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File: 24451beef186d40⋯.jpg (610.27 KB, 1601x1189, 1601:1189, 1524047250361.jpg)

d7088e No.15224839

I think the reason most open world games end up feeling so empty and soulless is because they imitate life too accurately.

Let's be honest, life is pretty dull without other human beings around to either directly or indirectly add to to the experience. Film, music and books are all spectator pastimes. Playing a videogame is you DOING rather than OBSERVING, just like real life. No matter how clever the ai you never feel bad for killing your average grunt, you never think twice about blowing up a car. You're playing a simulation of life without any of the risks or stakes involved, so of course it's dull.

It's doubly true for people who spend all day inside, we're all too actutely aware that going outside to do fun things alone isn't all that fun compared to doing it with other people. We see right through a game's lame attempt to excite you with a dirt bike race or a fishing minigame. Video games should stay away from realism, it breaks the illusion and fucks with your head. There's so much more to play with when you abandon the idea of a realistic world with realistic expectations and rules. Games are most fun when they're aware of the fact they're not and never will be real life and shouldn't try to ape it.

951185 No.15224905

They're boring because they are made by boring people who are bossed around by boring managers. Think about the kind of person who would willingly work at Ubisoft/EA/Activision. Does that sound like an exciting person to you?


d7088e No.15224937

>>15224905

Look at Kojima, he's a pretty interesting guy.

He got practically infinite budget, a few years and whatever he wanted to put in the game he put it in. And what did he produce? Another open world game that left you wanting more. Sure, it was head and shoulders above most other people's attempts at an open world that felt alive but it was still a hollow imitation that wore thin pretty quick. It's not just boring people making the games, the template itself produces nothing but flawed games.


951185 No.15224951

>>15224937

>he's a pretty interesting guy.

He's not. Everything good about his games come from people working under him. For fuck sake I wish you cocksucking retards would actually read the credits to things and quit giving this faggot so much undeserved accolade.


f90cb3 No.15224986

That might be part of it but in the end the main reason is just that open world games often present a world that's a giant, content-less wasteland. Open world games are only fun if the world itself feels alive and is filled to the brim with things to do.


d7088e No.15224997

>>15224951

>He's not. Everything good about his games come from people working under him.

I meant in his personal life. And if that second bit were true Portable Ops wouldn't have been so poorly recieved. He's great at leading a project, and yes that means taking everyone's ideas and making them into a reality you can put in a game.

>For fuck sake I wish you cocksucking retards would actually read the credits to things and quit giving this faggot so much undeserved accolade.

I do read the credits and Kojima isn't a flawless god, but he's been head of a team that's produced some of the greatest games ever made, arguably started the stealth genre and has been in the business going on 30 or 35 years at this point. The man isn't god but he's supremely talented at what he does.


d7088e No.15225026

>>15224986

The amount of content required to make a world feel alive would require so much time and money two generations would have passed and thousands of millions would be needed. Bear in mind the most expensive game ever made (minus marketing costs) was only about 200 million.


92f0eb No.15225032

>>15225026

New vegas managed it, and subsequently failed to do it in all the DLCs. You just have to make the map small/big enough to space your content out correctly.


e21a72 No.15225040

Do have a decent open world takes a LOT of resources. GPU and CPU, drive space, RAM, time to make the shit, but most importantly, imagination to think up and implement the stuff in the game.

Imagination is expensive, neurologically. It takes quite a bit of intelligence to support a powerful imagination, as this is akin to computer virtualization. You are simulating a nonexistent reality with its own rules, entirely in the gaps between the neurons in a small section of the brain. People with a good imagination tend not to do too well when stomped on by less intelligent management, the kind that wants Crysis details on an RPG Maker budget. Being able to open every door in a city block and fuck around with the stuff in each of the buildings and rooms would be impressive, but it doesn't (normally) sell games. Not that hamfistedly shoving in SJW bullshit does anything but kill sales. The stockholders live on Twitter, though, and to them, the hourly screeching of harpies crying fowl is enough to ruffle the feathers of those bird-brained dodos who are too chicken to think for themselves. So the publisher lays down the law to the management, who then steps on the developers to do it better and faster for less money and longer hours. We get SJW bullshit that runs like a one-legged dog through a lake of cold peanut butter, replete with fucking Denuvo, and then publishers wonder why people pirate older games indead.


8a9ab4 No.15225041

File: ba9607d29e66cc2⋯.webm (2.83 MB, 520x620, 26:31, 1532891925206.webm)

>they imitate life too accurately

Amen.


92f0eb No.15225052

>>15225041

>>>/cuckchan/

But at the same time, nice webm.


