>walking from the Shire to Mount Doom took 183 days

>walking from the Shire to Mount Doom took 183 days
>walking from one end to another in most open world games takes 4-5 minutes

Why do game devs fundamentally not understand the feeling of adventure on such a mass scale

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  1. 1 month ago
    Anonymous

    i enjoy having the freedom to do the bottom if i so wish

    • 1 month ago
      Anonymous

      Having that freedom of direction should be the point of an open world game, but at a larger scale (since bottom is just Gondor and its surroundings)

      The point is that the game shouldn't be designed around or encouraging the bottom way of playing, but basically all of them are, BOTW devs even used "amount of land covered by each player" as a success metric, they were disappointed when players just picked a direction and went there so they invented the landmark system to constantly side-track them into covering every inch of the map, and were proud of achieving it

      • 1 month ago
        Anonymous

        >Having that freedom of direction should be the point of an open world game, but at a larger scale
        Yeah we'd all prefer if we could have our cake and eat it too. The problem with making an open world game is that any point that can be interacted with must reflect every other overlapping point.

        You wander into the cave, you slay the boss and get the magic sword, AND THEN wander into a quest giver saying that the boss in the cave must be stopped to protect the village and you need to go get his magic sword. How do you handle that? One quest now needs to be written twice. Now, think about how this problem escalates as a game scales, the world gets larger, more quests, npcs and items added. If you want larger scale, the content has to be shallower.

        >they were disappointed when players just picked a direction and went there so they invented the landmark system to constantly side-track them into covering every inch of the map, and were proud of achieving it
        Yes an open world game is partially graded on how effectively it gets the player to interact with the world. Incentivizing exploration is getting a player to experience more content in the same game they already paid for. If they made a big open world but made a straight line run through it just as valid of a way to play the game as pacing back and forth across it you're going to see a lot of people with little playtime wondering why the game doesn't reward you for experiencing more of the game.

        • 1 month ago
          Anonymous

          Nah an interesting game world incentivizes players to explore it all on its own, by being inherently interesting and inviting players, what Nintendo did is no different than rewarding players with lootboxes for every 5% of the map covered

          • 1 month ago
            Anonymous

            What's wrong with "I want to go in that cave because there's a cool sword I can get in there" that makes it inherently inferior to "I want to go in that cave because that advances the plot"? If I'm playing a first person shooter, do I have to have a super engaging plot that makes me feel personally emotionally invested in defeating the bad guys, or is it enough that if I don't shoot them they shoot me and I get a game over screen?

            >If they made a big open world but made a straight line run through it just as valid of a way to play the game as pacing back and forth across it you're going to see a lot of people with little playtime wondering why the game doesn't reward you for experiencing more of the game.
            ... The fricked up part is, that's still what they made with BOTW. So little of the game has the balls to insist you have done any other part of the game, bar LITERALLY THE TUTORIAL, that nothing really feels like it builds on anything else either. It's all just sort of masturbatory, it never goes anywhere.

            Well then I guess I have no idea how you'd fix it.

            • 1 month ago
              Anonymous

              >What's wrong with "I want to go in that cave because there's a cool sword I can get in there" that makes it inherently inferior to "I want to go in that cave because that advances the plot"?
              That's not what we're talking about, good exploration in a game would be seeing a normal mountain in the distance then deciding to scale it to see if there's anything interesting there, because what you've seen so far was interesting which gives you reason to believe the mountain might have something of note worth the time as well. The game was good so far, which pushes you to see how good can it be elsewhere.

              Bad exploration would be putting a big dragon statue on the mountain visible from everywhere to make players think there's something interesting there and lure them to explore the mountain, and then there's nothing there. BOTW is the latter 100 times over, empty landmarks and promises that never deliver, but the trick works for long enough to fool the average player and journo given their gaming habits of playing something for 5-6 hours then abandoning it forever, never realizing there never was anything interesting to find, walking away from the experience satisfied.

