The exploration of Open World games, but keeps the progression of linear games. Creates an illusion of the world being larger beyond the horizon, and you're just seeing a small bit of it, semi and full open world games often feel like the world has been shrunk down to work as a video game, unless it takes place in locations that logically make sense sizewise like a big castle..
Definitely semi or hub world.
Full open worlds get really expensive to develop and end up having lots of empty areas outside of where the developers just left it as a natural barrier (GTA V mountains), or empty deserts or oceans.
Also semi-open are generally less resource intense and can be ran on less powerful hardware since the world is effectively contained into distinct rooms.
Remember, OoT and MM are semi-open world and can run on N64 hardware.
Although, I guess if you want your game to have aircraft you really cant use semi-open world since a helicopter would immediately create boundary breaks.
The game plays as a straight line with dead end side paths, if it was semi-open you would be able to access all the important areas right from when you first get to that lake area and those areas themselves would have a more open design
DMC5 is semi-linear, it's corridors with optional paths like OP's pic. Nu-GoW is semi-open; the Lake of Nine serves as the game's main area that you're constantly returning to
Semi-open, but not like your stupid image. Fully fleshed out open areas on a smaller scale. Densely packed with things and reusable in a variety of different ways.
The fact that we never got a full Ground Zeros style game is a crime.
so difficult to chose, they are good game with all of those rules >super mario full linear >crash bandicoot semi-linear >diddy's kong race hub world >fable 1 semi-open map >metroidvania gated open map >zelda breath of the wild full open map
I think the worst is full open map, game devs don't know how to use it, the best one is probably semi-open or just go full linear
Crash Twinsanity had a weird one in which the game tricks you into thinking that there's only one hub world. Then you get to a new area and that turns out to be another hub world which connects to the previous hub world and two new ones that get unlocked as the story progresses and the game itself jokes that it was intended to be 5 hub worlds, 4 connected to the main one (the second one) but they ran out of time so it was rounded down to two. It was a very inconsistent mix overall and made it harder to replay certain sections because you then had to be replay through 2-3 levels to reach one unless the access was directly in the hub world which didn't apply to one level in The Academy Of Evil and most if not all of the Twinsanity Island segment. Felt like a fricking endurance challenge.
Gated Open World, but with gates that can be gone through if you know the game really, really good.
Example: tough mobs are waiting at the entrance area or protecting dungeons who are still all accessable.
would you say the same for morrowind? i love full open games that require tactics/replays/guides so on your second playthrough you can zoom to OP stuff.
hub world. gives you the freedom of an open world (choose where to go, what to do, when, etcetera) without the boring travel time through empty content deserts.
whatever RE4 (original) does
semi-linear?
hub world or semi-open
all games are linear
Semi-open maps. Metroid Prime and Prime 2 (with sequence breaks) would not be the same without them.
depends on the genre, but I do like semi-open ones or open ones for sandboxes
Whatever the first half of Dark Souls was.
I think that would count as semi-open?
Semi Open Map is usually the best although gated open map can be good if the dev includes proper locations
HUB worlds are the best
The exploration of Open World games, but keeps the progression of linear games. Creates an illusion of the world being larger beyond the horizon, and you're just seeing a small bit of it, semi and full open world games often feel like the world has been shrunk down to work as a video game, unless it takes place in locations that logically make sense sizewise like a big castle..
The reason why Super Mario 64 is peak.
That's the reason why Galaxy is still considered a masterpiece.
Semi open > gated open > hub
Others are trash.
Definitely semi or hub world.
Full open worlds get really expensive to develop and end up having lots of empty areas outside of where the developers just left it as a natural barrier (GTA V mountains), or empty deserts or oceans.
Also semi-open are generally less resource intense and can be ran on less powerful hardware since the world is effectively contained into distinct rooms.
Remember, OoT and MM are semi-open world and can run on N64 hardware.
Although, I guess if you want your game to have aircraft you really cant use semi-open world since a helicopter would immediately create boundary breaks.
It could be handled the way pokemon ORAS handled soaring
you can't just land anywhere
Semi open gives the best sense of exploration while still allowing for interesting level design
Hub is best.
Maze.
dad of boy isn't semi-open, it's semi-linear
>dad of boy isn't semi-open, it's semi-linear
What's the difference? Feels like arguing semantics
The game plays as a straight line with dead end side paths, if it was semi-open you would be able to access all the important areas right from when you first get to that lake area and those areas themselves would have a more open design
>dad of boy isn't semi-open, it's semi-linear
DMC5 is semi-linear, it's corridors with optional paths like OP's pic. Nu-GoW is semi-open; the Lake of Nine serves as the game's main area that you're constantly returning to
you unlock those areas in a rigidly linear order and the areas are themselves linear, functionally it's linear but with a lot of backtracking
All of them.
Which game?
Don't starve
Semi-open, but not like your stupid image. Fully fleshed out open areas on a smaller scale. Densely packed with things and reusable in a variety of different ways.
The fact that we never got a full Ground Zeros style game is a crime.
Ultimately, all these styles can work so long as you have a competent developer. A bad developer will make a bad game no matter what they do.
Depends on the genre. Generally, I would say semi-open.
OoT and MM are great examples of it.
>great examples of it.
A completely empty overworld in a game with shit pacing?
so difficult to chose, they are good game with all of those rules
>super mario full linear
>crash bandicoot semi-linear
>diddy's kong race hub world
>fable 1 semi-open map
>metroidvania gated open map
>zelda breath of the wild full open map
I think the worst is full open map, game devs don't know how to use it, the best one is probably semi-open or just go full linear
Hub worlds and semi open world, frick gated open (FF14)
You don't like STALKER?
never interested me
Non-linear design will always be better than linear level design unless its a genre where level structure doesn't matter.
Hub world. Game devs do not know how to make a massive map attractive yet.
Semi-linear
Crash Twinsanity had a weird one in which the game tricks you into thinking that there's only one hub world. Then you get to a new area and that turns out to be another hub world which connects to the previous hub world and two new ones that get unlocked as the story progresses and the game itself jokes that it was intended to be 5 hub worlds, 4 connected to the main one (the second one) but they ran out of time so it was rounded down to two. It was a very inconsistent mix overall and made it harder to replay certain sections because you then had to be replay through 2-3 levels to reach one unless the access was directly in the hub world which didn't apply to one level in The Academy Of Evil and most if not all of the Twinsanity Island segment. Felt like a fricking endurance challenge.
Elona+ (with the CGX MOD/ADDON)
I cannot describe it besides roguelike.
But it never gets old.
full open map is undisputedly best and its not even close
the problem is rarely any game ever gets it right
>true open world has actually never been tried
Anything but full
When it's done right it'd be a gated open map
Gated Open World, but with gates that can be gone through if you know the game really, really good.
Example: tough mobs are waiting at the entrance area or protecting dungeons who are still all accessable.
Gothic2 did a great job in that regard.
what does fnv count as?
because technically you can immediately cross the desert to get to new vegas but you have to read a guide or have game experience to figure it out.
so in a sense you could say it's semi-gated? but also full open?
NV is full open with loading screens.
would you say the same for morrowind? i love full open games that require tactics/replays/guides so on your second playthrough you can zoom to OP stuff.
Full Open Hub World (Dark Souls/Elden Ring)
Dark Souls 1 is semi-open, Elden Ring is gated-open
I personally like semi-open or gated open maps the best.
hub world. gives you the freedom of an open world (choose where to go, what to do, when, etcetera) without the boring travel time through empty content deserts.
i dont really care as long as the gameplay is engaging
linear with level select
Depends on the game.