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7/14/2025, 9:52:31 PM
>>715460219
>>being able to go anywhere you want from the beginning
While I'm not against gated progression, arbitrary blocker is far worse.
>>no feel of progression
Define "progression" ?
The only thing that define real progression is plot or mission.
I would favor the two being intertwined so that you cannot do all side missions before progressing the main plot.
But other than that, so long as there's no sequence break it's ok.
>>loot
That's a basic feature even in linear corridor games.
The only annoyance is loot that's superfluous.
>>breakable weapons
It's rare, and I agree it's rarely ever interesting.
>>crafting system that serves no real purpose beyond flavor
True, the ideal crafting system allow the player to customize their gameplay.
>>endless checklists that are marked on a large flat open map
Not sure what you mean by that. If you mean catering to completionist like "go fetch the 50 collector item" all you have to do is ignore it.
Sure it's a shame that you are "tempted" by those but it's just a matter of self control.
I've got more problem with the average multiplayer games that can't make descent NPC, than I have with open world.
>stuff like minecraft. I will never understand the appeal to the former however as I also think such games are completely devoid of design
You are not wrong, what Minecraft was developed for and what it was appreciated for are two distinct things.
Which is why Minecraft is now has-been and couldn't improve.
Minecraft got big because
- it was simple as fuck to play
- the environment was fun to navigate in
- you would construct your comfy home and share it
- the multiplayers acted as a multiplier. The meme was intense.
It's now forgotten failed because instead of building upon that it went the RPG direction that no one care about because all other game do it better.
>>being able to go anywhere you want from the beginning
While I'm not against gated progression, arbitrary blocker is far worse.
>>no feel of progression
Define "progression" ?
The only thing that define real progression is plot or mission.
I would favor the two being intertwined so that you cannot do all side missions before progressing the main plot.
But other than that, so long as there's no sequence break it's ok.
>>loot
That's a basic feature even in linear corridor games.
The only annoyance is loot that's superfluous.
>>breakable weapons
It's rare, and I agree it's rarely ever interesting.
>>crafting system that serves no real purpose beyond flavor
True, the ideal crafting system allow the player to customize their gameplay.
>>endless checklists that are marked on a large flat open map
Not sure what you mean by that. If you mean catering to completionist like "go fetch the 50 collector item" all you have to do is ignore it.
Sure it's a shame that you are "tempted" by those but it's just a matter of self control.
I've got more problem with the average multiplayer games that can't make descent NPC, than I have with open world.
>stuff like minecraft. I will never understand the appeal to the former however as I also think such games are completely devoid of design
You are not wrong, what Minecraft was developed for and what it was appreciated for are two distinct things.
Which is why Minecraft is now has-been and couldn't improve.
Minecraft got big because
- it was simple as fuck to play
- the environment was fun to navigate in
- you would construct your comfy home and share it
- the multiplayers acted as a multiplier. The meme was intense.
It's now forgotten failed because instead of building upon that it went the RPG direction that no one care about because all other game do it better.
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