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Thread 714208737

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Anonymous No.714208737 [Report] >>714209424 >>714209531 >>714209742 >>714210479 >>714212740
Why are separated "zones" so underappreciated in game world development?
>You get to skip past the filler and immediately enter more unique areas.
>Challenges your pathfinding
>Secrets and shortcuts
>quality over quantity
>Places never over welcome its stay
It's simply the best way to have a fun adventure.
Anonymous No.714209424 [Report] >>714209723 >>714209903 >>714210260 >>714210293 >>714210952 >>714211580 >>714211629 >>714213209 >>714213307
>>714208737 (OP)
Whats a game that uses zones?
Anonymous No.714209531 [Report]
>>714208737 (OP)
every second indie game is a metroidvania, you have no shortage of this shit to play
Anonymous No.714209723 [Report]
>>714209424
MGS series minus 4 and 5
Anonymous No.714209742 [Report] >>714210260
>>714208737 (OP)
i think more games use that 'zones' thing than games don't. retarded post. basically every exploration game ever made is like that
Anonymous No.714209903 [Report]
>>714209424
Dragon age inquisition
Final fantasy 14
Monster hunter
Anno 1800
Anonymous No.714210260 [Report] >>714211467
>>714209424
n64 Zelda and mario, platformers, nearly everything before open-world plagued it all.
>>714209742
Maybe at one point. Less new games do it now. So it's under-appreciated.
Anonymous No.714210293 [Report]
>>714209424
Dark Souls
Anonymous No.714210479 [Report]
>>714208737 (OP)
i've always liked the dark souls 2 structure with 3 different linear paths/spokes branching off the hub.. what do you call this structure
Anonymous No.714210952 [Report]
>>714209424
Monster Hunter pre-World is probably the best example.
Anonymous No.714211467 [Report] >>714212086
>>714210260
n64 zelda is open world separated by loadscreens, that's not the same as mgs or mh where there's an implication of travel between the areas
Anonymous No.714211580 [Report]
>>714209424
Metroidvania games.
Anonymous No.714211629 [Report]
>>714209424
S.T.A.L.K.E.R.
Anonymous No.714212086 [Report] >>714212630
>>714211467
>n64 zelda is open world
There are several jumpcuts that leave out a chunk of path that could be an area on it's own, more or less depending on which place. There are also warps too, and walls that you never can be on the other side of. It's more of a giant maze.
Anonymous No.714212630 [Report] >>714213727
>>714212086
name 5 transitions that aren't just directly connected because i can't think of a single one, and don't say shit that's obviously connected like gerudo river -> lake hylia, or anywhere from termina to the subworlds which all have clear direct transitions
Anonymous No.714212740 [Report]
>>714208737 (OP)
>Why are separated "zones" so underappreciated in game world development?
Because they tend to be lazily connected with lots of arbitrary invisible walls and make the world feel unnatural. You can now proceed to talk about how some shitty console games you played as a kid actually had brilliant level design.
Anonymous No.714213209 [Report]
>>714209424
Avowed
Anonymous No.714213307 [Report]
>>714209424
Amnesia: The Dark Descent
Anonymous No.714213727 [Report]
>>714212630
Any oob place that you literally see right before the entrance takes you in. Black void entrances also leave it to imagination.
>all of lostwoods
>castletown to castle
>Gerudo bridge to the fortress
> half the desert
Can't think of any other big ones, but the point is that the area changes are drastic and they don't need to bother building all of the transitioning map.
Anonymous No.714213894 [Report]
Open world zones are the best