It doesn't have to be the biggest. It has to have a realistic scope, don't try to make it too big and end up with a barren land. More focus on side quests, don't focus on useless collectives. Have different types of incentives(items, experience, side quests, sight-seeing) so that players want to explore your world.
No level scaling, if you have that the player can pretty much explore anywhere in no time. If you have places that the player can't go because he is not ready, it makes the player take its time exploring the places he can actually go to.
No King of All Trades leveling system where by the time you're Lv50, you pretty much can do everything. It kills roleplaying and wanting to do multiple plays with different characters.
Don't have a crafting system to excuse the lack of weapons, armor and buffs.
To end, if you want to have a game mechanic in the game. Flesh it out fully, don't add mechanics just because another game has then if you won't make them as good, or better than in other games.
>>322815132 Disgusting. Design the world so it has interesting and quality areas not a bunch of useless randomized shit everywhere. Wide open space with nothing to do in it is the worst shit in open world games.
This is why I'm scared for Elite Dangerous, Star Citizen, and No Man's Sky. Space is cool and all but so empty that 99.999% of it is nothingness. I'd rather have a space sim that has one incredibly detailed solar system than a billion star systems that are completely void.
>>322815773 Witcher 3 didnt do open world so well. Good story but in terms of actual open world, it did not really react much to your actions and lacked any real dynamism or emergent gameplay elements.
>>322815452 But they're kinda being realistic here. Many star system are literally nothing but a small star and perhaps Super Jupiter. Seeing Star systems with a lot of planets is rarer then you think.
>>322812894 >>322815773 crafting in skyrim screwed up my game took up smithing to max for that sweet sweet high end gear but my skill was shit with it and the enemies level scaled strongers than me. fights were no fun hack hack hack hack hack hack hack hack hack hack hack hack hack hack hack kill cam hack kill cam hack kill cam hack kill cam hack hack dragon shout pause new dragon should pause new dragon should pause new dragon shout pause new dragon shout pause first dragon shout pause health potion hack hack hack hack pause health potion pause health postion hack with sword hack hack hack hack pause wrong dragon shout hack hack pause new dragon shout hack hack hack dragon shout hack hack hack hack hack dragons shout kill cam. honestly crafting gets even worse in MMO's like you get limited skill points on purpose so you have to buy a second account dedicated to crafting.
Really dont think there is anything to fix with open world games though, end of the day it's just a game. Some people will play it because they have nothing else to do, and some people will play it to grief because they can't get away with it in real life.
All you need to do is have a random or procedural generation system that generates events around the world that can tie into eachother and have many different permutations of the formula with different requirements for each so things keep happening and feel new all the time. You can have say ten different types of events with potentially thousands of permutations.
Also have some events have lasting effects. Say a dragon can spawn and all the gaurds rush to the small village it spawned near and due to having a quest earlier where you either strengthen or weaken the military it will decide whether the dragon wins or not and that village gets wiped out.
>>322817309 i didn't do much in regards to collecting the random shit and i was never invested in the story. video game stories are boring and i hate cutscenes. i just really liked the gunplay of the game, how the slow, tactical stealth sneaking can perfectly segue into the fast paced shooting and then back again. the gameplay was just really fun.
LAUGH MY ASS OFF SHAKING MY HEAD TO BE HONEST FAMILY
Lol. Until we get to the point where a single game company spends 200 times more effort and makes sure every single building is enterable, every single npc of the thousands is unique and has memorable traits (and is interactable, gives you quest, etc), every single shop and activity is available (anything that the character can do you can do), and let's not forget, until the technology is ready, the concept of open world will always be a gimmick. It will be a giant map with absolutely nothing to do and will ironically be more linear than a well thought out linear game
>>322812605 make them actually open worlds I want a 3d game based on Google maps that generates all the roads and buildings in the entire world using publicly available information that I can explore in a first/third person view
Think GTA-style MMOTPS that uses mapping from Google Earth with fully explorable environments
They need to develop a new way of fast, but substantially interesting and important side content to fill the map with. Every single open world either has not enough or too much fetch bullshit. GTA5 has very little, AC Unity has bazillions of collectibles and rehashed side missions.
