(By game size he means scope of the game and huge open world maps, not game install size)

  • ampersandrew@lemmy.world
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    1 year ago

    Here’s hoping! Not only has it ruined a lot of once-smaller games, but it’s also largely responsible for ballooning development budgets, so let’s get that down to something sustainable.

    • massive_bereavement@fedia.io
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      1 year ago

      One of the most egregious cases for me was Assassin’s Creed Odyssey. There was stuff for 40 hours aplenty, yet I spent most of those 40 hours killing the same goons over and over but with a different number over their heads, which meant I needed to spent more time in doing so.

      If they had just aimed at making a memorable 30 or so hours, it would have been way better. This experience made me stop playing any Assassin’s whatever games.

      Opposite to this, there was “Still Wakes the Deep”, which is a rather short but plentiful game.

      • ampersandrew@lemmy.world
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        1 year ago

        I haven’t played Still Wakes the Deep, but Indika was that smaller game for me this year, and I’d highly recommend it.

        • massive_bereavement@fedia.io
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          1 year ago

          “Indika, a nun looking to adjust to a monastic life. The twist in the tale comes in the form of her companion: she has a connection with the Devil himself”

          Oh wow, with that summary count me in!

          • ampersandrew@lemmy.world
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            1 year ago

            You have no idea. The opening moments of that game are surprising, even with that blurb and my recommendation, lol.

      • ampersandrew@lemmy.world
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        1 year ago

        I know this is a cynical critique of capitalism, but even so, capitalists love lowering budgets and charging the same amount. Quite frankly, I’d happily pay the same or more to get a game with less bloat in a lot of cases.

  • you_are_dust@lemm.ee
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    1 year ago

    I’d rejoice, but I’ll believe it when I see it happening consistently. I want smaller, denser, and richer worlds. Not giant, sprawling, and barren. It doesn’t add anything to a game for me if I have to walk or drive 10 minutes to get to my next location and it’s just empty in between.

    • BleatingZombie@lemmy.world
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      1 year ago

      What we’ll probably get (from Bethesda) is a combination of both. Smaller, barren, and procedurally generated

    • Maalus@lemmy.world
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      1 year ago

      To be able to say “our map is 100x100km!” The only games where it is worth it to have a huge map like that, is army simulators and RTS. Anything else could probably be better off with polish in some other place, rather than a huge map.

    • SharkAttak@kbin.melroy.org
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      1 year ago

      Well they gotta have the right balance, otherwise they’d end up be “open small town” instead of “open world”

  • zaphod@sopuli.xyz
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    1 year ago

    I would say that map size never was “most important”, at least not to the players, they’ve been complaining about huge but empty maps for years (the poster child of this, AC Odyssey was released in 2018, six years ago). It was just something devs and publishers pushed to one up each other in some kind of “bigger = better” way.

      • snooggums@lemmy.world
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        1 year ago

        I’m so sick of action rpgs including crafting or an endless list of slightly different weapons. Give me a small mix of situational weapons at most and let the gameplay be how difficulty works.

  • Dizzy Devil Ducky@lemm.ee
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    1 year ago

    I would absolutely love it if games started going back to the original Borderlands 1 style maps/areas. The type of maps that were more small-medium sized area that were completely self-contained sections of a larger world.

  • .Donuts@lemmy.world
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    1 year ago

    Weird. In the West, we’ve been welcoming small(er) but interesting, unique or otherwise impactful games regardless of its size. Complaining about Warzone taking up 250GB on your hard drive and stuff. And that was 2020.

    • ampersandrew@lemmy.world
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      1 year ago

      Not so much the size it takes up on your drive, he’s referring to the breadth and scope of the game itself.

      • .Donuts@lemmy.world
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        1 year ago

        You right, my thoughts trailed and I added that last bit even though it didn’t have to do with it, idk why.

  • demizerone@lemmy.world
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    1 year ago

    I was excited by Tears of the Kingdom but when I opened up the underground area I passed. That game is the biggest open world I have not experienced.

  • Stern@lemmy.world
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    1 year ago

    Infinite Wealth was deffo a bigger map and set thereof then its predecessors (Like a Dragon was also substantially larger, as was Lost Judgment in comparison to its predecessor), but it did absolute numbers, so I dunno about that.

    I think it comes down more to if it feels appropriately sized and filled. Prior Yakuzas were bursting at the seems with shit to do everywhere in their smaller maps. Breath of the Wild had new and interesting shit going on everywhere too.

    • almar_quigley@lemmy.world
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      1 year ago

      I’ve gotta disagree on BotW. I love Zelda games and the mechanics of that game were an amazing shift in the franchise. But that open world was so boring. The same like 4-5 enemies, even the harder variants didn’t have different movesets. TotK was even worse with the depths and a majority of sky islands being empty and devoid of content.

      But the e gameplay is so fun it’s a lot easier to forgive them than say AC Odyssey.

      • jacksilver@lemmy.world
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        1 year ago

        I’ve been saying this since it released. Cool mechanics, but boring world and gameplay. I’m still a bit salty about the loss of real dungeons, nothing in BOTW or TOTK feel as memorable as the previous games.

    • Daveyborn@lemmy.world
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      1 year ago

      2 of the 3 maps in infinite wealth were re-used anyways. I really like that they get good mileage from reusing assets they make.

  • Someonelol@lemmy.dbzer0.com
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    1 year ago

    It’d be nice if JRPGs would go back to the old school overworld design like in Star Ocean 2. It’s a good compromise between sense of scale and interactivity with the world.

  • Aceticon@lemmy.world
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    1 year ago

    There are quite a lot of ways of making an open world game with infinite replayability without requiring massive maps, but they’re not in the style AAA gaming has been going for in the past decade, they’re more things like Oxygen Not Included, Factorio, Minecraft or Battle Brothers were the game space is procedurally generated, the fun is in conquering the challenges of a map, and once you exhaust it you stop yet end up coming back months later and try a new game with a new map, from scratch, because it’s again fun and there’s no “I know this map” to spoil it.

    The handmade game spaces with custom made “adventures” do manage to have better experiences than those games that rely on procedural generation and naturally emerging situations for providing gamers with experiences, but they’re mainly once of and rely on sheer size to remain entertaining for long.

  • mercano@lemmy.world
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    1 year ago

    Yakuza maps have never been particularly huge. Even in the most recent game, the new map is maybe on the scale of GTA III or Vice City. Still, they manage to pack 15-20 minigames into each game’s word map, some of which involve driving or riding around the map, plus the inevitable scavenger hunts and hidden collectibles.

    • Crafter72@lemmy.dbzer0.com
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      1 year ago

      The key is the “density”, activities and (player) engagements. I find it funny RGG is probably one of developers that can get away reusing assets so much that even can be traced back to ps2 assets on their newer games.