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[–] 5 points 1 day ago*

Yes? Completing objectives in the order I feel like at the time can absolutely be a better experience than a forced sequence of objectives that are misaligned with how I feel at the moment.

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  • [–] 11 points 2 days ago

    The Witcher 3. Linear as hell story, super fun open world. It was literally gwent simulator for me by the time I finished that game.

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  • [–] 7 points 1 day ago

    Minecraft made a bajillion dollars.

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  • [–] 58 points 2 days ago (1 child)

    Yes. Many. Stop playing Ubisoft checklist simulators.

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    [–] 5 points 1 day ago

    Open world plus mods. Ever heard of Skyrim?

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  • [–] 11 points 2 days ago (1 child)

    I pretty much always prefer open world, or at least something interconnected like a Metroidvania. Linear makes me feel like my back is against the wall.

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  • [–] 4 points 1 day ago (2 children)

    Breath of the wild and jet island were able to create this feeling of curiosity where I'd go "huh, that think in the distance looks cool, let's check it out!" and then, as I was checking it out, it turned out it is relevant to story and progression and also very cool.

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  • [–] 3 points 1 day ago* (3 children)

    You must described the very reason why I don't like BotW/TotK. They don't feel like Zelda. They feel like a Bethesda/Obsidian game where you just wander around bumping into things, except Nintendo doesn't do it nearly as well.

    I say either go all in on the open world concept, and have proper RPG mechanics, or don't do it at all. Don't half ass it or I'm just reminded of Ubisoft titles. That's what the modern Zelda games feel like, fucking Ubisoft titles. Big, empty worlds, with nothing to do. Shrines instead of proper dungeons, and no fun to be found in between except wander forever and pick up flimsy weapons that break after a dozen hits. The games barely even have a plot. That's not Zelda to me. I want more games like Wind Waker, Majora's Mask, and Minish Cap, not more boring open world BS.

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  • [–] 2 points 1 day ago

    The only Zelda game I ever really played was A Link to the Past on SNES back in the 90s. 3D Zelda (and Mario for that matter) just never felt right to me, despite all I've heard about how good some of the games are.

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  • [–] 4 points 1 day ago

    I bounced off breath of the wild but got hooked with tears of the kingdom. I didn't finish it though, similar to my experience with wind waker. They all felt like Zelda, just expanded.

    If I stuck to the story it would probably be closer to the original experience.

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  • [–] 1 point 1 day ago

    I had that curiosity with OoT.

    BoRW I just don't seem to have the patience for. Yes it's nice to have so much exploration, and it's nice to have open ended combat.

    Maybe if it was one of my first Zelda's I'd love it. But I would have liked the more traditional dungeon crawling versus the dozens of small shrines.

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  • [–] 24 points 2 days ago* (1 child)

    Open world =/= giant map

    Take resident evil games, Control, Batman. Some larger maps than others, but the key is open. Most of the map or level is available to you to explore how you like, with a linear story guiding you through as well, and then progression opens smaller locked areas and new levels.

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  • [–] 11 points 2 days ago (2 children)

    Elden Ring did it very well.

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  • [–] 3 points 2 days ago* (last edited 2 days ago) (1 child)

    I’ll have to agree with this statement.

    However, it recently has come to my attention that, unfortunately, the abundance of land between each settlement and the hereby caused long travel times have significantly lowered the property values in regions that have not yet been attached to the Gold Road Transport Enterprises® public transit network.

    Unhappy with this status quo, the city council of Liurnia under mayor Boggart reached out to me.

    In cooperation with the "Multifunctional Anti-Gravity Intelligent Carriages" research team at the Academy of Raya Lucaria, we have developed plans for a fleet of self-driving, hovering vehicles which will provide a convenient and reliable way of commute around the wetlands, with the central station soon joining the GoldRoad network.

    Totally free of charge and non-invasive to the habitat of all local swamp life, this project will be realized by the FIERY GIANT Construction & Regenerative Energy Crucible Technologies LLC.

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  • [–] 3 points 2 days ago (1 child)

    Death Stranding / Elden Ring cross over?

    count me in.

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  • [–] 2 points 2 days ago* (last edited 1 day ago)

    I’ll try to bribe Kojima with exclusive Malenia feet foot pics, understood!

    (The research on limb replacement at the Stormveil Medical Center is currently halted following an investigation into ethical concerns regarding the origin of grafting materials, during which a serious breach of the hygiene protocol caused by the decomposing body of a dead demigod that recently lost its immortality was discovered in the building complex’s basement facilities. Our department of divine biohazard containment is scrambling to minimize the ecological damage, describing phenomena like crabs suddenly turning goth or swamp lobsters gathering around a death metal festival music stage.

    As soon as these issues are addressed, research is bound to continue and treatments will be approved for the social healthcare program.)

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    [–] 5 points 2 days ago (2 children)

    I'll just mention Star Citizen and fetch the popcorn.

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  • [–] 35 points 3 days ago* (2 children)

    Generally, good open world games have a lot more emergent content - situations that emerge from the interaction of agents and simple mechanics (in the style of how simple rules create complex outcomes in the "Game of Life") - whilst good linear games have highly curated set-pieces scenarios which were created by level designers directly.

