Microsoft says the 2-3 year development cycles of big-budget games are over

EfreetSK@lemmy.world to Gaming@beehaw.org – 167 points –
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I just want to know why everything has to be open world today. It seems like developers are just constantly increasing scope and making games almost too big now.

I can assure you it's not the developers changing the scope...

Easier level design. I wouldn't be surprised if 99% of open world games just had their landscape generated and then slightly tweaked afterwards.

You can do open world right, oblivion and to a slightly lesser extent Skyrim. But a huge map with not much in it just makes for tedious travel times, or lots of fast travel loading screens. At that point, you basically have separate levels.

Dark souls 1 was good too, but for a different reason: there's nothing like opening a gate and going "WTF, how did I get all the way back here?" The way it folds in on itself makes it huge, but also gives it a very compact feeling when it comes to traveling around. I'd put it top 3 level design on my personal list.

Far cry 3 was good too. Mostly because wing suit and helicopter thing. Now that I think of it, there's a theme here. It seems like verticality (and a way to traverse it) really helps a map feel fun. Far cry 3, BOTW, dark souls, all 3 have these huge altitude variations.