The reason the modern game industry is shit is because they have board meeting where they ask dumb question like "This 'exploration' thing, what is it good for? What makes for a 'good' exploration?" and they need to discuss it and play other games to figure it out and then they make a checklist of "things that make exploration good" and make sure to put each one in their game like a bunch of chores because "this is what gamers want!"
Meanwhile in the 90s it was so blindingly obvious that they wouldn't even think of asking the question, they just inherently made the exploration good because they had a passionate will to explore, the same way you wouldn't need an explanation for "what is a food that taste good?" because you can just put it in your mouth and taste it.
Good combat
The ability to find new characters and, and being able to rape them (or frick them with consent if you prefer) and take them back to your home to frick them some more.
Having a home to go back to.
Good loot.
New factions to discover and develop ties to (not just killing them but befriending them and influencing them).
There also needs to be good methods of transportation. I want a fast car, levitation, a GOOD jetpack (think of the dark trooper jetpack from Battlefront 2 2005), or something like teleportation.
Fast travel is also nice (dont hit me with the "it's modern goyslop", Elder Scrolls ARENA had it and so did Daggerfall).
>the challenge of traversal
It barely ever is, so the "journey" is largely irrelevant busywork, and points of interest are a stone's throw away from one another, with everything between those points being pointless.
What people aren't ready to accept is that a good open world game has yet to be made. Every "open world" game is just a blank map, with points of interest spread evenly across its surface. At no point is the journey even remotely as important as the destination, where all the relevant stuff happens. At no point does the fact that the world is open play any part whatsoever in the moment to moment gameplay. It's all just bullshit, smoke and mirrors to make you believe the world is wide open and filled with stuff to explore, but it's really all just self-contained events and locations with vast emptiness and collectables in between. No game ever really makes use of its supposedly open nature, or uses its open map, or makes sure that the journey is as much of an adventure as the dungeon you're supposed to go to.
I feel like open world games often suffer from mounts/vehicles or worse, fast travel, removing the challenge of traversal
I think the issue is that games are made to involve lots of pointless legwork and take the journey too lightly. I find quests that involve traveling to a location, talking to an npc and coming back (repeat as neccessary) just as tedious in Stalker and in Skyrim and only the latter has fast travel.
I liked how dragon's dogma made you actually prepare for long journeys somewhat in the form of lamp oil and consumables, even if it was a token effort once you got portcrystals down
seems like the sequel is expanding that with camping and even darker and more dangerous nights
I'd say two things, a good reason to go exploring and freedom to really explore and not just follow an alternate path.
You need a reason to go off the beaten path, could be a marker on the HUD like in Bethesda games, could be something in the environment. The player should be asking "what's over there?" and not "how the frick was I meant to figure this out without a walkthrough?".
And the second part, if I'm interested in some piece of scenery, I want to be able to go there and check it out for myself, not bounce off an invisible wall because that particular bush wasn't meant to be explored.
Bonus points for games where you get an invisible wall in 99% of cases and then fabulous treasure in the 1 case, where you're already bored of checking everything knowing it never leads anywhere.
Its not good. I have never liked that shit except maybe when I was a newbie playing WoW and naïve enough to think that maybe I would find something nobody else has ever found before.
Exploration fricking sucks for me because I am always memorizing where shit is as I explore. This was never a problem but then games get bigger and bigger it has started to becomes stressful and overwhelming.
I feel like open world games often suffer from mounts/vehicles or worse, fast travel, removing the challenge of traversal
Morrowind had too much damn traveling. I always preferred Daggerfall's ability to fast travel anywhere.
Even really really old games like Might and Magic had teleportation systems of some sort but they fricked you over since they were 1 way trips.
I'm simply too busy with the half japanese half british twintail tsundere and the emotionally dead kuudere I'm dating, because anime tropes exist in the real world
Autism farming (you)s, no different than the guy who says "if you like tomboys you are for all intents and purposes a homosexual" anytime there's a tomboy thread on Ganker.
Even trudging through Skyrim or Fo4 can be fun if you are running into interesting places to see and things to do. You shouldn't be swarmed by it, but if I never see a building or location that I want to go investigate, the game has failed to make exploration interesting.
In that same idea, you should incentivize investigating places by making loot potentially good. Not necessarily some leveled weapon, or have something in EVERY location, but cool variants of stuff, or things like Fallouts bobbleheads and magazines are good reasons for players to go poking around in places.
Put quests or side stories in out of the way places. They don't have to be particularly deep, but stringing a story into a location with random diaries and dialogue can make the world feel more interesting and alive.
Basically take what Skyrim does, and don't do what Starfield did.
Not relying on Wikis to hold your hand like a toddler
Refusing to watch How To videos on difficult parts
Only listening to dubious whispers in the playground
>Create a world with rich lore and history >colorful visual and scenery for the player to see and relax >reveal bits of the world lore as the player explore around
That’s pretty much my criteria for good exploration.
