• WhyEssEff [she/her]@hexbear.net
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    5 days ago

    Yakuza can get away with putting you in Kamurocho pretty much every time because the design philosophy of Kamurocho is to make it denser than osmium.

    People (generally) don’t like the open-world commute. It becomes tedious. They like being able to turn the corner and find something novel.

    • ZeroHora
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      5 days ago

      Saw a time ago people calling Yakuza open-neighborhood, smaller open areas works really well.

      Another example is the Phantom Liberty compared to the rest of cyberpunk 2077.

      • Cowbee [he/him, they/them]@hexbear.net
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        5 days ago

        Something huge about Phantom Liberty was the verticality, one of my biggest pet peeves with open world design is having an x and y axis but no meaningful z. Even having 2 stories for a combat arena dramatically impacts the complexity of encounters, not to mention how much better the environment becomes visually.

    • FlakesBongler [they/them]@hexbear.net
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      5 days ago

      Yeah, this is my problem with most open-world games

      There’s a lot of space and nothing to actually do in it

      Like, Assassin’s Creed has basically become Wander Aimlessly with the occasional bit of rock stacking

      Why aren’t I sneaking around, gathering information on targets, setting traps to whittle down a target’s bodyguards or doing anything that really involves assassinating?

      • ZeroHora
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        5 days ago

        Why aren’t I sneaking around, gathering information on targets, setting traps to whittle down a target’s bodyguards or doing anything that really involves assassinating?

        AC1 had that idea poorly executed, for some reason ubiflop abandoned it in AC2