              • 1 month ago
                Anonymous

                Perfect summation of BotW. It's a game about combat, puzzles, and exploration, but the combat and puzzles suck, and the only things to find are instances of said shitty combat and puzzles. Its greatest accomplishment is its ability to string you along with false promises, although the game journos and nintenbabies who hyped it up deserve their fair share of the credit.

              • 1 month ago
                Anonymous

                What sucks with open world games, is if you scale the mountain and you find a locked dungeon that it is intended to be opened later during a quest and nothing else. Then you'll have to scale the mountain AGAIN during the quest.

              • 1 month ago
                Anonymous

                yeah, at least when you do that in a more linear game the expectation is "frick off and come back when you're supposed to dipshit", at best you get a warp to do it faster next time.

            • 1 month ago
              Anonymous

              The problem to be fixed here is that in an open world game, you can't make any assumptions about what else the player has done.
              If you can only expect the player to have Loot X after going through Area A, but Areas A, B, and C are meant to be interchangeable, then anything gated only behind Loot X can only assume the player to have done Area A. Lessons potentially learned in areas B and C might be lightly referenced, but the game will not truly EXPECT the player to demonstrate what they've learned in them, because the game cannot truly KNOW the player has learned it.
              The obvious solution is to keep the overall structure of the world freeform, and simply gate more chunks of the world behind explicit bits of progression i.e. items and bosses... But then you have fully reinvented the wheel, arriving back at Zelda 1 from BotW.

        • 1 month ago
          Anonymous

          >If they made a big open world but made a straight line run through it just as valid of a way to play the game as pacing back and forth across it you're going to see a lot of people with little playtime wondering why the game doesn't reward you for experiencing more of the game.
          ... The fricked up part is, that's still what they made with BOTW. So little of the game has the balls to insist you have done any other part of the game, bar LITERALLY THE TUTORIAL, that nothing really feels like it builds on anything else either. It's all just sort of masturbatory, it never goes anywhere.

        • 1 month ago
          Anonymous

          An open-world game with an emphasis on linear progression. There are set goals but a few branching paths to get there. There's a town on the other side of a mountain. You can climb the mountain, go left around it, or go right. Each provides a unique experience, complete with unique characters, items, enemies, obstacles, etc. Once you've found set out in one direction, all the unique characters/items/enemies in the other paths despawn, giving the player no incentive to austically retread his journey for completionist's sake.

          The world is massive to create a sense of scale, but it is largely empty and pointless to explore beyond the general paths unless you just appreciate the natural beauty of it. The player learns quickly that exploring randomly is a huge waste of time. There is side content, but it's rare, and realistically, you'll only find it based on tips or rumors you hear. For example, you stop at a town that precedes some sort of obstacle. There's a legend in the town of some "thing" in a distant mythical forest that could help you with this obstacle. It's entirely optional, proceeding without it is optional yet brutal (see Tomb of the Giants from DS1 - traversing with a light source vs without). You'll find some new things on the way, visit beautiful environments, and maybe even meet new characters.

          I'm a moron, and I figured it out in 5 minutes.

          • 1 month ago
            Anonymous

            >Once you've found set out in one direction, all the unique characters/items/enemies in the other paths despawn, giving the player no incentive to austically retread his journey for completionist's sake.
            Deleting content isn't removing the incentive to experience the content, it's just removing the content. This just leaves the one-and-done crowd in the same situation, but everyone else that wants to explore two towns instead of one is now relegated to a second playthrough or ng+. This is functionally no different than putting a big invisible wall around certain content because you think a certain section of players don't know what they want and might enjoy the game wrong.

            >The world is massive to create a sense of scale, but it is largely empty and pointless to explore beyond the general paths unless you just appreciate the natural beauty of it.
            In any vaguely standard fantasy setting this is just throwing your game's immersion into the toilet. There's one straight path wherein people act like actual people if the context for their predesigned interaction is present, and literally everywhere else in the world you have copy-pasted "Need something?" NPCs with no content. The player's going to see all this effort put into creating a world and get trapped in the uncanny valley when they see the very visible line between actual character and cardboard cutout is just the border between the main quest and the rest of the open world.

