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7/18/2025, 11:19:38 AM
Incomprehensible design philosophy. Conceived by morons.
Map is overwhelmingly open, to point of being aimless. Too much freedom with too little direction. A new POI every 50 steps. Exciting at first... but quickly turns into typical open-world issue: constant zigzagging and backtracking just to make sure you didn't miss anything. You're not exploring, you're cleaning up. It's exhausting, shallow, lacks feeling of meaningful exploration.
90% of the map is entirely optional. Self-directed freedom sounds good in theory... but in practice: no sense of purpose. Relies on player curiosity, but rarely rewarded with meaningful discoveries, just more enemies to shoot. Most optional locations are just shallow combat encounters. The core gameplay loop is invade > kill > loot, repeat. You loot weapons and ammo only to use them in the next identical encounter.
Devs knew most of the map had no real goal or purpose. Solution? Radiant quest system: randomly generated fetch quests designed to artificially send you to these otherwise pointless locations. The idea is that this creates an "infinite," unique experience... but it's insultingly meaningless.
First, as a player, you immediately recognize these quests aren't handcrafted, just hollow filler. Go to random spot, kill everyone, grab random item, then hike across te map to hand it in. It's no different from just stumbling into a location and killing everyone for no reason... except now there's a meaningless objective slapped on top.
Second, radiant actively clashes with map design and player behavior. Map is so open and directionless that you'll inevitably explore and clear locations *before* a radiant sends you there. But since mcguffin won't spawn unless quest is active, exploration is retroactively pointless. Punishes curiosity and rewards waiting to be told where to go, instead of exploring on your own.
A retarded, duct-taped attempt to add structure to a meaningless world. A band-aid over a gaping design wound.
Map is overwhelmingly open, to point of being aimless. Too much freedom with too little direction. A new POI every 50 steps. Exciting at first... but quickly turns into typical open-world issue: constant zigzagging and backtracking just to make sure you didn't miss anything. You're not exploring, you're cleaning up. It's exhausting, shallow, lacks feeling of meaningful exploration.
90% of the map is entirely optional. Self-directed freedom sounds good in theory... but in practice: no sense of purpose. Relies on player curiosity, but rarely rewarded with meaningful discoveries, just more enemies to shoot. Most optional locations are just shallow combat encounters. The core gameplay loop is invade > kill > loot, repeat. You loot weapons and ammo only to use them in the next identical encounter.
Devs knew most of the map had no real goal or purpose. Solution? Radiant quest system: randomly generated fetch quests designed to artificially send you to these otherwise pointless locations. The idea is that this creates an "infinite," unique experience... but it's insultingly meaningless.
First, as a player, you immediately recognize these quests aren't handcrafted, just hollow filler. Go to random spot, kill everyone, grab random item, then hike across te map to hand it in. It's no different from just stumbling into a location and killing everyone for no reason... except now there's a meaningless objective slapped on top.
Second, radiant actively clashes with map design and player behavior. Map is so open and directionless that you'll inevitably explore and clear locations *before* a radiant sends you there. But since mcguffin won't spawn unless quest is active, exploration is retroactively pointless. Punishes curiosity and rewards waiting to be told where to go, instead of exploring on your own.
A retarded, duct-taped attempt to add structure to a meaningless world. A band-aid over a gaping design wound.
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