I've noticed with a lot of older open-world games, that the idea of a 3 Islands map is super popular. Is there any reason for this?
I've noticed with a lot of older open-world games, that the idea of a 3 Islands map is super popular. Is there any reason for this?
imitates the 3-act structure, each section can have its own identity, etc
This makes a lot of sense. Games nowadays seem to abandon the island structure. Does this have something to do with games moving more towards their own narrative medium and away from emulating movies? ... but
This is really intriguing. Is there a lot of Japanese games that have 7 island maps?
The 3-Act structure was my first thought as well.
driver was better
those long stretches of highway were awful on this map
>escaping the police by driving on the wrong side of the road
>you see the police car crashing into the incoming trafic
no, it was kino
silent hill if he drive
Not sure if that's true but generally I can tell you that San Andreas has the best map and GTA V probably the worst map design I've ever seen in a game
What do you dislike about the GTAV map? I feel like its a pretty creative way to deal with the fact that Southern California isnt an island lol. Does decent work combining all the coastal areas into one logical coastline.
old good new bad, anon, you litreally can't prove me wrong
Alright man. I'm sorry you dont like video games that much.
It's huge but it just doesn't have that "I want to explore that" feel the older ones had.
3 isn't really open world. It's multi-region. Those strip-like designs also usually suck, but Vice City compensated with maximum soul
See picrel. Though of course it's ultimately subjective
wtf is wrong with that SA map? That's not Los Santos
It's from SA 2
It's the beta/concept map
it’s gta v’s los santos pasted over san andreas’ los santos for some reason
Everything is jammed at the bottom of the map. There is no reason to ever go to the north outside the city unless a mission forces you to. The desert is smaller than a pissant. The mountain has nothing on it. The entire map outside the city just feels like filler.
Nta but it's just a huge empty map. The state of California is comprised of 1 major city and 2 small towns. San Andreas had that plus San Francisco and a portion of Las Vegas.
Like 80% of the map is just empty wilderness with nothing to do, and they didn't add animals and extra foliage until PC/8th gen. The whole map is also designed to be pure padding. Like adding that big useless lake in Blaine County so you can access the smaller airport there faster where you just happen to have Travis' missions. Also you literally don't do shit in Paleto Bay even tho it's very comfy there. There's businesses and houses to buy in Online but not the single player. The worst part really is the massive highway padding when going north. Majority of your time will be spent in the city so there's no point in exploring out there.
Single player DLC was meant to fill in much of Blaine County. GTA Online proceeded to print money and Rockstar scrapped it all.
3 is an important number in christianity
same with 7 in eastern religions
Mafia I map
>that quiet drive across the map in the racing mission
Comfy
Two words: New York City
Center of the universe
Times are shitty
But I'm pretty sure they can't get worse
It's a comfort to know
When you're singing the hit the road blues
That anywhere else you could possibly go
After New York would be, a pleasure cruise
Now yer talkin'
islands are great because they naturally introduce limits on where the player can go without feeling artificial, and it's much easier to make than doing something like a full planet where the world wraps around.
That's why Morrowind > shitty Skyrim/Oblivion magic walls
it's also why the PS2 GTAs were fricking incredible, because that effect where you were at the far wall at sea, but the effect on the waves is such that you can't tell that you're at the wall unless you really look. Meanwhile, WatchDogs handles the problem like you're in fricking Truman Show.
It's a controversial opinion but I actually kind of liked the way BotW just tells you in a game message to turn around when you hit the map edges. Just tell the player to frick off and quit trying to get out of bounds, there's nothing out there and they know it. Or at least I'd rather than than EVERY game world being surrounded by walls (invisible or otherwise) or just being a giant island.
probably because gta3 made the genre popular and everyone else copied it
It's amazing how tiny Shoreside Vale is. First time playing this it felt like a massive maze and I was always getting lost.
that's what happens when you add a little verticality to the open world meme
shoreside vale is really poorly designed
Beginning -> middle -> end
I love III's map because it's the pinnacle of the "quality over quantity" principle.
Compared to Vice city, all regions felt very distinct and were rife with soul.
You can tell by GTAIII the early devs had no fricking clue how cities are actually laid out in most cases
They are British, pls understand
It still gets me how in GTA4 the street lights are on the wrong side of the road. Rather, they're on the UK side, not the American side.