            >There is side content, but it's rare, and realistically, you'll only find it based on tips or rumors you hear.
            It's too discordant with the rest of the hypothetical game. You're filtering out the open world gamers by railroading them, then giving the rest a vague hint that they can step away from the tour group for a few minutes. It's going to be ignored by anyone who hasn't put the game down for being too linear, and those that don't are going to be confused by the sudden dead end.

            • 1 month ago
              Anonymous

              Not addressing all your points in depth but your obsession with content for content's sake is moronic and precisely the problem here. If removing content enhances the experience and trains players to play the game in a more satisfying way, then removing the content is an objective positive

              There's nothing wrong with encouraging multiple playthroughs. One of the reasons Skyrim is gay is because you can become god of every skill and leader of every organization.

              There's nothing immersive or gratifying about every NPC having mediocre content to give you. The uncanny valley emerges when every NPC has a role in some mundane garbage quest.

              Any good game will filter out midwits. That's not an argument or a concern. We don't make art for corn syrup-guzzling morons. You can go play a Ubisoft game if that's what you want.

              • 1 month ago
                Anonymous

                >your obsession with content for content's sake is moronic and precisely the problem here.
                It's not content for content's sake, it's content for fun's sake. The content is there because that's what you play in the video game. If your quests are fun, and you remove some quests, you've removed fun. I wanted to have fun exploring both towns because it's an open world game, but you snapped one out of existence so I'd appreciate the other one more. That's handholding, patronizing, and not fun.

                >There's nothing wrong with encouraging multiple playthroughs.
                You're not encouraging them, you're requiring them. Saying you get to pick Riverwood or Rorikstead, and the other just vanishes from the game world until you create a new character, is moronic and encourages the reliance on meta-knowledge in your playthrough so you don't get locked out of content you wanted to experience.

                >There's nothing immersive or gratifying about every NPC having mediocre content to give you.
                Your alternatives are A) No NPCs, or B) Empty NPCs, which of those is more immersive than interactable NPCs, even when they have half-baked fetch quests for content?

                >Any good game will filter out midwits.
                No, you're not filtering dumb people, you're filtering people that were looking for an experience you say you're creating but are actively undermining at every turn. You say you want an open world game but are amputating every meaningful part of an open world game. Hearing Niggly Wiggly at the tavern exclaim that a zombie stole his shibbledibble and now someone's gotta go fricking get it or whatever to hint at an optional path with a dead end is stupid when you've spent the entire game training the player to believe every path leads somewhere and necessarily advances the main quest. They're either going to ignore it, as you've taught them to ignore the open world you've made for some reason, or they're going to pursue it and wonder why you lead them to the only dead end existent thus far.

              • 1 month ago
                Anonymous

                >The content is there because that's what you play in the video game. If your quests are fun, and you remove some quests, you've removed fun. I wanted to have fun exploring both towns because it's an open world game, but you snapped one out of existence so I'd appreciate the other one more.
                No dumbass, if you pick big bulky paladin as your character build you shouldn't have the option to play the stealthy murder cult assassin quests in the same playthrough, and vice versa, Skyrim allows you to do both and is shit for it.

                You could offer the same meaningful choices in how players traverse the world by e.g. making time sensitive quests in both of those towns, where players only have the time to pick one town and its quests, which will cause the other town's quests to expire, which will motivate the player to keep moving forward instead of constantly looking back for "missed content".

              • 1 month ago
                Anonymous

                >No dumbass, if you pick big bulky paladin as your character build you shouldn't have the option to play the stealthy murder cult assassin quests in the same playthrough, and vice versa, Skyrim allows you to do both and is shit for it.
                How does deleting an entire town full of NPCs, quests, items, interactables and potential for random encounters and story telling equate to not letting a heavy-armor wearer become leader of the thieves guild? Moreover, in an open world game where player choice matters, why do you care if I figure out a way around your limitation? Guess what, I have an enchantment that makes me move much more quietly, and I know illusion magic, my heavy armor doesn't make noise anymore. You gonna put a big fence around stealth missions because I'm not stealthy enough when the game has tools for compensating this, and I've used them?

