

Able afterward to leave land at your leisure. A kind of final test that you have to. Ending there with no way to return.

Shadow of the Colloseus is the example.
Time to think and be in places, them for you. Not knowing them immediately or ever. They aren't dangerous, your carelessness is. Care more.

Daggerfall is filled to the brim with copy/paste though, and it certainly isn't very dense as you have to walk decently far to get anywhere.

Here's the thing user there are a lot of problems with this from a time and budget view.


Standard but everyone seemingly has different opinions on what constitutes good combat. Additionally one huge flaw with open world games is that resource management is basically non-existent. In almost every open world game you're pretty much never low on ammo because the devs don't want you to backtrack away from a mission.


Plenty of open world games have this. It's actually hard to find an open world game nowadays that doesn't have missions where you kill hundreds of dudes


This is really really hard to do in an open world game.

Most AI systems are based on nodes, meaning the player enters an area, the AI is scripted to do something. AI in singleplayer games is typically actually very scripted but it just looks spontaneous.

This is much easier to plan for if an area is linear or just enclosed. You can see something like F.E.A.R where the levels were just a couple of hallways connected together.

Now imagine if the world is 12 km in size. Then it becomes infinitely harder to actually program the AI to work intelligently.

Ontop of this it's not something players want in open world games. A good example is when open world games have stealth (IE Metal Gear Solid 5) the AI is rendered braindumb and nearsighted because it plays better.


A lot of open world games have good looking areas. Hell even Assassins Creed games have pretty good historical locations. I'm thinking of how they remade Notre Dam in Unity.


The problem is that if your game is too simple it comes off as repetitive. And the player will eventually just drop the game after a few hours. You can see this with a lot of past gen games and PS1 games where they just have the same basic gameplay over and over and you eventually get bored of it.

Opinion discarded

The closest game to actually filling that criteria is Middle Earth Shadow of Mordor. But that has Arkham combat and Holla Forums seemingly dislikes that too. But it has shittons of orcs, the nemesis system is really well implemented, the areas of Mordor are well done and there aren't any gimmicks. All you do is kill orcs.

If only this game had more enemies, more locations and more interesting story progression, i would play it more.

The nemesis system wasn't that great IMO. It allowed good players to breeze through and punished hard players with even tougher enemies.

It would have made more sense if, on successfully taking out a louder, the new leader took his place had resistance to the method used to kill the old one and the rest of the leaders gained some kind of buff and, when they killed you, they grew "over confident" and started leaving their guard down, i.e. walking around without a posse or whatever, so give people who suck a chance at winning again.

Shadow of the Collosus is not a good example of an open world, it's just an open world that compliments the games theme.

Honestly your shit is ass backwards, it's not fast travel that's bad it's the way it's implemented, horse carts and Silt Striders were great, it's the fact that you could quickly jump around to all locations on the map that trivialized exploring cheapened the sense of exploration and adventure within the world.

Everywhere doesn't need to be distinct and non repeating, you just need some variety within the games world and variety needs to be more than just visual.

Dude go home already.

I dunno if it felt like this to me since every orc chieftan had a weakness. And if you exploited it most of their positives went way down. Like with some you had to poison their Grog first.

I remember late into the game some were almost impossible to damage unless you exploited it. I'm reminded of one that had a shield, was invulnerable to stun and was a "tall" Orc who wouldn't let me jump over him so I could hit him from behind.

Nevermind that you also have to fight like a dozen other orcs while you're fighting the one.

In general I thought the Nemesis system was a great system if only because it made the world of the game feel much less static. Since shit was always going on regardless of what you were doing and it was actually reacting to things you were doing. And so few open world games actually feel like the world is reacting to individual decisions you make.

Make it Souls-like

Most of the discussion here is based on open world RPGs.

What about open world games such as The Sims 3? Was it a right choice to turn this once closed world game into an open world?

I didn't think it was the best game Monolith made but I liked it, I'm excited for a potential sequel that expands on it.

I only brought it up as an example of what that specific user wanted in an open world game.

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That's so fucked for so many reasons. Not only are they all out of order, but the categories even feel oddly chosen. Why lump FPSes and sports? Platformers and puzzle games? Why include a genre as broad as action and adventure (which FPSes and platformers both fall under) and why is it near the top instead of the bottom? And why are fighting games anywhere other than the very top?

