No quest compasses or fast travel
It's called Fallout 3.Witcher 3 but with SPECIAL, skills, perks and traits would have been nice.
This. This and maybe how Zeldas do it.Voidspire Tactics:
- "flat" character progression (not getting more powerful, but more flexible/adaptable), as a consequence - no need for scaling;
- interactive environments, with new character abilities/items unlocking new paths/areas;
- lots of alternative paths through the world and optional/secret areas that rely on different approaches (combat vs. stealth vs. environmetal interactions);
- exploration-driven (no "go there and do that" quests).
The concept of open world CRPG is too general for there to be one right way.
Take Dwarf Fortress as an example. It's a procedural game. Very little of the content is hand crafted. The game has no campaign, is entirely self motivated, and is the equivalent of a sand box. Its similarities to Gothic 2, which has a traditional structure defined by main quests and side quests, are limited. Dwarf Fortress has more similarities to games like Terraria and Minecraft than Morrowind.
Thus, at the very minimum there should be a division between games that want to imitate Morrowind and Gothic, and games that want to imitate Dwarf Fortress. Otherwise, the discussion operates at cross purposes.
Gothic / Gothic II + Morrowind + New Vegas
NPC schedules and scripting, crowds of people in cities
Fallout is arguably a story-driven open-world game with clearly defined themes, yet it also gives the player more freedom than most cRPGs. It manages to do this because of its structure — rather than having some elaborate main quest full of twists and turns, its story is more about the world itself, and you'll find bits and pieces of it wherever you go. The point is not the waterchip itself but all the people you encounter who are rebuilding new civilization after a war. There are only a few mandatory hoops to jump through to finish the main quest, but what's between those hoops is largely up to the player.There are games that focus on a specific story, and when you do that, you take away some of the player's freedom. This happens because when you write a story, you are basically defining a finite and pre-determined sequence of events, thus forcing the player to follow a specific path. Not only that, but the writer might want to add a "meaning" to the story, as a way to convey a message to the audience -- a "why" everything happened the way it did -- and this only works if it happens in a specific way, as envisioned by the writer.
If you want to explore a tightly guarded manor in the middle of a city, preferably without being seen, NPC schedules may become pretty important.Frankly, since we're discussing open world specifically, I don't see how NPCs having scripted schedules has anything to do with it.
Open world usually implies freedom of exploration first and foremost.
If you want to explore a tightly guarded manor in the middle of a city, preferably without being seen, NPC schedules may become pretty important.Frankly, since we're discussing open world specifically, I don't see how NPCs having scripted schedules has anything to do with it.
Open world usually implies freedom of exploration first and foremost.
Frankly, since we're discussing open world specifically, I don't see how NPCs having scripted schedules has anything to do with it.
Open world usually implies freedom of exploration first and foremost.
Most people are mentioning games that not only exists, but existed years ago, or even decades, and often had development cycles far shorter than a modern-day AAA+ industry release.most of you people make lots of unreasonable demands, totally out of this world. what you ask is something which would take 30 years to cd projekt to develop.
Not necessarily. An open world by itself is useless without a variety of problem-solving abilities, and npc schedules and the affectation of verisimilitude goes a long way in providing the potential of multiple approaches to a single problem.If you want to explore a tightly guarded manor in the middle of a city, preferably without being seen, NPC schedules may become pretty important.Frankly, since we're discussing open world specifically, I don't see how NPCs having scripted schedules has anything to do with it.
Open world usually implies freedom of exploration first and foremost.
Moving the goalposts here.
Exaggeration much?oh yes, "huge map as big as texas, with every bush hand placed, fully voiced npcs at every street corner with their own agendas and scripts, whole quests archs changing according to previously done quests...".
it's just two pages. read again.Exaggeration much?oh yes, "huge map as big as texas, with every bush hand placed, fully voiced npcs at every street corner with their own agendas and scripts, whole quests archs changing according to previously done quests...".
Morrowing falls flat on its face 1/3rd in (if you're not just mindlessly running around killing stuff but actually develop your character), because then all challenge is gone.
And the level scaling from Elder Scrolls titles coming after that is just shit, same as the level zones in Witcher 3 that felt very arbitrary (the itemization didn't help either). Witcher 3 was less offensive though, and it could have worked without the level restrictions for equipping stuff and recycling of the same enemy type for levels 10-20, 20-30 etc. But that would have required the above mentioned flat progression or maybe a lot of finetuning. The way they did it was obviously easier to implement because you can cover most of the stuff with a little world map spawn point editing and algorithms.
...
Using algorithms to pad out content is cancer.