    For an example of the former, imagine you're running around the Game World looking for a special kind of plant to create a potion that you need. You come across a battle between bears and a bandit group. When they die their drops are free for the taking and both groups are too high level for you to take on your own. None of this was setup to happen when you crossed some trigger line, it literally just happened because those the entities in those groups are part of enemy "factions" and the patrol route of one group (a route which might itself be procedural rather than fixed) passed near enough the position of the encampment of the other.

    This kind of thing randomly happen is just not something you get in linear games which are generally just set-pieces and even the ability to pull on group of high level enemies to another group has to be designed in (mainly by making the restricted game area big enough for it in that section and placing the groups in the right places).

    This is also why in a linear game if you die and restart you get the same fights in the same places you had before up to the place were you died unless that section of the game was designed with enough alternate paths of mechanics (say, hide mechanics) that you can go around and avoid certain fights.

    Emergent content is also why Multiplayer can be a lot of fun, though in this case the "agent" whose interactions can give rise to all sorts of situations are other players.

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  • [–] 6 points 2 days ago*

    Oh hell yes.

    I'm playing Horizon Zero Dawn Complete (it includes the DLC) and as soon as I got to Daytower, I ran into a guy named Ohtur who mentioned The Cut.. I pivoted and headed up there and by sneaking around everything with higher stats than I had, (which was almost everything) I managed to find resources that got me a wickedly powerful weapon. Game changer. Literally.

    Getting to any part of the map and find it's hidden goodies is amazing.

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  • [–] 149 points 3 days ago (6 children)

    I dont think Minecraft would do too well being linear.

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    [–] 8 points 2 days ago

    I would definitely say Gothic 1 and 2. Cannot imagine the games being better without it.

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  • [–] 103 points 3 days ago (2 children)

    I like a game world that's just fun to be in even when I'm not advancing the story. Taking a break to explore is awesome, and much easier in an open world.

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  • [–] 3 points 2 days ago

    This is what witcher 3 did best imo.

    It's open world, and it feels large... But it's not actually that large when you think about it.

    And the side areas are so rich and dense that you can do quests from a random hub, some that chain on for quite a while... And then realise this whole time that you haven't actually done any of the main story.

    I was excited to learn more about certain monsters in the bestiary, what oils and elements they were weak to etc.

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  • [–] 26 points 3 days ago (2 children)

    Being able to fuck around can be fun. A linear Elder Scrolls (morrowind, oblivion, skyrim) would be boring

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  • [–] 12 points 2 days ago (1 child)

    GTA 3, Vice City, San Andreas. Morrowind, Oblivion, Fallout 3 (yes), New Vegas. Elden Ring. Subnautica.

    Try making San Andreas linear and you would instantly destroy one of the best games ever made.

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  • [–] 2 points 2 days ago

    OTOH, just drifting along the map and running into a total stranger who feels perfectly safe in trusting you to escort his daughter or something is kinda meh.
    I like open-world, but procedural anything, not so much.

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  • [–] 37 points 3 days ago (4 children)

    The problem is not "open world" but "the ubisoft game". New region, find watchtower, reveal map, do 1 quest, attack enemy camp, liberate area, new area, find watchtower, ...

    Most open worlds are also just way to big. GTA San Andreas felt huge but is tiny compared to V. And it was better for it. Modern open worlds never have a hub. A place that you actually build a relationship with and see change over the course of the game. Its always: area completed, next!

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    [–] 11 points 2 days ago

    Not much. Open-world is often a design for a looooot of space without intention. It used to be a technical prowess, but now it's mostly for bland chores simulators. Generic open-worlds and mobile games have hurt game design a lot, especially in the 2010's, but IMHO, Fromsoft has saved us from that by creating a semi-open, interconnected world design that felt vast and intentional. Elden Ring was their first modern open-world and they nailed it with all that Souls experience.

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  • [–] 50 points 3 days ago (2 children)

    RDR2, GTA, Elder Scrolls, is this a shitpost?

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    [–] 68 points 3 days ago (20 children)

    I'm not sure that it's *better*, but it's hilarious when you go off and do all the side quests and end up completely over powered by the time you get round to the main quest and just beat the shit out of the main bad guy without realizing that they're important.

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    [–] 22 points 3 days ago (1 child)

    The benefit is the experience. The difference in experiences comes down to the level design. Are you in a maze or in a field?

    The best game designs masks this in both scenarios.

    The well designed linear game doesn't always feel like a maze, and has sections that feel like fields between mazes.

    The well designed open world game contains mazes that you discover in a field that feels roped off into clearly defined sections that differ from each other and contain large landmarks to orient and draw you in.

    Both feel bad if they don't include (at least the illusion of) the other. A linear game is boring without any choice. An open world game is boring without linear moments.

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    [–] 26 points 3 days ago (2 children)

    When progression is properly controlled such as in fallout: new vegas or hollow knight, then a larger map can do wonders

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    [–] 7 points 2 days ago

    I play Fallout 4 like Sims with guns.

    Also, mods.

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  • [–] 31 points 3 days ago* (last edited 3 days ago) (2 children)

    I think sequence breaking is fun, and it works better in open world games. IME many modern open world games avoid this by tightly tying loot to levels or stats that you increase by leveling or even advancing the main story, which kinda defeats the point of open world games IMO.

    Though honestly, I do enjoy having at least an illusion of choice, very linear games that don't even maintain an illusion of openness feel really restricting to me. Modern open world RPGs just took it way too far while getting some of the important details wrong.

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