Thread 712966979 - /v/ [Archived: 1188 hours ago]

Anonymous
6/18/2025, 6:10:35 AM No.712966979
00_004931
00_004931
md5: 4fa305ae7a20b2365c856d9e1d1245bf🔍
When will the open world fad finally die?
I'm tired of all """""rpg"""" games playing the same and being in the exactly same world.
It's like the games are all just reskins of each other - with only the least amount of work put into it for it to be legally treated as a different title.

I'm sick of all the Assassins Horizon Zero Elden Wild Hunts of Mordor.
I'm sick of horizontal content where everything is copy pasted to shit and where the world has zero depth.
I'm sick of running around in Potemkin Villages. Give me some motherfucking veggies and meat and shit on my sandwich for fucks sake I'm eating plain toast over here!
Replies: >>712967664
Anonymous
6/18/2025, 6:15:41 AM No.712967316
good thing you can play other type of games if you want to
Anonymous
6/18/2025, 6:22:17 AM No.712967664
1647227245483
1647227245483
md5: 8d47809b0e977c285298131b7c5b13b5🔍
>>712966979 (OP)
You guys shit on Elden Ring's world all the time but Ocarina of Time is filled with similar map and level design all over the place and you all fellate that to death.
A lot of OoT is just running or teleporting from place to place and Hyrule Field is just empty beyond the few holes you can fall into

Elden Ring's grand scale just makes it an actual adventure on horseback, there's an allure to seeing something far off in the distance, approaching it, exploring it, and conquering it
Theres just a lot of shit in Elden Ring that's satisfying to discover and find that it goes deeper and deeper and deeper
Going underground, finding the Nox Cities, finding other entrances even deeper down, running through the Lake of Rot, the Chapel, and fighting Astel, shit like that is all over the place
A huge section of the game's underground is locked off behind a ton of secrets beneath Leyndell which you really only access via falling down a random well in the city, AND 2 fake walls

Elden Ring has a lot of flaws in terms of bosses and combat sure but don't shit on the game's one actual strength, the world is really interesting and genuinely uses scale really well
Replies: >>712968581 >>712971706 >>712974051
Anonymous
6/18/2025, 6:24:43 AM No.712967808
Level design is hard.
Replies: >>712974051
Anonymous
6/18/2025, 6:29:30 AM No.712968059
>DARK SOULS
>series
LOL
Anonymous
6/18/2025, 6:40:01 AM No.712968581
>>712967664
>the world is really interesting
oh goodie another small ruins or a camp with 5 copy pasted enemies that drop almost zero souls and hey is that a heckin' chest with some shitty material inside OHHHH it issss I can't believe it I can't wait to do this 50 more times I'm explooooriiiiiing
Anonymous
6/18/2025, 7:39:59 AM No.712971706
>>712967664
>Ocarina of Time is filled with similar map and level design
Ocarina of time is a linear game with a really small hubworld (hyrule fields) that branches off to every dungeon and pretends to be open world. it takes a minute or two to traverse, and you don't have to dawdle around wasting time unless youre an autist who tries to hunt all the golden skultula or do one of like the 3 optional sidequests available. Youre not fighting copy paste camps, youre not traveling 20 minutes from point A to point B, theres no 'empty areas' outside of the fields, and everywhere you travel has a explicit reason for existing both gameplay wise and story wise, and there's always a specific place youre heading to for the next part of the story. You can do a few of them out of order, but otherwise the game has a definitive route to take, and youre not sidelined by random shit or hidden loot (at most you'll get a heartpiece or golden skulltula)
Anonymous
6/18/2025, 8:33:06 AM No.712974051
>>712967664
You could ultimately still cut out vast swathes of Elden Ring's open world.
It doesn't need pointless catacombs and gaols and shit.
Reducing the size would also mean being able to cut out the retarded and gay fast travel system and either replace it with a more limited one or develop the game's traversal into something that can actually cross the map.
>>712967808
Level design isn't nearly as hard as coordinating a team with fluoride stare managers who are likely absent for the whole project until the last minute.