Forget fast travel. Have a "start mission now" option. That would cut out a chunk of otherwise wasted time.
One thing that I particularly enjoy is when a game lets players use and be creative with the map and world itself. A few of my favorite games from this gen are Forza Horizon 3, Hitman, and Steep. These are very different games, but all have a feature allowing players to create challenges within the world and play those created by others.
- In FH3, a racing game, there are spots on the map from which you can create "bucket list challenges," i.e. drive to X point faster than the time I set, or get X amount of skill points in a given time
- In Hitman, each level is a small open-world in and of itself, filled with NPCs. You can create a contract in each of these levels, challenging them to kill targets of your choosing (and you can further specify how).
- In Steep, a snowboarding game, your recent runs are automatically tracked by the game, and you can go back to points along that run and create races or freestyle challenges for others to beat
In all these, the world itself becomes a tool for players themselves to build upon: the road network in FH3, the NPC routines and level layout of Hitman, the mountain traversal of Steep. Now, none of these games are action-adventure or RPGs, and maybe the exact "challenge creation" tool can't be translated to those genres, but I think the broader concept should be taken into mind.
Maybe what I'm saying is: make more sandboxes.
TW3 fast travel time on an SSD is literally ~3 seconds. Not that I ever did while playing. Going on horse is so enjoyable imo.The rapid travel option needs to be rapid. Give the player the option to blaze across the map if they want, because horse travel in giant games like BotW and Witcher 3 is a joke. Keep foot travel the same for those times you want or need to approach things more methodically, but nothing is worse than holding an analog stick in a single direction and watching the distance market decrease over five uneventful minutes.
I don't think repetitive content and open spaces are a problem actually.
Do you really need all 900 Korok seeds though? Lol.
It will take a very long time until we have the technology to do that in a non soporific way.How about some sort of procedurally generated side quests? Imagine having so many unique combinations available to the side quests that you could have a game where two players have never seen the exact same side quests?
We'd need to completely change our approach to open world design. Right now it's bigger = better rather than designing the world to be as big as it needs to be.
This. GTAV is the proof of that. Massive world with lots of great content.More budget.
That's really it. It takes budget to make things. If you want less repetitive content you need to make it.
This isn't about 100%ing a given open-world game, though. Most games like that have a ton of extra collectibles or whatever just to keep players interested post-game. The great thing about BotW is that you can experience as little or as much of it as you want to. After getting your slate abilities and paraglider, you can just charge into Hyrule Castle and end it right then and there if you want (and if you're good enough), or you can spend 300+ hours turning over every stone and clearing every challenge. It's all up to you. If the game forced all its optional content on you (e.g., if it required the four Divine Beasts to be cleared, or if you needed X number of Korok Seeds to progress in various ways), then that would be bad open-world design.
Yes, basically this. People who hate open world games won't play open world games. There are a huge market who love them.I make it just the same, just market/sell it to the people that don't have a problem with it. :))
Do you really need to find all the collectibles in every other open world games though?Ask Zelda.
Do you really need all 900 Korok seeds though? Lol.
It doesn't share the no. 1 problem people seem to bring up: a map cluttered with to-do symbols, that take your attention away from the actual world and makes you focus on the map instead. Not many games do it like this, if any, and no game has done it as excellently as BotW.Not sure why BOTW keeps getting brought up, that game shares a bunch of the same issues as every other open world game.
Yup, it's even lacking in some areas compared to other open world games. More specifically big, proper cities with dense population, narrative focus on quests, etc. There's no doubt that BOTW excels in gameplay, but it doesn't mean that it has the best open world as a whole package. It's just doing different thing compared to others.It really does seem to be just budget and manpower. To make an open world with unique assets for every location and interior takes a ridiculous amount of resources, along with unique NPCs, dialogs and hand crafted quests.
Not sure why BOTW keeps getting brought up, that game shares a bunch of the same issues as every other open world game.
You can simply hide the symbols, some games have that option. And boom, BOTW open world.It doesn't share the no. 1 problem people seem to bring up: a map cluttered with to-do symbols, that take your attention away from the actual world and makes you focus on the map instead. Not many games do it like this, if any, and no game has done it as excellently as BotW.
