How do we fix this problem?
The fact that everyone considers the island in BotW that resets you to zero to be the best thing in the game after the plateau shows just how true this is.
How do we fix this problem?
The fact that everyone considers the island in BotW that resets you to zero to be the best thing in the game after the plateau shows just how true this is.
I WANT TO FRICK GAME
GAME SEXO
sex with game
open world is goyslop
it needs some linearity for proper pacing and progression
refer to gothic 2 for open world done righr
thanks op i cum on game
Stop making open world trash.
Why is the game so horny?
Eventide takes ten minutes to complete.
It should have been longer
And those ten minutes are more enjoyable than the last 20 hours of gameplay that precede it or anything that comes after it.
Don't allow players to become demigods 30 hours in, and at all. It's why I always either make my own mod or someone else's for rpg's that severely limits your ability to level up skills or stats. No more becoming the level 100 jack of all trades character that has essentially become a mary sue.
holy frick i want to cum inflate GAME
but fun spikes in the middle where you have a good portion of your kit but aren't overpowered yet
>How do we fix this problem?
You fix it by not being open world. Open world is an inherently cancerous idea for game design. No videogame has ever benefited from open world.
If an open world game is good, like Elden Ring, it's good for reasons other than its open world design.
>No videogame has ever benefited from open world.
Except for those who want to explore a world as they will, then it's the main draw.
In which case they can enjoy wandering off the obviously telegraphed roads that will be there anyway and find randomised loot in bandit camps.
Minecraft is the best selling game ever because of an open procedurally generated world moron
>You fix it by not being open world. Open world is an inherently cancerous idea for game design
It isn’t, it’s just been finely tooled by modern studios to be cancerous for the sake of player retention instead of actual intrigue. It’s actually kind of a shame, open world should be a inherently fantastic genre but now it’s simply seen with worry because no one wants to open a map, more than half of it be filled with busy work. I want a genuine reason to waddle across the map not because I’m being told I have 189/190 pillow feathers of the famed lost dakimakura of the silent king and the last one is inside the cave system hidden beneath a lake that he wouldn’t have any ability to get to but fricking whatever it’s something to do
Horny loose game needs wiener NOW
I usually start a new playthrough. Or in TES games I might place restrictions, like using low level gear and only doing more mundane everyday jobs for quests.
In some playthroughs/roleplays ending up as an OP hero of the world is desired, so it's good that it's an option.
If you want to play the same character for hundreds of hours, MMOs might be better.
This is true even in Terraria
pre-hard mode is the most fun but one you get into minmax autism groove it just becomes work
Because it's a design paradigm for bad management staff who want to have shiny metrics (look at how much stuff my team made), can't coordinate their teams and can't design a game with flow.
>is this why the only good parts of BotW are the plateau and the island?
That has more to do with cutting a lot of shit for time and designing a lot of filler bandaid solutions that you don't experience in the early stages of the game, like tiered weapons, recolored mobs or shrine spam. It's still bad management, simply because they could not coordinate the game's schedule at all (they even tried to reimplement all of the cut content and took 6 years to do it, which was a massive waste and seems like it was mostly miscommunication), but it's a different kind of shit management.
Hmmm you could have your total exp asymptotically approach a value thats only good enough to buy half the skills, and make respeccing not too hard. Thats my first thought at least.
Sex with videogames
I think there's 2 problems:
1. Gear is really just higher numbers instead of new things you can do
2. Combat wasn't fun to begin with, it was just overcoming the odds that was fun.
Devil May Cry games give you new weapons and you get new moves as you play so you have more options and more to do by the end of it. You're not stronger because of bigger numbers, you're stronger because of bigger combos (which are fun to do)
The upgrade problem is separate from the open world problem. A lot of games are more fun at the beginning when you have to strategize with limited resources. It's not inherent to open world games or even action RPGs. Open world copy/paste bloat does compound the issue however, because you're dealing with boring content, using trivially easy gameplay, for rewards that have become meaningless. It's the trifecta of tedium.
The best answer is to make everything smaller. The content in a large open world just gets stretched too far. Even if you have endless resources and can make every corner of the game content rich, you're still going to run into the problem of reward bloat.
It's just time to admit that RPGs are borderline movie games and have 0 mechanics worth carrying over to other genres if you truly want a fun and challenging game with good design. Not enough skill for actual games and too dumb for actual planning. Eternal reminder that all the "challenge" in JRPGs is praying the RNG is on your side, grinding for hours and the bare minimum of resource management that any child can accomplish.
Play real turn based games or actual strategy games.
>Eternal reminder that all the "challenge" in JRPGs is praying the RNG is on your side, grinding for hours and the bare minimum of resource management that any child can accomplish.
There isn't mechanical skill involved, but strategizing is still a challenge.
But not a lot of JRPGs actually provide a meaningful challenge, it's true. They're not without potential but they tend to be very mechanically boring and by the numbers.
game looks like he fricks human men
Agreed!
Honestly, I actually enjoy it. Power fantasy stuff like this is immensely fun, where It's not even about killing at some point, but with how much style you can kill.
It requires actual progression.
The game has to continuously introduce new and unique threats to keep the player engaged with the game's systems.
BotW fricked this up completely by not introducing any new enemies later on, your first lynel is the peak of the game's combat and it's all downhill from there.
lennoxicon Is a mega dork.
I am interested to see how Monster Hunter survives its transition into open world, it's about the only gameplay loop that I can think of that that may be somewhat resistant to this problem. Yeah I know, it still suffers from scaling and rng, but if they don't go full moron with skills again (sunbreak) I think things might be ok.
To fix the problem, make it so missing quests and/or bad builds can't beat the game.
Games make everything easy so that morons can still complete them. Challenge could easily be preserved if you make the curve consistent, so that scrounging for every resource and advantage is necessary to win rather than overkill.
Just tell all the casuals, speed runners and other morons that they can't beat the game. It's that simple.
>game becomes less and less reliant on execution/skill level, instead becomes grind/walking simulator to get resources and cheese encounters
wow, just like all bloated 70h long WRPGs and JRPGs where you press A to win
This is why you fill your open world with dynamic systems instead of making them static.
>NOO YOU CAN'T HAVE THE GAME ADJUST ITS DIFFICULTY ACCORDING TO MY ACTIONS
Get fricked nerd every game is made better by letting a careless player get overwhelmed by complicated causality chains that at worst result in the world being flooded with super hard elite minibosses that can permasteal your equipment and destroy the NPC settlements.