I don’t really care for the Witcher 3 & Rockstar type of open world where you interact with interesting NPC or events that much, but I still like it enough to beat the game.
I just want something like Outer Wilds, Elden Ring, and Bethesda games where you go around and learn about the world’s history through texts.
if im going to play a run around and open chest simulator, then i want something APPEALING to look at, otherwise its as generic as the thousands of other "lol big sword kid/man found an item but then died to the boss guarding it" games. Its that simple.
dont care how its achieved, through mods, gacha, etc. as long as its there and as long as dicky is also available. .
I remember that too, till i had a power outage during the first crown event, missed the entire event, and then realized that if you frick off and dont log in every single day like a faithful dog then you are completely fricked.
wasn't a huge fan of it but the first breath of the wild's traversal was pretty fun, hardly used the horse. the island of you done fricked up was pretty cool too.
Breath of the Wild did exploration right for me. It's not just a world worth exploring, but a world where the small details are paid attention to, and the gameplay/control is conducive to exploration. Skyrim nearly had a great overworld because it had lots to do, but traversing it is a slog. Nintendo decided not to do lots of tiny dungeons, and focus almost entirely on the overworld sans the puzzle dungeons. This meant all the focus of the design was put where it matters, because once you've seen one draugr infested one way tunnel that loops back to the entrance via a secret door, you've seen them all and it becomes a bore.
Tomboys
how?
God, that's cute.
what a cutie
if she was a bit taller than me, it would be perfect
>doesn't throw her off the dock
Shit game.
this but unironically
RUDE!!!
So long Gay Bowser
>shoves her in the oven
Rude!
where do I find these
fire up skyrim and setscale .5 everything and nut for 12 years
>last update May 2022
there was a time when videogames weren't expected to be updated endlessly
The reason the modern game industry is shit is because they have board meeting where they ask dumb question like "This 'exploration' thing, what is it good for? What makes for a 'good' exploration?" and they need to discuss it and play other games to figure it out and then they make a checklist of "things that make exploration good" and make sure to put each one in their game like a bunch of chores because "this is what gamers want!"
Meanwhile in the 90s it was so blindingly obvious that they wouldn't even think of asking the question, they just inherently made the exploration good because they had a passionate will to explore, the same way you wouldn't need an explanation for "what is a food that taste good?" because you can just put it in your mouth and taste it.
Good combat
The ability to find new characters and, and being able to rape them (or frick them with consent if you prefer) and take them back to your home to frick them some more.
Having a home to go back to.
Good loot.
New factions to discover and develop ties to (not just killing them but befriending them and influencing them).
There also needs to be good methods of transportation. I want a fast car, levitation, a GOOD jetpack (think of the dark trooper jetpack from Battlefront 2 2005), or something like teleportation.
Fast travel is also nice (dont hit me with the "it's modern goyslop", Elder Scrolls ARENA had it and so did Daggerfall).
I feel like open world games often suffer from mounts/vehicles or worse, fast travel, removing the challenge of traversal
>the challenge of traversal
It barely ever is, so the "journey" is largely irrelevant busywork, and points of interest are a stone's throw away from one another, with everything between those points being pointless.
What people aren't ready to accept is that a good open world game has yet to be made. Every "open world" game is just a blank map, with points of interest spread evenly across its surface. At no point is the journey even remotely as important as the destination, where all the relevant stuff happens. At no point does the fact that the world is open play any part whatsoever in the moment to moment gameplay. It's all just bullshit, smoke and mirrors to make you believe the world is wide open and filled with stuff to explore, but it's really all just self-contained events and locations with vast emptiness and collectables in between. No game ever really makes use of its supposedly open nature, or uses its open map, or makes sure that the journey is as much of an adventure as the dungeon you're supposed to go to.
>What people aren't ready to accept is that a good open world game has yet to be made.
Mount and Blade.
Not after their constant frick ups with Bannerlord, That game had positional and they still squandered it.
I think the issue is that games are made to involve lots of pointless legwork and take the journey too lightly. I find quests that involve traveling to a location, talking to an npc and coming back (repeat as neccessary) just as tedious in Stalker and in Skyrim and only the latter has fast travel.
I liked how dragon's dogma made you actually prepare for long journeys somewhat in the form of lamp oil and consumables, even if it was a token effort once you got portcrystals down
seems like the sequel is expanding that with camping and even darker and more dangerous nights
Finding meaningful stuff which can be a variety of different concepts
I'd say two things, a good reason to go exploring and freedom to really explore and not just follow an alternate path.
You need a reason to go off the beaten path, could be a marker on the HUD like in Bethesda games, could be something in the environment. The player should be asking "what's over there?" and not "how the frick was I meant to figure this out without a walkthrough?".
And the second part, if I'm interested in some piece of scenery, I want to be able to go there and check it out for myself, not bounce off an invisible wall because that particular bush wasn't meant to be explored.