                >where players only have the time to pick one town and its quests, which will cause the other town's quests to expire, which will motivate the player to keep moving forward instead of constantly looking back for "missed content".
                Missed content is important because you can miss it. Randomly encountering a new NPC with a new quest is so cool, especially in an older game, because the only thing keeping you from meeting them was the sheer scale of the world. You can feverishly explore to actively seek out this content if you like, but the fact that there's no big arrow pointing at it saying "HEY! CONTENT HERE!" is what makes it so interesting. Similarly, putting a big wall around it and saying "HEY! NO FRICKING CONTENT HERE! STOP LOOKING" is the exact same thing in the opposite direction. Like, really, nobody in this village needs help with anything anymore, because I spent a few days helping out the other village? You're either going to have shit quests that are meaningless when jettisoned, or you're going to have good meaningful quests that magically resolve themselves after X amount of time without the player.

              • 1 month ago
                Anonymous

                >If you pick big bulky paladin as your character build you shouldn't have the option to play stealthy
                Why not?

              • 1 month ago
                Anonymous

                >No dumbass, if you pick big bulky paladin as your character build you shouldn't have the option to play the stealthy murder cult assassin quests in the same playthrough, and vice versa, Skyrim allows you to do both and is shit for it.
                The problem with Skyrim's execution of the stealth factions is that the quests aren't designed around requiring stealth. Every quest involves normal encounters that can be stealthed through or brute forced, like every other quest. Everyone that can be snuck past can just be killed with a two handed sword.

                If the quests required stealth, there ironically wouldn't be a problem with being a big clunky paladin. If you can figure out how to make it through the stealth encounter, even if you're not usually stealthy, you should be able to clear the encounter. The only thief in Skyrim that figured out how to be just as stealthy in full plate SHOULD be leader of the thieves guild.

                Todd decided to let plate wearers become Dark Brotherhood assassins by contriving means through which unstealthy characters can progress just as well as stealthy ones. My solution would be to make the encounters require stealth, and provide more tools and opportunities for non-stealthy characters compensate for a lack of ability or in-character limitation like specializing in loud, clangy metal armor. Your solution seems to be checking the character's sheet, and if they have points in heavy armor just hard lock them out of stealthy quests. That's fricking stupid.

              • 1 month ago
                Anonymous

                >One of the reasons Skyrim is gay is because you can become god of every skill and leader of every organization.
                I think the bigger issue is being leader of every organization means nothing, its just a title and a few NPCs might spew a different blurb when you walk past them, it doesn't change anything. You don't have to manage the ledger, review recruit application forms, deal with the day-to-day responsibility of running a guild. Its just another meaningless accolade to throw on the pile.

  2. 1 month ago
    Anonymous

    You think Frodo & Sam ever fricked along the way?

    • 1 month ago
      Anonymous

      About halfway they started fricking like rabbits (fun fact about hobbits), but towards the end it was mostly just Sam raping Frodo as he was too weak to resist. He probably raped him like 6 or 7 times a day

      • 1 month ago
        Anonymous

        I read that frodo slipped the ring on his wiener before shoving it into sam's butthole forcing sauron to see the whole disgusting act from frodos wiener's perspective

    • 1 month ago
      Anonymous

      tumblr pls go

  3. 1 month ago
    Anonymous

    They lost a lot of time camping and whatnot

  4. 1 month ago
    Anonymous

    morons like me who go
    >wtf i have to walk around for a whole minute not doing anything else??

  5. 1 month ago
    Anonymous

    Because walking from one point to another over 198 days is boring as frick. Also open world games take longer to traverse than 4 minutes. It takes like an hour to walk on foot from one side of Kalimdor to the other in WoW. OP is stupid.