I liked looking around in them.
Development needs to go into everywhere enterable. Easy now using photos to recreate places.

Side missions just to extend lifespan are worthless. All dev time should just go into making a world. Make your own missions eg killing people putting up security cameras, or sniping motorcades of politicians etc. Look after a land after coming to love it. Rob from the rich and give to the poor kind if thing. Enjoy life, stop it being taken away. Make it so good things don't need to be hidden away or just endure as it all goes to shit, getting harder to live all the time. Looking after what you can. A little world apart from the lie going up. Doing something about it can be an endgame, no need for a single mission.

Build an open world around something fun. If I wouldn't want to do it in a small box, why would I want to do it in a large world?
Keep it simple, stupid.


Also this. Density is more important than size.

Fuck all that. Morrowind the boat opens, you don't know what to expect. I gave fargoth his ring back. Jumped, died, ran around not knowing there was a quest line, going into caves, exploring everywhere.

Following a quest line would ruin that. Felt the story somewhat when factions attacked, wonder why, was stupid perhaps and though all should help anything not doing so wrong. Go anywhere.

Also found the bound spear and after that no need to grind so it was game over after that.

Play to see more, need to be stronger to, stronger to survjve powerful enemies going into interesting places.

Imperials seemed a bore. Played as Dunmer. About finding out what there was to enjoy, jumping high was. Getting better equipment, what auited you.

Not there to change it other than do the right thing. Help people who ask for it or defend them in fights. People living their own loves like the treehouse thing, it's interesting. Not after hinting down teir skapegoats. Freeing Kajits. No excuse ever to lock someone up or collar them, raise them.

Things seen stay interesting, presented perspective, stories. Wiser. Thankful and go about giving thanks, sell cheap to someone that seems alright just needs an something good to pick them up. Them liking you you like them, see the unexpected results if helping eachoter, presume there's something there you're there for.

Game is long like that, gi everywhere maybe only after you've gone everywhere ready to see something hidden. Know better how things are. Not a nwah, there to help. I was quite nice once. Just another problem if trykng ti make almething of your own. Look after what is there. Be with it, grow it. Should be able to go fishing at the fishing village with them. Leave a good impression everywhere, nothing is too hard.

With the nord expansion left them to their thing and went about the land the same, looking for the extremes, and winning battles in the way with a spear because Big Bears cannot jump. Stand on ledge aquire clickclickclick.

Went swimming for a long way before I discovered the map. A dos game was like that, dangers are interesting, a gamble I suppose, something has to be out there if it is dangerous. Invisible walls should bever exist. Use monsters.

An open world game needs more to see in the world. The thing that kills it is repetition. Enough there and you could go around again without getting bored.

Needs to be an absence of stupodity, feels like stupidity is something that has been invented. Circa around 2005. Always around, but now rndorsed… Guess by the same people. A shame though Rage could have been great if serious. World already looked alright, just textures too compressed an using bilinear jnstead if trilinear. Thjbgs acting dumb are far worse than than the opposite, their effort will only make them and everything else dumber or tainted.

Suppose you coul be there too to fix that if it was their way of coping or avoiding being outcast, reminding them of what they are. Anything doomed ao have nothing in th head. Or the authority punishes anything but stupidity.

Like everything was done, not people doing things or relaxing after a hard days work. Trying not to do things.

Be good there to start up otherwise. Should be an option to unfuck them on the way. Get the attention if te authority and follow them after fucking them up. Find what they're doing, get it done without the side effects or say no to it. Should have been some serious firepower too on the authorities side, them not used to it being used on them. Sort it out. Onto another pod for company or to see more of the world bring your pre-meteor know how and learn much beeded now know how. World always requires a lot of experience, the more the better. Leave school infected areas to die of their own cowardice after breaking out their experiments. They learn with their own suffering and pass it on by choice.

Keep going untill they want you tk stay and it would work, wouldn't stagnate or be boring, they're up to scratch enough to handle your sit, can keep up and you want to outdo them, thing happening. A leader is better an idea than someone. An idea of doing stuff, not starving, having a good world around is a start. Get better with incentions, make something that goes fast, race it. Make danger and through competence have it fun.

