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Let's design the optimal open world. You must fill this

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Thread replies: 28
Thread images: 3

Let's design the optimal open world. You must fill this form in order to participate:
- Min. amount of enemies
- Min. amount of items
- Aprox. time that takes to travel among biomes.
- How much direction must the game provide (1- No direction, 10 - linear exploration)
- Amount of dungeons
- Quests (optional/required to advance)
- Any observation.
>>
>>379056726
Just look at BotW
>>
>>379056726
Just look at BotW
>>
>>379056726
Just look at BotW
>>
>>379056726
Just look at BotW
>>
>>379056820
>>379056913
>>379056993
>>379057140

Well, some of the entries are there because of BoTW, for example, the lack of enemy variety or the small number of dungeons. That's why i'm asking how the perfect OW would look.
>>
>>379057218
Just look at BotW
>>
>>379056820
>>379056913
>>379056993
>>379057140

I wonder who be behind these posts?
>>
>>379057306
Just look at BotW
>>
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1487457224557.gif
8KB, 256x264px
>>379057306
>>
>>379057218
Pretty sure you could just look at BotW.
>>
Let's be real here, BotW could have been an incredibly detailed, hour long VR "experience" where Link takes a huge shit on the player's face, and /v/ still would say it's the best open world game ever.
>>
>>379057526
Just look at BotW
>>
>>379056726
Just look at BotW
>>
>>379057526
Just look at BotW
>>
Quads
>>
>>379058783
botw
>>
>>379056726
Just generate it procedurally
>>
>>379059526
Those aren't Quads. These are dubs though
>>
File: 25435474464.jpg (7KB, 244x220px) Image search: [Google]
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>>379058783
BotW has a crappy open world
>>
>>379056726
>- Min. amount of enemies
Around the same as the Ligau tunnels on a good day
>- Min. amount of items
Vague directive, elaborate
>- Aprox. time that takes to travel among biomes.
Around the same it takes you to travel between Estamir and the Frontier
>- How much direction must the game provide
0, otherwise open world has no meaning
>- Amount of dungeons
Do we really still need dungeons after 40 years or so of games?
>Quests (optional/required to advance)
Do around 5 per region but go wild on variation since it's open world
>>
>>379056726
BOTW has this pretty well nailed. Maybe make the world 2x larger - it's about 50% smaller than it was in the 2014 reveal, probably because the WiiU just didn't have enough memory. Even now the WiiU version is much more sparse than the switch version. But other than that BOTW nailed it.
>>
>>379059863
Seriously, look at BotW
>>
>>379061693
I fucking knew it, it's a bot
>>
>>379056726
Okay then. Interesting request.

The first quest is how are you planning on designing your encounters? Are you talking about a Skyrim like real-time combat or Wizardry like turn-based combat? Do you want encounters to be dangerous, even when leveled up, or do you want high levels to act as a buffer to make characters basically immune to enemies? I'm a fan of having touch enemies in "high level" areas, generally in small enough numbers to chase players away and discourage them from progressing further. It is also more interesting if enemies are still a bit dangerous, but something like magic buffs can neutralize the thread. Working things that was still keeps the danger of being ambushed around, even if you can otherwise stomp most enemies.

>Aprox. time that takes to travel among biomes.
Hard to say, as it depends on a lot of factors in the game. You could have travel times giving an impression about an area just like encounters do. A desert area which is large, featureless, with most places looking the same gives a much different impression than a winding forest with only one or two real paths, and an open plains with everything within seeing distance.

>How much direction must the game provide
A lot.

However, "direction" does not mean "floating arrows". A lot of direction means signposts you can read, NPCs you can talk to who point out directions, visible castles out mountain ranges which can help to orient the player, rivers which you might need to branch off from to follow but which otherwise lead to the destination, etc. A game designer should be making a lot of effort to direct the player through the game design and what the player interacts with, because otherwise finding stuff will just amount to randomly wander around.
>>
>>379056726
> Min. amount of enemies
3-5 per unique area
>Min. amount of items
depends on the gameplay, as few as possible
> Aprox. time that takes to travel among biomes.
5-15 minutes
> How much direction must the game provide (1- No direction, 10 - linear exploration)
3, there must be some direction or most people will go full retard
> Amount of dungeons
less than 10
> Quests (optional/required to advance)
Yes
> Any observation.
No
>>
>>379061846
tl dr; Look at BotW
>>
>>379061948
Honestly, Just look at BotW
Thread posts: 28
Thread images: 3


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