    • 1 month ago
      Anonymous

      >It takes like an hour to walk on foot from one side to the other in *legendary MMORPG meant to be played for months to milk subscriptions and not touched by any single player game in scope or ambition ever*

      • 1 month ago
        Anonymous

        >open world games have no sense of scale!
        >*gets disproven*
        >th-that doesn't count!
        Actual mouthbreather OP, I'm impressed

        • 1 month ago
          Anonymous

          50 whole minutes to run across all of Skyrim, wow, IRL that'd be like the time required to cross a small town, impressive!

  6. 1 month ago
    Anonymous

    It isn't fun to hold up on a joystick for longer than 30 seconds

  7. 1 month ago
    Anonymous

    Daggerfall was a massive failure though.

  8. 1 month ago
    Anonymous

    A book can describe a journey of 183 days in a chapter you read in a hour. A journey of 183 days in a real world scale video game would take...183 days.

    • 1 month ago
      Anonymous

      >A book can describe a journey of 183 days in a chapter you read in a hour.
      Games can also describe a journey of 183 days in an hour, open world games don't

  9. 1 month ago
    Anonymous

    Because the more empty space you have, the better people are going to expect the actual points of interest to be. People unconsciously expect "balance" in that sense.

  10. 1 month ago
    Anonymous

    You can't actually make a game be real continent/travel-scale size without it either being procedural, or empty and pointlessly boring as frick. It'd be like wishing Bethesda could do Elder Scrolls Arena/Daggerfall scale games with modern tech, and we saw how utterly fricked Starfield was for even attempting that.

    • 1 month ago
      Anonymous

      starfield didn't attempt that

      • 1 month ago
        Anonymous

        Technically it did, in the sense that it has massive planets that despite the "tile" system are one large map overall, but the engine could only support the gigantic central tile for putting things into. Then it copypastes objects, buildings, items and so forth all over the place to fill it in. In a non-Creation Engine, non-Bethesda world of logic, theoretically the game could have one gigantic seamless planet on a realistic scale, never mind a bunch of them, but Bethesda coding is so horrifically broken that it's functionally impossible to actually do so without crashes and the game breaking.

        >being procedural
        What's wrong with it?

        Theoretically nothing wrong, but it just highlights how pointless the expanse is if you end up seeing a lot of copy-pasted, identical things over and over and over. A handcrafted world will always be more interesting to explore and handle than a procedurally generated one, but people push for procedural in the mythical promise of infinite content that wouldn't really matter if it's all the same.

    • 1 month ago
      Anonymous

      >being procedural
      What's wrong with it?

  11. 1 month ago
    Anonymous

    This just reminds me that FFX is the perfect game
    >Game starts with mentor figure forcing the hero on the quest ala gandalf
    >travel to unknown lands that were only previously travelled by a relative (bilbo/Jacht)
    >band together with people you dont really know to go on a quest

    Yeah, FFX is true adventure kino, the Lord of the Rings of video games

    • 1 month ago
      Anonymous

      FFX is a piece of shit and an embarassement to the franchise.
      It features:
      repetitive dungeons like the shrines which repeat constantly
      annoying characters (basically everyone except Auron and Lulu are extremenly annoying, Kimahri is cool too but he is a non- character)
      terrible story bordering on being idiotic
      forgettable "main" villain
      constant recolours of enemies
      terrible mini games
      extremenly linear levels and no real world map, this fricker of a game did a FF13 style "map" and no one batted an eye
      The only good thing about it is the gameplay which also gets sullied due to repetitive palletteswaps
      This game is a blight upon the franchise and I spit on you for having such shit taste

      • 1 month ago
        Anonymous

        Filtered

    • 1 month ago
      Anonymous

      Appropriately, there is a LotR RPG that just copies FFX's battle system.

  12. 1 month ago
    Anonymous

    THEYRE TAKING THE HOBBITS TO ISENGARD!

  13. 1 month ago
    Anonymous

    They spent a lot of time in Rivendell and also some time in the Lorien. They weren't traveling all those days.
    In fact, the Fellowship is a large amount of time while the other two parts are like a week long.

    • 1 month ago
      Anonymous

      This. They spend what ia supposedly a long amount of time in Lorien but when they get out that land it has only been like a couple weeks, wich suggest some time frickery made by Galadriel.