Recreate things you know are good in other places from your memories, drive in cinemas…
Everyone builds that and alltogether jt's a paradise, then new stuff is tried different to the rest. Take turns building stuff too, someone thinks it and says what is missing etc goes around trykng to think on what is missing outlaying what they remember as they remember, when it's done help as the builder for something else, all rushing back to add somethjng they think up while working too, all having a laugh about that, all that passion a pain in the arse but true. End result undeniably good and well worth the effort. Even misers get their thing. Torture if they're into it has to be sexual and consensual though.

GTA V did it nice where waves would fucking kill you and you get eaten by a shark.

So something like that whether it be land, sea or air.

quality opinions m8

I'm assuming english isn't your first language?
Also, clean up your formatting, goddamn


what are you even try to get at here?

The thing with open world games is that they have to be a thousand times better in every aspect, otherwise the MUH LINEAR retards think they would be better games using the old corridor simulator garbage.

What most do wrong now is doing hand holding and trying to be too big with nothing to fill that space.

No waypoints, no mini maps, no menu maps. Entire navigation is based on the player playing attention to the world and looking at shit like signs.

No journal, if you pick a quest you better care about that shit which also forces the devs to make interesting quests.

All quests are time sensitive.

Closer to real life time and distances which would make the devs make better use of space. Instead of trying of making empty as fuck "continents" in a mere 100km² they would focus on making more realistic\detailed places with more shit going on.

No generic npcs, how hard can it be to give each one like fives lines of speech and a different apareance when the fucking games have character creators and voice actors work for years on the same game.

Especially with the "time sensitive" aspects that you see in shit like Fallout 4 or Witcher 3

stalker is a good example of letting the game world function separately to you. sometimes it straight of fucks you over and its kind of awesome.

Dragon's Dogma has this for a bit until you become overpowered, and the good looking areas part is pretty debatable outside of grassy forests.

Mount and Blade is an excellent example of this, you've got all these lords across each kingdom doing their own shit like waging war on eachother, forging alliances, and managing their kingdoms. Then once you become powerful enough in the game (politically), you can start participating in these political shenanigans outside of fighting in wars for other people.

GTA5 took it a step further and made it so literally anything you tried to fly out away from the in game world would eventually have it's engine shut off and sink to the bottom of the ocean.

It's a rather clever way of doing it. Previous GTA games would just have the world repeat after a while until you came back. I remember Morrowind's world was akin to Asteroids where if you went in one direction you'd eventually just appear out the other side.

Mad Max incorporated it as a gameplay mechanic where the outside of the world was called "the Big Nothing" where there would be these huge sandstorms that would gradually damage the player. However you could also find huge amounts of salvage in the Big Nothing and it was a really good way of taking out enemies that would chase you.

Oh and I forgot, there were also secret areas in the Big Nothing. It was one of the only games I can think of where trying to leave the outside world was almost encouraged.

steamcommunity.com/app/234140/discussions/0/490121928337921797/

don't make 'muh world size' a gigantic continent in order to compensate for lackluster missions/sidequests/other shit (ex. Fuel was too fucking large for its own good because 'muh game is bigger than Connecticut so it's automatically good!')

Make a linear path around the entire game.
The only game to do this right was twinsanity.

And that was genuinely unfinished. RIP

By doing it the way old JRPGs did it. The world (environment) is open but you the player are the one that actually has to open it up by proceeding through the story. Also tiered enemy encounters. I don't know why games do it any other way.

Didn't realize I was in a LOL thread.

Do it the way Bethesda does it. Make content and places worth exploring.
Even if there isn't a main or side quest there, it's interesting to explore, hit random encounters, even run into lore of the world.

Don't do it the way GTA, Ubisoft games, etc. do it and have all the "open world" content either identical repeatable items or shitty minigames, and shoehorned in "RPG" elements that you conveniently have to progress past point X in the story to be allowed to take 80% of the perks. ESPECIALLY don't do it the Saints Row 4 way where the shitty minigames are 99% of the sidequests and 75% of the main story.


That's just about on the same level as "there should be a game mode where there's no combat or challenge and you can just walk around and watch the cutscenes :DDDDDDDD". 0/10, terrible idea, you're fired.


