There are already some huge maps out there, Just Cause 2 and 3 both have maps at around 1000km2, and those games are beloved by their players. But if the next Cyberpunk game was announced with Night City now being the size of an actual large metropolis, say like New York, would you say that’s too big? What determines what “too big” is?

  • Red_October@piefed.world
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    19 hours ago

    It’s not a question of the world being too big or too small, it’s the density of interesting things. A giant world with very little worth doing doesn’t accomplish much, but similarly a small world where you’re absolutely tripping over things that feel like you shouldn’t skip them will also feel claustrophobic.

    Additionally, the traversal system can help a LOT here. Even a world that has a lot of wide open dead space can feel good if the process of crossing that space is itself fun. Dune: Awakening comes to mind here, where there are large spans of open desert that you need to cross, but ripping across the dunes on my sandbike was so much fun I didn’t mind the dead ground.

    • Phil_in_here@lemmy.ca
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      12 hours ago

      Do you remember LoZ Wind Waker? Maybe it’s the nostalgia goggles, but ripping through the open water just felt good. I don’t even think it was particularly mechanically fun. Maybe it was just the music.

      • burntbacon@discuss.tchncs.de
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        55 minutes ago

        The music and the bright colors in that cel shading style were great. They also did a really good job with the seagulls and the barrels and the silhouettes in the distance as you were sailing. Maybe it was just the contrast with all of the ‘dark’ games at the time. It was a gigantic mood swing from majora’s mask. The music really helped sell it.

        I think wind waker is good example of how to handle ‘open world’ without letting on that you’re controlling the experience. I don’t think any of the official ‘next steps’ ever had you sailing more than three squares away. The teleport was right when the world ‘opened up’ to you doing whatever you felt like, and the easily grasped concept of one square=one island with some interaction made sure there was no loss of focus on the developers or players. Obviously the main islands had more to do than the ones with just a platform/reef, but it worked.