  14. 1 month ago
    Anonymous

    >using speed travel in Daggerfall
    You didn't beat the game, casual shitter.

  15. 1 month ago
    Anonymous

    You make a massive frick-off map and then people complain that it is empty.

  16. 1 month ago
    Anonymous

    And where does that bring you?
    Right back to me.

  17. 1 month ago
    Anonymous

    i played an open world sandbox mmo like top pic. one single world, no loading screens, the fastest safest transport options were rare and extremely hard for one player to produce and it still took hours to travel from one end to another. open world, full loot pvp. it was hands down no questions asked the most exciting social, political, economic and above all raw adventure and exploration game I have ever played.

    the issue is that it came with a hard requirement to have thousands of real people inhabiting the same world to work at the most basic level. for a realistically scaled world to make sense you either need humanlike AI that will interact with the player and the world in a realistically construction/destructive and social fashion, or be a full scale MMO and take it really seriously. If you don't, players start to leave, and the core of your model emergent behavior between characters. Next thing you know its a game people "used" to play back in the glory days.

  18. 1 month ago
    Anonymous

    I had an old PC Fellowship of the Ring game that basically dumped you into the setting and left you to figure out the rest, and all I ever accomplished was getting myself lost and eventually dying in the barrows.

    • 1 month ago
      Anonymous

      >all I ever accomplished was getting myself lost and eventually dying in the barrows.
      Kino, a true explorer's experience

  19. 1 month ago
    Anonymous

    Game on top I will watch it on youtube
    Game on bottom I will actually play it

  20. 1 month ago
    Anonymous

    open world games be like

    • 1 month ago
      Anonymous

      idk the death pyramid in fallout 4 was a legitimately cool location and the glowing sea was fun because walking was always a strategic choice due to the radiation

      sad that the rest of the game doesn't benefit from it, but it was a neat demonstration of the concept regardless

  21. 1 month ago
    Anonymous

    Dunno, ww2online has about every arsenal used and full combined arms of air, land and sea. server can support 1000+ players, destructable and fortifiable terrain. but yet its pretty dead while games like cs2, lol, fortnite survive as long as they pump skins of latest pop culture celebrities or kpop bands.

    • 1 month ago
      Anonymous

      ww2ol is still massively innovative compared to much of the slop produced by pradeep shitfingers in india, but the game is just ugly. mechanically, graphically, UX in general. If it was remade with it's core mechanics and systems, updated to the fidelity offered with ease by modern systems (like multicrew, regearing, expanded medical system, physicalized storaged, brigade transport interdiction, a return of tech raids, intentionally planned for weather, logistics, etc... etc...etc) it'd be a wild banger and a shoe in for a classic that would probably last longer than the present iteration. White men capable of that all get passed around like prostitutes between tech giants in california now while sucking their girlfriends wieners.

  22. 1 month ago
    Anonymous

    Vying for real scale worldspaces is how you get procedurally generated slop

  23. 1 month ago
    Anonymous

    was the geography ever explained in LoTR? I remember being confused as frick where shit was when I read it as a kid

    • 1 month ago
      Anonymous

      They pretty much go east from the Shire which becomes the land of Men then Elves then dwarves then Elves then Men again twice then you have mordor. The far north or south of the maps are never explained or seen

      • 1 month ago
        Anonymous

        >north
        You mean Arnor, the Lonely Mountain, and Dale?
        >south
        You mean Umbar and Harad?

    • 1 month ago
      Anonymous

      It's explained in great amount of detail and there are maps included.

  24. 1 month ago
    Anonymous
    • 1 month ago
      Anonymous

      >implying Elden Ring got it right
      It's as moronic as Frodo stepping out of his house in the Shire and seeing Mount Doom, not even far away on the horizon but so near and large that it takes up 1/4 of his view

      • 1 month ago
        Anonymous

        it does some things right and some things wrong

        • 1 month ago
          Anonymous

          This is what frustrates me. I played ONE janky nordic open world game as a kid that offered me the ability to have the kinds of adventures i read about or watches movies of, genuinely and for real in a digital space, and got fricking hooked. Every game ever since has just been utter dogshit that totally misses the plot and I have no fricking idea why people keep buying them.