I think that there are two major things that would need fixing.
First one has already been mentioned multiple times: stop obsessing over the size of the world and quantity of content, instead focus on the quality of content and detail level of the word. One interesting location with actual backstory and unique details is worth twenty generic enemy camps or dank copypasta ruins.
Second, open world games should really ultilize their openness more than they do now. If you pick an average sandbox game mission, it's practically always just scripted stuff that could be placed in a limited map and it still would work all the same. So practically the open world is reduced to just an hub from which you activate those linear missions.
Of course, fixing that isn't easy. It's hard to create actual dynamic elements in mission design. But there are some simple ways how to at least create an illusion of dynamic world: for example in Oblivion Dark Brotherhood missions some of those assassination targets actually moved in a schedule around the world, between cities and all. That gave the player some freedom to think about when and where to act. Of course that isn't that much on itself, but using more small things like that could go a long way to making the world feel more like an actual big and living system.
>>322812605 >is open world necessary a lot of the time it isn't, and the game would have been better served by a selection of smaller "hub" levels rather than a single open world, or even more linear design.
>scale getting the scale right is really important, and it changes based on the gameplay and setting. A city full of 100 houses that can't be accessed can be as bad as an imperial capitol with 10 buildings
>smart geography and goal placement the world needs to be designed in such a way that the character isn't being forced to travel back and forward over its entire breadth all the time unless they have a fun and fast way of traveling in game. Fast traveling should be almost entirely avoided, its a crutch for lazy world design.
>living world doesn't matter if its dynamic or heavily scripted, open worlds, more so than any other, really need to sell that the player is inhabiting a living breathing world. A huge part of the appeal of open worlds is the ability to freely roam and explore, and if nothings happening people arent going to want to do that
We stop fucking making them. It's literally not possible to make an open world that's big enough to feel truly open while also having enough interesting (INTERESTING) content spread throughout it that you're never falling asleep at the wheel.
>>322816459 Who the fuck are you? Who the fuck do you think you are? What kind of an humongous faggot posts "\thread"? What, you think your little shitty opinion is so fucking good that as soon as you agree with someone, you might as well declare the discussion as being over? You think your word is final in all matters? I'll fucking find you, kid. I'll fucking find which fucking basement you dwell upon, I'll make it my life's purpose to hunt your pathetic carcass to the bitter end, and I swear, kid, you cannot even begin to imagine the suffering I will unleash upon your flesh if I do find you. For the rest of your life you will be looking over your shoulder, cause you will never know, for sure, if today is the last day of your life.
>>322815452 In space sims the whole point is that you'll really never meet anyone except near points of interest (planets/stars/stations/fleets that have gathered and stand still for long time/asteroid belts).
Hence you need very quick travel between those points of interest, so that the 99.99% of nothingness doesn't really matter. E.g. Eve Online.
>>322815773 i dont think any gta game did it well. their "emergent gameplay" and unpredictability get old fast because there isnt any systematic interaction going on. also all missions are heavily scripted and require only reflex, braindead otherwise. new vegas has the best systematic interaction but too boring on the visual and combat. gothic 1 2 and risen 1 strike all the right chord. arx fatalis too, but magic is quite crap. anybody know about ultima underworld? divinity os 2 is the most promising open world of 2016 and after that? underworld ascension.
>>322828140 Agree about GTA, no matter how inpressive their open worlds look and feel, they really don't use them to their full potential in mission design. You could put all those car chases in linear tracks and shootouts on closed arenas, and the missions would play out exactly the same.
Games like MGSV used the term open world wrong and gave the wrong impression. It really was just seamless areas. While the term is technically correct, the popular definition of it is different and more akin to like what GTA usually does.
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