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Did open world meme kill the art of level design? Is being thrown

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Did open world meme kill the art of level design?
Is being thrown in a giant sandbox with repetitive tasks and downtime inbetween truly what gamers wanted all along?
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not really, open worlds can be well designed and immersive. random generation kills level design.
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>>384992829
Open world isn't necessarily bad as a concept, but in certain cases, like MGSV, it really did.
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>>384992829
Bruh persona 5 had worse level design than Horizon Zero Dawn
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>>384992930
I found it odd how proud the developers were of Horizon in explaining that their open-world's terrain was randomly generated. Playing through that game it became apparent how soulless and uninteresting the world was to explore.
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>>384992829
If repetitive tasks both you you should probably stop playing games altogether.
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cp steel beautiful.png
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>>384992829
Team Fortress 2 still practices the art of level design, and has honed it to a science. come play baka anon
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Thanks for the wallpaper.
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>>384994762
>multiplayer arenas
No thanks
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You want the big redpill OP?
Normies want freedom and escapism way more than nerds, in a way you can't possibly imagine, so for them fucking around for 1 hour in just cause 3 with the rocket bombs or running over civilians in GTAV is highest form of entertainment possible, they literally DON'T CARE about well designed levels because they do not play games for that kind of challenge.

And publishers/devs follow, and as you said this kills the level design.
>>
You can still have good level design in an open world game, most developers just don't have any idea how to do it.

Level design in an open world game needs to create interesting but subtle flows across the map. It can't just be a grid of intersections with blocky buildings on every block. You need to have many variants of intersections that all offer a unique way to get across the map. One intersection branches into an alleyway that ends in a brick wall unless the player can ramp a staircase that makes him jump over a neighboring highway. One block has a large plaza surrounding a corporate building which has many planters and benches, which create serious hazards, but a skillful driver can get through them very quickly if he knows what he's doing. An overpass might have a missing section of guardrail that lets the player drive onto a row of commercial buildings and then jump across the street to another one. You get what I mean.

They also need to design the world in tandem with the campaign missions, so that each one has an intended route that takes you through a lot of these interesting pathways, so every car chase doesn't feel the same.

The GTA games have always done this very well. I thought that GTA5 was boring as fuck because it totally lacked depth or challenge, but at the very least Rockstar's city design was exceptional as always. The country, despite getting criticism for being "empty," was also really well designed. If they had designed the gameplay better it could've been a blast to play.
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>>384994762
>cp_steel clusterfuck
No thanks. The best map in TF2 is still Badlands.
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>>384994762

>perspective is completely wrong

TRIGGERED
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>>384992829
Yes, but it doesn't have to be this way
>>384992930
Is completely correct
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>>384992829
Open World did not kill gaming. Skyrim did. Since it's release every game was compared to Skyrim (having bigger map etc.) and a lot of games were copying Ubishit mechanics (towers, collectibles etc.).
It's also all about playing safe and "muh cinematic experience". Games now have to be big, huge, bombastic etc. This also why a lot of games use boring orchestral music (TES soundtrack is the most generic shit in whole gaming and Jeremy Soule is an overrated hack) and all kinds of epic movie music.
Only recent huge games with actual good music were Persona 5 and NieR: Automata. Even W3 soundtrack is making the same sins mentioned above. W1 soundtrack has atmopshere, W3 soundtrack is generic and "epic". They just threw in some archaic instruments and slavic vocals to make it "unique".
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>>384993043
same goes for tw3 despite not being rd generated.
i don't mind if some areas are rd generated, but if its a rpg it HAS to feature some dungeons with good level design.
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>>384998105
>>>RPGcodex
The usual comparison with Skyrim is the map size and that only happens a few times. What is far more prevalent is people comparing everything to DarkSouls for the edgy grim difficult "hardcore" gameplay .
>X is the DarkSouls of Y games
Thread posts: 17
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