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Witcher 3 - 11 things CD Project Needs to do - editorital @ Strategy Informer
Witcher 3 - 11 things CD Project Needs to do - editorital @ Strategy Informer
February 23rd, 2013, 02:41
Originally Posted by JDR13Yes, because arena and skyrim are at the same level.
How many open-world games did Bethesda make prior to Arena?
—
If you don't stand behind your troops, feel free to stand in front.
If you don't stand behind your troops, feel free to stand in front.
SasqWatch
February 23rd, 2013, 08:42
I dont want another open-world game.
Give me story and characters instead.
Since Skyrim made such publicity every publisher and game developer seems to feel the need to follow int that direction ( or say they will). I Hope its just a pr stunt.
C
Give me story and characters instead.
Since Skyrim made such publicity every publisher and game developer seems to feel the need to follow int that direction ( or say they will). I Hope its just a pr stunt.
C
SasqWatch
February 23rd, 2013, 12:49
Originally Posted by rune_74By 1994 standards, yeah, I'd say they're probably pretty close in terms of scope and ambition. In fact, a lot of fans would say Skyrim is dumbed down compared to Arena.
Yes, because arena and skyrim are at the same level.
Not sure what any of this has to do with Skyrim though.
February 23rd, 2013, 13:31
I don't think game will be anything like skyrim I don't think it fits CDPR and Witcher series.I am pretty certain game will be far smaller in scale and more dense with content.
Also all things on list in article seem pretty reasonable.
Also all things on list in article seem pretty reasonable.
February 23rd, 2013, 16:31
Originally Posted by Nameless oneAnother possibility could be same scale, but with different distribution of content - few content-dense centres along with content-light landscapes meant to be traversed/explored quickly on a horse.
I don't think game will be anything like skyrim I don't think it fits CDPR and Witcher series.I am pretty certain game will be far smaller in scale and more dense with content.
—
What you think about most, is what you become.
What you think about most, is what you become.
February 23rd, 2013, 20:47
Making a non-linear open world game with "dense content" on the level of Witcher is all but impossible with this kind of timeframe. Unless your world is REALLY small.
It would be senseless to have wide open landscapes with light content - because then the biggest aspect of open world games would be lost = worthwhile exploration.
There's little doubt these guys have talent - but in this case, I'm worried they might have bitten over more than they can chew.
Skyrim was exceptional at what it did - but it's also the result of a VERY large and VERY experienced team having done iterations of similar designs for two decades.
Everything about Witcher 3 SOUNDS great - but I'm certainly getting sceptical they can really pull this off.
It would be senseless to have wide open landscapes with light content - because then the biggest aspect of open world games would be lost = worthwhile exploration.
There's little doubt these guys have talent - but in this case, I'm worried they might have bitten over more than they can chew.
Skyrim was exceptional at what it did - but it's also the result of a VERY large and VERY experienced team having done iterations of similar designs for two decades.
Everything about Witcher 3 SOUNDS great - but I'm certainly getting sceptical they can really pull this off.
February 24th, 2013, 00:06
"there’s the fact that while there’s only really been one series that has truly made open-world RPGs work – the Elder Scrolls games"
This is where they lost me. That's a huge overstatement, if I ever saw one. They may have made open world RPGs sell due to moving the genre to mass market via consoles, but they sure as hell haven't made it "work" as it is, at least not exclusively. Several degrees of open world have been achieved with - in my opinion - far greater success in cohesion and overall quality than in TES games.
This is where they lost me. That's a huge overstatement, if I ever saw one. They may have made open world RPGs sell due to moving the genre to mass market via consoles, but they sure as hell haven't made it "work" as it is, at least not exclusively. Several degrees of open world have been achieved with - in my opinion - far greater success in cohesion and overall quality than in TES games.
February 24th, 2013, 01:21
Originally Posted by Soulbanename one? Be honest here and not with the weird hate generated here.
"there’s the fact that while there’s only really been one series that has truly made open-world RPGs work – the Elder Scrolls games"
This is where they lost me. That's a huge overstatement, if I ever saw one. They may have made open world RPGs sell due to moving the genre to mass market via consoles, but they sure as hell haven't made it "work" as it is, at least not exclusively. Several degrees of open world have been achieved with - in my opinion - far greater success in cohesion and overall quality than in TES games.
—
If you don't stand behind your troops, feel free to stand in front.
If you don't stand behind your troops, feel free to stand in front.
SasqWatch
February 24th, 2013, 01:49
Originally Posted by rune_74I'm curious also. There are plenty of games that tried and failed but your right. I can't think of any as successful as Bethesda either. Some might say the Gothic series but there wrong.
name one? Be honest here and not with the weird hate generated here.
—
"I'm to lazy to argue with you, but for the record I'm always right"- Couchpotato
"I'm to lazy to argue with you, but for the record I'm always right"- Couchpotato
February 24th, 2013, 03:44
Originally Posted by CouchpotatoI don't think Soulbane was talking about sales numbers. Maybe you should try reading his post again.
I'm curious also. There are plenty of games that tried and failed but your right. I can't think of any as successful as Bethesda either. Some might say the Gothic series but there wrong.
February 24th, 2013, 05:07
Originally Posted by JDR13I wasn't talking just about sales number. Quality,skill, and sales none have ever beat Bethesda. But thank you for your response. As usual.
I don't think Soulbane was talking about sales numbers. Maybe you should try reading his post again.
—
"I'm to lazy to argue with you, but for the record I'm always right"- Couchpotato
"I'm to lazy to argue with you, but for the record I'm always right"- Couchpotato
Last edited by Couchpotato; February 24th, 2013 at 05:17.