3b0b6b No.15225285

File: 82208764e69078e⋯.png (752.71 KB, 854x480, 427:240, trenchcoat.png)

>>15224839

>Inspired by open-world games to go outside and explore the city

>Wandering around empty fields and neighborhoods for 3 hours

>Hope stray dog attacks me so I can kill it with my knife to do crafting

>Return home with random crap I've collected from the side of the road


72e58b No.15225326

I honestly think you're overthinking it. Most open world games fall flat from poorly placed ambition, they want the maps to be BIGGER, BIGGER, BIGGER, THREE HUNDRED THOUSAND TIMES THE SIZE OF SKYRIM. you'll see developers parading how huge their world is during promo material and then when you get to the game a massive majority of the world is sparse. You find yourself spending most of the time traveling with nothing really happening on the roads to your location and eventually just use the fast travel function more because you know you won't find any interesting encounters in between your goals. With the bloated size comes a lack of level design whatsoever. you hear jargon like "you can tackle this outpost in many different ways" but really it means picking off everyone with ranged stealth or running through the gate, and repeat this a million times because you will only encounter outposts for the most part. This hurt MGSV greatly and BOTW even more, in the latter by mid point of the game engaging enemies off your path was just a waste of resources. Then when you get to cities you have 40 NPCs that just follow walk paths around the town, 2 shop guys and 3 quest givers., which all lead you back to going back outside and going to some variety of outpost or dungeon and killing a thing in it


c34bab No.15226027

>>15224839

>Let's be honest, life is petty dull without other human beings around to either directly or indirectly add to the experience.

Well, i guess that's what happen when a bunch of apex predators drive other predators to extinction, kill most nature and become technologically advanced enough to turn what previously was feats of great strenght and/or intelligence into menial tasks.


8b8ec6 No.15227263

Video games are played by autists who are too scared to live in real life which is why we had an era of gritty brown realism shit. Now that gaming is being invaded by normalfags and people who actually have lives this era is dying.


f90cb3 No.15227347

>>15225026

>The amount of content required to make a world feel alive would require so much time and money two generations would have passed and thousands of millions would be needed

Not if you keep the world size to a minimum. You don't need to create an entire country or solar system, you can just stick to a small town and fill that town with shops and minigames like Yakuza did.


380f76 No.15227389

There doesn't have to be an encounter every ten minutes to stop you from getting bored, you just have ADD. Why can't you just enjoy the world and exploring it for what you'll find instead of exploring it for the things that make noises and flash +10 on your screen when you press F on it.

The real issue is the environments are fucking ugly and boring with absolutely no care put into them, and nothing interacts with anything else. I imagine level design in 2018 goes something like this

>move the mouse around at random while holding the "deform terrain" tool

>copy paste some trees and rocks at random

>Draw a road through the center

>Maybe stick a stream starting from nothing going into nothing

>A hut here or there with a wicker basket or some other inoffensive generic prop in it

>Done


1e19f4 No.15227443

>>15225326

We have a winner here.

The problem with most open world games is that detail is spread too thin. The maps get bigger and bigger, but the actual content remains the same, so you get GTA knockoffs where you could drive for hours in a straight line, surrounded by soulless buildings you can't even enter, watched by NPC who just walk aimlessly. As much flak as Bethesda games get, they often get open world better than most other devs, if only because they understand "see that mountain (building)? You can't climb (enter) it" doesn't feel as good as actually being able to climb or enter it, as empty as it may be. Now, if only Bethesda actually gave a fuck about making gameplay fun or dungeon spelunking engaging, we would have good games, but they don't, so whatever.

Anyway, what we need is smaller maps, with more interesting stuff to discover and interact with. Fuck the larger == better notion AAA devs have; they don't have fucking enough manpower nor resources to actually fill these maps with interesting things to do, so they will just fill it with featureless generic spaces, which aren't fun to traverse.


51b271 No.15227444

doesnt have to interrupt every 5 minutes but can be engaging if what you do actually changes the environments

like taking over cult outposts and blowing stuff up in Far Cry 5


f6b5cf No.15227452

>>15227443

Even Skyrim is overly empty as fuck, Morrowind hit the balance right tbh.


c51b5a No.15228661

>>15225032

this. New Vegas feels barren, but thats how it should feel. It feels Post Apocalyptic, it feels fun to play in. I wish New Vegas (the city) lived up to it's concept art though.


2af288 No.15231201

>soulless is because they imitate life too accurately.

no

its because they are boring and have nothing to do in between large open spaces, in real life you might encounter animals fighting or something going on but in a game its nothing.


92f0eb No.15231207

>>15231201

>in real life you might encounter animals fighting or something going on

Have you ever actually taken a hike?


78b7bf No.15232379

>>15224839

>they imitate life too accurately.

I hardly think so, it's that they're empty of content because the devs are lazy, a lone human can find innumerable things to entertain themselves in an otherwise human-free world, you give them far too much credit on that front.