          • 1 month ago
            Anonymous

            what game

        • 1 month ago
          Anonymous

          SotC is so fricking good man. Somehow considered one of the best games of all time, yet still massively underrated.

      • 1 month ago
        Anonymous

        Frodo, to the annoyance of the Council of Eldrond, drags Sam across every nook and cranny of Middle Earth until he finally decides to do his job. Then he unceremoniously one shots every enemy in Mount Doom because the journey had to be balanced for people who consumed 33% of the content.

        • 1 month ago
          Anonymous

          while wearing the special 100% clown armor and riding on the sparkling eagle mount

    • 1 month ago
      Anonymous

      >Debra Wilson
      Shit! She's everywhere!

  25. 1 month ago
    Anonymous

    >play text only mud
    >three hour ferry ride to an island, winds depending
    >slower if you can't kill the high level pirates
    do you really think people liked being mostly afk for 3 hours in a game they were likely paying a sub for just to get from one place to another?

    • 1 month ago
      Anonymous

      The frick is a text only mud.

      • 1 month ago
        Anonymous

        Multi-User Dungeon (precursor to MMORPG)

      • 1 month ago
        Anonymous

        >outing yourself as an ultra zoomer
        sad!

  26. 1 month ago
    Anonymous

    Modern video games already take like 100 GBs of data up on a hard drive, why the frick do you want to make that problem worse?

  27. 1 month ago
    Anonymous

    then what the point of the other 99.9% of the map?

    also imagine wanting to play a fricking game for 198 real whole days you dumbass kid

    • 1 month ago
      Anonymous

      What's the point of the space you happen to not walk over in any 3D game?

  28. 1 month ago
    Anonymous

    It would be an insult to gaming

  29. 1 month ago
    Anonymous

    what did they eat?

    • 1 month ago
      Anonymous

      Lembas bread

  30. 1 month ago
    Anonymous

    >RONAN
    ????

  31. 1 month ago
    Anonymous

    check out 'the wayward realms' page on steam. it's not out yet but it's a bethesda-like RPG made by some of the guys involved with TES arena and daggerfall. the idea is a modern-day daggerfall that uses procedural generation to create massive mountain ranges and deserts and shit. sounds like the main goal is to create a bethesda-style RPG with true scale.

  32. 1 month ago
    Anonymous

    This is the best there is in terms of open world with the bare minimum of acceptable small scale detail. 120 by 120 kilometres, takes about an hour to get from one end to the other. On foot it would take 4 to 5 days, not that you can go on foot in this game. Nothing tried to surpass it since.

  33. 1 month ago
    Anonymous

    I would like to see more of the green parts of southern mordor and hear the people there tell their side of the story and sauron's tax policy

  34. 1 month ago
    Anonymous

    This is the feeling I got while playing Elden Ring. The game pushes you to treat its map like a checklist so you don't miss cool shit, and it totally ruins the sense of adventure.

    The best way to play the game for internal satisfaction is to set out on a goal and travel there, but the best way to play the game for external satisfaction is autistically scan every area and play through heaps of mediocre filler content.

  35. 1 month ago
    Anonymous

    I mean, open world maps are already fricking empty, do we really need them to be that huge?

    • 1 month ago
      Anonymous

      Yes I need it
      However I agree that empty theme parks are garbage that should not exist

  36. 1 month ago
    Anonymous

    People would complain that there's nothing to do.
    Which it's true

  37. 1 month ago
    Anonymous

    Good thing DD2 is coming out soon

  38. 1 month ago
    Anonymous

    Get yourself Daggerfall. Try walking from Glenumbra Moors or Abibon-Mora and see how long that takes you.

    • 1 month ago
      Anonymous

      >Try walking from Glenumbra Moors TO Abibon-Mora

      fixed
      >I just went full n'wah

    • 1 month ago
      Anonymous

      I actually play Daggerfall without fast travel
      One of my favorite games ever

  39. 1 month ago
    Anonymous

    games that feel like the Mines of Moria?