They were only ever good half the time anyway. Note how every single time they made a sequel, it was shit compared to the original.

i read this in todd's voice, and had a good laugh m8

nice

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ah I read it wrong the first time, and thought u were encouraging the shitty aspects of ubisoft/cutscenes

fug, tired from work, oh well I guess my tiredness got me a laugh

I wish summer was over. All of the underages make the board unbearable now

Can't tell if this post is a ruse or not, but Bethesda doesn't make open world games, they never have, none of their games have anything close to an open world

1. Have the option to remove travel times between missions

2.

I'll just assume you've never actually played Mad Max. The Big Nothing was scrapped and the devs never even said anything about it. If you try to go out there you just get a message telling you to go back and you die pretty quickly.

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Okay you're right, Daggerfall was open world. But you'd be delusional to think Morrowind, Oblivion, Skyrim, any 3D Fallout.etc are open world games

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Did you even click the link? There are locations of shit out there someone linked. I've played the game and I've gotten plenty of salvage out there.

Just fucking use Google and you'll find plenty of videos of people finding secret areas in the Big Nothing. The only thing that I think was really cut out of the Big Nothing was the idea that the wasteland would randomly generate outside of it.

Compared to what, literally going outside?

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Being railroaded into a linear path via bullshit invisible walls is not open world friends

Whats with the Bethesdrones here tonight?

Theres a couple of areas on the edge of the map with scrap, but the actual Big Nothing doesn't exist. Also what link? To a GTA video where you die on the border? wew lad

Good job showing you never played Morrowind, Oblivion or Skyrim.

Almost every open world game has invisible walls somewhere, and has some form of linear progression (in the form of missions).

Depending on which Bethesda game where you go entirely varies. Also you can completely avoid the main quest entirely.

If you're referring to something like dungeons being linear. that's not exclusive to Bethedsa games, almost every open world game has linear segments branching off from the overworld.

How about explain your argument like an adult and use your words instead of flail about like a child making people guess what you're actually talking about.

Scroll down to the post I made directly under it

.Oh and I forgot, there were also secret areas in the Big Nothing. It was one of the only games I can think of where trying to leave the outside world was almost encouraged.

Take out the open world

An unfinished area that was just left in the game. Ya such a great easter egg.

I don't even like modern Bethesda games but what the fuck are you talking about

Thanks for showing me you don't actually know what a real open world game fucking is, the average Zelda game is more open, think about it

Why are you trying so hard to defend this kind of bullshit? What's wrong with saying "Bethesda games aren't open world" ? Are you guys really delusional fanboys? We're supposed to be raising standards not lowering them "hurr lots of open world games have invisiburr warrrs!" yeah, unless those invisible walls are there to border the map, they aren't true open worlds, GTA may be a boring tech demo, but it sets a standard for what an open world should be, as well as Rockstars other game Red Dead Redemption

Emergent gameplay

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If you want your opinion to hold actual weight you shouldn't be defending shitty games

Zelda games lock you into doing dungeons before you unlock the rest of the map. You can't immediately go to Hyrule Castle in Ocarina of Time without doing the Deku Tree dungeon for instance


Because what you're saying doesn't really make any sense


It's incorrect and based on some very warped perception on what the concept actually is.


Dunno if this is bait or not now


You do realize the term open world game refers to the idea that you can move freely in an ingame world while having a free and open progression through the game.

In Morrowind you can immediately go literally anywhere from the start of the game, and can freely ignore (and fail) the main quest and do whatever you want.

Also the game has very few if any invisible walls. Considering you can levitate. The only invisible walls I remember in Oblivion were the ones around towns to prevent you from bypassing the load zone.

>GTA may be a boring tech demo, but it sets a standard for what an open world should be, as well as Rockstars other game Red Dead Redemption

GTA games and RDR have invisible walls. They're usually around buildings so you don't get stuck on geometry.

There's more

Retard, calling them a Bethesdrone is the same as calling someone a Nintendrone while arguing with them when they try to tell you that Super Mario Sunshine is a 3D game.
Don't act like "open world" is some kind of beautiful, positive thing. A game can be crap and still be open world. See: Skyrim.