Bonus points for games where you get an invisible wall in 99% of cases and then fabulous treasure in the 1 case, where you're already bored of checking everything knowing it never leads anywhere.
Random sex encounters in caves or the woods
High risk, high reward. Lemme get some juicy early game loot if I play my cards right, frick my shit up if I mess up.
unfortunately, most people are only into low risk high reward
Its not good. I have never liked that shit except maybe when I was a newbie playing WoW and naïve enough to think that maybe I would find something nobody else has ever found before.
Exploration fricking sucks for me because I am always memorizing where shit is as I explore. This was never a problem but then games get bigger and bigger it has started to becomes stressful and overwhelming.
Is that a le heckin tanned short hair TOMBOIIIIIIIIIII???????
yes it is, shes very cute
when did this even start?
casca?
huh
Can somebody translate garderner for me?
>I like brown women because they remind me of the baked beans that my grandmother used to cook for me back at the ranch
Gracias.
Yes. Deal with it homosexual
Morrowind had too much damn traveling. I always preferred Daggerfall's ability to fast travel anywhere.
Even really really old games like Might and Magic had teleportation systems of some sort but they fricked you over since they were 1 way trips.
Immersion.
do you even have the social skills to keep a relationship with a tomboy going?
you are asking this in this website?
so no plan after the nut assuming you got that far
I'm simply too busy with the half japanese half british twintail tsundere and the emotionally dead kuudere I'm dating, because anime tropes exist in the real world
The plan is to just mindbreak her with headpats.
well it's much more complicated than just saying it, but I think I would be interesting and kind enough to keep a tomboy gf happy
Why you called brown girl tomboy?
I don't get it.
it's a japanese thing
Uhh both please?
what causes this?
Autism farming (you)s, no different than the guy who says "if you like tomboys you are for all intents and purposes a homosexual" anytime there's a tomboy thread on Ganker.
Even trudging through Skyrim or Fo4 can be fun if you are running into interesting places to see and things to do. You shouldn't be swarmed by it, but if I never see a building or location that I want to go investigate, the game has failed to make exploration interesting.
In that same idea, you should incentivize investigating places by making loot potentially good. Not necessarily some leveled weapon, or have something in EVERY location, but cool variants of stuff, or things like Fallouts bobbleheads and magazines are good reasons for players to go poking around in places.
Put quests or side stories in out of the way places. They don't have to be particularly deep, but stringing a story into a location with random diaries and dialogue can make the world feel more interesting and alive.
Basically take what Skyrim does, and don't do what Starfield did.
things to find and places to go
Not relying on Wikis to hold your hand like a toddler
Refusing to watch How To videos on difficult parts
Only listening to dubious whispers in the playground
>Create a world with rich lore and history
>colorful visual and scenery for the player to see and relax
>reveal bits of the world lore as the player explore around
That’s pretty much my criteria for good exploration.
I don’t really care for the Witcher 3 & Rockstar type of open world where you interact with interesting NPC or events that much, but I still like it enough to beat the game.
I just want something like Outer Wilds, Elden Ring, and Bethesda games where you go around and learn about the world’s history through texts.
If I find a massive gem and a big ol' pile of treasure then I be happy.
if im going to play a run around and open chest simulator, then i want something APPEALING to look at, otherwise its as generic as the thousands of other "lol big sword kid/man found an item but then died to the boss guarding it" games. Its that simple.
dont care how its achieved, through mods, gacha, etc. as long as its there and as long as dicky is also available. .
I remember my honeymoon phase with Genshin Impact not for the characters, but because of how fun it was to explore the surprisingly beautiful world.
I remember that too, till i had a power outage during the first crown event, missed the entire event, and then realized that if you frick off and dont log in every single day like a faithful dog then you are completely fricked.
pre inazuma was kino
https://www.youtube.com/results?search_query=genshin+liyue+music
wasn't a huge fan of it but the first breath of the wild's traversal was pretty fun, hardly used the horse. the island of you done fricked up was pretty cool too.
random encounters
treasure
optional BIS items
environmental storytelling
hidden farms/forests that you can steal (archeage)
Exploration in a game is only good when the area to explore is mystical. Even better when there's a story to be told via thr environment.
I don't have a golfing intense enough for this
>golfing
damn I'm more moronic than I thought
Rewards for your willingness to explore and a motive to explore. Also the landscape changing or towns developing from such.
Breath of the Wild did exploration right for me. It's not just a world worth exploring, but a world where the small details are paid attention to, and the gameplay/control is conducive to exploration. Skyrim nearly had a great overworld because it had lots to do, but traversing it is a slog. Nintendo decided not to do lots of tiny dungeons, and focus almost entirely on the overworld sans the puzzle dungeons. This meant all the focus of the design was put where it matters, because once you've seen one draugr infested one way tunnel that loops back to the entrance via a secret door, you've seen them all and it becomes a bore.