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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.

 â„–50202[Quote]

Time to make 4redditors mad.

If it 100%, absolutely must be a true open world:
- No player leveling. Weapon leveling isn't too bad when it's the old fashioned and simple "kill enemy get weapon XP" sort of deal.
- No billions of collectables.
- Fast travel needs to be easily accessible, and shouldn't expect you to take too long to get to where you want to be.
- Loading also needs to be quite fast so your FAST travel system is doing what it's supposed to do as best as possible. (This shouldn't be too difficult to implement because NVMe memory is now the accepted console standard.)
- MUCH smaller, but more densely packed worlds. This means no moving in a relatively straight line for 5-10 minutes to get to wherever you're trying to go. There should be impassable walls and obstacles more often. This adds natural structure to your physical world design.
- Stealth needs to be a mechanic that can be used throughout 75% of the game. It's not that hard to implement basic stealth mechanics.
- In most games, you should be able to seamlessly merge in and out of stealth gameplay, instead of getting stuck in loud gameplay.
- Enemy camps and bases need to be unique and meaningful with actual encounter and map design.
- Story structure that leads you from one zone to the next, so you're not just wandering like a retarded child.
- The game should not make the player feel slow to make up for the smaller world size.
Ghost Recon Wildlands is an example of a game that does some of these things pretty well, while also not feeling slow/heavy/clunky. Ubisoft learned practically nothing from it.

Most games should not be open world and should instead be more like Sniper Elite 4 and 5, but they should also probably mix in linear levels (Levels like in Halo CE-Reach) for certain high action sequences and narrative heavy segments. Some exploration is fun, but games need to stop wasting the lives of people who play them. Yes, this means they will be much smaller, but that also means they will be cheaper to produce and can release more often.

 â„–50213[Quote]

i think skyrim somewhat does a good at the open world rpg desing you can just go wherever you want and the enemies scale based on your level its not perfect tho and needs 10000 mods to make it good

 â„–50215[Quote]

>>50202
>If it 100%, absolutely must be a true open world:
>Things that have nothing to do with a world being open.

 â„–50216[Quote]

>>Things that have nothing to do with a world being open.
>Fast travel mentioned
>Loading times mentioned
>Location density mentioned
>Map design mentioned

 â„–50249[Quote]

>>50103
get this man on GDC

 â„–50281[Quote]

>>50109
trvke. MorrowindGODS stay winning.

 â„–50287[Quote]

File: 1721322594375v.mp4 📥︎ (9.35 MB, 1080x1920) ImgOps

>>50097 (OP)
I don't think the pic is accurate at all. Open world games usually are a mixed of open world and structured game design where the player is generally allowed to move anywhere in the map (with enough effort) but also has to go through structured dungeons where the difficulty is allowed to properly show itself.
<Reddit Spacing
The biggest issue with open world games is that the open world aspect of the game is used primary as a level select which ignores the biggest upside to having an open world. In most open world games, you are usually given little to no reason to backtrack. Even with games that give you a reason to backtrack, (Such as Fallout New Vegas with the Mojave Outpost) the game usually has a fast travel system that negates the impact of having to actually travel back to the location.
<Reddit Spacing
The fact of the matter is that most game studios force in barely developed open world elements into their vidya so the company can appease investors whilst also "justifying" their games' absurdly high price

 â„–50289[Quote]

structured is how games like Elden Ring/STALKER work and it's honestly perfect. Each new area is visually distinct and challenging from previous.

 â„–50290[Quote]

>>50134
Once again, Elden Ring did this well by having the first major "high level" area you can easily access be a blood-covered wasteland with demon ravens and blood zombies easily visible

Unless you're retarded this should be enough to illustrate the idea that this isn't a place for low-level characters

 â„–51590[Quote]

>>50202

You literally described first two Gothic games. But there wasn't any stealthslop of course. And there was leveling because they're RPG games.

 â„–51592[Quote]

Just make zones that are harder and others that are easier and drop some subtle hints to the player about it like fallout 4 making the zones near the bomb have more radiation and bugs o algo

 â„–51596[Quote]

>>51590
>stealthslop
Stealth is good. Especially more simplistic stealth that is truly optional and you can seamlessly go in and out of, to really mix gameplay up. This is how you actually realize "player expression". Through meaningful gameplay changes on the fly. Replayability exponentially increases for people who like both styles of play, and it's still fun for people who prefer one over the other, assuming the game is decently well-designed to begin with (it's probably not after 2018).



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