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user, you're cherry-picking geometric fucking boundaries as invisible walls to appease your confirmation bias. You are a delusional fanboy, and you type like a faggot

bravo, supreme bait

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Way to let us know how baited you are at an argument over wither or not Bethesda actually makes open world games. Delusional fanboyism, not even once

Its pure coincidence how posters like you happen to show up around June and leave in September

Back to Gaia, faggot

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Well, you proposed a version of open world, and said none of the beth games match this arbitrarily specific set of variables which equate to an open world.
One beth game I did play a lot, namely morrowind, matches your arbitrary definition perfectly (at the above posts you're just moving the goalpost, so I won't touch on those points).
Albeit the ghostfence (which is like a translucent magically created wall) in the game is there due to magic, and is there for a reason (which you'd know, if you'd ever played it).
This is just about the biggest structural barrier to progressing, in addition to this some people who gave up on morrowind thought it was an "semi-invisible wall" that wasn't passable.
Although, it can easily be passed with in-game knowledge of the gates, and in addition to this the player can levitate over with a spell/staff, and the fuggin cliffracers can fly over it too.
Other than this, the entire island is surrounded by water (natural barrier), and there are no invisible walls (at one point people thought there was a sea creature out in the depths).
Hence, it matches your arbitrarily proposed definition for an "open world" game.

So, long story short, you're contradicting yourself here, and have faulty logic.
As in, you generalized all beth games not being open world here, so via me poking this single hole your whole argument falls apart, and are also wrong due to the known and accepted idea that morrowind is openworld; furthermore, I've even proved you wrong using your own arbitrarily defined definition of "open world".


you know, I don't really like beth, and I especially dislike their parent company zenimax, but at least I can be objective here.

Yes, if only because the Sims strives to be a real life simulator, and the fact that I was restricted to living solely in my house was jarring in all of the others


This is taking autistic witch hunting to a new extreme.

You're gay and your shit's all retarded. Your argument for what arbitrarily makes a game open world makes no sense and you've failed to defend it with any actual thought or cohesion. Your only metric as to what makes an open world game is the presence of invisible walls? Thus, Legend of Zelda, a series that routinely railroads and restricts the player in order to get them to progress in a specific way through the story and game world, is more of an open world game than something like Morrowind.

Are you fucking mentally handicapped? Do you have genuine autism or is this some kind of supreme bait? If it's the latter then I have to admit, good on you, I've never been so fucking baffled by a series of posts in my entire life.

By adding Black Salami.

Give the world shit to do, make the world feel alive.
That's a big one for me. Most open world games just feel empty. Nobody does anything outside scripted events, nothing happens.

I think Call of Pripyat did this pretty good, all in all. Not the best stalker, by most accounts, but I did love the atmosphere. I felt like one of the many other stalkers, who actively ran around looking for anomalies, fighting snorks, and shooting bandits.
It was nice. Made the world not feel like a big sandbox for me.

This. And you know how Euro truck does it?
Radio, mostly, but also making it so you don't really gotta hold down a key. Set cruise control, lean back, relax, and enjoy the beautiful scenery.
Oh, and steer the truck. You guys do that, right?

This user is right. Open world essentially is a framing device for emergent gameplay and reactive environments.

A couple of things come to mind. The first thing is how you get around the game world.

In a sandbox game, the means of travel have to either be fun, or travel has to be a non-issue. Skyrim for instance botches this for one reason. Travel is just walking over mountains until you get to a waypoint, which once unlocked, you can fast travel back to. If it's not a town, most waypoints are useless, as you won't revisit dungeons you've already completed again unless there's a quest marker near them.

A game that does it right would be the likes of Prototype, Infamous (to an extent). Prototype just says fuck it and you can travel the map however you like, while Infamous has a more interactive medium of climbing and traveling (by riding electric wires) but it does another thing that also helps not make getting around too much of a chore.

This is another thing that a couple of sandbox games miss but games like Infamous and Red Dead Redemption got right. The world cannot be empty, nor cluttered.

If you want people to actually travel through the game world and not just fast travel everywhere you also need the incentive to make someone just take the normal trip. Infamous and RDR have a couple of activities that involve looking around for shit, or just looking around for shit to kill that is tied in to progression that combined with the fact travelling isn't too much of a chore, also helps fund you so you don't have to grind later for items/abilities/whatever. Another good example of this is Stalker Shadow of Chernobyl, which although not being entirely free roam, you do need to travel through the zone to look for artifacts to make a good buck. Killing people only gets you so far, and some of the best effects you can get going come from artifacts. The game doesn't have a fast travel system but it doens't need one either as part of the game is managing to survive just going from one place to the next. This is achieved because the game is challenging, but not boring, and conflict is meant to be approached carefully. You -can- evade a horde of cheeki breekis if you keep your distance.