>Games are most fun when they're aware of the fact they're not and never will be real life and shouldn't try to ape it

However this is certainly true, bad facsimiles of reality are fucking turgid experiences but there's the odd semi passable ones like the interiors and environment in Dying Light.


36b31a No.15232493

>>15224839

I get the blues when after the game is over and you can still play but it takes you back to right before the final boss, like after saving the world the character is caught in this limbo where all they can do is save it again but never actually get to enjoy the peace that comes after. even when it is set chronologically after it can feel really empty, like in jak 1 where all the characters just disappear.


d7088e No.15232505

>>15231201

>its because they are boring and have nothing to do in between large open spaces

Just like real life.

Name me one thing you could go outside right now and do that you can't do in an open world game.


2eba55 No.15232514

>>15227452

Morrowind might be more diverse but it has way less dungeons than Skyrim. The right balance would be the combination of the two.

>>15231201

>>15231207

>>15232505

Ever taken a hike at night and randomly seeing a ghost and hearing eerie noises? Yeah, open world games don't have that. They have no surprise and suspense. Real life is much more unpredictable.


846bea No.15232848

>>15224997

How? He's basically a nip wanting to be an american boomer accepted by Hollyjew.


846bea No.15232858

>>15227452

>Skyrim is empty.

No, it's not, it's neck deep in shitty bandit-camps and dungeons. The problem is there is too much stuff. Why would bandits settle near monster-lairs. Why would you have a village with kids near roaming wolves and bears. Why would you allow a bandit-camp to exist two meters outside of the city-walls. The problem with most open-world games is that they are not logical. An open vast world, needs more space. It has to be vast, you can't just walk from one town to the next in a few minutes, it doesn't make sense.


096fd2 No.15232870

>>15232505

>Name me one thing you could go outside right now and do that you can't do in an open world game.

Play ding-dong-ditch.

Call the police on someone I don't like.

Instigate a gang war just for fun.

Build a hideaway in untouched forests.

Network with people to quietly expand the hideaway into a shadow community.

And basically anything else that would otherwise be restricted by gameplay.


e80e0c No.15233304

>>15232493

Every damned Zelda game…

The worst is BotW. The post game shit and Ganon is still there. There really is no post game.

They need to fix this desperately.


ec558d No.15233361

File: 4b460854dea539a⋯.png (93.86 KB, 629x1173, 37:69, anger_and_even_more_anger.png)

>>15233304

Fuck BoTW's "post-game" I want to travel with Zelda and be an ambassador for the new Hyrule kingdom, god damnit!


d2eb7d No.15233363

>>15232858

Games don't have to be realistic. You don't have to make the run speed of the main character low enough that you take days to get from one town to the other, specially considering that IRL that may not be the case. I used to have my holidays on some shitty village in bumfuck nowhere and you could reach the nearest village in ten minutes walking, the second nearest one in 20 minutes if you took a shortcut through a ghetto rigged path, and around one hour to the third nearest one.

The main problem with Skyrim is the same as the main problem with Oblivion: there is a lot to do, but all of it feels the same. So yes, you have one hundred dungeons, but only four types of dungeons that all play the same, and then just ten more dungeons with more unique mechanics. Play between 15 and 20 dungeons and you will get the same experience as if you went for 100% completion. This is the reason Daedra missions are most of the time the best part of TES games, because they are all very different and even batshit insane. It is why Shivering Isles was so fun and magnitudes better than the original game, because it was smaller but had a much bigger attention to detail (the drug addiction dungeon was fucking genius); it is also the reason behind Oblivion gates being so boring, because there may be a lot of them, but they all play the same and might as well have been randomly generated like a shitty roguelike, which would only work if the gameplay was really outstanding, which it was not.

If Skyrim had 40 dungeons, but they were all worth visiting, by putting a different boss in each one of them (like those draugr bosses in those dungeons related to rebuilding an ancient and powerful pendant), or by giving unique and actually useful loot, or by including unique puzzles, or fuck, by giving them unique aesthetics, like Skyrim's Asura Star mission, or Oblivion's Vaermina dream dungeon, which weren't all that interesting mechanically speaking, but made up for it with their trippy aesthetics, it would have been a really different game. Reduce the map size in half, or even two thirds, and get rid of everything that won't offer the player a unique experience. That's how you make a good open world game.


466d69 No.15233635

>>15232514

>Ever taken a hike at night and randomly seeing a ghost and hearing eerie noises?

GTAV has this as an Easter egg

>>15232870

>Call the police on someone I don't like.

>Instigate a gang war just for fun.

Sleeping Dogs had this

>Build a hideaway in untouched forests.

>Network with people to quietly expand the hideaway into a shadow community.

Minecraft


e80e0c No.15233912

>>15233363

Forgive the spelling, but:

Yes, the Hermaious Mora "book" dungeons were nuts!


2af288 No.15235322

>>15231207

have you stepped outside?


d6324d No.15247194

bmup




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