February 24th, 2013, 07:45
Originally Posted by DeepOI'm with DArt on this. If the whole game world isn't equaly explorable than "content-light landscapes" become useless, time wasting artificial padding.
Another possibility could be same scale, but with different distribution of content - few content-dense centres along with content-light landscapes meant to be traversed/explored quickly on a horse.
SasqWatch
February 24th, 2013, 07:52
Originally Posted by CouchpotatoWell then maybe that's what you should have actually said. I know.. tough concept for you to grasp, right?
I wasn't talking just about sales number. Quality,skill, and sales none have ever beat Bethesda. But thank you for your response. As usual.![]()
Anyways, quality is completely subjective, and to claim that Bethesda is tops in that category is nothing more than an opinion. Personally, I've enjoyed their games a lot, but quantity doesn't equal quality. They can definitely lay claim to having the largest open-world games, but I don't think they're the most compelling.
February 24th, 2013, 09:15
A more semi-open world like Gothic 2 would be a very good thing in my opinion. There should be a genuine good reason why you can't move to the next area or go back to the original areas. If you struggle with certain optional mobs, nothing should prevent you going back later and cleaning them up - unless someone else gets there before you.
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Favourite RPGs of all time: Wizardry 6, Ultima 7/7.2, Fallout2, Planescape Torment, Baldurs Gate 2+TOB, Jagged Alliance 2, Ravenloft: The stone prophet, Gothic 2 and Secret of the Silver Blades.
Favourite RPGs of all time: Wizardry 6, Ultima 7/7.2, Fallout2, Planescape Torment, Baldurs Gate 2+TOB, Jagged Alliance 2, Ravenloft: The stone prophet, Gothic 2 and Secret of the Silver Blades.
February 24th, 2013, 10:19
Originally Posted by zahratustraYou could also call this "padding" realism. In most games, including previous Witcher games, if you are travelling on a path through the woods, you can't stray from the path. Would it not be nice if you could, even if the woods contained little else but trees? In reality, you seldom leave the path unless you are hunting for berries, mushrooms or prey. Which could be useful when gathering ingredients for alchemy in a fantasy game. "Padding" is not time wasting, unless exploring it is mandatory. Neither is there anything particularly "artificial" about such padding, whereas small, insurmountable fences and invisible walls come across as artificial.
If the whole game world isn't equaly explorable than "content-light landscapes" become useless, time wasting artificial padding.
February 24th, 2013, 10:36
Originally Posted by Mr SmileyEh? That's certainly not how I remember the Witcher games. There were some forced paths in TW1, but I recall TW2 being completely open within the boundaries of its levels.
In most games, including previous Witcher games, if you are travelling on a path through the woods, you can't stray from the path.
February 24th, 2013, 11:11
Originally Posted by JDR13I'm old and my memory is not what it used to be. Nevertheless, I seem to recall at least some particularly silly insurmountable fences in the first Withcer game. But the way my mind works these days, it might have been a Fable game. Anyway, I'm talking about genral game design here, which tend to be of the canyon variety.
Eh? That's certainly not how I remember the Witcher games. There were some forced paths in TW1, but I recall TW2 being completely open within the boundaries of its levels.
As contrast, I loved the way you could wander off into randomly generated wilderness in Daggerfall, to mention a game with a truly open world. My point being that "padding" can add tremendously to the immersion factor. Like the mostly empty city of Los Angelse in L.A. Noir, for instance.
Nice as it is with content heavy game worlds like Skyrim, there is something wrong with "forgotten" ruins and "secret" hideouts in plain sight just outside of town.
February 24th, 2013, 14:21
Originally Posted by zahratustraThe outrage!
I'm with DArt on this. If the whole game world isn't equaly explorable than "content-light landscapes" become useless, time wasting artificial padding.
"Equally explorable" tends to lead to the theme park syndrome and diminishing of verisimilitude factor.
I don´t think that one or more points of interests being within a stone´s throw of pretty much wherever you are is a prerequisite for worthwhile exploration.
That aside, I´m "proposing" content-light landscapes as a possible "means" to retain quality-heaviness.
Imagine world roughly of same size as Skyrim´s, but with, say, 3x less of wilderness locations/points of interests. Then imagine that these points of interests are, say, on average, of 2x higher quality (design, uniqueness, quest content, etc.) than Skyrim´s.
Assuming the same running speed, what would you choose?
Also note that the horse could potentially diminish some of what you call "time wasting artificial padding" if it´s faster than the Skyrim iterations.
As a side note, Skyrim may be light on padding when it comes to finding new locations, but is in my opinion heavy on padding when it comes to the locations themselves, especially when it comes to dungeons which tend to be longer/bigger than their uniqueness justifies.
At any rate, if the landmass is really 20% bigger than Skyrim´s and there´s no half-truth hidden in there (like, 70% of it actually not being traversable), there´s gotta be a catch somewhere
. Personally I hope the catch isn´t in a lot of content being generic and half-assed.
—
What you think about most, is what you become.
What you think about most, is what you become.
Last edited by DeepO; February 24th, 2013 at 14:39.
February 24th, 2013, 15:58
Well, DeepO your arguments convinced me
All things considered (and remembering Skyrim), I'd rather have a number of areas with high levels on content surrounded by content light ones than having content spread equaly (and more thinly) over the whole map.
All things considered (and remembering Skyrim), I'd rather have a number of areas with high levels on content surrounded by content light ones than having content spread equaly (and more thinly) over the whole map.
SasqWatch
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Witcher 3 - 11 things CD Project Needs to do - editorital @ Strategy Informer
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