No you can't. BotW is one of the very few games built with the concept in mind that you explore the world yourself, guided by landmarks and such, not minimap markers. Most "follow the minimap marker" open world games are designed vice versa - they don't offer memorizable enough worlds. Far Cry 4 or your typical Assassin's Creed comes to my mind.Yup, it's even lacking in some areas compared to other open world games. More specifically big, proper cities with dense population, narrative focus on quests, etc. There's no doubt that BOTW excels in gameplay, but it doesn't mean that it has the best open world as a whole package. It's just doing different thing compared to others.
You can simply hide the symbols, some games have that option. And boom, BOTW open world.
You're talking about quest objective, while we're talking about optional markers for collectibles or side quests here. You can simply turn the markers off, explore the world and complete them as you find them. Even BOTW has quest objective marked on your map.No you can't. BotW is one of the very few games built with the concept in mind that you explore the world yourself, guided by landmarks and such, not minimap markers. Most "follow the minimap marker" open world games are designed vice versa - they don't offer memorizable enough worlds. Far Cry 4 or your typical Assassin's Creed comes to my mind.
Fallout 3 and NV are magical experiences for the first few hours when you actually need to go places and it feels like a dangerous journey to do so. Then you've unlocked so many magical teleportation points all across the map that all of that just goes away.I've been playing Mafia 3 recently since it was free with PS+. While it isn't going to win any plaudits for open world design, it does make one interesting decision, which is to have no fast travel system. A lot of time this is hugely irritating, but there are glimmers of potential when a long trip alters the flow of the game or sends you through an area you tend to avoid. It made me consider whether fast travel slightly ruins open worlds: making traversal efficient and convenient reflects, and perhaps perpetuates, the fact that wandering around open worlds often isn't fun.
It reminded me of a Kotaku article singing the praises of the Fallout experience minus fast travel and made me wonder if no fast travel could be implemented in a way that enhanced a game more than frustrating players. It might allow a broader canvas for emergent gameplay systems, and could enable exploration itself to evolve as a mechanic beyond the two-dimensional experience of defogging a map. It's a parallel example, but From Software's willingness to build vast areas an uncurious player might never see is essential to meaningfully rewarding players that do explore.
Fallout 3 and NV are magical experiences for the first few hours when you actually need to go places and it feels like a dangerous journey to do so. Then you've unlocked so many magical teleportation points all across the map that all of that just goes away.
I'm talking game world design.You're talking about quest objective, while we're talking about optional markers for collectibles or side quests here. You can simply turn the markers off, explore the world and complete them as you find them. Even BOTW has quest objective marked on your map.
No, you don't. You can do as much or as little exploring as you enjoy. The Korok quest is just straight-up not fun though, lol. When you reach that many of a collectible you've gone a little too far. Unless they're the primary objective of the whole game (see: Mario Odyssey).Do you really need to find all the collectibles in every other open world games though?
I would ague that there are so many korok seeds in the world that any player could stumble upon enough to get a satisfactory amount of upgrades. However you reach a point of diminishing returns where its costing you dozens of seeds for an upgrade. The intent is to not collect them all, rather it is a way to fill the empty space with a small puzzle which makes exploration more fun and it ensures that players will at least be able to make some progress upgrading inventory because odds are they will find a couple out there. Its not a big deal if a player doesn't get even a 1/16th of the total seeds out there.No, you don't. You can do as much or as little exploring as you enjoy. The Korok quest is just straight-up not fun though, lol. When you reach that many of a collectible you've gone a little too far. Unless they're the primary objective of the whole game (see: Mario Odyssey).
Yeah, that is definitely the intention. The fact that the "reward" for getting 900 is literally a pile of shit suggests that the game designers didn't actually want you to collect them all, lol. You don't even get anymore inventory upgrades after 440.I would ague that there are so many korok seeds in the world that any player could stumble upon enough to get a satisfactory amount of upgrades. However you reach a point of diminishing returns where its costing you dozens of seeds for an upgrade. The intent is to not collect them all, rather it is a way to fill the empty space with a small puzzle which makes exploration more fun and it ensures that players will at least be able to make some progress upgrading inventory because odds are they will find a couple out there. Its not a big deal if a player doesn't get even a 1/16th of the total seeds out there.