Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
1. Your above observation. The game world doesn't feel like a world, because it's actually smaller in size than some people's back yard. What they should have done is reserved open world design for a game that didn't suppose its game world was a whole world. Games like the Yakuza series, Arkham City/Origins/Knight and MGSV Ground Zeroes do not have this problem, because they take place in a small district of a city or a small military base. The world is super dense with areas of interest, and you can travel across them on foot in like a minute or two. And they're wonderful.
2. There's no design. They built the world as a world and not a level and then they vomited actual gameplay elements (if at all) at random so that every encounter is the same. Like maybe there are three different enemy types, I guess. Ground Zeroes and the Arkham games actually did this right by designing their worlds as levels instead of worlds. Which was important because they were, you know, STEALTH GAMES.
This is a great point. And I think its another reason why over worlds work better. Since overworlds tend to serve as the hub for the levels rather than trying to seamlessly integrate levels into it.
I'm not sure I understand what you're saying. Can you elaborate?