    • 1 month ago
      Anonymous

      Daggerfall

    • 1 month ago
      Anonymous

      there's a macro you can download for Dwarf Fortress that actually digs the Mines of Moria 1:1 scale.
      you need a 13x8 embark size map to do it.

    • 1 month ago
      Anonymous

      >a scale of twenty leagues
      >a league is three miles
      >each pip on the scale is two leagues (because there are ten pips)
      You're telling me Durin's Bridge is six fricking miles long?

  40. 1 month ago
    Anonymous

    cuz you're not playing the right games anon

    • 1 month ago
      Anonymous

      The return of Adventure Mode is still months away...

      • 1 month ago
        Anonymous

        or you know, play the Adventure Mode on the free version with tilesets, soundfx and 100s of mods at your disposal

  41. 1 month ago
    Anonymous

    Eve Online has 7805 star systems.
    1/3rd of them cant be reached through normal gate-to-gate travel and have the entrance wormholes scanned down manually. These connections connect randomly to their 2800 counterparts.

    Since Katia Sae became the first person to visit them all a couple of years ago, people now try to speedrun visiting all the systems in an effort to beat her time.
    The current Eve Online speedrun record to visit every system once is 224 days.

  42. 1 month ago
    Anonymous
    • 1 month ago
      Anonymous

      I beat it 3 times, it was a good game and the only people who say otherwise got filtered by one of several fights that were exceptionally difficult. but if me at 10 years old could figure it out despite not even knowing how the game's mechanics worked until much later on, the an adult has no excuse for giving up.

  43. 1 month ago
    Anonymous

    I like open-world hubs you travel between. Flesh out the interesting parts and explore them as much as I like, but let me skip over the 300 miles of empty wilderness between them.

    Build be a 1:1 fully fleshed out Shire, Old Forest, Tyrn Gorthad, Bree, Rivendell, Caradhras, Moria, Lothlórien, Amon Hen, Dead Marshes, Cirith Ungol, Torech Ungol, Mordor's gate, Gorgoroth, and Mount Doom, just cut out all the walking between them.

    • 1 month ago
      Anonymous

      ...but still let players walk if they want to

      • 1 month ago
        Anonymous

        Daggerfall did that, have fun

        • 1 month ago
          Anonymous

          >5 hours
          >part 1

  44. 1 month ago
    Anonymous

    open world jesus game

    • 1 month ago
      Anonymous

      where is he now?

  45. 1 month ago
    Anonymous

    >walking from the Shire to Mount Doom took 183 days
    Like 160 of those days are spent eating at Rivendell ffs

  46. 1 month ago
    Anonymous

    Everyone ITT is operating under the crucial misconception that this sort of map design would just be plopped down into a standard game and the players would be expected to deal with it on the fly, which is a recipe for disaster.

    What you do to make it work is *advertise* your game as an epic ordeal that takes 100 hours of walking to cross and play into the meme challenge factor that zoomers eat up in marketing and hype, while keeping the actual game serious and grounded. People will be all over it, this same "whoa crazy difficult/tedious/big/etc game!" has made so many shit games into commercial successes, from QWOP, Death Stranding, to every FromSoft game in the last 15 years, Getting Over It, Celeste, Only Up, to fricking Starfield. Streamer culture wouldn't be able to help itself, they fall for the most basic "crazy sounding" marketing lines.

  47. 1 month ago
    Anonymous

    I love when games give me a logical time limit
    Not necessarily an actual timed one as I like to take my time and explore or fixate on little details, but something like "you have 10 expeditions until gameover condition happens"
    Something to actually incentivize you to progress, or pick side quests strategically
    Without such a thing any "high stakes" story is meaningless

  48. 1 month ago
    Anonymous

    it's not the same but DOS2 definitely felt like an adventure for me

  49. 1 month ago
    Anonymous

    This was the worst part of BG3, every notable location was a 20 second jog away from the next. No sense of exploration or a full world.

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