This is another thing people fuck up when they decide to fill the game world with hostile NPCs that get in your way when you're trying to go somewhere. Often they're just pushovers that make you stop and fight them so you can keep going without being disturbed.

Everything else then depends on the game and the level of quality the game has, but those three things are crucial. If you make a sandbox where getting around is a pain in the ass and there's no reason to actually run around from place to place, then it's going to be bad.

(1/2)

Examples:

Ass Creed: You have to unlock fast travel locations so most of your actual running around is going to be done the first time to open up the map through viewpoints. Then you're only going to teleport to where you need to be for whatever you're doing. The biggest sources of income aren't what you do when you're freeroaming but your main missions and side missions like assassin contracts making the freeroaming element just a setpiece that is there for the sake of being there. Additionally, unlike other games the combat was really stale, and you couldn't fuck around with civillians, so the only time you don't use fast travel to get somewhere, is when you're following the linear outline of a mission you're in. There are collectibles, but the ones that matter are marked on your map after you've used a viewpoint, the ones that only completionists would get are barely worth the effort for the average player, and don't really give that great of a reward either.

Recent Elder Scrolls and Fallout Titles: Try doing a no fast travel run, I fucking dare you motherfucker. The latter does not suffer as much from this, because generally speaking you want to get ammo for your guns so respawning enemies when you're going somewhere are a benefit. Unless you're running fists only full stealth But in games like Skyrim and Oblivion specifically, enemies scale to your level, but often still have worse gear than you do. The combat is repetitive and overly bland, it's really easy to get tired of it without mods. And there's almost nothing to be gained in an open world area you've already been to. Even in Skyrim, just by fast traveling to every city I had to go to, I usually had a dragon waiting by the gate for any dragon souls I needed for shouts. I'd find them more often that way than by just traveling the roads. Unless you were going somewhere new, and therefore not in your map so you could fast travel to it, there was no point to it, and often you wish you could just teleport as close to it as possible to avoid the hassle of having to go there.

Farcry 2: Perhaps one of the worse offenders, luckily Farcry 3 didn't fuck up as bad, even if the farcry series isn't the best game series out there they're still passable. Farcry 2 fucked up because silent takedowns weren't in the game, and shooting one guy would have an entire outpost know where you are. Meaning if one guy saw you an entire outpost would know where you are. Stealth was fucked, enemies were everywhere, and your weapons degraded meaning you'd have to find someplace to replace them if you got into too many skirmishes. It wasn't even a resource management game, it was just a waste of time. Weapons broke too fast and you didn't have to buy them again or even repair them, you just had to find a safehouse to pick them back up with all their upgrades.

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You've never actually played any of the other games, have you? Not even in TS1 are you forced to stay in your house.

Living is the key term here, user.

Open world was a mistake.

you fill the world with porn

You can easily live as a hobo or mooching off another person in TS3.

there's a TES VI thread guess they got bored.

Pretty much this. The defining characteristic of a fun open world is the ability of the player to get lost somewhere and still be having fun, as opposed to corridor shooters like Doom where getting lost turns the game into teeth-grinding frustration.

For example, a lot of people like to bash Skyrim, and I was really skeptical of it the moment I saw the release trailer, but it's the only game I play where it's fun to just travel to places, because you never quite know what you're going to find, and it's surprisingly fun to leave the road and wander into the wilderness to hunt, look for ore mines, or find a dungeon to explore. And no, Minecraft does not meet the conditions for this style of open world in any way.

One of the easiest measures of success in this endeavor is to include a fast-travel system in your game that the player refuses to use.

I'm aware?
You should be telling that to the other guy.

Try again, user. There's fuckall going on in Skyrim without your input.

Resets mixed with countdowns
As a player crosses a line the player will be confronted with a countdown of 5-10 seconds perhaps. Once the countdown is completed the player will be teleported to the location previously to crossing the line.
If the mechanic is done well enough the staff developing the the game can develop small jokes into the game.


The reset can also teach the player to exploit the mechanic in some way for a benefit here and there.

How skyrim NPC's live:

Let this Scottish jew work on it.