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Dragon Age 2, for example, was situated inside a city - I liked it. It was thematically and a really fresh take. Dragon Age 1 were zones, as well - worked very well for the narative driven story.
The Elder Scrolls titles aim for a sandbox approach, almost like a simulation. While also having a narrative, the incentive in player interaction lies in a living, breathing world. Instances wouldn't fit that premisse.
If games are doing it well, I have no problems with both.
As I get older I like semi-linear/zones the best!
The areas are smaller than other games, but they also have a ton of verticallity that others dont have.
Going from a deep dark cave all the way up to the top of a lighthouse overlooking the whole area is awesome.
I see what you're saying and respect your opinion! I like Odyssey for a while, but I guess I just feel like a lot of it was padded/copy-pasted if that makes sense.
I feel this exact same way!
Personally, I prefer as much exploration as a game is able to offer and that usually means big open worlds without invisible [death] walls pissing me off.
- "Hey, I know you are saving the world and all, but can you grab me a loaf of sour dough bread from this one baker 100 miles away because it will really make my grandma happy"
- "Sure"
no that's an entirely valid take. dishonored, for example. it's a linear game, yet also is not. it's short, but allows for a ton of replay ability.
I actually think Elder Scrolls could benefit from instanced zones like Avowed.
Each zone could be larger, with a LOT more NPCs and populated locations. Each zone could be more detailed, with a larger number of interactable objects and items. As long as you could still freely travel between zones at any point, and as long as the crossing points made logical sense, I think it might actually improve Elder Scrolls to use this setup.