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File: G_Ff7dHWkAAzeS8.png 📥︎ (103.21 KB, 710x470) ImgOps

 â„–50097[Quote]

How do we fix the open world mechanic?

 â„–50103[Quote]

File: ClipboardImage.png 📥︎ (31.96 KB, 800x600) ImgOps


 â„–50105[Quote]

>>50097 (OP)
No problem detected

 â„–50107[Quote]

>>50105
just create a world without levels or progression. (unless its auto-progression where you are the same as an AI-Npc; no additional inventory/stuff that npc's dont have)

 â„–50108[Quote]

Don't do open world, the closest a game should get to open world is open ended levels like Deus Ex, Thief, Prey (2017) ect

 â„–50109[Quote]

>>50108
responding to that comment-or create a world where where the world is open because it is a world, not because it is a 98% Goyslop Billboard world without actual openness, but emptyness instead. Know this: Open worlds, or rather, real simulations, dont work by assets. They work with functional, very deep, and very efficient mechanics that simulate physics, reasoning et cetera
(and mesh generation; tool generation; skyrim can never be good because it has no mechanics. it is empty!)

 â„–50123[Quote]

>>50105
The problem is that the game never gets past yellow on the scale of difficulty and complexity because the developers can't guarantee the player will be ready for anything more advanced.

 â„–50125[Quote]

Most open world games have a map you can use, what if you just draw some lines on it to make difficulty/level zones and then label them on the map?

 â„–50126[Quote]

>>50123
because reality isnt what they want to depict.
its not hard, but if you make it hard, you get too many complaints. You maybe even know better then me.
marge
unless you mean troon games, there is no "really structured and complex game", right? I am not sure what you are talking about…
although…
well, barely any game that has a STRUCTURE that is made to be mainly done, that is as complex as depicted. Usually, it is orange in some end-game scenario. So, what example do you have of a game with so much complexity and structure in the end?
-not minecraft
-not baldurs gate
-not kenshi
-not dward fortress? althouguh… maybe that is the only example… i am not sure… it seems, like dward fortress is not as complex as- i dont know- i am not sure
>troonslop geometry dash
>troonslop visual novels/rpg maker
>troonslop lore-knowledge not found and required (shit souls)

 â„–50133[Quote]

I mean Subnautica blended it pretty well if I'm being honest, although of course that has the benefit of being able to lean on having "difficulty" scale up with depth

 â„–50134[Quote]

>>50125
DO NOT GO HERE YOU WILL DIE labels?
At that point, why not just have structured levels?

 â„–50135[Quote]

>>50134
To be fair you don't actually have to label it, as long as you make it clear to the player that they're entering a new area it's reasonable to sic high-level enemies that will rape them if they linger too long. Valheim does a decent job with this imo; if you enter the Plains earlier than you're supposed to you'll most likely get utterly assraped by a deathsquito.

>>50133
Yeah Subnautica did a decent mix of the open world and structured systems. There's clearly a rough path of progression that it outlines for you, but at the same time if you want to go apeshit with air pipes and go way deeper than you're meant to, you can certainly try.



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