| Dasale |
October 27th, 2017 00:09 |
Quote:
Originally Posted by zahratustra
(Post 1061478159)
I agree but I wonder if the reason is that, by the time of Risen series, we got used to the bigger game worlds?
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Mmm really? I admit I always failed replay gothic 2 past the first 3 plays, and gothic 1 even less.
No way I have the wide outdoor syndrome, I see the coming trend of wide outdoor games as a painful curse coming. So I have doubts it's the point.
I could be wrong, but I remind that Gothic 1&2 had an art of obstacles design that was and still is unmatched, until some DAI areas. And this point plus a dense filling are what destroy the cramped feeling and that makes an area feel a lot bigger. DOS is an half succeed example, succeed because the world feels definitely bigger than it is objectively, failed because it fails fully build the feeling it's a world more than some areas. In my opinion there's various causes:
- The task is much harder with the iso like view than the almost first person view of Gothic.
- DOS is very very far to have the same art of designing obstacles that has Gothic 1&2.
- Past first areas, no way the filling density matches Gothic 1 or 2.
- The lack of scheduling like has Gothic 1&2 diminishes the illusion of a world.
For Risen series, ok I don't know.
EDIT: For ELEX the Jetpack is a clear difficulty to design obstacles and make the world feel bigger than it is. Fly and absurd climbing and jumping is what destroyed Morrowind world feeling that at a point start feel tiny. So the world probably had to be bigger in ELEX. But I'm waiting some Po'ed clones since decades so I won't complain too much, even if ELEX will hardly match. :-) Also if really the filling density is high, it's a new thing I never experienced before, wide world always felt somehow empty, and The Witcher 3 failed avoid the feeling for me, at least overall, not for every part of it.
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